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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/hud_posture.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/hud_posture.cpp')
| -rw-r--r-- | game/client/hud_posture.cpp | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/game/client/hud_posture.cpp b/game/client/hud_posture.cpp new file mode 100644 index 0000000..0e76cf2 --- /dev/null +++ b/game/client/hud_posture.cpp @@ -0,0 +1,195 @@ +//========= Copyright 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 = g_pClientMode->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 = gHUD.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 + |