source-engine/game/client/hl2/hud_flashlight.cpp

163 lines
5.6 KiB
C++
Raw Normal View History

2020-04-22 16:56:21 +00:00
//========= 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
}