mirror of
https://github.com/celisej567/source-engine.git
synced 2026-01-04 18:09:53 +03:00
1
This commit is contained in:
162
game/client/hl2/hud_flashlight.cpp
Normal file
162
game/client/hl2/hud_flashlight.cpp
Normal file
@@ -0,0 +1,162 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#include "cbase.h"
|
||||
#include "hudelement.h"
|
||||
#include "hud_numericdisplay.h"
|
||||
#include <vgui_controls/Panel.h>
|
||||
#include "hud.h"
|
||||
#include "hud_suitpower.h"
|
||||
#include "hud_macros.h"
|
||||
#include "iclientmode.h"
|
||||
#include <vgui_controls/AnimationController.h>
|
||||
#include <vgui/ISurface.h>
|
||||
#include "c_basehlplayer.h"
|
||||
|
||||
// memdbgon must be the last include file in a .cpp file!!!
|
||||
#include "tier0/memdbgon.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Shows the flashlight icon
|
||||
//-----------------------------------------------------------------------------
|
||||
class CHudFlashlight : public CHudElement, public vgui::Panel
|
||||
{
|
||||
DECLARE_CLASS_SIMPLE( CHudFlashlight, vgui::Panel );
|
||||
|
||||
public:
|
||||
CHudFlashlight( const char *pElementName );
|
||||
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
|
||||
|
||||
protected:
|
||||
virtual void Paint();
|
||||
|
||||
private:
|
||||
void SetFlashlightState( bool flashlightOn );
|
||||
void Reset( void );
|
||||
|
||||
bool m_bFlashlightOn;
|
||||
CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" );
|
||||
CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" );
|
||||
CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" );
|
||||
|
||||
CPanelAnimationVarAliasType( float, m_flBarInsetX, "BarInsetX", "2", "proportional_float" );
|
||||
CPanelAnimationVarAliasType( float, m_flBarInsetY, "BarInsetY", "18", "proportional_float" );
|
||||
|
||||
CPanelAnimationVarAliasType( float, m_flBarWidth, "BarWidth", "28", "proportional_float" );
|
||||
CPanelAnimationVarAliasType( float, m_flBarHeight, "BarHeight", "2", "proportional_float" );
|
||||
CPanelAnimationVarAliasType( float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float" );
|
||||
CPanelAnimationVarAliasType( float, m_flBarChunkGap, "BarChunkGap", "2", "proportional_float" );
|
||||
};
|
||||
|
||||
using namespace vgui;
|
||||
|
||||
#ifdef HL2_EPISODIC
|
||||
DECLARE_HUDELEMENT( CHudFlashlight );
|
||||
#endif // HL2_EPISODIC
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructor
|
||||
//-----------------------------------------------------------------------------
|
||||
CHudFlashlight::CHudFlashlight( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudFlashlight" )
|
||||
{
|
||||
vgui::Panel *pParent = g_pClientMode->GetViewport();
|
||||
SetParent( pParent );
|
||||
|
||||
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose:
|
||||
// Input : *pScheme -
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHudFlashlight::ApplySchemeSettings( vgui::IScheme *pScheme )
|
||||
{
|
||||
BaseClass::ApplySchemeSettings(pScheme);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Start with our background off
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHudFlashlight::Reset( void )
|
||||
{
|
||||
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SuitFlashlightOn" );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: data accessor
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHudFlashlight::SetFlashlightState( bool flashlightOn )
|
||||
{
|
||||
if ( m_bFlashlightOn == flashlightOn )
|
||||
return;
|
||||
|
||||
m_bFlashlightOn = flashlightOn;
|
||||
}
|
||||
|
||||
#define WCHAR_FLASHLIGHT_ON 169
|
||||
#define WCHAR_FLASHLIGHT_OFF 174
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: draws the flashlight icon
|
||||
//-----------------------------------------------------------------------------
|
||||
void CHudFlashlight::Paint()
|
||||
{
|
||||
#ifdef HL2_EPISODIC
|
||||
C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
// Only paint if we're using the new flashlight code
|
||||
if ( pPlayer->m_HL2Local.m_flFlashBattery < 0.0f )
|
||||
{
|
||||
SetPaintBackgroundEnabled( false );
|
||||
return;
|
||||
}
|
||||
|
||||
bool bIsOn = pPlayer->IsEffectActive( EF_DIMLIGHT );
|
||||
SetFlashlightState( bIsOn );
|
||||
|
||||
// get bar chunks
|
||||
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
|
||||
int enabledChunks = (int)((float)chunkCount * (pPlayer->m_HL2Local.m_flFlashBattery * 1.0f/100.0f) + 0.5f );
|
||||
|
||||
Color clrFlashlight;
|
||||
clrFlashlight = ( enabledChunks < ( chunkCount / 4 ) ) ? gHUD.m_clrCaution : gHUD.m_clrNormal;
|
||||
clrFlashlight[3] = ( bIsOn ) ? 255: 32;
|
||||
|
||||
// Pick the right character given our current state
|
||||
wchar_t pState = ( bIsOn ) ? WCHAR_FLASHLIGHT_ON : WCHAR_FLASHLIGHT_OFF;
|
||||
|
||||
surface()->DrawSetTextFont( m_hFont );
|
||||
surface()->DrawSetTextColor( clrFlashlight );
|
||||
surface()->DrawSetTextPos( m_IconX, m_IconY );
|
||||
surface()->DrawUnicodeChar( pState );
|
||||
|
||||
// Don't draw the progress bar is we're fully charged
|
||||
if ( bIsOn == false && chunkCount == enabledChunks )
|
||||
return;
|
||||
|
||||
// draw the suit power bar
|
||||
surface()->DrawSetColor( clrFlashlight );
|
||||
int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
|
||||
for (int i = 0; i < enabledChunks; i++)
|
||||
{
|
||||
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
|
||||
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
|
||||
}
|
||||
|
||||
// Be even less transparent than we already are
|
||||
clrFlashlight[3] = clrFlashlight[3] / 8;
|
||||
|
||||
// draw the exhausted portion of the bar.
|
||||
surface()->DrawSetColor( clrFlashlight );
|
||||
for (int i = enabledChunks; i < chunkCount; i++)
|
||||
{
|
||||
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
|
||||
xpos += (m_flBarChunkWidth + m_flBarChunkGap);
|
||||
}
|
||||
#endif // HL2_EPISODIC
|
||||
}
|
||||
Reference in New Issue
Block a user