source-engine/game/client/swarm/vgui/asw_hud_health.cpp
2023-10-03 17:23:56 +03:00

148 lines
3.9 KiB
C++

#include "cbase.h"
#include "hud.h"
#include "hud_macros.h"
#include "view.h"
#include "iclientmode.h"
#include "datacache/imdlcache.h"
#define PAIN_NAME "sprites/%d_pain.vmt"
#include <KeyValues.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui/ILocalize.h>
using namespace vgui;
#include "asw_hudelement.h"
#include "hud_numericdisplay.h"
#include "c_asw_player.h"
#include "c_asw_marine.h"
#include "c_asw_door.h"
#include "asw_marine_profile.h"
#include "c_asw_marine_resource.h"
#include "asw_vgui_door_tooltip.h"
#include "ConVar.h"
#include "tier0/vprof.h"
#include "iasw_client_vehicle.h"
#include "engine/IVDebugOverlay.h"
#include "vguimatsurface/imatsystemsurface.h"
#include "asw_input.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar asw_door_healthbars("asw_door_healthbars", "2", FCVAR_NONE, "0=no health bars, 1=health bar at cursor, 2=show all door health bars");
extern ConVar asw_draw_hud;
#define MAX_DOOR_HEALTH_BARS 8
// This HUD element is responsible for creating door health panels
class CASWHudHealth : public CASW_HudElement, public CHudNumericDisplay
{
DECLARE_CLASS_SIMPLE( CASWHudHealth, CHudNumericDisplay );
public:
CASWHudHealth( const char *pElementName );
virtual void Init( void );
virtual void VidInit( void );
virtual void Reset( void );
virtual void OnThink();
CASW_VGUI_Door_Tooltip *m_pDoorTooltip[MAX_DOOR_HEALTH_BARS];
};
DECLARE_HUDELEMENT( CASWHudHealth );
CASWHudHealth::CASWHudHealth( const char *pElementName ) : CASW_HudElement( pElementName ), CHudNumericDisplay(NULL, "ASWHudHealth")
{
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
for ( int i=0; i<MAX_DOOR_HEALTH_BARS; i++ )
{
m_pDoorTooltip[i] = NULL;
}
}
void CASWHudHealth::Init()
{
Reset();
}
void CASWHudHealth::Reset()
{
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
for (int i=0;i<MAX_DOOR_HEALTH_BARS;i++)
{
if ( m_pDoorTooltip[i] )
{
m_pDoorTooltip[i]->SetAlpha(0);
}
}
}
void CASWHudHealth::VidInit()
{
Reset();
}
void CASWHudHealth::OnThink()
{
if ( asw_door_healthbars.GetInt() == 0 )
return;
MDLCACHE_CRITICAL_SECTION();
C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
if ( asw_door_healthbars.GetInt() == 1 )
{
if ( !m_pDoorTooltip[0] )
{
C_ASW_Door* pDoor = C_ASW_Door::GetDoorNear( ASWInput()->GetCrosshairAimingPos() );
if (pDoor) // check for creating the window to report a door's health if we mouse over it
{
m_pDoorTooltip[0] = new CASW_VGUI_Door_Tooltip( GetParent(), "DoorTooltip");
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFile("resource/SwarmSchemeNew.res", "SwarmSchemeNew");
m_pDoorTooltip[0]->SetScheme(scheme);
m_pDoorTooltip[0]->SetAlpha(0);
m_pDoorTooltip[0]->m_bShowDoorUnderCursor = true;
}
}
return;
}
// find all doors on-screen
int iCurrentTooltip = 0;
for ( int i=0; i<g_ClientDoorList.Count() && iCurrentTooltip < MAX_DOOR_HEALTH_BARS ;i++ )
{
C_ASW_Door *pDoor = g_ClientDoorList[i];
int iDoorType = 0;
if ( !pDoor || pDoor->GetHealthFraction(iDoorType) <= 0.0f|| pDoor->GetHealthFraction(iDoorType) >= 1.0f || pDoor->IsDormant() || pDoor->IsOpen() )
continue;
// assign a tooltip panel to show this door's health
if ( m_pDoorTooltip[iCurrentTooltip] == NULL )
{
m_pDoorTooltip[iCurrentTooltip] = new CASW_VGUI_Door_Tooltip( GetParent(), "DoorTooltip");
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFile("resource/SwarmSchemeNew.res", "SwarmSchemeNew");
m_pDoorTooltip[iCurrentTooltip]->SetScheme(scheme);
m_pDoorTooltip[iCurrentTooltip]->SetAlpha(0);
}
if ( !m_pDoorTooltip[iCurrentTooltip] )
continue;
int mx, my;
if ( m_pDoorTooltip[iCurrentTooltip]->GetDoorHealthBarPosition( pDoor, mx, my ) )
{
m_pDoorTooltip[iCurrentTooltip]->SetDoor( pDoor );
iCurrentTooltip++;
}
}
}