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-rw-r--r--game/client/hl2/hud_flashlight.cpp162
1 files changed, 162 insertions, 0 deletions
diff --git a/game/client/hl2/hud_flashlight.cpp b/game/client/hl2/hud_flashlight.cpp
new file mode 100644
index 0000000..7c63f7a
--- /dev/null
+++ b/game/client/hl2/hud_flashlight.cpp
@@ -0,0 +1,162 @@
+//========= 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
+}