//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud.h" #include "hud_suitpower.h" #include "hud_macros.h" #include "c_basehlplayer.h" #include "iclientmode.h" #include #include #include using namespace vgui; // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DECLARE_HUDELEMENT( CHudSuitPower ); #define SUITPOWER_INIT -1 //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CHudSuitPower::CHudSuitPower( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudSuitPower" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudSuitPower::Init( void ) { m_flSuitPower = SUITPOWER_INIT; m_nSuitPowerLow = -1; m_iActiveSuitDevices = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudSuitPower::Reset( void ) { Init(); } //----------------------------------------------------------------------------- // Purpose: Save CPU cycles by letting the HUD system early cull // costly traversal. Called per frame, return true if thinking and // painting need to occur. //----------------------------------------------------------------------------- bool CHudSuitPower::ShouldDraw() { bool bNeedsDraw = false; C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return false; // needs draw if suit power changed or animation in progress bNeedsDraw = ( ( pPlayer->m_HL2Local.m_flSuitPower != m_flSuitPower ) || ( m_AuxPowerColor[3] > 0 ) ); return ( bNeedsDraw && CHudElement::ShouldDraw() ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudSuitPower::OnThink( void ) { float flCurrentPower = 0; C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; flCurrentPower = pPlayer->m_HL2Local.m_flSuitPower; // Only update if we've changed suit power if ( flCurrentPower == m_flSuitPower ) return; if ( flCurrentPower >= 100.0f && m_flSuitPower < 100.0f ) { // we've reached max power g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerMax"); } else if ( flCurrentPower < 100.0f && (m_flSuitPower >= 100.0f || m_flSuitPower == SUITPOWER_INIT) ) { // we've lost power g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNotMax"); } bool flashlightActive = pPlayer->IsFlashlightActive(); bool sprintActive = pPlayer->IsSprinting(); bool breatherActive = pPlayer->IsBreatherActive(); int activeDevices = (int)flashlightActive + (int)sprintActive + (int)breatherActive; if (activeDevices != m_iActiveSuitDevices) { m_iActiveSuitDevices = activeDevices; switch ( m_iActiveSuitDevices ) { default: case 3: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerThreeItemsActive"); break; case 2: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerTwoItemsActive"); break; case 1: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerOneItemActive"); break; case 0: g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerNoItemsActive"); break; } } m_flSuitPower = flCurrentPower; } //----------------------------------------------------------------------------- // Purpose: draws the power bar //----------------------------------------------------------------------------- void CHudSuitPower::Paint() { C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // get bar chunks int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); int enabledChunks = (int)((float)chunkCount * (m_flSuitPower * 1.0f/100.0f) + 0.5f ); // see if we've changed power state int lowPower = 0; if (enabledChunks <= (chunkCount / 4)) { lowPower = 1; } if (m_nSuitPowerLow != lowPower) { if (m_iActiveSuitDevices || m_flSuitPower < 100.0f) { if (lowPower) { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerDecreasedBelow25"); } else { g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SuitAuxPowerIncreasedAbove25"); } m_nSuitPowerLow = lowPower; } } // draw the suit power bar surface()->DrawSetColor( m_AuxPowerColor ); int xpos = m_flBarInsetX, ypos = m_flBarInsetY; for (int i = 0; i < enabledChunks; i++) { surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); xpos += (m_flBarChunkWidth + m_flBarChunkGap); } // draw the exhausted portion of the bar. surface()->DrawSetColor( Color( m_AuxPowerColor[0], m_AuxPowerColor[1], m_AuxPowerColor[2], m_iAuxPowerDisabledAlpha ) ); for (int i = enabledChunks; i < chunkCount; i++) { surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); xpos += (m_flBarChunkWidth + m_flBarChunkGap); } // draw our name surface()->DrawSetTextFont(m_hTextFont); surface()->DrawSetTextColor(m_AuxPowerColor); surface()->DrawSetTextPos(text_xpos, text_ypos); wchar_t *tempString = g_pVGuiLocalize->Find("#Valve_Hud_AUX_POWER"); if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"AUX POWER", wcslen(L"AUX POWER")); } if ( m_iActiveSuitDevices ) { // draw the additional text int ypos = text2_ypos; if (pPlayer->IsBreatherActive()) { tempString = g_pVGuiLocalize->Find("#Valve_Hud_OXYGEN"); surface()->DrawSetTextPos(text2_xpos, ypos); if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"OXYGEN", wcslen(L"OXYGEN")); } ypos += text2_gap; } if (pPlayer->IsFlashlightActive()) { tempString = g_pVGuiLocalize->Find("#Valve_Hud_FLASHLIGHT"); surface()->DrawSetTextPos(text2_xpos, ypos); if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"FLASHLIGHT", wcslen(L"FLASHLIGHT")); } ypos += text2_gap; } if (pPlayer->IsSprinting()) { tempString = g_pVGuiLocalize->Find("#Valve_Hud_SPRINT"); surface()->DrawSetTextPos(text2_xpos, ypos); if (tempString) { surface()->DrawPrintText(tempString, wcslen(tempString)); } else { surface()->DrawPrintText(L"SPRINT", wcslen(L"SPRINT")); } ypos += text2_gap; } } }