//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "weapon_selection.h" #include "iclientmode.h" #include "history_resource.h" #include "input.h" #include "../hud_crosshair.h" #include "VGuiMatSurface/IMatSystemSurface.h" #include #include #include #include #include #include #include "vgui/ILocalize.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar hud_showemptyweaponslots( "hud_showemptyweaponslots", "1", FCVAR_ARCHIVE, "Shows slots for missing weapons when recieving weapons out of order" ); #define SELECTION_TIMEOUT_THRESHOLD 0.5f // Seconds #define SELECTION_FADEOUT_TIME 0.75f #define PLUS_DISPLAY_TIMEOUT 0.5f // Seconds #define PLUS_FADEOUT_TIME 0.75f #define FASTSWITCH_DISPLAY_TIMEOUT 1.5f #define FASTSWITCH_FADEOUT_TIME 1.5f #define CAROUSEL_SMALL_DISPLAY_ALPHA 200.0f #define FASTSWITCH_SMALL_DISPLAY_ALPHA 160.0f #define MAX_CAROUSEL_SLOTS 5 //----------------------------------------------------------------------------- // Purpose: hl2 weapon selection hud element //----------------------------------------------------------------------------- class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel ); public: CHudWeaponSelection(const char *pElementName ); virtual bool ShouldDraw(); virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); virtual void CycleToNextWeapon( void ); virtual void CycleToPrevWeapon( void ); virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); virtual void SelectWeaponSlot( int iSlot ); virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) { return m_hSelectedWeapon; } virtual void OpenSelection( void ); virtual void HideSelection( void ); virtual void LevelInit(); protected: virtual void OnThink(); virtual void Paint(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme); virtual bool IsWeaponSelectable() { if (IsInSelectionMode()) return true; return false; } virtual void SetWeaponSelected() { CBaseHudWeaponSelection::SetWeaponSelected(); switch( hud_fastswitch.GetInt() ) { case HUDTYPE_FASTSWITCH: case HUDTYPE_CAROUSEL: ActivateFastswitchWeaponDisplay( GetSelectedWeapon() ); break; case HUDTYPE_PLUS: ActivateWeaponHighlight( GetSelectedWeapon() ); break; default: // do nothing break; } } private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); void DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int x, int y, int wide, int tall, Color color, float alpha, int number ); void ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pWeapon ); void ActivateWeaponHighlight( C_BaseCombatWeapon *pWeapon ); float GetWeaponBoxAlpha( bool bSelected ); int GetLastPosInSlot( int iSlot ) const; void FastWeaponSwitch( int iWeaponSlot ); void PlusTypeFastWeaponSwitch( int iWeaponSlot ); virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; } virtual void SetSelectedSlot( int slot ) { m_iSelectedSlot = slot; } void SetSelectedSlideDir( int dir ) { m_iSelectedSlideDir = dir; } void DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number); CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionNumbers" ); CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); CPanelAnimationVar( float, m_flBlur, "Blur", "0" ); CPanelAnimationVarAliasType( float, m_flSmallBoxSize, "SmallBoxSize", "32", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flMediumBoxWide, "MediumBoxWide", "75", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flMediumBoxTall, "MediumBoxTall", "50", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "0" ); CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "0" ); CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxColor", "SelectionSelectedBoxBg" ); CPanelAnimationVar( Color, m_SelectedFgColor, "SelectedFgColor", "FgColor" ); CPanelAnimationVar( Color, m_BrightBoxColor, "SelectedFgColor", "BgColor" ); CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); bool m_bFadingOut; // fastswitch weapon display struct WeaponBox_t { int m_iSlot; int m_iSlotPos; }; CUtlVector m_WeaponBoxes; int m_iSelectedWeaponBox; int m_iSelectedSlideDir; int m_iSelectedBoxPosition; int m_iSelectedSlot; C_BaseCombatWeapon *m_pLastWeapon; CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" ); }; DECLARE_HUDELEMENT( CHudWeaponSelection ); using namespace vgui; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection(pElementName), BaseClass(NULL, "HudWeaponSelection") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); m_bFadingOut = false; } //----------------------------------------------------------------------------- // Purpose: sets up display for showing weapon pickup //----------------------------------------------------------------------------- void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { // add to pickup history CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); if ( pHudHR ) { pHudHR->AddToHistory( pWeapon ); } } //----------------------------------------------------------------------------- // Purpose: updates animation status //----------------------------------------------------------------------------- void CHudWeaponSelection::OnThink( void ) { float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; if ( hud_fastswitch.GetBool() ) { flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; } // Time out after awhile of inactivity if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) { if (!m_bFadingOut) { // start fading out g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "FadeOutWeaponSelectionMenu" ); m_bFadingOut = true; } else if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime ) { // finished fade, close HideSelection(); } } else if (m_bFadingOut) { // stop us fading out, show the animation again g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "OpenWeaponSelectionMenu" ); m_bFadingOut = false; } } //----------------------------------------------------------------------------- // Purpose: returns true if the panel should draw //----------------------------------------------------------------------------- bool CHudWeaponSelection::ShouldDraw() { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { if ( IsInSelectionMode() ) { HideSelection(); } return false; } bool bret = CBaseHudWeaponSelection::ShouldDraw(); if ( !bret ) return false; // draw weapon selection a little longer if in fastswitch so we can see what we've selected if ( hud_fastswitch.GetBool() && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) return true; return ( m_bSelectionVisible ) ? true : false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudWeaponSelection::LevelInit() { CHudElement::LevelInit(); m_iSelectedWeaponBox = -1; m_iSelectedSlideDir = 0; m_pLastWeapon = NULL; } //----------------------------------------------------------------------------- // Purpose: starts animating the center of the draw point to the newly selected weapon //----------------------------------------------------------------------------- void CHudWeaponSelection::ActivateFastswitchWeaponDisplay( C_BaseCombatWeapon *pSelectedWeapon ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // make sure all our configuration data is read MakeReadyForUse(); m_WeaponBoxes.RemoveAll(); m_iSelectedWeaponBox = 0; // find out where our selected weapon is in the full list int cWeapons = 0; int iLastSelectedWeaponBox = -1; for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { for (int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); if ( !pWeapon ) continue; WeaponBox_t box = { i, slotpos }; m_WeaponBoxes.AddToTail( box ); if ( pWeapon == pSelectedWeapon ) { m_iSelectedWeaponBox = cWeapons; } if ( pWeapon == m_pLastWeapon ) { iLastSelectedWeaponBox = cWeapons; } cWeapons++; } } if ( iLastSelectedWeaponBox == -1 ) { // unexpected failure, no last weapon to scroll from, default to snap behavior m_pLastWeapon = NULL; } // calculate where we would have to start drawing for this weapon to slide into center float flStart, flStop, flTime; if ( !m_pLastWeapon || m_iSelectedSlideDir == 0 || m_flHorizWeaponSelectOffsetPoint != 0 ) { // no previous weapon or weapon selected directly or selection during slide, snap to exact position m_pLastWeapon = pSelectedWeapon; flStart = flStop = flTime = 0; } else { // offset display for a scroll // causing selected weapon to slide into position // scroll direction based on user's "previous" or "next" selection int numIcons = 0; int start = iLastSelectedWeaponBox; for (int i=0; i 1 ) flTime *= 0.5f; } m_flHorizWeaponSelectOffsetPoint = flStart; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "WeaponBoxOffset", flStop, 0, flTime, AnimationController::INTERPOLATOR_LINEAR ); // start the highlight after the scroll completes m_flBlur = 7.f; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Blur", 0, flTime, 0.75f, AnimationController::INTERPOLATOR_DEACCEL ); } //----------------------------------------------------------------------------- // Purpose: starts animating the highlight for the selected weapon //----------------------------------------------------------------------------- void CHudWeaponSelection::ActivateWeaponHighlight( C_BaseCombatWeapon *pSelectedWeapon ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // make sure all our configuration data is read MakeReadyForUse(); C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); if ( !pWeapon ) return; // start the highlight after the scroll completes g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "WeaponHighlight" ); } //----------------------------------------------------------------------------- // Purpose: returns an (per frame animating) alpha value for different weapon boxes //----------------------------------------------------------------------------- float CHudWeaponSelection::GetWeaponBoxAlpha( bool bSelected ) { float alpha; if ( bSelected ) { alpha = m_flSelectionAlphaOverride; } else { alpha = m_flSelectionAlphaOverride * (m_flAlphaOverride / 255.0f); } return alpha; } //------------------------------------------------------------------------- // Purpose: draws the selection area //------------------------------------------------------------------------- void CHudWeaponSelection::Paint() { int width; int xpos; int ypos; if (!ShouldDraw()) return; C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // find and display our current selection C_BaseCombatWeapon *pSelectedWeapon = NULL; switch ( hud_fastswitch.GetInt() ) { case HUDTYPE_FASTSWITCH: case HUDTYPE_CAROUSEL: pSelectedWeapon = pPlayer->GetActiveWeapon(); break; default: pSelectedWeapon = GetSelectedWeapon(); break; } if ( !pSelectedWeapon ) return; bool bPushedViewport = false; if( hud_fastswitch.GetInt() == HUDTYPE_FASTSWITCH || hud_fastswitch.GetInt() == HUDTYPE_PLUS ) { CMatRenderContextPtr pRenderContext( materials ); if( pRenderContext->GetRenderTarget() ) { surface()->PushFullscreenViewport(); bPushedViewport = true; } } // interpolate the selected box size between the small box size and the large box size // interpolation has been removed since there is no weapon pickup animation anymore, so it's all at the largest size float percentageDone = 1.0f; //min(1.0f, (gpGlobals->curtime - m_flPickupStartTime) / m_flWeaponPickupGrowTime); int largeBoxWide = m_flSmallBoxSize + ((m_flLargeBoxWide - m_flSmallBoxSize) * percentageDone); int largeBoxTall = m_flSmallBoxSize + ((m_flLargeBoxTall - m_flSmallBoxSize) * percentageDone); Color selectedColor; for (int i = 0; i < 4; i++) { selectedColor[i] = m_BoxColor[i] + ((m_SelectedBoxColor[i] - m_BoxColor[i]) * percentageDone); } switch ( hud_fastswitch.GetInt() ) { case HUDTYPE_CAROUSEL: { // carousel style - flat line of items ypos = 0; if ( m_iSelectedWeaponBox == -1 || m_WeaponBoxes.Count() <= 1 ) { // nothing to do return; } else if ( m_WeaponBoxes.Count() < MAX_CAROUSEL_SLOTS ) { // draw the selected weapon as a 1 of n style width = (m_WeaponBoxes.Count()-1) * (m_flLargeBoxWide+m_flBoxGap) + m_flLargeBoxWide; xpos = (GetWide() - width)/2; for ( int i=0; i= GetWide() ) break; ++i; if ( i >= m_WeaponBoxes.Count() ) { // wraparound i = 0; } } // draw all items left of center xpos = GetWide()/2 + m_flHorizWeaponSelectOffsetPoint - (3*largeBoxWide/2 + m_flBoxGap); i = m_iSelectedWeaponBox - 1; while ( 1 ) { if ( i < 0 ) { // wraparound i = m_WeaponBoxes.Count() - 1; } C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_WeaponBoxes[i].m_iSlot, m_WeaponBoxes[i].m_iSlotPos ); if ( !pWeapon ) break; float alpha; if ( i == m_iSelectedWeaponBox && !m_flHorizWeaponSelectOffsetPoint ) { // draw selected in highlighted style alpha = GetWeaponBoxAlpha( true ); DrawLargeWeaponBox( pWeapon, true, xpos, ypos, largeBoxWide, largeBoxTall, selectedColor, alpha, -1 ); } else { alpha = GetWeaponBoxAlpha( false ); DrawLargeWeaponBox( pWeapon, false, xpos, ypos, largeBoxWide, largeBoxTall / 1.5f, m_BoxColor, alpha, -1 ); } // retreat until past edge xpos -= (largeBoxWide + m_flBoxGap); if ( xpos + largeBoxWide <= 0 ) break; --i; } } } break; case HUDTYPE_PLUS: { float fCenterX, fCenterY; bool bBehindCamera = false; CHudCrosshair::GetDrawPosition( &fCenterX, &fCenterY, &bBehindCamera ); // if the crosshair is behind the camera, don't draw it if( bBehindCamera ) return; // bucket style int screenCenterX = (int) fCenterX; int screenCenterY = (int) fCenterY - 15; // Height isn't quite screen height, so adjust for center alignment // Modifiers for the four directions. Used to change the x and y offsets // of each box based on which bucket we're drawing. Bucket directions are // 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; int yModifiers[] = { -1, 0, 1, 0, 1, 1 }; // Draw the four buckets for ( int i = 0; i < MAX_WEAPON_SLOTS; ++i ) { // Set the top left corner so the first box would be centered in the screen. int xPos = screenCenterX -( m_flMediumBoxWide / 2 ); int yPos = screenCenterY -( m_flMediumBoxTall / 2 ); // Find out how many positions to draw - an empty position should still // be drawn if there is an active weapon in any slots past it. int lastSlotPos = -1; for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); if ( pWeapon ) { lastSlotPos = slotPos; } } // Draw the weapons in this bucket for ( int slotPos = 0; slotPos <= lastSlotPos; ++slotPos ) { // Offset the box position xPos += ( m_flMediumBoxWide + 5 ) * xModifiers[ i ]; yPos += ( m_flMediumBoxTall + 5 ) * yModifiers[ i ]; int boxWide = m_flMediumBoxWide; int boxTall = m_flMediumBoxTall; int x = xPos; int y = yPos; C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotPos ); bool selectedWeapon = false; if ( i == m_iSelectedSlot && slotPos == m_iSelectedBoxPosition ) { // This is a bit of a misnomer... we really are asking "Is this the selected slot"? selectedWeapon = true; } // Draw the box with the appropriate icon DrawLargeWeaponBox( pWeapon, selectedWeapon, x, y, boxWide, boxTall, selectedWeapon ? selectedColor : m_BoxColor, GetWeaponBoxAlpha( selectedWeapon ), -1 ); } } } break; case HUDTYPE_BUCKETS: { // bucket style width = (MAX_WEAPON_SLOTS - 1) * (m_flSmallBoxSize + m_flBoxGap) + largeBoxWide; xpos = (GetWide() - width) / 2; ypos = 0; int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); // draw the bucket set // iterate over all the weapon slots for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { if ( i == iActiveSlot ) { bool bDrawBucketNumber = true; int iLastPos = GetLastPosInSlot( i ); for (int slotpos = 0; slotpos <= iLastPos; slotpos++) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( i, slotpos ); if ( !pWeapon ) { if ( !hud_showemptyweaponslots.GetBool() ) continue; DrawBox( xpos, ypos, largeBoxWide, largeBoxTall, m_EmptyBoxColor, m_flAlphaOverride, bDrawBucketNumber ? i + 1 : -1 ); } else { bool bSelected = (pWeapon == pSelectedWeapon); DrawLargeWeaponBox( pWeapon, bSelected, xpos, ypos, largeBoxWide, largeBoxTall, bSelected ? selectedColor : m_BoxColor, GetWeaponBoxAlpha( bSelected ), bDrawBucketNumber ? i + 1 : -1 ); } // move down to the next bucket ypos += (largeBoxTall + m_flBoxGap); bDrawBucketNumber = false; } xpos += largeBoxWide; } else { // check to see if there is a weapons in this bucket if ( GetFirstPos( i ) ) { // draw has weapon in slot DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_BoxColor, m_flAlphaOverride, i + 1); } else { // draw empty slot DrawBox(xpos, ypos, m_flSmallBoxSize, m_flSmallBoxSize, m_EmptyBoxColor, m_flAlphaOverride, -1); } xpos += m_flSmallBoxSize; } // reset position ypos = 0; xpos += m_flBoxGap; } } break; default: { // do nothing } break; } if( bPushedViewport ) { surface()->PopFullscreenViewport(); } } //----------------------------------------------------------------------------- // Purpose: draws a single weapon selection box //----------------------------------------------------------------------------- void CHudWeaponSelection::DrawLargeWeaponBox( C_BaseCombatWeapon *pWeapon, bool bSelected, int xpos, int ypos, int boxWide, int boxTall, Color selectedColor, float alpha, int number ) { Color col = bSelected ? m_SelectedFgColor : GetFgColor(); switch ( hud_fastswitch.GetInt() ) { case HUDTYPE_BUCKETS: { // draw box for selected weapon DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); // draw icon col[3] *= (alpha / 255.0f); if ( pWeapon->GetSpriteActive() ) { // find the center of the box to draw in int iconWidth = pWeapon->GetSpriteActive()->Width(); int iconHeight = pWeapon->GetSpriteActive()->Height(); int x_offs = (boxWide - iconWidth) / 2; int y_offs; if ( bSelected && hud_fastswitch.GetInt() != 0 ) { // place the icon aligned with the non-selected version y_offs = (boxTall / 1.5f - iconHeight) / 2; } else { y_offs = (boxTall - iconHeight) / 2; } if (!pWeapon->CanBeSelected()) { // unselectable weapon, display as such col = Color(255, 0, 0, col[3]); } else if (bSelected) { // currently selected weapon, display brighter col[3] = alpha; // draw an active version over the top pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } // draw the inactive version pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } } break; case HUDTYPE_PLUS: case HUDTYPE_CAROUSEL: { if ( !pWeapon ) { // draw red box for an empty bubble if( bSelected ) { selectedColor.SetColor( 255, 0, 0, 40 ); } DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); return; } else { // draw box for selected weapon DrawBox( xpos, ypos, boxWide, boxTall, selectedColor, alpha, number ); } int iconWidth; int iconHeight; int x_offs; int y_offs; // draw icon col[3] *= (alpha / 255.0f); if ( pWeapon->GetSpriteInactive() ) { iconWidth = pWeapon->GetSpriteInactive()->Width(); iconHeight = pWeapon->GetSpriteInactive()->Height(); x_offs = (boxWide - iconWidth) / 2; if ( bSelected && HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { // place the icon aligned with the non-selected version y_offs = (boxTall/1.5f - iconHeight) / 2; } else { y_offs = (boxTall - iconHeight) / 2; } if ( !pWeapon->CanBeSelected() ) { // unselectable weapon, display as such col = Color(255, 0, 0, col[3]); } // draw the inactive version pWeapon->GetSpriteInactive()->DrawSelf( xpos + x_offs, ypos + y_offs, iconWidth, iconHeight, col ); } if ( bSelected && pWeapon->GetSpriteActive() ) { // find the center of the box to draw in iconWidth = pWeapon->GetSpriteActive()->Width(); iconHeight = pWeapon->GetSpriteActive()->Height(); x_offs = (boxWide - iconWidth) / 2; if ( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { // place the icon aligned with the non-selected version y_offs = (boxTall/1.5f - iconHeight) / 2; } else { y_offs = (boxTall - iconHeight) / 2; } col[3] = 255; for (float fl = m_flBlur; fl > 0.0f; fl -= 1.0f) { if (fl >= 1.0f) { pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } else { // draw a percentage of the last one col[3] *= fl; pWeapon->GetSpriteActive()->DrawSelf( xpos + x_offs, ypos + y_offs, col ); } } } } break; default: { // do nothing } break; } if ( HUDTYPE_PLUS == hud_fastswitch.GetInt() ) { // No text in plus bucket method return; } // draw text col = m_TextColor; const FileWeaponInfo_t &weaponInfo = pWeapon->GetWpnData(); if ( bSelected ) { wchar_t text[128]; wchar_t *tempString = g_pVGuiLocalize->Find(weaponInfo.szPrintName); // setup our localized string if ( tempString ) { #ifdef WIN32 _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%s", tempString); #else _snwprintf(text, sizeof(text)/sizeof(wchar_t) - 1, L"%S", tempString); #endif text[sizeof(text)/sizeof(wchar_t) - 1] = 0; } else { // string wasn't found by g_pVGuiLocalize->Find() g_pVGuiLocalize->ConvertANSIToUnicode(weaponInfo.szPrintName, text, sizeof(text)); } surface()->DrawSetTextColor( col ); surface()->DrawSetTextFont( m_hTextFont ); // count the position int slen = 0, charCount = 0, maxslen = 0; int firstslen = 0; { for (wchar_t *pch = text; *pch != 0; pch++) { if (*pch == '\n') { // newline character, drop to the next line if (slen > maxslen) { maxslen = slen; } if (!firstslen) { firstslen = slen; } slen = 0; } else if (*pch == '\r') { // do nothing } else { slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); charCount++; } } } if (slen > maxslen) { maxslen = slen; } if (!firstslen) { firstslen = maxslen; } int tx = xpos + ((m_flLargeBoxWide - firstslen) / 2); int ty = ypos + (int)m_flTextYPos; surface()->DrawSetTextPos( tx, ty ); // adjust the charCount by the scan amount charCount *= m_flTextScan; for (wchar_t *pch = text; charCount > 0; pch++) { if (*pch == '\n') { // newline character, move to the next line surface()->DrawSetTextPos( xpos + ((boxWide - slen) / 2), ty + (surface()->GetFontTall(m_hTextFont) * 1.1f)); } else if (*pch == '\r') { // do nothing } else { surface()->DrawUnicodeChar(*pch); charCount--; } } } } //----------------------------------------------------------------------------- // Purpose: draws a selection box //----------------------------------------------------------------------------- void CHudWeaponSelection::DrawBox(int x, int y, int wide, int tall, Color color, float normalizedAlpha, int number) { BaseClass::DrawBox( x, y, wide, tall, color, normalizedAlpha / 255.0f ); // draw the number if (number >= 0) { Color numberColor = m_NumberColor; numberColor[3] *= normalizedAlpha / 255.0f; surface()->DrawSetTextColor(numberColor); surface()->DrawSetTextFont(m_hNumberFont); wchar_t wch = '0' + number; surface()->DrawSetTextPos(x + m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); surface()->DrawUnicodeChar(wch); } } //----------------------------------------------------------------------------- // Purpose: hud scheme settings //----------------------------------------------------------------------------- void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetPaintBackgroundEnabled(false); // set our size int screenWide, screenTall; int x, y; GetPos(x, y); GetHudSize(screenWide, screenTall); if ( hud_fastswitch.GetInt() == HUDTYPE_CAROUSEL ) { // need bounds to be exact width for proper clipping during scroll int width = MAX_CAROUSEL_SLOTS*m_flLargeBoxWide + (MAX_CAROUSEL_SLOTS-1)*m_flBoxGap; SetBounds( (screenWide-width)/2, y, width, screenTall - y); } else { SetBounds( x, y, screenWide - x, screenTall - y ); } } //----------------------------------------------------------------------------- // Purpose: Opens weapon selection control //----------------------------------------------------------------------------- void CHudWeaponSelection::OpenSelection( void ) { Assert(!IsInSelectionMode()); CBaseHudWeaponSelection::OpenSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); m_iSelectedBoxPosition = 0; m_iSelectedSlot = -1; } //----------------------------------------------------------------------------- // Purpose: Closes weapon selection control immediately //----------------------------------------------------------------------------- void CHudWeaponSelection::HideSelection( void ) { CBaseHudWeaponSelection::HideSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); m_bFadingOut = false; } //----------------------------------------------------------------------------- // Purpose: Returns the next available weapon item in the weapon selection //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return NULL; C_BaseCombatWeapon *pNextWeapon = NULL; // search all the weapons looking for the closest next int iLowestNextSlot = MAX_WEAPON_SLOTS; int iLowestNextPosition = MAX_WEAPON_POSITIONS; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); if ( !pWeapon ) continue; if ( CanBeSelectedInHUD( pWeapon ) ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); // see if this weapon is further ahead in the selection list if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) { // see if this weapon is closer than the current lowest if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) { iLowestNextSlot = weaponSlot; iLowestNextPosition = weaponPosition; pNextWeapon = pWeapon; } } } } return pNextWeapon; } //----------------------------------------------------------------------------- // Purpose: Returns the prior available weapon item in the weapon selection //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return NULL; C_BaseCombatWeapon *pPrevWeapon = NULL; // search all the weapons looking for the closest next int iLowestPrevSlot = -1; int iLowestPrevPosition = -1; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); if ( !pWeapon ) continue; if ( CanBeSelectedInHUD( pWeapon ) ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); // see if this weapon is further ahead in the selection list if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) { // see if this weapon is closer than the current lowest if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) { iLowestPrevSlot = weaponSlot; iLowestPrevPosition = weaponPosition; pPrevWeapon = pWeapon; } } } } return pPrevWeapon; } //----------------------------------------------------------------------------- // Purpose: Moves the selection to the next item in the menu //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToNextWeapon( void ) { // Get the local player. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; m_pLastWeapon = pPlayer->GetActiveWeapon(); C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) return; pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } } if ( !pNextWeapon ) { // wrap around back to start pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); } if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); SetSelectedSlideDir( 1 ); if ( !IsInSelectionMode() ) { OpenSelection(); } // Play the "cycle to next weapon" sound pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } //----------------------------------------------------------------------------- // Purpose: Moves the selection to the previous item in the menu //----------------------------------------------------------------------------- void CHudWeaponSelection::CycleToPrevWeapon( void ) { // Get the local player. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; m_pLastWeapon = pPlayer->GetActiveWeapon(); C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) return; pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } } if ( !pNextWeapon ) { // wrap around back to end of weapon list pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); } if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon ); SetSelectedSlideDir( -1 ); if ( !IsInSelectionMode() ) { OpenSelection(); } // Play the "cycle to next weapon" sound pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } } //----------------------------------------------------------------------------- // Purpose: returns the # of the last weapon in the specified slot //----------------------------------------------------------------------------- int CHudWeaponSelection::GetLastPosInSlot( int iSlot ) const { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); int iMaxSlotPos; if ( !player ) return -1; iMaxSlotPos = -1; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); if ( pWeapon == NULL ) continue; if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() > iMaxSlotPos ) iMaxSlotPos = pWeapon->GetPosition(); } return iMaxSlotPos; } //----------------------------------------------------------------------------- // Purpose: returns the weapon in the specified slot //----------------------------------------------------------------------------- C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); if ( pWeapon == NULL ) continue; if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) return pWeapon; } return NULL; } //----------------------------------------------------------------------------- // Purpose: Opens the next weapon in the slot //----------------------------------------------------------------------------- void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) { // get the slot the player's weapon is in C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; m_pLastWeapon = NULL; // see where we should start selection int iPosition = -1; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) { // start after this weapon iPosition = pActiveWeapon->GetPosition(); } C_BaseCombatWeapon *pNextWeapon = NULL; // search for the weapon after the current one pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); // make sure it's in the same bucket if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) { // just look for any weapon in this slot pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); } // see if we found a weapon that's different from the current and in the selected slot if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) { // select the new weapon ::input->MakeWeaponSelection( pNextWeapon ); } else if ( pNextWeapon != pActiveWeapon ) { // error sound pPlayer->EmitSound( "Player.DenyWeaponSelection" ); } if ( HUDTYPE_CAROUSEL != hud_fastswitch.GetInt() ) { // kill any fastswitch display m_flSelectionTime = 0.0f; } } //----------------------------------------------------------------------------- // Purpose: Opens the next weapon in the slot //----------------------------------------------------------------------------- void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot ) { // get the slot the player's weapon is in C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; m_pLastWeapon = NULL; int newSlot = m_iSelectedSlot; // Changing slot number does not necessarily mean we need to change the slot - the player could be // scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so // compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position. if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) { // Changing vertical/horizontal direction. Reset the selected box position to zero. m_iSelectedBoxPosition = 0; m_iSelectedSlot = iWeaponSlot; } else { // Still in the same horizontal/vertical direction. Determine which way we're moving in the slot. int increment = 1; if ( m_iSelectedSlot != iWeaponSlot ) { // Decrementing within the slot. If we're at the zero position in this slot, // jump to the zero position of the opposite slot. This also counts as our increment. increment = -1; if ( 0 == m_iSelectedBoxPosition ) { newSlot = ( m_iSelectedSlot + 2 ) % 4; increment = 0; } } // Find out of the box position is at the end of the slot int lastSlotPos = -1; for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); if ( pWeapon ) { lastSlotPos = slotPos; } } // Increment/Decrement the selected box position if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) { m_iSelectedBoxPosition += increment; m_iSelectedSlot = newSlot; } else { // error sound pPlayer->EmitSound( "Player.DenyWeaponSelection" ); return; } } // Select the weapon in this position bool bWeaponSelected = false; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); if ( pWeapon ) { if ( pWeapon != pActiveWeapon ) { // Select the new weapon ::input->MakeWeaponSelection( pWeapon ); SetSelectedWeapon( pWeapon ); bWeaponSelected = true; } } if ( !bWeaponSelected ) { // Still need to set this to make hud display appear SetSelectedWeapon( pPlayer->GetActiveWeapon() ); } } //----------------------------------------------------------------------------- // Purpose: Moves selection to the specified slot //----------------------------------------------------------------------------- void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) { // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons --iSlot; // Get the local player. C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // Don't try and read past our possible number of slots if ( iSlot >= MAX_WEAPON_SLOTS ) return; // Make sure the player's allowed to switch weapons if ( pPlayer->IsAllowedToSwitchWeapons() == false ) return; switch( hud_fastswitch.GetInt() ) { case HUDTYPE_FASTSWITCH: case HUDTYPE_CAROUSEL: { FastWeaponSwitch( iSlot ); return; } case HUDTYPE_PLUS: { if ( !IsInSelectionMode() ) { // open the weapon selection OpenSelection(); } PlusTypeFastWeaponSwitch( iSlot ); ActivateWeaponHighlight( GetSelectedWeapon() ); } break; case HUDTYPE_BUCKETS: { int slotPos = 0; C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); // start later in the list if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) { slotPos = pActiveWeapon->GetPosition() + 1; } // find the weapon in this slot pActiveWeapon = GetNextActivePos( iSlot, slotPos ); if ( !pActiveWeapon ) { pActiveWeapon = GetNextActivePos( iSlot, 0 ); } if ( pActiveWeapon != NULL ) { if ( !IsInSelectionMode() ) { // open the weapon selection OpenSelection(); } // Mark the change SetSelectedWeapon( pActiveWeapon ); SetSelectedSlideDir( 0 ); } } default: { // do nothing } break; } pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); }