//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: HUD Target ID element // // $NoKeywords: $ //============================================================================= #include "cbase.h" #include "c_tf_player.h" #include "c_playerresource.h" #include "c_tf_playerresource.h" #include "tf_classdata.h" #include "hud.h" #include "hudelement.h" #include "iclientmode.h" #include "tf_imagepanel.h" #include "item_model_panel.h" #include "tf_hud_playerstatus.h" #include "tf_spectatorgui.h" #include "vgui/ILocalize.h" #include "vgui/ISurface.h" #include "vgui/IInput.h" #include <vgui/IVGui.h> #include <vgui/IScheme.h> #include <vgui_controls/Panel.h> #include <vgui_controls/Frame.h> #include "vgui_controls/TextImage.h" #include "vgui_controls/Label.h" #include "vgui_controls/Button.h" #include "ienginevgui.h" #include "hud_chat.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CDisguiseStatus : public CHudElement, public EditablePanel { DECLARE_CLASS_SIMPLE( CDisguiseStatus, EditablePanel ); public: CDisguiseStatus( const char *pElementName ); void Init( void ); virtual void ApplySchemeSettings( IScheme *scheme ); virtual void PerformLayout( void ); virtual void Paint( void ); void ShowAndUpdateStatus( void ); void HideStatus( void ); virtual bool ShouldDraw( void ); void CheckName( void ); void CheckWeapon( void ); void CheckHealth( void ); private: CPanelAnimationVar( HFont, m_hFont, "TextFont", "TargetID" ); CTFImagePanel *m_pBGPanel; CEmbeddedItemModelPanel *m_pModelPanel; CTFSpectatorGUIHealth *m_pDisguiseHealth; Label *m_pDisguiseNameLabel; Label *m_pWeaponNameLabel; bool m_bDisguised; CTFWeaponBase *m_pDisguiseWeapon; int m_iDisguiseTeam; }; DECLARE_HUDELEMENT( CDisguiseStatus ); //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CDisguiseStatus::CDisguiseStatus( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "DisguiseStatus" ) { Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); SetHiddenBits( HIDEHUD_MISCSTATUS ); m_pModelPanel = NULL; m_pBGPanel = NULL; m_pDisguiseNameLabel = NULL; m_pWeaponNameLabel = NULL; m_pDisguiseHealth = new CTFSpectatorGUIHealth( this, "SpectatorGUIHealth" ); m_bDisguised = true; m_pDisguiseWeapon = NULL; m_iDisguiseTeam = TEAM_UNASSIGNED; } //----------------------------------------------------------------------------- // Purpose: Setup //----------------------------------------------------------------------------- void CDisguiseStatus::Init( void ) { HideStatus(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::ApplySchemeSettings( vgui::IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); LoadControlSettings( "Resource/UI/DisguiseStatusPanel.res" ); m_pModelPanel = dynamic_cast<CEmbeddedItemModelPanel*>( FindChildByName("itemmodelpanel") ); m_pBGPanel = dynamic_cast<CTFImagePanel *> ( FindChildByName("DisguiseStatusBG") ); m_pDisguiseNameLabel = dynamic_cast<Label *>(FindChildByName("DisguiseNameLabel")); m_pWeaponNameLabel = dynamic_cast<Label *>(FindChildByName("WeaponNameLabel")); SetPaintBackgroundEnabled( false ); HideStatus(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CDisguiseStatus::ShouldDraw( void ) { bool bShow = false; CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return false; if ( !pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) { bShow = false; } else { bShow = true; } if ( bShow && (!m_bDisguised || (m_pDisguiseWeapon != pPlayer->m_Shared.GetDisguiseWeapon()) || (m_iDisguiseTeam != pPlayer->m_Shared.GetDisguiseTeam()) ) ) { ShowAndUpdateStatus(); } else if ( !bShow && m_bDisguised ) { HideStatus(); } return bShow; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::ShowAndUpdateStatus( void ) { CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return; m_iDisguiseTeam = pPlayer->m_Shared.GetDisguiseTeam(); // m_pModelPanel->SetVisible( false ); if ( m_pBGPanel ) { m_pBGPanel->SetVisible( true ); m_pBGPanel->SetBGTeam( m_iDisguiseTeam ); m_pBGPanel->UpdateBGImage(); } if ( m_pDisguiseNameLabel ) { m_pDisguiseNameLabel->SetVisible( true ); CheckName(); } if ( m_pWeaponNameLabel ) { m_pWeaponNameLabel->SetVisible( true ); CheckWeapon(); } if ( m_pDisguiseHealth ) { m_pDisguiseHealth->SetVisible( true ); CheckHealth(); } m_bDisguised = true; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::HideStatus( void ) { if ( m_pModelPanel ) { m_pModelPanel->SetVisible( false ); } if ( m_pBGPanel ) { m_pBGPanel->SetVisible( false ); } if ( m_pDisguiseNameLabel ) { m_pDisguiseNameLabel->SetVisible( false ); } if ( m_pWeaponNameLabel ) { m_pWeaponNameLabel->SetVisible( false ); } if ( m_pDisguiseHealth ) { m_pDisguiseHealth->SetVisible( false ); } m_bDisguised = false; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::CheckName( void ) { CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return; int nIndex = pPlayer->m_Shared.GetDisguiseTargetIndex(); if ( nIndex != TF_DISGUISE_TARGET_INDEX_NONE ) { if ( g_PR != NULL ) { const char *pszName = g_PR->GetPlayerName( nIndex ); if ( pszName && pszName[0] ) { SetDialogVariable( "disguisename", pszName ); return; } } } SetDialogVariable( "disguisename", pPlayer->GetPlayerName() ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::CheckWeapon( void ) { CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return; m_pDisguiseWeapon = pPlayer->m_Shared.GetDisguiseWeapon(); if ( m_pDisguiseWeapon ) { const wchar_t *pszDisguiseWeapon = g_pVGuiLocalize->Find( m_pDisguiseWeapon->GetTFWpnData().szPrintName ); CAttributeContainer *pContainer = m_pDisguiseWeapon->GetAttributeContainer(); if ( pContainer ) { CEconItemView *pItem = pContainer->GetItem(); if ( pItem ) { pszDisguiseWeapon = pItem->GetItemName(); } } SetDialogVariable( "weaponname", pszDisguiseWeapon ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::CheckHealth( void ) { CTFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return; if ( !m_pDisguiseHealth ) return; m_pDisguiseHealth->SetHealth( pPlayer->m_Shared.GetDisguiseHealth(), pPlayer->m_Shared.GetDisguiseMaxHealth(), pPlayer->m_Shared.GetDisguiseMaxBuffedHealth() ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CDisguiseStatus::PerformLayout( void ) { /* int iXIndent = XRES(5); int iXPostdent = XRES(10); int iWidth = m_pTargetHealth->GetWide() + iXIndent + iXPostdent; int iTextW, iTextH; int iDataW, iDataH; if ( m_pTargetNameLabel && m_pTargetDataLabel ) { m_pTargetNameLabel->GetContentSize( iTextW, iTextH ); m_pTargetDataLabel->GetContentSize( iDataW, iDataH ); iWidth += max(iTextW,iDataW); SetSize( iWidth, GetTall() ); int nOffset = m_bArenaPanelVisible ? YRES (120) : 0; // HACK: move the targetID up a bit so it won't overlap the panel SetPos( (ScreenWidth() - iWidth) * 0.5, m_nOriginalY - nOffset ); if ( m_pBGPanel ) { m_pBGPanel->SetSize( iWidth, GetTall() ); } } */ BaseClass::PerformLayout(); }; //----------------------------------------------------------------------------- // Purpose: Draw function for the element //----------------------------------------------------------------------------- void CDisguiseStatus::Paint() { C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return; if ( !pPlayer->m_Shared.InCond( TF_COND_DISGUISED ) ) return; // ConVarRef cl_hud_minmode( "cl_hud_minmode", true ); // if ( cl_hud_minmode.IsValid() && cl_hud_minmode.GetBool() ) // { // HideStatus(); // return; // } CheckName(); CheckWeapon(); CheckHealth(); }