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https://github.com/nillerusr/source-engine.git
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182 lines
5.5 KiB
C++
182 lines
5.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is a panel which is rendered image on top of an entity
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "vgui_imagehealthpanel.h"
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#include "commanderoverlay.h"
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#include <KeyValues.h>
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#include "mapdata.h"
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bool IsLocalPlayerInTactical( void );
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//-----------------------------------------------------------------------------
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// Class factory
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//-----------------------------------------------------------------------------
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DECLARE_OVERLAY_FACTORY( CEntityImageHealthPanel, "image_health" );
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CEntityImageHealthPanel::CEntityImageHealthPanel( vgui::Panel *parent, const char *panelName )
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: BaseClass( parent, "CEntityImageHealthPanel" )
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{
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SetPaintBackgroundEnabled( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CEntityImageHealthPanel::~CEntityImageHealthPanel()
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{
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if ( m_pImagePanel )
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{
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delete m_pImagePanel;
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m_pImagePanel = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// initialization
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//-----------------------------------------------------------------------------
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bool CEntityImageHealthPanel::Init( KeyValues* pInitData, C_BaseEntity* pEntity )
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{
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if ( !pInitData )
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return false;
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if ( !BaseClass::Init( pInitData, pEntity ) )
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return false;
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m_CommanderHealthBar = NULL;
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m_NormalHealthBar = NULL;
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m_ResourceLevelBar = NULL;
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m_pImagePanel = NULL;
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// Health bar when we're in commander view
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KeyValues *pHealth = pInitData->FindKey("health_commander");
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if ( pHealth )
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{
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m_CommanderHealthBar = new CHealthBarPanel();
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if (!m_CommanderHealthBar->Init( pHealth ))
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return false;
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m_CommanderHealthBar->SetParent( this );
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}
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// Health bar when we're in normal view
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pHealth = pInitData->FindKey("health_normal");
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if ( pHealth )
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{
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m_NormalHealthBar = new CHealthBarPanel();
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if (!m_NormalHealthBar->Init( pHealth ))
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return false;
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m_NormalHealthBar->SetParent( this );
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}
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// Resource bar for collectors
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KeyValues *pResources = pInitData->FindKey("resource_level");
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if ( pResources )
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{
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m_ResourceLevelBar = new CHealthBarPanel();
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if (!m_ResourceLevelBar->Init( pResources ))
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return false;
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m_ResourceLevelBar->SetParent( this );
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}
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KeyValues *pImage = pInitData->FindKey("Image");
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if ( pImage )
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{
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m_pImagePanel = new CEntityTeamImagePanel( this, "CEntityTeamImagePanel" );
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if ( !m_pImagePanel->Init( pImage, GetEntity() ) )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Should we draw?.
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//-----------------------------------------------------------------------------
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bool CEntityImageHealthPanel::ShouldDraw( void )
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{
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// Always draw health
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return true;
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}
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//-----------------------------------------------------------------------------
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// called when we're ticked...
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//-----------------------------------------------------------------------------
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void CEntityImageHealthPanel::OnTick()
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{
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// tick the entity panel
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BaseClass::OnTick();
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C_BaseEntity* pBaseEntity = GetEntity();
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if (!pBaseEntity)
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return;
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// Don't draw if I'm not visible in the tactical map
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if ( MapData().IsEntityVisibleToTactical( pBaseEntity ) == false )
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return;
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if ( m_CommanderHealthBar )
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m_CommanderHealthBar->SetHealth( (float)pBaseEntity->GetHealth() / (float)pBaseEntity->GetMaxHealth() );
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if ( m_NormalHealthBar )
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m_NormalHealthBar->SetHealth( (float)pBaseEntity->GetHealth() / (float)pBaseEntity->GetMaxHealth() );
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// Hide the health bar we don't want to see
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer && (pBaseEntity->GetTeamNumber() != pPlayer->GetTeamNumber()) )
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{
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if ( m_CommanderHealthBar )
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m_CommanderHealthBar->SetVisible( false );
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if ( m_NormalHealthBar )
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m_NormalHealthBar->SetVisible( false );
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if ( m_ResourceLevelBar )
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m_ResourceLevelBar->SetVisible( false );
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if ( m_pImagePanel )
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m_pImagePanel->SetVisible( false );
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}
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else if ( IsLocalPlayerInTactical() )
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{
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if ( m_CommanderHealthBar )
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m_CommanderHealthBar->SetVisible( true );
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if ( m_NormalHealthBar )
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m_NormalHealthBar->SetVisible( false );
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if ( m_ResourceLevelBar )
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m_ResourceLevelBar->SetVisible( true );
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if ( m_pImagePanel )
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m_pImagePanel->SetVisible( true );
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}
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else
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{
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if ( m_CommanderHealthBar )
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m_CommanderHealthBar->SetVisible( false );
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if ( m_NormalHealthBar )
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m_NormalHealthBar->SetVisible( true );
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if ( m_ResourceLevelBar )
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m_ResourceLevelBar->SetVisible( true );
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if ( m_pImagePanel )
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m_pImagePanel->SetVisible( false );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Compute the size of the panel based upon the commander's zoom level
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//-----------------------------------------------------------------------------
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void CEntityImageHealthPanel::ComputeAndSetSize( void )
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{
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BaseClass::ComputeAndSetSize();
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// Now update the bars
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if ( m_CommanderHealthBar )
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m_CommanderHealthBar->SetSize( GetWide(), m_CommanderHealthBar->GetTall() );
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if ( m_NormalHealthBar )
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m_NormalHealthBar->SetSize( GetWide(), m_CommanderHealthBar->GetTall() );
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if ( m_ResourceLevelBar )
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m_ResourceLevelBar->SetSize( GetWide(), m_CommanderHealthBar->GetTall() );
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}
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