Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

210 lines
5.1 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
//
// hud_redraw.cpp
//
#include "cbase.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "itextmessage.h"
#include "vgui_basepanel.h"
#include "hud_crosshair.h"
#include <vgui/ISurface.h>
#if defined( REPLAY_ENABLED )
#include "replay/ienginereplay.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//For progress bar orientations
const int CHud::HUDPB_HORIZONTAL = 0;
const int CHud::HUDPB_VERTICAL = 1;
const int CHud::HUDPB_HORIZONTAL_INV = 2;
// Called when a ConVar changes value
static void FovChanged_Callback( IConVar *pConVar, const char *pOldString, float flOldValue )
{
ConVarRef var( pConVar );
if ( engine->IsInGame() )
{
engine->ServerCmd( VarArgs( "fov %f\n", var.GetFloat() ) );
}
}
static ConVar fov_watcher( "_fov", "0", 0, "Automates fov command to server.", FovChanged_Callback );
//-----------------------------------------------------------------------------
// Purpose: Think
//-----------------------------------------------------------------------------
void CHud::Think(void)
{
#if defined( REPLAY_ENABLED )
// Don't draw this
extern IEngineClientReplay *g_EngineClientReplay;
const bool bPlayingReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
#endif
// Determine the visibility of all hud elements
for ( int i = 0; i < m_HudList.Size(); i++ )
{
// Visible?
bool visible = m_HudList[i]->ShouldDraw();
#if defined( REPLAY_ENABLED )
visible = visible && !bPlayingReplay;
#endif
m_HudList[i]->SetActive( visible );
// If it's a vgui panel, hide/show as appropriate
vgui::Panel *pPanel = dynamic_cast<vgui::Panel*>(m_HudList[i]);
if ( pPanel && pPanel->IsVisible() != visible )
{
pPanel->SetVisible( visible );
}
else if ( !pPanel )
{
// All HUD elements should now derive from vgui!!!
Assert( 0 );
}
if ( visible )
{
m_HudList[i]->ProcessInput();
}
}
// Let the active weapon at the keybits
C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
if ( pWeapon )
{
pWeapon->HandleInput();
}
if ( ( m_flScreenShotTime > 0 ) && ( m_flScreenShotTime < gpGlobals->curtime ) )
{
if ( !IsX360() )
{
engine->ClientCmd( "screenshot" );
}
m_flScreenShotTime = -1;
}
}
//-----------------------------------------------------------------------------
// Purpose: The percentage passed in is expected and clamped to 0.0f to 1.0f
// Input : x -
// y -
// width -
// height -
// percentage -
// clr -
// type -
//-----------------------------------------------------------------------------
void CHud::DrawProgressBar( int x, int y, int width, int height, float percentage, Color& clr, unsigned char type )
{
//Clamp our percentage
percentage = MIN( 1.0f, percentage );
percentage = MAX( 0.0f, percentage );
Color lowColor = clr;
lowColor[ 0 ] /= 2;
lowColor[ 1 ] /= 2;
lowColor[ 2 ] /= 2;
//Draw a vertical progress bar
if ( type == HUDPB_VERTICAL )
{
int barOfs = height * percentage;
surface()->DrawSetColor( lowColor );
surface()->DrawFilledRect( x, y, x + width, y + barOfs );
surface()->DrawSetColor( clr );
surface()->DrawFilledRect( x, y + barOfs, x + width, y + height );
}
else if ( type == HUDPB_HORIZONTAL )
{
int barOfs = width * percentage;
surface()->DrawSetColor( lowColor );
surface()->DrawFilledRect( x, y, x + barOfs, y + height );
surface()->DrawSetColor( clr );
surface()->DrawFilledRect( x + barOfs, y, x + width, y + height );
}
else if ( type == HUDPB_HORIZONTAL_INV )
{
int barOfs = width * percentage;
surface()->DrawSetColor( clr );
surface()->DrawFilledRect( x, y, x + barOfs, y + height );
surface()->DrawSetColor( lowColor );
surface()->DrawFilledRect( x + barOfs, y, x + width, y + height );
}
}
//-----------------------------------------------------------------------------
// Purpose: The percentage passed in is expected and clamped to 0.0f to 1.0f
// Input : x -
// y -
// *icon -
// percentage -
// clr -
// type -
//-----------------------------------------------------------------------------
void CHud::DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type )
{
if ( icon == NULL )
return;
//Clamp our percentage
percentage = MIN( 1.0f, percentage );
percentage = MAX( 0.0f, percentage );
int height = icon->Height();
int width = icon->Width();
//Draw a vertical progress bar
if ( type == HUDPB_VERTICAL )
{
int barOfs = height * percentage;
icon2->DrawSelfCropped(
x, y, // Pos
0, 0, width, barOfs, // Cropped subrect
clr );
icon->DrawSelfCropped(
x, y + barOfs,
0, barOfs, width, height - barOfs, // Cropped subrect
clr );
}
else if ( type == HUDPB_HORIZONTAL )
{
int barOfs = width * percentage;
icon2->DrawSelfCropped(
x, y, // Pos
0, 0, barOfs, height, // Cropped subrect
clr );
icon->DrawSelfCropped(
x + barOfs, y,
barOfs, 0, width - barOfs, height, // Cropped subrect
clr );
}
}