196 lines
5.4 KiB
C++
196 lines
5.4 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "hud.h"
|
|
#include "hudelement.h"
|
|
#include "hud_numericdisplay.h"
|
|
#include "hud_macros.h"
|
|
#include "iclientmode.h"
|
|
#include <vgui_controls/AnimationController.h>
|
|
#include <vgui/ISurface.h>
|
|
#include <vgui/ILocalize.h>
|
|
#include <vgui_controls/Panel.h>
|
|
#include <vgui/IVgui.h>
|
|
|
|
|
|
using namespace vgui;
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#define HUD_POSTURE_UPDATES_PER_SECOND 10
|
|
#define HUD_POSTURE_FADE_TIME 0.4f
|
|
#define CROUCHING_CHARACTER_INDEX 92 // index of the crouching dude in the TTF font
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Shows the sprint power bar
|
|
//-----------------------------------------------------------------------------
|
|
class CHudPosture : public CHudElement, public vgui::Panel
|
|
{
|
|
DECLARE_CLASS_SIMPLE( CHudPosture, vgui::Panel );
|
|
|
|
public:
|
|
CHudPosture( const char *pElementName );
|
|
bool ShouldDraw( void );
|
|
|
|
#ifdef _X360 // if not xbox 360, don't waste code space on this
|
|
virtual void Init( void );
|
|
virtual void Reset( void );
|
|
virtual void OnTick( void );
|
|
|
|
protected:
|
|
virtual void Paint();
|
|
|
|
float m_duckTimeout; /// HUD_POSTURE_FADE_TIME after the last known time the player was ducking
|
|
|
|
private:
|
|
|
|
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" );
|
|
|
|
enum { NOT_FADING,
|
|
FADING_UP,
|
|
FADING_DOWN
|
|
} m_kIsFading;
|
|
#endif
|
|
};
|
|
|
|
|
|
DECLARE_HUDELEMENT( CHudPosture );
|
|
|
|
|
|
namespace
|
|
{
|
|
// Don't pass a null pPlayer. Doesn't check for it.
|
|
inline bool PlayerIsDucking(C_BasePlayer *pPlayer)
|
|
{
|
|
return pPlayer->m_Local.m_bDucked && // crouching
|
|
pPlayer->GetGroundEntity() != NULL ; // but not jumping
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CHudPosture::CHudPosture( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudPosture" )
|
|
{
|
|
vgui::Panel *pParent = GetClientMode()->GetViewport();
|
|
SetParent( pParent );
|
|
|
|
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
|
|
|
|
if( IsX360() )
|
|
{
|
|
vgui::ivgui()->AddTickSignal( GetVPanel(), (1000/HUD_POSTURE_UPDATES_PER_SECOND) );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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 CHudPosture::ShouldDraw()
|
|
{
|
|
#ifdef _X360
|
|
return ( m_duckTimeout >= gpGlobals->curtime &&
|
|
CHudElement::ShouldDraw() );
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
#ifdef _X360
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHudPosture::Init( void )
|
|
{
|
|
m_duckTimeout = 0.0f;
|
|
m_kIsFading = NOT_FADING;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHudPosture::Reset( void )
|
|
{
|
|
Init();
|
|
}
|
|
|
|
void CHudPosture::OnTick( void )
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if (!pPlayer)
|
|
return;
|
|
|
|
if ( PlayerIsDucking(pPlayer) )
|
|
{
|
|
m_duckTimeout = gpGlobals->curtime + HUD_POSTURE_FADE_TIME; // kick the timer forward
|
|
if (GetAlpha() < 255)
|
|
{
|
|
// if not fully faded in, and not fading in, start fading in.
|
|
if (m_kIsFading != FADING_UP)
|
|
{
|
|
m_kIsFading = FADING_UP;
|
|
GetAnimationController()->RunAnimationCommand( this, "alpha", 255, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_kIsFading = NOT_FADING;
|
|
}
|
|
}
|
|
else // player is not ducking
|
|
{
|
|
if (GetAlpha() > 0)
|
|
{
|
|
// if not faded out or fading out, fade out.
|
|
if (m_kIsFading != FADING_DOWN)
|
|
{
|
|
m_kIsFading = FADING_DOWN;
|
|
GetAnimationController()->RunAnimationCommand( this, "alpha", 0, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_kIsFading = NOT_FADING;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: draws the posture elements we want.
|
|
//-----------------------------------------------------------------------------
|
|
void CHudPosture::Paint()
|
|
{
|
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if ( !pPlayer )
|
|
return;
|
|
|
|
SetPaintBackgroundEnabled( true );
|
|
|
|
Color clr;
|
|
clr = GetHud().m_clrNormal;
|
|
clr[3] = 255;
|
|
|
|
// Pick the duck character
|
|
wchar_t duck_char = CROUCHING_CHARACTER_INDEX;
|
|
|
|
surface()->DrawSetTextFont( m_hFont );
|
|
surface()->DrawSetTextColor( clr );
|
|
surface()->DrawSetTextPos( m_IconX, m_IconY );
|
|
surface()->DrawUnicodeChar( duck_char );
|
|
}
|
|
|
|
#endif
|
|
|