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path: root/game/client/cstrike/cs_hud_ammo.cpp
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Diffstat (limited to 'game/client/cstrike/cs_hud_ammo.cpp')
-rw-r--r--game/client/cstrike/cs_hud_ammo.cpp292
1 files changed, 292 insertions, 0 deletions
diff --git a/game/client/cstrike/cs_hud_ammo.cpp b/game/client/cstrike/cs_hud_ammo.cpp
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+++ b/game/client/cstrike/cs_hud_ammo.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "hud.h"
+#include "hudelement.h"
+#include "hud_macros.h"
+#include "hud_numericdisplay.h"
+#include "iclientmode.h"
+#include "ihudlcd.h"
+#include "vgui/ILocalize.h"
+
+#include <vgui/ISurface.h>
+#include <vgui_controls/AnimationController.h>
+
+//-----------------------------------------------------------------------------
+// Purpose: Displays current ammunition level
+//-----------------------------------------------------------------------------
+class CHudAmmo : public CHudNumericDisplay, public CHudElement
+{
+ DECLARE_CLASS_SIMPLE( CHudAmmo, CHudNumericDisplay );
+
+public:
+ CHudAmmo( const char *pElementName );
+ void Init( void );
+ void VidInit( void );
+
+ void SetAmmo(int ammo, bool playAnimation);
+ void SetAmmo2(int ammo2, bool playAnimation);
+
+protected:
+ virtual void OnThink();
+ virtual void Paint( void );
+ virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
+
+private:
+ CHandle< C_BaseCombatWeapon > m_hCurrentActiveWeapon;
+ int m_iAmmo;
+ int m_iAmmo2;
+
+ bool m_bUsesClips;
+
+ int m_iAdditiveWhiteID;
+
+ CPanelAnimationVarAliasType( float, digit_xpos, "digit_xpos", "50", "proportional_float" );
+ CPanelAnimationVarAliasType( float, digit_ypos, "digit_ypos", "2", "proportional_float" );
+ CPanelAnimationVarAliasType( float, digit2_xpos, "digit2_xpos", "0", "proportional_float" );
+ CPanelAnimationVarAliasType( float, digit2_ypos, "digit2_ypos", "0", "proportional_float" );
+ CPanelAnimationVarAliasType( float, bar_xpos, "bar_xpos", "0", "proportional_float" );
+ CPanelAnimationVarAliasType( float, bar_ypos, "bar_ypos", "0", "proportional_float" );
+ CPanelAnimationVarAliasType( float, bar_width, "bar_width", "2", "proportional_float" );
+ CPanelAnimationVarAliasType( float, bar_height, "bar_height", "2", "proportional_float" );
+ CPanelAnimationVarAliasType( float, icon_xpos, "icon_xpos", "0", "proportional_float" );
+ CPanelAnimationVarAliasType( float, icon_ypos, "icon_ypos", "0", "proportional_float" );
+
+ CPanelAnimationVar( Color, m_TextColor, "TextColor", "FgColor" );
+ CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudNumbers" );
+};
+
+DECLARE_HUDELEMENT( CHudAmmo );
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHudAmmo::CHudAmmo( const char *pElementName ) : BaseClass(NULL, "HudAmmo"), CHudElement( pElementName )
+{
+ m_iAdditiveWhiteID = vgui::surface()->CreateNewTextureID();
+ vgui::surface()->DrawSetTextureFile( m_iAdditiveWhiteID, "vgui/white_additive" , true, false);
+
+ SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_WEAPONSELECTION );
+
+ hudlcd->SetGlobalStat( "(ammo_primary)", "0" );
+ hudlcd->SetGlobalStat( "(ammo_secondary)", "0" );
+ hudlcd->SetGlobalStat( "(weapon_print_name)", "" );
+ hudlcd->SetGlobalStat( "(weapon_name)", "" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudAmmo::Init( void )
+{
+ m_iAmmo = -1;
+ m_iAmmo2 = -1;
+}
+
+void CHudAmmo::ApplySchemeSettings(vgui::IScheme *pScheme)
+{
+ BaseClass::ApplySchemeSettings(pScheme);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudAmmo::VidInit( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: called every frame to get ammo info from the weapon
+//-----------------------------------------------------------------------------
+void CHudAmmo::OnThink()
+{
+ C_BaseCombatWeapon *wpn = GetActiveWeapon();
+
+ hudlcd->SetGlobalStat( "(weapon_print_name)", wpn ? wpn->GetPrintName() : " " );
+ hudlcd->SetGlobalStat( "(weapon_name)", wpn ? wpn->GetName() : " " );
+
+ C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
+ if (!wpn || !player || !wpn->UsesPrimaryAmmo())
+ {
+ hudlcd->SetGlobalStat( "(ammo_primary)", "n/a" );
+ hudlcd->SetGlobalStat( "(ammo_secondary)", "n/a" );
+
+ SetPaintEnabled(false);
+ SetPaintBackgroundEnabled(false);
+ return;
+ }
+ else
+ {
+ SetPaintEnabled(true);
+ SetPaintBackgroundEnabled(true);
+ }
+
+ // get the ammo in our clip
+ int ammo1 = wpn->Clip1();
+ int ammo2;
+ if (ammo1 < 0)
+ {
+ // we don't use clip ammo, just use the total ammo count
+ ammo1 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
+ ammo2 = 0;
+ }
+ else
+ {
+ // we use clip ammo, so the second ammo is the total ammo
+ ammo2 = player->GetAmmoCount(wpn->GetPrimaryAmmoType());
+ }
+
+ hudlcd->SetGlobalStat( "(ammo_primary)", VarArgs( "%d", ammo1 ) );
+ hudlcd->SetGlobalStat( "(ammo_secondary)", VarArgs( "%d", ammo2 ) );
+
+ if (wpn == m_hCurrentActiveWeapon)
+ {
+ // same weapon, just update counts
+ SetAmmo(ammo1, true);
+ SetAmmo2(ammo2, true);
+ }
+ else
+ {
+ // diferent weapon, change without triggering
+ SetAmmo(ammo1, false);
+ SetAmmo2(ammo2, false);
+
+ // update whether or not we show the total ammo display
+ if (wpn->UsesClipsForAmmo1())
+ {
+ m_bUsesClips = true;
+
+ }
+ else
+ {
+ m_bUsesClips = false;
+ }
+
+ m_hCurrentActiveWeapon = wpn;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Updates ammo display
+//-----------------------------------------------------------------------------
+void CHudAmmo::SetAmmo(int ammo, bool playAnimation)
+{
+ if (ammo != m_iAmmo)
+ {
+ if (ammo == 0)
+ {
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("PrimaryAmmoEmpty");
+ }
+ else if (ammo < m_iAmmo)
+ {
+ // ammo has decreased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("PrimaryAmmoDecrement");
+ }
+ else
+ {
+ // ammunition has increased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("PrimaryAmmoIncrement");
+ }
+
+ m_iAmmo = ammo;
+ }
+
+ SetDisplayValue(ammo);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Updates 2nd ammo display
+//-----------------------------------------------------------------------------
+void CHudAmmo::SetAmmo2(int ammo2, bool playAnimation)
+{
+ if (ammo2 != m_iAmmo2)
+ {
+ if (ammo2 == 0)
+ {
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SecondaryAmmoEmpty");
+ }
+ else if (ammo2 < m_iAmmo2)
+ {
+ // ammo has decreased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SecondaryAmmoDecrement");
+ }
+ else
+ {
+ // ammunition has increased
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("SecondaryAmmoIncrement");
+ }
+
+ m_iAmmo2 = ammo2;
+ }
+}
+
+void CHudAmmo::Paint( void )
+{
+ float alpha = 1.0f;
+ Color fgColor = GetFgColor();
+ fgColor[3] *= alpha;
+ SetFgColor( fgColor );
+
+ int x, y;
+
+ if( m_bUsesClips )
+ {
+ x = digit_xpos;
+ y = digit_ypos;
+ }
+ else
+ {
+ x = digit2_xpos;
+ y = digit2_ypos;
+ }
+
+ // Assume constant width font
+ int charWidth = vgui::surface()->GetCharacterWidth( m_hNumberFont, '0' );
+
+ int digits = clamp( log10((double)m_iAmmo)+1, 1, 3 );
+
+ x += ( 3 - digits ) * charWidth;
+
+ // draw primary ammo
+ vgui::surface()->DrawSetTextColor(GetFgColor());
+ PaintNumbers( m_hNumberFont, x, y, m_iAmmo );
+
+ //draw reserve ammo
+ if( m_bUsesClips )
+ {
+ //draw the divider
+ Color c = GetFgColor();
+ vgui::surface()->DrawSetColor(c);
+ vgui::surface()->DrawSetTexture( m_iAdditiveWhiteID );
+ vgui::surface()->DrawTexturedRect( bar_xpos, bar_ypos, bar_xpos + bar_width, bar_ypos + bar_height );
+
+ digits = clamp( log10((double)m_iAmmo2)+1, 1, 3 );
+ x = digit2_xpos + ( 3 - digits ) * charWidth;
+
+ // draw secondary ammo
+ vgui::surface()->DrawSetTextColor(GetFgColor());
+ PaintNumbers( m_hNumberFont, x, digit2_ypos, m_iAmmo2 );
+ }
+
+ //draw the icon
+ C_BaseCombatWeapon *wpn = GetActiveWeapon();
+ if( wpn )
+ {
+ int ammoType = wpn->GetPrimaryAmmoType();
+
+ CHudTexture *icon = gWR.GetAmmoIconFromWeapon( ammoType );
+
+ if( icon )
+ {
+ float icon_tall = GetTall() - YRES(2);
+ float scale = icon_tall / (float)icon->Height();
+ float icon_wide = ( scale ) * (float)icon->Width();
+
+ icon->DrawSelf( icon_xpos, icon_ypos, icon_wide, icon_tall, GetFgColor() );
+ }
+ }
+}