mirror of
https://github.com/nillerusr/source-engine.git
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172 lines
4.9 KiB
C++
172 lines
4.9 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: To display the player's health with the use of one graphic over another. A cross in this case
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// Currently this is only used on the freeze cam panel
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "cs_hud_freezepanel.h"
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#include "vgui_controls/AnimationController.h"
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#include "iclientmode.h"
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#include "c_cs_player.h"
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#include "c_cs_playerresource.h"
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#include <vgui_controls/Label.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include "cs_gamerules.h"
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DECLARE_BUILD_FACTORY( CCSHudPlayerHealth );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCSHudPlayerHealth::CCSHudPlayerHealth( Panel *parent, const char *name ) : EditablePanel( parent, name )
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{
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m_pHealthImage = new CCSHealthPanel( this, "PlayerStatusHealthImage" );
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m_pHealthImageBG = new ImagePanel( this, "PlayerStatusHealthImageBG" );
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m_flNextThink = 0.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSHudPlayerHealth::Reset()
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{
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//m_flNextThink = gpGlobals->curtime + 0.05f;
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m_nHealth = -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSHudPlayerHealth::ApplySchemeSettings( IScheme *pScheme )
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{
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// load control settings...
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LoadControlSettings( GetResFilename() );
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m_flNextThink = 0.0f;
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BaseClass::ApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSHudPlayerHealth::SetHealth( int iNewHealth, int iMaxHealth, int iMaxBuffedHealth )
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{
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int nPrevHealth = m_nHealth;
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// set our health
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m_nHealth = iNewHealth;
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m_nMaxHealth = iMaxHealth;
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m_pHealthImage->SetHealth( (float)(m_nHealth) / (float)(m_nMaxHealth) );
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if ( m_pHealthImage )
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{
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m_pHealthImage->SetFgColor( Color( 255, 255, 255, 255 ) );
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}
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if ( m_nHealth <= 0 )
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{
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if ( m_pHealthImageBG->IsVisible() )
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{
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m_pHealthImageBG->SetVisible( false );
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}
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}
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else
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{
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if ( !m_pHealthImageBG->IsVisible() )
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{
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m_pHealthImageBG->SetVisible( true );
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}
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}
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// set our health display value
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if ( nPrevHealth != m_nHealth )
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{
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if ( m_nHealth > 0 )
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{
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SetDialogVariable( "Health", m_nHealth );
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}
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else
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{
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SetDialogVariable( "Health", "" );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CCSHealthPanel::CCSHealthPanel( Panel *parent, const char *name ) : vgui::Panel( parent, name )
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{
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m_flHealth = 1.0f;
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m_iMaterialIndex = surface()->DrawGetTextureId( "hud/health_color" );
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if ( m_iMaterialIndex == -1 ) // we didn't find it, so create a new one
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{
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m_iMaterialIndex = surface()->CreateNewTextureID();
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}
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surface()->DrawSetTextureFile( m_iMaterialIndex, "hud/health_color", true, false );
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m_iDeadMaterialIndex = surface()->DrawGetTextureId( "hud/health_dead" );
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if ( m_iDeadMaterialIndex == -1 ) // we didn't find it, so create a new one
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{
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m_iDeadMaterialIndex = surface()->CreateNewTextureID();
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}
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surface()->DrawSetTextureFile( m_iDeadMaterialIndex, "hud/health_dead", true, false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CCSHealthPanel::Paint()
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{
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BaseClass::Paint();
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int x, y, w, h;
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GetBounds( x, y, w, h );
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Vertex_t vert[4];
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float uv1 = 0.0f;
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float uv2 = 1.0f;
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int xpos = 0, ypos = 0;
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if ( m_flHealth <= 0 )
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{
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// Draw the dead material
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surface()->DrawSetTexture( m_iDeadMaterialIndex );
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vert[0].Init( Vector2D( xpos, ypos ), Vector2D( uv1, uv1 ) );
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vert[1].Init( Vector2D( xpos + w, ypos ), Vector2D( uv2, uv1 ) );
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vert[2].Init( Vector2D( xpos + w, ypos + h ), Vector2D( uv2, uv2 ) );
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vert[3].Init( Vector2D( xpos, ypos + h ), Vector2D( uv1, uv2 ) );
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surface()->DrawSetColor( Color(255,255,255,255) );
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}
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else
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{
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float flDamageY = h * ( 1.0f - m_flHealth );
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// blend in the red "damage" part
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surface()->DrawSetTexture( m_iMaterialIndex );
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Vector2D uv11( uv1, uv2 - m_flHealth );
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Vector2D uv21( uv2, uv2 - m_flHealth );
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Vector2D uv22( uv2, uv2 );
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Vector2D uv12( uv1, uv2 );
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vert[0].Init( Vector2D( xpos, flDamageY ), uv11 );
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vert[1].Init( Vector2D( xpos + w, flDamageY ), uv21 );
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vert[2].Init( Vector2D( xpos + w, ypos + h ), uv22 );
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vert[3].Init( Vector2D( xpos, ypos + h ), uv12 );
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surface()->DrawSetColor( GetFgColor() );
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}
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surface()->DrawTexturedPolygon( 4, vert );
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}
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