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162 lines
5.6 KiB
162 lines
5.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "hudelement.h" |
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#include "hud_numericdisplay.h" |
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#include <vgui_controls/Panel.h> |
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#include "hud.h" |
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#include "hud_suitpower.h" |
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#include "hud_macros.h" |
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#include "iclientmode.h" |
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#include <vgui_controls/AnimationController.h> |
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#include <vgui/ISurface.h> |
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#include "c_basehlplayer.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Shows the flashlight icon |
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//----------------------------------------------------------------------------- |
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class CHudFlashlight : public CHudElement, public vgui::Panel |
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{ |
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DECLARE_CLASS_SIMPLE( CHudFlashlight, vgui::Panel ); |
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public: |
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CHudFlashlight( const char *pElementName ); |
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); |
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protected: |
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virtual void Paint(); |
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private: |
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void SetFlashlightState( bool flashlightOn ); |
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void Reset( void ); |
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bool m_bFlashlightOn; |
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CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" ); |
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CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBarInsetX, "BarInsetX", "2", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBarInsetY, "BarInsetY", "18", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBarWidth, "BarWidth", "28", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBarHeight, "BarHeight", "2", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBarChunkGap, "BarChunkGap", "2", "proportional_float" ); |
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}; |
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using namespace vgui; |
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#ifdef HL2_EPISODIC |
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DECLARE_HUDELEMENT( CHudFlashlight ); |
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#endif // HL2_EPISODIC |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CHudFlashlight::CHudFlashlight( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudFlashlight" ) |
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{ |
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vgui::Panel *pParent = g_pClientMode->GetViewport(); |
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SetParent( pParent ); |
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *pScheme - |
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//----------------------------------------------------------------------------- |
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void CHudFlashlight::ApplySchemeSettings( vgui::IScheme *pScheme ) |
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{ |
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BaseClass::ApplySchemeSettings(pScheme); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Start with our background off |
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//----------------------------------------------------------------------------- |
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void CHudFlashlight::Reset( void ) |
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{ |
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SuitFlashlightOn" ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: data accessor |
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//----------------------------------------------------------------------------- |
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void CHudFlashlight::SetFlashlightState( bool flashlightOn ) |
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{ |
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if ( m_bFlashlightOn == flashlightOn ) |
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return; |
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m_bFlashlightOn = flashlightOn; |
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} |
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#define WCHAR_FLASHLIGHT_ON 169 |
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#define WCHAR_FLASHLIGHT_OFF 174 |
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//----------------------------------------------------------------------------- |
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// Purpose: draws the flashlight icon |
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//----------------------------------------------------------------------------- |
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void CHudFlashlight::Paint() |
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{ |
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#ifdef HL2_EPISODIC |
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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return; |
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// Only paint if we're using the new flashlight code |
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if ( pPlayer->m_HL2Local.m_flFlashBattery < 0.0f ) |
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{ |
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SetPaintBackgroundEnabled( false ); |
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return; |
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} |
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bool bIsOn = pPlayer->IsEffectActive( EF_DIMLIGHT ); |
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SetFlashlightState( bIsOn ); |
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// get bar chunks |
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int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); |
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int enabledChunks = (int)((float)chunkCount * (pPlayer->m_HL2Local.m_flFlashBattery * 1.0f/100.0f) + 0.5f ); |
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Color clrFlashlight; |
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clrFlashlight = ( enabledChunks < ( chunkCount / 4 ) ) ? gHUD.m_clrCaution : gHUD.m_clrNormal; |
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clrFlashlight[3] = ( bIsOn ) ? 255: 32; |
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// Pick the right character given our current state |
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wchar_t pState = ( bIsOn ) ? WCHAR_FLASHLIGHT_ON : WCHAR_FLASHLIGHT_OFF; |
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surface()->DrawSetTextFont( m_hFont ); |
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surface()->DrawSetTextColor( clrFlashlight ); |
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surface()->DrawSetTextPos( m_IconX, m_IconY ); |
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surface()->DrawUnicodeChar( pState ); |
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// Don't draw the progress bar is we're fully charged |
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if ( bIsOn == false && chunkCount == enabledChunks ) |
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return; |
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// draw the suit power bar |
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surface()->DrawSetColor( clrFlashlight ); |
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int xpos = m_flBarInsetX, ypos = m_flBarInsetY; |
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for (int i = 0; i < enabledChunks; i++) |
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{ |
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surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); |
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xpos += (m_flBarChunkWidth + m_flBarChunkGap); |
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} |
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// Be even less transparent than we already are |
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clrFlashlight[3] = clrFlashlight[3] / 8; |
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// draw the exhausted portion of the bar. |
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surface()->DrawSetColor( clrFlashlight ); |
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for (int i = enabledChunks; i < chunkCount; i++) |
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{ |
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surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); |
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xpos += (m_flBarChunkWidth + m_flBarChunkGap); |
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} |
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#endif // HL2_EPISODIC |
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}
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