diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/hl2/hud_quickinfo.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/hl2/hud_quickinfo.cpp')
| -rw-r--r-- | mp/src/game/client/hl2/hud_quickinfo.cpp | 816 |
1 files changed, 408 insertions, 408 deletions
diff --git a/mp/src/game/client/hl2/hud_quickinfo.cpp b/mp/src/game/client/hl2/hud_quickinfo.cpp index d426616e..37db4c31 100644 --- a/mp/src/game/client/hl2/hud_quickinfo.cpp +++ b/mp/src/game/client/hl2/hud_quickinfo.cpp @@ -1,408 +1,408 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-#include "cbase.h"
-#include "hud.h"
-#include "hudelement.h"
-#include "iclientmode.h"
-#include "engine/IEngineSound.h"
-#include "vgui_controls/AnimationController.h"
-#include "vgui_controls/Controls.h"
-#include "vgui_controls/Panel.h"
-#include "vgui/ISurface.h"
-#include "../hud_crosshair.h"
-#include "VGuiMatSurface/IMatSystemSurface.h"
-
-#ifdef SIXENSE
-#include "sixense/in_sixense.h"
-#include "view.h"
-int ScreenTransform( const Vector& point, Vector& screen );
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define HEALTH_WARNING_THRESHOLD 25
-
-static ConVar hud_quickinfo( "hud_quickinfo", "1", FCVAR_ARCHIVE );
-
-extern ConVar crosshair;
-
-#define QUICKINFO_EVENT_DURATION 1.0f
-#define QUICKINFO_BRIGHTNESS_FULL 255
-#define QUICKINFO_BRIGHTNESS_DIM 64
-#define QUICKINFO_FADE_IN_TIME 0.5f
-#define QUICKINFO_FADE_OUT_TIME 2.0f
-
-/*
-==================================================
-CHUDQuickInfo
-==================================================
-*/
-
-using namespace vgui;
-
-class CHUDQuickInfo : public CHudElement, public vgui::Panel
-{
- DECLARE_CLASS_SIMPLE( CHUDQuickInfo, vgui::Panel );
-public:
- CHUDQuickInfo( const char *pElementName );
- void Init( void );
- void VidInit( void );
- bool ShouldDraw( void );
- virtual void OnThink();
- virtual void Paint();
-
- virtual void ApplySchemeSettings( IScheme *scheme );
-private:
-
- void DrawWarning( int x, int y, CHudTexture *icon, float &time );
- void UpdateEventTime( void );
- bool EventTimeElapsed( void );
-
- int m_lastAmmo;
- int m_lastHealth;
-
- float m_ammoFade;
- float m_healthFade;
-
- bool m_warnAmmo;
- bool m_warnHealth;
-
- bool m_bFadedOut;
-
- bool m_bDimmed; // Whether or not we are dimmed down
- float m_flLastEventTime; // Last active event (controls dimmed state)
-
- CHudTexture *m_icon_c;
-
- CHudTexture *m_icon_rbn; // right bracket
- CHudTexture *m_icon_lbn; // left bracket
-
- CHudTexture *m_icon_rb; // right bracket, full
- CHudTexture *m_icon_lb; // left bracket, full
- CHudTexture *m_icon_rbe; // right bracket, empty
- CHudTexture *m_icon_lbe; // left bracket, empty
-};
-
-DECLARE_HUDELEMENT( CHUDQuickInfo );
-
-CHUDQuickInfo::CHUDQuickInfo( const char *pElementName ) :
- CHudElement( pElementName ), BaseClass( NULL, "HUDQuickInfo" )
-{
- vgui::Panel *pParent = g_pClientMode->GetViewport();
- SetParent( pParent );
-
- SetHiddenBits( HIDEHUD_CROSSHAIR );
-}
-
-void CHUDQuickInfo::ApplySchemeSettings( IScheme *scheme )
-{
- BaseClass::ApplySchemeSettings( scheme );
-
- SetPaintBackgroundEnabled( false );
- SetForceStereoRenderToFrameBuffer( true );
-}
-
-
-void CHUDQuickInfo::Init( void )
-{
- m_ammoFade = 0.0f;
- m_healthFade = 0.0f;
-
- m_lastAmmo = 0;
- m_lastHealth = 100;
-
- m_warnAmmo = false;
- m_warnHealth = false;
-
- m_bFadedOut = false;
- m_bDimmed = false;
- m_flLastEventTime = 0.0f;
-}
-
-
-void CHUDQuickInfo::VidInit( void )
-{
- Init();
-
- m_icon_c = gHUD.GetIcon( "crosshair" );
- m_icon_rb = gHUD.GetIcon( "crosshair_right_full" );
- m_icon_lb = gHUD.GetIcon( "crosshair_left_full" );
- m_icon_rbe = gHUD.GetIcon( "crosshair_right_empty" );
- m_icon_lbe = gHUD.GetIcon( "crosshair_left_empty" );
- m_icon_rbn = gHUD.GetIcon( "crosshair_right" );
- m_icon_lbn = gHUD.GetIcon( "crosshair_left" );
-}
-
-
-void CHUDQuickInfo::DrawWarning( int x, int y, CHudTexture *icon, float &time )
-{
- float scale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0);
-
- // Only fade out at the low point of our blink
- if ( time <= (gpGlobals->frametime * 200.0f) )
- {
- if ( scale < 40 )
- {
- time = 0.0f;
- return;
- }
- else
- {
- // Counteract the offset below to survive another frame
- time += (gpGlobals->frametime * 200.0f);
- }
- }
-
- // Update our time
- time -= (gpGlobals->frametime * 200.0f);
- Color caution = gHUD.m_clrCaution;
- caution[3] = scale * 255;
-
- icon->DrawSelf( x, y, caution );
-}
-
-//-----------------------------------------------------------------------------
-// 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 CHUDQuickInfo::ShouldDraw( void )
-{
- if ( !m_icon_c || !m_icon_rb || !m_icon_rbe || !m_icon_lb || !m_icon_lbe )
- return false;
-
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( player == NULL )
- return false;
-
- if ( !crosshair.GetBool() && !IsX360() )
- return false;
-
- return ( CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Checks if the hud element needs to fade out
-//-----------------------------------------------------------------------------
-void CHUDQuickInfo::OnThink()
-{
- BaseClass::OnThink();
-
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( player == NULL )
- return;
-
- // see if we should fade in/out
- bool bFadeOut = player->IsZoomed();
-
- // check if the state has changed
- if ( m_bFadedOut != bFadeOut )
- {
- m_bFadedOut = bFadeOut;
-
- m_bDimmed = false;
-
- if ( bFadeOut )
- {
- g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", 0.0f, 0.0f, 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR );
- }
- else
- {
- g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR );
- }
- }
- else if ( !m_bFadedOut )
- {
- // If we're dormant, fade out
- if ( EventTimeElapsed() )
- {
- if ( !m_bDimmed )
- {
- m_bDimmed = true;
- g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_DIM, 0.0f, QUICKINFO_FADE_OUT_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR );
- }
- }
- else if ( m_bDimmed )
- {
- // Fade back up, we're active
- m_bDimmed = false;
- g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR );
- }
- }
-}
-
-void CHUDQuickInfo::Paint()
-{
- C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
- if ( player == NULL )
- return;
-
- C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
- if ( pWeapon == NULL )
- return;
-
- float fX, fY;
- bool bBehindCamera = false;
- CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );
-
- // if the crosshair is behind the camera, don't draw it
- if( bBehindCamera )
- return;
-
- int xCenter = (int)fX;
- int yCenter = (int)fY - m_icon_lb->Height() / 2;
-
- float scalar = 138.0f/255.0f;
-
- // Check our health for a warning
- int health = player->GetHealth();
- if ( health != m_lastHealth )
- {
- UpdateEventTime();
- m_lastHealth = health;
-
- if ( health <= HEALTH_WARNING_THRESHOLD )
- {
- if ( m_warnHealth == false )
- {
- m_healthFade = 255;
- m_warnHealth = true;
-
- CLocalPlayerFilter filter;
- C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" );
- }
- }
- else
- {
- m_warnHealth = false;
- }
- }
-
- // Check our ammo for a warning
- int ammo = pWeapon->Clip1();
- if ( ammo != m_lastAmmo )
- {
- UpdateEventTime();
- m_lastAmmo = ammo;
-
- // Find how far through the current clip we are
- float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1();
-
- // Warn if we're below a certain percentage of our clip's size
- if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD )))
- {
- if ( m_warnAmmo == false )
- {
- m_ammoFade = 255;
- m_warnAmmo = true;
-
- CLocalPlayerFilter filter;
- C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" );
- }
- }
- else
- {
- m_warnAmmo = false;
- }
- }
-
- Color clrNormal = gHUD.m_clrNormal;
- clrNormal[3] = 255 * scalar;
- m_icon_c->DrawSelf( xCenter, yCenter, clrNormal );
-
- if( IsX360() )
- {
- // Because the fixed reticle draws on half-texels, this rather unsightly hack really helps
- // center the appearance of the quickinfo on 360 displays.
- xCenter += 1;
- }
-
- if ( !hud_quickinfo.GetInt() )
- return;
-
- int sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f );
-
- // Update our health
- if ( m_healthFade > 0.0f )
- {
- DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade );
- }
- else
- {
- float healthPerc = (float) health / 100.0f;
- healthPerc = clamp( healthPerc, 0.0f, 1.0f );
-
- Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal;
-
- if ( m_warnHealth )
- {
- healthColor[3] = 255 * sinScale;
- }
- else
- {
- healthColor[3] = 255 * scalar;
- }
-
- gHUD.DrawIconProgressBar( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_icon_lbe, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL );
- }
-
- // Update our ammo
- if ( m_ammoFade > 0.0f )
- {
- DrawWarning( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_ammoFade );
- }
- else
- {
- float ammoPerc;
-
- if ( pWeapon->GetMaxClip1() <= 0 )
- {
- ammoPerc = 0.0f;
- }
- else
- {
- ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() );
- ammoPerc = clamp( ammoPerc, 0.0f, 1.0f );
- }
-
- Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal;
-
- if ( m_warnAmmo )
- {
- ammoColor[3] = 255 * sinScale;
- }
- else
- {
- ammoColor[3] = 255 * scalar;
- }
-
- gHUD.DrawIconProgressBar( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_icon_rbe, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CHUDQuickInfo::UpdateEventTime( void )
-{
- m_flLastEventTime = gpGlobals->curtime;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CHUDQuickInfo::EventTimeElapsed( void )
-{
- if (( gpGlobals->curtime - m_flLastEventTime ) > QUICKINFO_EVENT_DURATION )
- return true;
-
- return false;
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +#include "cbase.h" +#include "hud.h" +#include "hudelement.h" +#include "iclientmode.h" +#include "engine/IEngineSound.h" +#include "vgui_controls/AnimationController.h" +#include "vgui_controls/Controls.h" +#include "vgui_controls/Panel.h" +#include "vgui/ISurface.h" +#include "../hud_crosshair.h" +#include "VGuiMatSurface/IMatSystemSurface.h" + +#ifdef SIXENSE +#include "sixense/in_sixense.h" +#include "view.h" +int ScreenTransform( const Vector& point, Vector& screen ); +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define HEALTH_WARNING_THRESHOLD 25 + +static ConVar hud_quickinfo( "hud_quickinfo", "1", FCVAR_ARCHIVE ); + +extern ConVar crosshair; + +#define QUICKINFO_EVENT_DURATION 1.0f +#define QUICKINFO_BRIGHTNESS_FULL 255 +#define QUICKINFO_BRIGHTNESS_DIM 64 +#define QUICKINFO_FADE_IN_TIME 0.5f +#define QUICKINFO_FADE_OUT_TIME 2.0f + +/* +================================================== +CHUDQuickInfo +================================================== +*/ + +using namespace vgui; + +class CHUDQuickInfo : public CHudElement, public vgui::Panel +{ + DECLARE_CLASS_SIMPLE( CHUDQuickInfo, vgui::Panel ); +public: + CHUDQuickInfo( const char *pElementName ); + void Init( void ); + void VidInit( void ); + bool ShouldDraw( void ); + virtual void OnThink(); + virtual void Paint(); + + virtual void ApplySchemeSettings( IScheme *scheme ); +private: + + void DrawWarning( int x, int y, CHudTexture *icon, float &time ); + void UpdateEventTime( void ); + bool EventTimeElapsed( void ); + + int m_lastAmmo; + int m_lastHealth; + + float m_ammoFade; + float m_healthFade; + + bool m_warnAmmo; + bool m_warnHealth; + + bool m_bFadedOut; + + bool m_bDimmed; // Whether or not we are dimmed down + float m_flLastEventTime; // Last active event (controls dimmed state) + + CHudTexture *m_icon_c; + + CHudTexture *m_icon_rbn; // right bracket + CHudTexture *m_icon_lbn; // left bracket + + CHudTexture *m_icon_rb; // right bracket, full + CHudTexture *m_icon_lb; // left bracket, full + CHudTexture *m_icon_rbe; // right bracket, empty + CHudTexture *m_icon_lbe; // left bracket, empty +}; + +DECLARE_HUDELEMENT( CHUDQuickInfo ); + +CHUDQuickInfo::CHUDQuickInfo( const char *pElementName ) : + CHudElement( pElementName ), BaseClass( NULL, "HUDQuickInfo" ) +{ + vgui::Panel *pParent = g_pClientMode->GetViewport(); + SetParent( pParent ); + + SetHiddenBits( HIDEHUD_CROSSHAIR ); +} + +void CHUDQuickInfo::ApplySchemeSettings( IScheme *scheme ) +{ + BaseClass::ApplySchemeSettings( scheme ); + + SetPaintBackgroundEnabled( false ); + SetForceStereoRenderToFrameBuffer( true ); +} + + +void CHUDQuickInfo::Init( void ) +{ + m_ammoFade = 0.0f; + m_healthFade = 0.0f; + + m_lastAmmo = 0; + m_lastHealth = 100; + + m_warnAmmo = false; + m_warnHealth = false; + + m_bFadedOut = false; + m_bDimmed = false; + m_flLastEventTime = 0.0f; +} + + +void CHUDQuickInfo::VidInit( void ) +{ + Init(); + + m_icon_c = gHUD.GetIcon( "crosshair" ); + m_icon_rb = gHUD.GetIcon( "crosshair_right_full" ); + m_icon_lb = gHUD.GetIcon( "crosshair_left_full" ); + m_icon_rbe = gHUD.GetIcon( "crosshair_right_empty" ); + m_icon_lbe = gHUD.GetIcon( "crosshair_left_empty" ); + m_icon_rbn = gHUD.GetIcon( "crosshair_right" ); + m_icon_lbn = gHUD.GetIcon( "crosshair_left" ); +} + + +void CHUDQuickInfo::DrawWarning( int x, int y, CHudTexture *icon, float &time ) +{ + float scale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0); + + // Only fade out at the low point of our blink + if ( time <= (gpGlobals->frametime * 200.0f) ) + { + if ( scale < 40 ) + { + time = 0.0f; + return; + } + else + { + // Counteract the offset below to survive another frame + time += (gpGlobals->frametime * 200.0f); + } + } + + // Update our time + time -= (gpGlobals->frametime * 200.0f); + Color caution = gHUD.m_clrCaution; + caution[3] = scale * 255; + + icon->DrawSelf( x, y, caution ); +} + +//----------------------------------------------------------------------------- +// 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 CHUDQuickInfo::ShouldDraw( void ) +{ + if ( !m_icon_c || !m_icon_rb || !m_icon_rbe || !m_icon_lb || !m_icon_lbe ) + return false; + + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( player == NULL ) + return false; + + if ( !crosshair.GetBool() && !IsX360() ) + return false; + + return ( CHudElement::ShouldDraw() && !engine->IsDrawingLoadingImage() ); +} + +//----------------------------------------------------------------------------- +// Purpose: Checks if the hud element needs to fade out +//----------------------------------------------------------------------------- +void CHUDQuickInfo::OnThink() +{ + BaseClass::OnThink(); + + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( player == NULL ) + return; + + // see if we should fade in/out + bool bFadeOut = player->IsZoomed(); + + // check if the state has changed + if ( m_bFadedOut != bFadeOut ) + { + m_bFadedOut = bFadeOut; + + m_bDimmed = false; + + if ( bFadeOut ) + { + g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", 0.0f, 0.0f, 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR ); + } + else + { + g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); + } + } + else if ( !m_bFadedOut ) + { + // If we're dormant, fade out + if ( EventTimeElapsed() ) + { + if ( !m_bDimmed ) + { + m_bDimmed = true; + g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_DIM, 0.0f, QUICKINFO_FADE_OUT_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); + } + } + else if ( m_bDimmed ) + { + // Fade back up, we're active + m_bDimmed = false; + g_pClientMode->GetViewportAnimationController()->RunAnimationCommand( this, "Alpha", QUICKINFO_BRIGHTNESS_FULL, 0.0f, QUICKINFO_FADE_IN_TIME, vgui::AnimationController::INTERPOLATOR_LINEAR ); + } + } +} + +void CHUDQuickInfo::Paint() +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( player == NULL ) + return; + + C_BaseCombatWeapon *pWeapon = GetActiveWeapon(); + if ( pWeapon == NULL ) + return; + + float fX, fY; + bool bBehindCamera = false; + CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera ); + + // if the crosshair is behind the camera, don't draw it + if( bBehindCamera ) + return; + + int xCenter = (int)fX; + int yCenter = (int)fY - m_icon_lb->Height() / 2; + + float scalar = 138.0f/255.0f; + + // Check our health for a warning + int health = player->GetHealth(); + if ( health != m_lastHealth ) + { + UpdateEventTime(); + m_lastHealth = health; + + if ( health <= HEALTH_WARNING_THRESHOLD ) + { + if ( m_warnHealth == false ) + { + m_healthFade = 255; + m_warnHealth = true; + + CLocalPlayerFilter filter; + C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowHealth" ); + } + } + else + { + m_warnHealth = false; + } + } + + // Check our ammo for a warning + int ammo = pWeapon->Clip1(); + if ( ammo != m_lastAmmo ) + { + UpdateEventTime(); + m_lastAmmo = ammo; + + // Find how far through the current clip we are + float ammoPerc = (float) ammo / (float) pWeapon->GetMaxClip1(); + + // Warn if we're below a certain percentage of our clip's size + if (( pWeapon->GetMaxClip1() > 1 ) && ( ammoPerc <= ( 1.0f - CLIP_PERC_THRESHOLD ))) + { + if ( m_warnAmmo == false ) + { + m_ammoFade = 255; + m_warnAmmo = true; + + CLocalPlayerFilter filter; + C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "HUDQuickInfo.LowAmmo" ); + } + } + else + { + m_warnAmmo = false; + } + } + + Color clrNormal = gHUD.m_clrNormal; + clrNormal[3] = 255 * scalar; + m_icon_c->DrawSelf( xCenter, yCenter, clrNormal ); + + if( IsX360() ) + { + // Because the fixed reticle draws on half-texels, this rather unsightly hack really helps + // center the appearance of the quickinfo on 360 displays. + xCenter += 1; + } + + if ( !hud_quickinfo.GetInt() ) + return; + + int sinScale = (int)( fabs(sin(gpGlobals->curtime*8.0f)) * 128.0f ); + + // Update our health + if ( m_healthFade > 0.0f ) + { + DrawWarning( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_healthFade ); + } + else + { + float healthPerc = (float) health / 100.0f; + healthPerc = clamp( healthPerc, 0.0f, 1.0f ); + + Color healthColor = m_warnHealth ? gHUD.m_clrCaution : gHUD.m_clrNormal; + + if ( m_warnHealth ) + { + healthColor[3] = 255 * sinScale; + } + else + { + healthColor[3] = 255 * scalar; + } + + gHUD.DrawIconProgressBar( xCenter - (m_icon_lb->Width() * 2), yCenter, m_icon_lb, m_icon_lbe, ( 1.0f - healthPerc ), healthColor, CHud::HUDPB_VERTICAL ); + } + + // Update our ammo + if ( m_ammoFade > 0.0f ) + { + DrawWarning( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_ammoFade ); + } + else + { + float ammoPerc; + + if ( pWeapon->GetMaxClip1() <= 0 ) + { + ammoPerc = 0.0f; + } + else + { + ammoPerc = 1.0f - ( (float) ammo / (float) pWeapon->GetMaxClip1() ); + ammoPerc = clamp( ammoPerc, 0.0f, 1.0f ); + } + + Color ammoColor = m_warnAmmo ? gHUD.m_clrCaution : gHUD.m_clrNormal; + + if ( m_warnAmmo ) + { + ammoColor[3] = 255 * sinScale; + } + else + { + ammoColor[3] = 255 * scalar; + } + + gHUD.DrawIconProgressBar( xCenter + m_icon_rb->Width(), yCenter, m_icon_rb, m_icon_rbe, ammoPerc, ammoColor, CHud::HUDPB_VERTICAL ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHUDQuickInfo::UpdateEventTime( void ) +{ + m_flLastEventTime = gpGlobals->curtime; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CHUDQuickInfo::EventTimeElapsed( void ) +{ + if (( gpGlobals->curtime - m_flLastEventTime ) > QUICKINFO_EVENT_DURATION ) + return true; + + return false; +} + |