Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Item pickup history displayed onscreen when items are picked up.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "history_resource.h"
#include "hud_macros.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISurface.h>
#include "iclientmode.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
extern ConVar hud_drawhistory_time;
#define HISTORY_PICKUP_GAP (m_iHistoryGap + 5)
#define HISTORY_PICKUP_PICK_HEIGHT (32 + (m_iHistoryGap * 2))
#define HISTORY_PICKUP_HEIGHT_MAX (GetTall() - 100)
#define ITEM_GUTTER_SIZE 48
DECLARE_HUDELEMENT( CHudHistoryResource );
DECLARE_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudHistoryResource::CHudHistoryResource( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudHistoryResource" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_MISCSTATUS );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pScheme -
//-----------------------------------------------------------------------------
void CHudHistoryResource::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
SetPaintBackgroundEnabled( false );
m_hNumberFont = pScheme->GetFont( "HudNumbersSmall" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::Init( void )
{
HOOK_HUD_MESSAGE( CHudHistoryResource, ItemPickup );
m_iHistoryGap = 0;
Reset();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHistoryResource::Reset( void )
{
m_PickupHistory.RemoveAll();
m_iCurrentHistorySlot = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Set a new minimum size gap between history icons
//-----------------------------------------------------------------------------
void CHudHistoryResource::SetHistoryGap( int iNewHistoryGap )
{
if ( iNewHistoryGap > m_iHistoryGap )
{
m_iHistoryGap = iNewHistoryGap;
}
}
void CHudHistoryResource::AddToHistory( C_BaseCombatWeapon *weapon )
{
// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
if ( ((HISTORY_PICKUP_GAP * m_iCurrentHistorySlot) + HISTORY_PICKUP_PICK_HEIGHT) > HISTORY_PICKUP_HEIGHT_MAX )
{
m_iCurrentHistorySlot = 0;
}
// ensure the size
m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
// default to just writing to the first slot
HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
freeslot->type = HISTSLOT_WEAP;
freeslot->iId = weapon->entindex();
freeslot->m_hWeapon = weapon;
freeslot->iCount = 0;
freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Add a new entry to the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( int iType, int iId, int iCount )
{
// Ignore adds with no count
if ( iType == HISTSLOT_AMMO && !iCount )
return;
// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
if ( ((HISTORY_PICKUP_GAP * m_iCurrentHistorySlot) + HISTORY_PICKUP_PICK_HEIGHT) > HISTORY_PICKUP_HEIGHT_MAX )
{
m_iCurrentHistorySlot = 0;
}
// ensure the size
m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
// default to just writing to the first slot
HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
freeslot->type = iType;
freeslot->iId = iId;
freeslot->m_hWeapon = NULL;
freeslot->iCount = iCount;
freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Add a new entry to the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::AddToHistory( int iType, const char *szName, int iCount )
{
if ( iType != HISTSLOT_ITEM )
return;
// Check to see if the pic would have to be drawn too high. If so, start again from the bottom
if ( ((HISTORY_PICKUP_GAP * m_iCurrentHistorySlot) + HISTORY_PICKUP_PICK_HEIGHT) > HISTORY_PICKUP_HEIGHT_MAX )
{
m_iCurrentHistorySlot = 0;
}
// ensure the size
m_PickupHistory.EnsureCount(m_iCurrentHistorySlot + 1);
// default to just writing to the first slot
HIST_ITEM *freeslot = &m_PickupHistory[m_iCurrentHistorySlot++];
// Get the item's icon
CHudTexture *i = gHUD.GetIcon( szName );
if ( i == NULL )
return;
freeslot->iId = 1;
freeslot->icon = i;
freeslot->type = iType;
freeslot->m_hWeapon = NULL;
freeslot->iCount = iCount;
freeslot->DisplayTime = gpGlobals->curtime + hud_drawhistory_time.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Handle an item pickup event from the server
//-----------------------------------------------------------------------------
void CHudHistoryResource::MsgFunc_ItemPickup(bf_read &msg)
{
char szString[2048];
msg.ReadString( szString, sizeof(szString) );
// Add the item to the history
AddToHistory( HISTSLOT_ITEM, szString );
}
//-----------------------------------------------------------------------------
// Purpose: If there aren't any items in the history, clear it out.
//-----------------------------------------------------------------------------
void CHudHistoryResource::CheckClearHistory( void )
{
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type )
return;
}
m_iCurrentHistorySlot = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudHistoryResource::ShouldDraw( void )
{
return ( CHudElement::ShouldDraw() && m_iCurrentHistorySlot );
}
//-----------------------------------------------------------------------------
// Purpose: Draw the pickup history
//-----------------------------------------------------------------------------
void CHudHistoryResource::Paint( void )
{
for ( int i = 0; i < m_PickupHistory.Count(); i++ )
{
if ( m_PickupHistory[i].type )
{
m_PickupHistory[i].DisplayTime = MIN( m_PickupHistory[i].DisplayTime, gpGlobals->curtime + hud_drawhistory_time.GetFloat() );
if ( m_PickupHistory[i].DisplayTime <= gpGlobals->curtime )
{ // pic drawing time has expired
memset( &m_PickupHistory[i], 0, sizeof(HIST_ITEM) );
CheckClearHistory();
continue;
}
float elapsed = m_PickupHistory[i].DisplayTime - gpGlobals->curtime;
float scale = elapsed * 80;
int r, g, b, nUnused;
(gHUD.m_clrYellowish).GetColor( r, g, b, nUnused );
Color clrAmmo( r, g, b, MIN( scale, 255 ) );
int nHudElemWidth, nHudElemHeight;
GetSize( nHudElemWidth, nHudElemHeight );
switch ( m_PickupHistory[i].type )
{
case HISTSLOT_AMMO:
{
CHudTexture *icon = gWR.GetAmmoIconFromWeapon( m_PickupHistory[i].iId );
if ( icon )
{
// Draw the pic
int ypos = nHudElemHeight - ( HISTORY_PICKUP_PICK_HEIGHT + ( HISTORY_PICKUP_GAP * i ) );
int xpos = nHudElemWidth - 24;
// the dll has to make sure it has sent info the weapons you need
icon->DrawSelf( xpos, ypos, clrAmmo );
//Offset the number to sit properly next to the icon
ypos -= ( surface()->GetFontTall( m_hNumberFont ) - icon->Height() ) / 2;
vgui::surface()->DrawSetTextFont( m_hNumberFont );
vgui::surface()->DrawSetTextColor( clrAmmo );
vgui::surface()->DrawSetTextPos( GetWide() - ( ITEM_GUTTER_SIZE * 0.85f ), ypos );
if ( m_PickupHistory[i].iCount )
{
char sz[ 32 ];
int len = Q_snprintf( sz, sizeof( sz ), "%i", m_PickupHistory[i].iCount );
for ( int ch = 0; ch < len; ch++ )
{
char c = sz[ ch ];
vgui::surface()->DrawUnicodeChar( c );
}
}
}
}
break;
case HISTSLOT_WEAP:
{
C_BaseCombatWeapon *pWeapon = m_PickupHistory[i].m_hWeapon;
if ( !pWeapon )
return;
if ( !pWeapon->HasAmmo() )
{
// if the weapon doesn't have ammo, display it as red
Color clrReddish( 255, 16, 16, 255 );
clrReddish.GetColor( r, g, b, nUnused );
clrAmmo.SetColor( r, g, b, MIN( scale, 255 ) );
}
int ypos = nHudElemHeight - (HISTORY_PICKUP_PICK_HEIGHT + (HISTORY_PICKUP_GAP * i));
int xpos = nHudElemWidth - pWeapon->GetSpriteInactive()->Width();
pWeapon->GetSpriteInactive()->DrawSelf( xpos, ypos, clrAmmo );
}
break;
case HISTSLOT_ITEM:
{
if ( !m_PickupHistory[i].iId )
continue;
CHudTexture *icon = m_PickupHistory[i].icon;
if ( !icon )
continue;
int ypos = ScreenHeight() - ( HISTORY_PICKUP_PICK_HEIGHT + ( HISTORY_PICKUP_GAP * i ) );
int xpos = ScreenWidth() - icon->Width() - 10;
icon->DrawSelf( xpos, ypos, clrAmmo );
}
break;
default:
{
// Unknown history type???!!!
Assert( 0 );
}
break;
}
}
}
}