//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #include "cbase.h" #include "hud.h" #include "hudelement.h" #include "iclientmode.h" #include "engine/IEngineSound.h" #include "vgui_controls/AnimationController.h" #include "vgui_controls/Controls.h" #include "vgui_controls/Panel.h" #include "vgui/ISurface.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define HEALTH_WARNING_THRESHOLD 25 static ConVar hud_quickinfo( "hud_quickinfo", "1", FCVAR_ARCHIVE ); extern ConVar crosshair; #define QUICKINFO_EVENT_DURATION 1.0f #define QUICKINFO_BRIGHTNESS_FULL 255 #define QUICKINFO_BRIGHTNESS_DIM 64 #define QUICKINFO_FADE_IN_TIME 0.5f #define QUICKINFO_FADE_OUT_TIME 2.0f /* ================================================== CHUDQuickInfo ================================================== */ using namespace vgui; class CHUDQuickInfo : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE( CHUDQuickInfo, vgui::Panel ); public: CHUDQuickInfo( const char *pElementName ); void Init( void ); void VidInit( void ); bool ShouldDraw( void ); virtual void OnThink(); virtual void Paint(); virtual void ApplySchemeSettings( IScheme *scheme ); private: void DrawWarning( int x, int y, CHudTexture *icon, float &time ); void UpdateEventTime( void ); bool EventTimeElapsed( void ); int m_lastAmmo; int m_lastHealth; float m_ammoFade; float m_healthFade; bool m_warnAmmo; bool m_warnHealth; bool m_bFadedOut; bool m_bDimmed; // Whether or not we are dimmed down float m_flLastEventTime; // Last active event (controls dimmed state) CHudTexture *m_icon_c; CHudTexture *m_icon_rbn; // right bracket CHudTexture *m_icon_lbn; // left bracket CHudTexture *m_icon_rb; // right bracket, full CHudTexture *m_icon_lb; // left bracket, full CHudTexture *m_icon_rbe; // right bracket, empty CHudTexture *m_icon_lbe; // left bracket, empty }; DECLARE_HUDELEMENT( CHUDQuickInfo ); CHUDQuickInfo::CHUDQuickInfo( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HUDQuickInfo" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); SetHiddenBits( HIDEHUD_CROSSHAIR ); } void CHUDQuickInfo::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); SetPaintBackgroundEnabled( false ); } void CHUDQuickInfo::Init( void ) { m_ammoFade = 0.0f; m_healthFade = 0.0f; m_lastAmmo = 0; m_lastHealth = 100; m_warnAmmo = false; m_warnHealth = false; m_bFadedOut = false; m_bDimmed = false; m_flLastEventTime = 0.0f; } void CHUDQuickInfo::VidInit( void ) { Init(); m_icon_c = gHUD.GetIcon( "crosshair" ); m_icon_rb = gHUD.GetIcon( "crosshair_right_full" ); m_icon_lb = gHUD.GetIcon( "crosshair_left_full" ); m_icon_rbe = gHUD.GetIcon( "crosshair_right_empty" ); m_icon_lbe = gHUD.GetIcon( "crosshair_left_empty" ); m_icon_rbn = gHUD.GetIcon( "crosshair_right" ); m_icon_lbn = gHUD.GetIcon( "crosshair_left" ); } void CHUDQuickInfo::DrawWarning( int x, int y, CHudTexture *icon, float &time ) { float scale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0); // Only fade out at the low point of our blink if ( time <= (gpGlobals->frametime * 200.0f) ) { if ( scale < 40 ) { time = 0.0f; return; } else { // Counteract the offset below to survive another frame time += (gpGlobals->frametime * 200.0f); } } // Update our time time -= (gpGlobals->frametime * 200.0f); Color caution = gHUD.m_clrCaution; caution[3] = scale * 255; icon->DrawSelf( x, y, caution ); } //----------------------------------------------------------------------------- // Purpose: Save CPU cycles by letting the HUD system early cull // costly traversal. Called per frame, return true if thinking and // painting need to occur. //----------------------------------------------------------------------------- bool CHUDQuickInfo::ShouldDraw( void ) { if ( !m_icon_c || !m_icon_rb || !m_icon_rbe || !m_icon_lb || !m_icon_lbe ) return false; C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player == NULL ) return false; if ( !crosshair.GetBool() ) return false; return ( CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() ); } //----------------------------------------------------------------------------- // Purpose: Checks if the hud element needs to fade out //----------------------------------------------------------------------------- void CHUDQuickInfo::OnThink() { BaseClass::OnThink(); C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player == NULL ) return; // see if we should fade in/out bool bFadeOut = player->IsZoomed(); // check if the state has changed if ( m_bFadedOut != bFadeOut ) { m_bFadedOut = bFadeOut; m_bDimmed = false; if ( bFadeOut ) { g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", 0.0f, 0.0f, 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR ); } else { g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); } } else if ( !m_bFadedOut ) { // If we're dormant, fade out if ( EventTimeElapsed() ) { if ( !m_bDimmed ) { m_bDimmed = true; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_DIM, 0.0f, QUICKINFO_FADE_OUT_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); } } else if ( m_bDimmed ) { // Fade back up, we're active m_bDimmed = false; g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); } } } void CHUDQuickInfo::Paint() { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player == NULL ) return; C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); if ( pWeapon == NULL ) return; int xCenter = ( ScreenWidth() - m_icon_c->Width() ) / 2; int yCenter = ( ScreenHeight() - m_icon_c->Height() ) / 2; float scalar = 138.0f/255.0f; // Check our health for a warning int health = player->GetHealth(); if ( health != m_lastHealth ) { UpdateEventTime(); m_lastHealth = health; if ( health <= HEALTH_WARNING_THRESHOLD ) { if ( m_warnHealth == false ) { m_healthFade = 255; m_warnHealth = true; CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" ); } } else { m_warnHealth = false; } } // Check our ammo for a warning int ammo = pWeapon->Clip1(); if ( ammo != m_lastAmmo ) { UpdateEventTime(); m_lastAmmo = ammo; // Find how far through the current clip we are float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1(); // Warn if we're below a certain percentage of our clip's size if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD ))) { if ( m_warnAmmo == false ) { m_ammoFade = 255; m_warnAmmo = true; CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" ); } } else { m_warnAmmo = false; } } Color clrNormal = gHUD.m_clrNormal; clrNormal[3] = 255 * scalar; m_icon_c->DrawSelf( xCenter, yCenter, clrNormal ); // adjust center for the bigger crosshairs xCenter = ScreenWidth() / 2; yCenter = ( ScreenHeight() - m_icon_lb->Height() ) / 2; if ( !hud_quickinfo.GetInt() ) return; int sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f ); // Update our health if ( m_healthFade > 0.0f ) { DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade ); } else { float healthPerc = (float) health / 100.0f; healthPerc = clamp( healthPerc, 0.0f, 1.0f ); Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal; if ( m_warnHealth ) { healthColor[3] = 255 * sinScale; } else { healthColor[3] = 255 * scalar; } gHUD.DrawIconProgressBar( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_icon_lbe, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL ); } // Update our ammo if ( m_ammoFade > 0.0f ) { DrawWarning( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_ammoFade ); } else { float ammoPerc; if ( pWeapon->GetMaxClip1() <= 0 ) { ammoPerc = 0.0f; } else { ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() ); ammoPerc = clamp( ammoPerc, 0.0f, 1.0f ); } Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal; if ( m_warnAmmo ) { ammoColor[3] = 255 * sinScale; } else { ammoColor[3] = 255 * scalar; } gHUD.DrawIconProgressBar( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_icon_rbe, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHUDQuickInfo::UpdateEventTime( void ) { m_flLastEventTime = gpGlobals->curtime; } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CHUDQuickInfo::EventTimeElapsed( void ) { if (( gpGlobals->curtime - m_flLastEventTime ) > QUICKINFO_EVENT_DURATION ) return true; return false; }
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |