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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/hud.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/hud.cpp')
-rw-r--r--mp/src/game/client/hud.cpp1199
1 files changed, 1199 insertions, 0 deletions
diff --git a/mp/src/game/client/hud.cpp b/mp/src/game/client/hud.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+//
+// hud.cpp
+//
+// implementation of CHud class
+//
+#include "cbase.h"
+#include "hud_macros.h"
+#include "history_resource.h"
+#include "iinput.h"
+#include "clientmode.h"
+#include "in_buttons.h"
+#include <vgui_controls/Controls.h>
+#include <vgui/ISurface.h>
+#include <KeyValues.h>
+#include "itextmessage.h"
+#include "mempool.h"
+#include <KeyValues.h>
+#include "filesystem.h"
+#include <vgui_controls/AnimationController.h>
+#include <vgui/ISurface.h>
+#include "hud_lcd.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static CClassMemoryPool< CHudTexture > g_HudTextureMemoryPool( 128 );
+
+//-----------------------------------------------------------------------------
+// Purpose: Parses the weapon txt files to get the sprites needed.
+//-----------------------------------------------------------------------------
+struct HudTextureFileRef
+{
+ HudTextureFileRef ( const char *cszFileKey, const char *cszHudTexturePrefix )
+ {
+ Q_strncpy( m_cszFileKey, cszFileKey, kcszFileKeyLength );
+ Q_strncpy( m_cszHudTexturePrefix, cszHudTexturePrefix, kcszHudTexturePrefix );
+ m_uiPrefixLength = Q_strlen( cszHudTexturePrefix );
+ m_fileKeySymbol = KeyValuesSystem()->GetSymbolForString( m_cszFileKey );
+ Assert( m_fileKeySymbol != INVALID_KEY_SYMBOL );
+ }
+
+ enum { kcszFileKeyLength = 64, };
+ enum { kcszHudTexturePrefix = 16, };
+
+ char m_cszFileKey[kcszFileKeyLength];
+ char m_cszHudTexturePrefix[kcszHudTexturePrefix];
+ unsigned int m_uiPrefixLength;
+ HKeySymbol m_fileKeySymbol;
+};
+
+void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, const char *szFilenameWithoutExtension, const unsigned char *pICEKey )
+{
+ KeyValues *pTemp, *pTextureSection;
+
+ KeyValues *pKeyValuesData = ReadEncryptedKVFile( filesystem, szFilenameWithoutExtension, pICEKey );
+ if ( pKeyValuesData )
+ {
+ CUtlVector<HudTextureFileRef> hudTextureFileRefs;
+
+ // By default, add a default entry mapping "file" to no prefix. This will allow earlier-version files
+ // to work with no modification.
+ hudTextureFileRefs.AddToTail( HudTextureFileRef( "file", "" ) );
+
+ // Read "*file"-to-prefix mapping.
+ KeyValues *pTextureFileRefs = pKeyValuesData->FindKey( "TextureFileRefs" );
+ if ( pTextureFileRefs )
+ {
+ pTemp = pTextureFileRefs->GetFirstSubKey();
+ while ( pTemp )
+ {
+ hudTextureFileRefs.AddToTail( HudTextureFileRef( pTemp->GetName(), pTemp->GetString( "prefix", "" ) ) );
+ pTemp = pTemp->GetNextKey();
+ }
+ }
+
+ // Read our individual HUD texture data blocks.
+ pTextureSection = pKeyValuesData->FindKey( "TextureData" );
+ if ( pTextureSection )
+ {
+ // Read the sprite data
+ pTemp = pTextureSection->GetFirstSubKey();
+ while ( pTemp )
+ {
+ if ( pTemp->GetString( "font", NULL ) )
+ {
+ CHudTexture *tex = new CHudTexture();
+
+ // Key Name is the sprite name
+ Q_strncpy( tex->szShortName, pTemp->GetName(), sizeof( tex->szShortName ) );
+
+ // it's a font-based icon
+ tex->bRenderUsingFont = true;
+ tex->cCharacterInFont = *(pTemp->GetString("character", ""));
+ Q_strncpy( tex->szTextureFile, pTemp->GetString( "font" ), sizeof( tex->szTextureFile ) );
+
+ list.Insert( tex->szShortName, tex );
+ }
+ else
+ {
+ int iTexLeft = pTemp->GetInt( "x", 0 ),
+ iTexTop = pTemp->GetInt( "y", 0 ),
+ iTexRight = pTemp->GetInt( "width", 0 ) + iTexLeft,
+ iTexBottom = pTemp->GetInt( "height", 0 ) + iTexTop;
+
+ for ( int i = 0; i < hudTextureFileRefs.Size(); i++ )
+ {
+ const char *cszFilename = pTemp->GetString( hudTextureFileRefs[i].m_fileKeySymbol, NULL );
+ if ( cszFilename )
+ {
+ CHudTexture *tex = new CHudTexture();
+
+ tex->bRenderUsingFont = false;
+ tex->rc.left = iTexLeft;
+ tex->rc.top = iTexTop;
+ tex->rc.right = iTexRight;
+ tex->rc.bottom = iTexBottom;
+
+ Q_strncpy( tex->szShortName, hudTextureFileRefs[i].m_cszHudTexturePrefix, sizeof( tex->szShortName ) );
+ Q_strncpy( tex->szShortName + hudTextureFileRefs[i].m_uiPrefixLength, pTemp->GetName(), sizeof( tex->szShortName ) - hudTextureFileRefs[i].m_uiPrefixLength );
+ Q_strncpy( tex->szTextureFile, cszFilename, sizeof( tex->szTextureFile ) );
+
+ list.Insert( tex->szShortName, tex );
+ }
+ }
+ }
+
+ pTemp = pTemp->GetNextKey();
+ }
+ }
+ }
+
+ // Failed for some reason. Delete the Key data and abort.
+ pKeyValuesData->deleteThis();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : * -
+// list -
+//-----------------------------------------------------------------------------
+void FreeHudTextureList( CUtlDict< CHudTexture *, int >& list )
+{
+ int c = list.Count();
+ for ( int i = 0; i < c; i++ )
+ {
+ CHudTexture *tex = list[ i ];
+ delete tex;
+ }
+ list.RemoveAll();
+}
+
+// Globally-used fonts
+vgui::HFont g_hFontTrebuchet24 = vgui::INVALID_FONT;
+
+
+//=======================================================================================================================
+// Hud Element Visibility handling
+//=======================================================================================================================
+typedef struct hudelement_hidden_s
+{
+ char *sElementName;
+ int iHiddenBits; // Bits in which this hud element is hidden
+} hudelement_hidden_t;
+
+ConVar hidehud( "hidehud", "0", FCVAR_CHEAT );
+
+
+
+CHudTexture::CHudTexture()
+{
+ Q_memset( szShortName, 0, sizeof( szShortName ) );
+ Q_memset( szTextureFile, 0, sizeof( szTextureFile ) );
+ Q_memset( texCoords, 0, sizeof( texCoords ) );
+ Q_memset( &rc, 0, sizeof( rc ) );
+ textureId = -1;
+ bRenderUsingFont = false;
+ bPrecached = false;
+ cCharacterInFont = 0;
+ hFont = ( vgui::HFont )NULL;
+}
+
+CHudTexture& CHudTexture::operator =( const CHudTexture& src )
+{
+ if ( this == &src )
+ return *this;
+
+ Q_strncpy( szShortName, src.szShortName, sizeof( szShortName ) );
+ Q_strncpy( szTextureFile, src.szTextureFile, sizeof( szTextureFile ) );
+ Q_memcpy( texCoords, src.texCoords, sizeof( texCoords ) );
+
+ if ( src.textureId == -1 )
+ {
+ // Didn't have a texture ID set
+ textureId = -1;
+ }
+ else
+ {
+ // Make a new texture ID that uses the same texture
+ textureId = vgui::surface()->CreateNewTextureID();
+ vgui::surface()->DrawSetTextureFile( textureId, src.szTextureFile, false, false );
+ }
+
+ rc = src.rc;
+ bRenderUsingFont = src.bRenderUsingFont;
+ cCharacterInFont = src.cCharacterInFont;
+ hFont = src.hFont;
+
+ return *this;
+}
+
+CHudTexture::~CHudTexture()
+{
+ if ( vgui::surface() && textureId != -1 )
+ {
+ vgui::surface()->DestroyTextureID( textureId );
+ textureId = -1;
+ }
+}
+
+
+//=======================================================================================================================
+// CHudElement
+// All hud elements are derived from this class.
+//=======================================================================================================================
+//-----------------------------------------------------------------------------
+// Purpose: Registers the hud element in a global list, in CHud
+//-----------------------------------------------------------------------------
+CHudElement::CHudElement( const char *pElementName )
+{
+ m_bActive = false;
+ m_iHiddenBits = 0;
+ m_pElementName = pElementName;
+ SetNeedsRemove( false );
+ m_bIsParentedToClientDLLRootPanel = false;
+
+ // Make this for all hud elements, but when its a bit safer
+#if defined( TF_CLIENT_DLL ) || defined( DOD_DLL )
+ RegisterForRenderGroup( "global" );
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Remove this hud element from the global list in CHUD
+//-----------------------------------------------------------------------------
+CHudElement::~CHudElement()
+{
+ if ( m_bNeedsRemove )
+ {
+ gHUD.RemoveHudElement( this );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudElement::SetActive( bool bActive )
+{
+ m_bActive = bActive;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : needsremove -
+//-----------------------------------------------------------------------------
+void CHudElement::SetNeedsRemove( bool needsremove )
+{
+ m_bNeedsRemove = needsremove;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudElement::SetHiddenBits( int iBits )
+{
+ m_iHiddenBits = iBits;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CHudElement::ShouldDraw( void )
+{
+ bool bShouldDraw = ( !gHUD.IsHidden( m_iHiddenBits ) );
+
+ if ( bShouldDraw )
+ {
+ // for each render group
+ int iNumGroups = m_HudRenderGroups.Count();
+ for ( int iGroupIndex = 0; iGroupIndex < iNumGroups; iGroupIndex++ )
+ {
+ if ( gHUD.IsRenderGroupLockedFor( this, m_HudRenderGroups.Element(iGroupIndex ) ) )
+ return false;
+ }
+ }
+
+ return bShouldDraw;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CHudElement::IsParentedToClientDLLRootPanel() const
+{
+ return m_bIsParentedToClientDLLRootPanel;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : parented -
+//-----------------------------------------------------------------------------
+void CHudElement::SetParentedToClientDLLRootPanel( bool parented )
+{
+ m_bIsParentedToClientDLLRootPanel = parented;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: We can register to be affected by multiple hud render groups
+//-----------------------------------------------------------------------------
+void CHudElement::RegisterForRenderGroup( const char *pszGroupName )
+{
+ int iGroupIndex = gHUD.RegisterForRenderGroup( pszGroupName );
+
+ // add group index to our list of registered groups
+ if ( m_HudRenderGroups.Find( iGroupIndex ) == m_HudRenderGroups.InvalidIndex() )
+ {
+ m_HudRenderGroups.AddToTail( iGroupIndex );
+ }
+}
+
+void CHudElement::UnregisterForRenderGroup( const char *pszGroupName )
+{
+ int iGroupIndex = gHUD.RegisterForRenderGroup( pszGroupName );
+
+ m_HudRenderGroups.FindAndRemove( iGroupIndex );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: We want to obscure other elements in this group
+//-----------------------------------------------------------------------------
+void CHudElement::HideLowerPriorityHudElementsInGroup( const char *pszGroupName )
+{
+ // look up the render group
+ int iGroupIndex = gHUD.LookupRenderGroupIndexByName( pszGroupName );
+
+ // lock the group
+ gHUD.LockRenderGroup( iGroupIndex, this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Stop obscuring other elements in this group
+//-----------------------------------------------------------------------------
+void CHudElement::UnhideLowerPriorityHudElementsInGroup( const char *pszGroupName )
+{
+ // look up the render group
+ int iGroupIndex = gHUD.LookupRenderGroupIndexByName( pszGroupName );
+
+ // unlock the group
+ gHUD.UnlockRenderGroup( iGroupIndex, this );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+int CHudElement::GetRenderGroupPriority( void )
+{
+ return 0;
+}
+
+CHud gHUD; // global HUD object
+
+DECLARE_MESSAGE(gHUD, ResetHUD);
+
+#ifdef CSTRIKE_DLL
+DECLARE_MESSAGE(gHUD, SendAudio);
+#endif
+
+CHud::CHud()
+{
+ SetDefLessFunc( m_RenderGroups );
+
+ m_flScreenShotTime = -1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: This is called every time the DLL is loaded
+//-----------------------------------------------------------------------------
+void CHud::Init( void )
+{
+ HOOK_HUD_MESSAGE( gHUD, ResetHUD );
+
+#ifdef CSTRIKE_DLL
+ HOOK_HUD_MESSAGE( gHUD, SendAudio );
+#endif
+
+ InitFonts();
+
+ // Create all the Hud elements
+ CHudElementHelper::CreateAllElements();
+
+ gLCD.Init();
+
+ // Initialize all created elements
+ for ( int i = 0; i < m_HudList.Size(); i++ )
+ {
+ m_HudList[i]->Init();
+ }
+
+ m_bHudTexturesLoaded = false;
+
+ KeyValues *kv = new KeyValues( "layout" );
+ if ( kv )
+ {
+ if ( kv->LoadFromFile( filesystem, "scripts/HudLayout.res" ) )
+ {
+ int numelements = m_HudList.Size();
+
+ for ( int i = 0; i < numelements; i++ )
+ {
+ CHudElement *element = m_HudList[i];
+
+ vgui::Panel *pPanel = dynamic_cast<vgui::Panel*>(element);
+ if ( !pPanel )
+ {
+ Msg( "Non-vgui hud element %s\n", m_HudList[i]->GetName() );
+ continue;
+ }
+
+ KeyValues *key = kv->FindKey( pPanel->GetName(), false );
+ if ( !key )
+ {
+ Msg( "Hud element '%s' doesn't have an entry '%s' in scripts/HudLayout.res\n", m_HudList[i]->GetName(), pPanel->GetName() );
+ }
+
+ // Note: When a panel is parented to the module root, it's "parent" is returned as NULL.
+ if ( !element->IsParentedToClientDLLRootPanel() &&
+ !pPanel->GetParent() )
+ {
+ DevMsg( "Hud element '%s'/'%s' doesn't have a parent\n", m_HudList[i]->GetName(), pPanel->GetName() );
+ }
+ }
+ }
+
+ kv->deleteThis();
+ }
+
+ if ( m_bHudTexturesLoaded )
+ return;
+
+ m_bHudTexturesLoaded = true;
+ CUtlDict< CHudTexture *, int > textureList;
+
+ // check to see if we have sprites for this res; if not, step down
+ LoadHudTextures( textureList, "scripts/hud_textures", NULL );
+ LoadHudTextures( textureList, "scripts/mod_textures", NULL );
+
+ int c = textureList.Count();
+ for ( int index = 0; index < c; index++ )
+ {
+ CHudTexture* tex = textureList[ index ];
+ AddSearchableHudIconToList( *tex );
+ }
+
+ FreeHudTextureList( textureList );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Init Hud global colors
+// Input : *scheme -
+//-----------------------------------------------------------------------------
+void CHud::InitColors( vgui::IScheme *scheme )
+{
+ m_clrNormal = scheme->GetColor( "Normal", Color( 255, 208, 64 ,255 ) );
+ m_clrCaution = scheme->GetColor( "Caution", Color( 255, 48, 0, 255 ) );
+ m_clrYellowish = scheme->GetColor( "Yellowish", Color( 255, 160, 0, 255 ) );
+}
+
+//-----------------------------------------------------------------------------
+// Initializes fonts
+//-----------------------------------------------------------------------------
+void CHud::InitFonts()
+{
+ vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
+ vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( scheme );
+ g_hFontTrebuchet24 = pScheme->GetFont("CenterPrintText", true);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHud::Shutdown( void )
+{
+ gLCD.Shutdown();
+
+ // Deleting hudlist items can result in them being removed from the same hudlist (m_bNeedsRemove).
+ // So go through and kill the last item until the array is empty.
+ while ( m_HudList.Size() > 0 )
+ {
+ delete m_HudList.Tail();
+ }
+
+ m_HudList.Purge();
+ m_bHudTexturesLoaded = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: LevelInit's called whenever a new level's starting
+//-----------------------------------------------------------------------------
+void CHud::LevelInit( void )
+{
+ // Tell all the registered hud elements to LevelInit
+ for ( int i = 0; i < m_HudList.Size(); i++ )
+ {
+ m_HudList[i]->LevelInit();
+ }
+
+ // Unhide all render groups
+ int iCount = m_RenderGroups.Count();
+ for ( int i = 0; i < iCount; i++ )
+ {
+ CHudRenderGroup *group = m_RenderGroups[ i ];
+ group->bHidden = false;
+ group->m_pLockingElements.Purge();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: LevelShutdown's called whenever a level's finishing
+//-----------------------------------------------------------------------------
+void CHud::LevelShutdown( void )
+{
+ // Tell all the registered hud elements to LevelInit
+ for ( int i = 0; i < m_HudList.Size(); i++ )
+ {
+ m_HudList[i]->LevelShutdown();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: cleans up memory allocated for m_rg* arrays
+//-----------------------------------------------------------------------------
+CHud::~CHud()
+{
+ int c = m_Icons.Count();
+ for ( int i = c - 1; i >= 0; i-- )
+ {
+ CHudTexture *tex = m_Icons[ i ];
+ g_HudTextureMemoryPool.Free( tex );
+ }
+ m_Icons.Purge();
+
+ c = m_RenderGroups.Count();
+ for ( int i = c - 1; i >= 0; i-- )
+ {
+ CHudRenderGroup *group = m_RenderGroups[ i ];
+ m_RenderGroups.RemoveAt(i);
+ delete group;
+ }
+}
+
+void CHudTexture::Precache( void )
+{
+ // costly function, used selectively on specific hud elements to get font pages built out at load time
+ if ( IsX360() && bRenderUsingFont && !bPrecached && hFont != vgui::INVALID_FONT )
+ {
+ wchar_t wideChars[2];
+ wideChars[0] = (wchar_t)cCharacterInFont;
+ wideChars[1] = 0;
+ vgui::surface()->PrecacheFontCharacters( hFont, wideChars );
+ bPrecached = true;
+ }
+}
+
+void CHudTexture::DrawSelf( int x, int y, const Color& clr ) const
+{
+ DrawSelf( x, y, Width(), Height(), clr );
+}
+
+void CHudTexture::DrawSelf( int x, int y, int w, int h, const Color& clr ) const
+{
+ if ( bRenderUsingFont )
+ {
+ vgui::surface()->DrawSetTextFont( hFont );
+ vgui::surface()->DrawSetTextColor( clr );
+ vgui::surface()->DrawSetTextPos( x, y );
+ vgui::surface()->DrawUnicodeChar( cCharacterInFont );
+ }
+ else
+ {
+ if ( textureId == -1 )
+ return;
+
+ vgui::surface()->DrawSetTexture( textureId );
+ vgui::surface()->DrawSetColor( clr );
+ vgui::surface()->DrawTexturedSubRect( x, y, x + w, y + h,
+ texCoords[ 0 ], texCoords[ 1 ], texCoords[ 2 ], texCoords[ 3 ] );
+ }
+}
+
+void CHudTexture::DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, int finalWidth, int finalHeight, Color clr ) const
+{
+ if ( bRenderUsingFont )
+ {
+ // work out how much we've been cropped
+ int height = vgui::surface()->GetFontTall( hFont );
+ float frac = (height - croph) / (float)height;
+ y -= cropy;
+
+ vgui::surface()->DrawSetTextFont( hFont );
+ vgui::surface()->DrawSetTextColor( clr );
+ vgui::surface()->DrawSetTextPos( x, y );
+
+ vgui::CharRenderInfo info;
+ if ( vgui::surface()->DrawGetUnicodeCharRenderInfo( cCharacterInFont, info ) )
+ {
+ if ( cropy )
+ {
+ info.verts[0].m_Position.y = Lerp( frac, info.verts[0].m_Position.y, info.verts[1].m_Position.y );
+ info.verts[0].m_TexCoord.y = Lerp( frac, info.verts[0].m_TexCoord.y, info.verts[1].m_TexCoord.y );
+ }
+ else if ( croph != height )
+ {
+ info.verts[1].m_Position.y = Lerp( 1.0f - frac, info.verts[0].m_Position.y, info.verts[1].m_Position.y );
+ info.verts[1].m_TexCoord.y = Lerp( 1.0f - frac, info.verts[0].m_TexCoord.y, info.verts[1].m_TexCoord.y );
+ }
+ vgui::surface()->DrawRenderCharFromInfo(info);
+ }
+ }
+ else
+ {
+ if ( textureId == -1 )
+ return;
+
+ float fw = (float)Width();
+ float fh = (float)Height();
+
+ float twidth = texCoords[ 2 ] - texCoords[ 0 ];
+ float theight = texCoords[ 3 ] - texCoords[ 1 ];
+
+ // Interpolate coords
+ float tCoords[ 4 ];
+ tCoords[ 0 ] = texCoords[ 0 ] + ( (float)cropx / fw ) * twidth;
+ tCoords[ 1 ] = texCoords[ 1 ] + ( (float)cropy / fh ) * theight;
+ tCoords[ 2 ] = texCoords[ 0 ] + ( (float)(cropx + cropw ) / fw ) * twidth;
+ tCoords[ 3 ] = texCoords[ 1 ] + ( (float)(cropy + croph ) / fh ) * theight;
+
+ vgui::surface()->DrawSetTexture( textureId );
+ vgui::surface()->DrawSetColor( clr );
+ vgui::surface()->DrawTexturedSubRect(
+ x, y,
+ x + finalWidth, y + finalHeight,
+ tCoords[ 0 ], tCoords[ 1 ],
+ tCoords[ 2 ], tCoords[ 3 ] );
+ }
+}
+
+void CHudTexture::DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, Color clr ) const
+{
+ DrawSelfCropped( x, y, cropx, cropy, cropw, croph, cropw, croph, clr );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns width of texture with scale factor applied. (If rendered
+// using font, scale factor is ignored.)
+//-----------------------------------------------------------------------------
+int CHudTexture::EffectiveWidth( float flScale ) const
+{
+ if ( !bRenderUsingFont )
+ {
+ return (int) ( Width() * flScale );
+ }
+ else
+ {
+ return vgui::surface()->GetCharacterWidth( hFont, cCharacterInFont );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns height of texture with scale factor applied. (If rendered
+// using font, scale factor is ignored.)
+//-----------------------------------------------------------------------------
+int CHudTexture::EffectiveHeight( float flScale ) const
+{
+ if ( !bRenderUsingFont )
+ {
+ return (int) ( Height() * flScale );
+ }
+ else
+ {
+ return vgui::surface()->GetFontAscent( hFont, cCharacterInFont );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Gets texture handles for the hud icon
+//-----------------------------------------------------------------------------
+void CHud::SetupNewHudTexture( CHudTexture *t )
+{
+ if ( t->bRenderUsingFont )
+ {
+ vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
+ t->hFont = vgui::scheme()->GetIScheme(scheme)->GetFont( t->szTextureFile, true );
+ t->rc.top = 0;
+ t->rc.left = 0;
+ t->rc.right = vgui::surface()->GetCharacterWidth( t->hFont, t->cCharacterInFont );
+ t->rc.bottom = vgui::surface()->GetFontTall( t->hFont );
+ }
+ else
+ {
+ // Set up texture id and texture coordinates
+ t->textureId = vgui::surface()->CreateNewTextureID();
+ vgui::surface()->DrawSetTextureFile( t->textureId, t->szTextureFile, false, false );
+
+ int wide, tall;
+ vgui::surface()->DrawGetTextureSize( t->textureId, wide, tall );
+
+ t->texCoords[ 0 ] = (float)(t->rc.left + 0.5f) / (float)wide;
+ t->texCoords[ 1 ] = (float)(t->rc.top + 0.5f) / (float)tall;
+ t->texCoords[ 2 ] = (float)(t->rc.right - 0.5f) / (float)wide;
+ t->texCoords[ 3 ] = (float)(t->rc.bottom - 0.5f) / (float)tall;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHudTexture *CHud::AddUnsearchableHudIconToList( CHudTexture& texture )
+{
+ // These names are composed based on the texture file name
+ char composedName[ 512 ];
+
+ if ( texture.bRenderUsingFont )
+ {
+ Q_snprintf( composedName, sizeof( composedName ), "%s_c%i",
+ texture.szTextureFile, texture.cCharacterInFont );
+ }
+ else
+ {
+ Q_snprintf( composedName, sizeof( composedName ), "%s_%i_%i_%i_%i",
+ texture.szTextureFile, texture.rc.left, texture.rc.top, texture.rc.right, texture.rc.bottom );
+ }
+
+ CHudTexture *icon = GetIcon( composedName );
+ if ( icon )
+ {
+ return icon;
+ }
+
+ CHudTexture *newTexture = ( CHudTexture * )g_HudTextureMemoryPool.Alloc();
+ *newTexture = texture;
+
+ SetupNewHudTexture( newTexture );
+
+ int idx = m_Icons.Insert( composedName, newTexture );
+ return m_Icons[ idx ];
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHudTexture *CHud::AddSearchableHudIconToList( CHudTexture& texture )
+{
+ CHudTexture *icon = GetIcon( texture.szShortName );
+ if ( icon )
+ {
+ return icon;
+ }
+
+ CHudTexture *newTexture = ( CHudTexture * )g_HudTextureMemoryPool.Alloc();
+ *newTexture = texture;
+
+ SetupNewHudTexture( newTexture );
+
+ int idx = m_Icons.Insert( texture.szShortName, newTexture );
+ return m_Icons[ idx ];
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns a pointer to an icon in the list
+//-----------------------------------------------------------------------------
+CHudTexture *CHud::GetIcon( const char *szIcon )
+{
+ int i = m_Icons.Find( szIcon );
+ if ( i == m_Icons.InvalidIndex() )
+ return NULL;
+
+ return m_Icons[ i ];
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHud::RefreshHudTextures()
+{
+ if ( !m_bHudTexturesLoaded )
+ {
+ Assert( 0 );
+ return;
+ }
+
+ CUtlDict< CHudTexture *, int > textureList;
+
+ // check to see if we have sprites for this res; if not, step down
+ LoadHudTextures( textureList, "scripts/hud_textures", NULL );
+ LoadHudTextures( textureList, "scripts/mod_textures", NULL );
+
+ // fix up all the texture icons first
+ int c = textureList.Count();
+ for ( int index = 0; index < c; index++ )
+ {
+ CHudTexture *tex = textureList[ index ];
+ Assert( tex );
+
+ CHudTexture *icon = GetIcon( tex->szShortName );
+ if ( !icon )
+ continue;
+
+ // Update file
+ Q_strncpy( icon->szTextureFile, tex->szTextureFile, sizeof( icon->szTextureFile ) );
+
+ if ( !icon->bRenderUsingFont )
+ {
+ // Update subrect
+ icon->rc = tex->rc;
+
+ // Keep existing texture id, but now update texture file and texture coordinates
+ vgui::surface()->DrawSetTextureFile( icon->textureId, icon->szTextureFile, false, false );
+
+ // Get new texture dimensions in case it changed
+ int wide, tall;
+ vgui::surface()->DrawGetTextureSize( icon->textureId, wide, tall );
+
+ // Assign coords
+ icon->texCoords[ 0 ] = (float)(icon->rc.left + 0.5f) / (float)wide;
+ icon->texCoords[ 1 ] = (float)(icon->rc.top + 0.5f) / (float)tall;
+ icon->texCoords[ 2 ] = (float)(icon->rc.right - 0.5f) / (float)wide;
+ icon->texCoords[ 3 ] = (float)(icon->rc.bottom - 0.5f) / (float)tall;
+ }
+ }
+
+ FreeHudTextureList( textureList );
+
+ // fixup all the font icons
+ vgui::HScheme scheme = vgui::scheme()->GetScheme( "ClientScheme" );
+ for (int i = m_Icons.First(); m_Icons.IsValidIndex(i); i = m_Icons.Next(i))
+ {
+ CHudTexture *icon = m_Icons[i];
+ if ( !icon )
+ continue;
+
+ // Update file
+ if ( icon->bRenderUsingFont )
+ {
+ icon->hFont = vgui::scheme()->GetIScheme(scheme)->GetFont( icon->szTextureFile, true );
+ icon->rc.top = 0;
+ icon->rc.left = 0;
+ icon->rc.right = vgui::surface()->GetCharacterWidth( icon->hFont, icon->cCharacterInFont );
+ icon->rc.bottom = vgui::surface()->GetFontTall( icon->hFont );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHud::OnRestore()
+{
+ ResetHUD();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHud::VidInit( void )
+{
+ for ( int i = 0; i < m_HudList.Size(); i++ )
+ {
+ m_HudList[i]->VidInit();
+ }
+
+
+ ResetHUD();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHudElement *CHud::FindElement( const char *pName )
+{
+ for ( int i = 0; i < m_HudList.Size(); i++ )
+ {
+ if ( V_stricmp( m_HudList[i]->GetName(), pName ) == 0 )
+ return m_HudList[i];
+ }
+
+ DevWarning(1, "Could not find Hud Element: %s\n", pName );
+ Assert(0);
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Adds a member to the HUD
+//-----------------------------------------------------------------------------
+void CHud::AddHudElement( CHudElement *pHudElement )
+{
+ // Add the hud element to the end of the array
+ m_HudList.AddToTail( pHudElement );
+
+ pHudElement->SetNeedsRemove( true );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Remove an element from the HUD
+//-----------------------------------------------------------------------------
+void CHud::RemoveHudElement( CHudElement *pHudElement )
+{
+ m_HudList.FindAndRemove( pHudElement );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns current mouse sensitivity setting
+// Output : float - the return value
+//-----------------------------------------------------------------------------
+float CHud::GetSensitivity( void )
+{
+#ifndef _X360
+ return m_flMouseSensitivity;
+#else
+ return 1.0f;
+#endif
+}
+
+float CHud::GetFOVSensitivityAdjust()
+{
+ return m_flFOVSensitivityAdjust;
+}
+//-----------------------------------------------------------------------------
+// Purpose: Return true if the passed in sections of the HUD shouldn't be drawn
+//-----------------------------------------------------------------------------
+bool CHud::IsHidden( int iHudFlags )
+{
+ // Not in game?
+ if ( !engine->IsInGame() )
+ return true;
+
+ // No local player yet?
+ C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
+ if ( !pPlayer )
+ return true;
+
+ // Get current hidden flags
+ int iHideHud = pPlayer->m_Local.m_iHideHUD;
+ if ( hidehud.GetInt() )
+ {
+ iHideHud = hidehud.GetInt();
+ }
+
+ // Everything hidden?
+ if ( iHideHud & HIDEHUD_ALL )
+ return true;
+
+ // Local player dead?
+ if ( ( iHudFlags & HIDEHUD_PLAYERDEAD ) && ( pPlayer->GetHealth() <= 0 && !pPlayer->IsAlive() ) )
+ return true;
+
+ // Need the HEV suit ( HL2 )
+ if ( ( iHudFlags & HIDEHUD_NEEDSUIT ) && ( !pPlayer->IsSuitEquipped() ) )
+ return true;
+
+ // Hide all HUD elements during screenshot if the user's set hud_freezecamhide ( TF2 )
+#if defined( TF_CLIENT_DLL )
+ extern bool IsTakingAFreezecamScreenshot();
+ extern ConVar hud_freezecamhide;
+
+ if ( IsTakingAFreezecamScreenshot() && hud_freezecamhide.GetBool() )
+ return true;
+#endif
+
+ return ( ( iHudFlags & iHideHud ) != 0);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Allows HUD to modify input data
+//-----------------------------------------------------------------------------
+void CHud::ProcessInput( bool bActive )
+{
+ if ( bActive )
+ {
+ m_iKeyBits = input->GetButtonBits( 0 );
+
+ // Weaponbits need to be sent down as a UserMsg now.
+ gHUD.Think();
+ }
+}
+
+int CHud::LookupRenderGroupIndexByName( const char *pszGroupName )
+{
+ return m_RenderGroupNames.Find( pszGroupName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: A hud element wants to lock this render group so other panels in the
+// group do not draw
+//-----------------------------------------------------------------------------
+bool CHud::LockRenderGroup( int iGroupIndex, CHudElement *pLocker /* = NULL */ )
+{
+ // does this index exist?
+ if ( !DoesRenderGroupExist(iGroupIndex) )
+ return false;
+
+ int i = m_RenderGroups.Find( iGroupIndex );
+
+ Assert( m_RenderGroups.IsValidIndex(i) );
+
+ CHudRenderGroup *group = m_RenderGroups.Element(i);
+
+ Assert( group );
+
+ if ( group )
+ {
+ // NULL pLocker means some higher power is globally hiding this group
+ if ( pLocker == NULL )
+ {
+ group->bHidden = true;
+ }
+ else
+ {
+ bool bFound = false;
+ // See if we have it locked already
+ int iNumLockers = group->m_pLockingElements.Count();
+ for ( int i=0;i<iNumLockers;i++ )
+ {
+ if ( pLocker == group->m_pLockingElements.Element(i) )
+ {
+ bFound = true;
+ break;
+ }
+ }
+
+ // otherwise lock us
+ if ( !bFound )
+ group->m_pLockingElements.Insert( pLocker );
+ }
+
+ return true;
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: A hud element wants to release the lock on this render group
+//-----------------------------------------------------------------------------
+bool CHud::UnlockRenderGroup( int iGroupIndex, CHudElement *pLocker /* = NULL */ )
+{
+ // does this index exist?
+ if ( !DoesRenderGroupExist(iGroupIndex) )
+ return false;
+
+ int i = m_RenderGroups.Find( iGroupIndex );
+
+ Assert( m_RenderGroups.IsValidIndex(i) );
+
+ CHudRenderGroup *group = m_RenderGroups.Element(i);
+
+ if ( group )
+ {
+ // NULL pLocker means some higher power is globally hiding this group
+ if ( group->bHidden && pLocker == NULL )
+ {
+ group->bHidden = false;
+ return true;
+ }
+
+ int iNumLockers = group->m_pLockingElements.Count();
+ for ( int i=0;i<iNumLockers;i++ )
+ {
+ if ( pLocker == group->m_pLockingElements.Element(i) )
+ {
+ group->m_pLockingElements.RemoveAt( i );
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: See if we should draw based on a hud render group
+// Return true if this group is locked, hud elem will be hidden
+//-----------------------------------------------------------------------------
+bool CHud::IsRenderGroupLockedFor( CHudElement *pHudElement, int iGroupIndex )
+{
+ // does this index exist?
+ if ( !DoesRenderGroupExist(iGroupIndex) )
+ return false;
+
+ int i = m_RenderGroups.Find( iGroupIndex );
+
+ Assert( m_RenderGroups.IsValidIndex(i) );
+
+ CHudRenderGroup *group = m_RenderGroups.Element(i);
+
+ if ( !group )
+ return false;
+
+ // hidden for everyone!
+ if ( group->bHidden )
+ return true;
+
+ if ( group->m_pLockingElements.Count() == 0 )
+ return false;
+
+ if ( !pHudElement )
+ return true;
+
+ CHudElement *pLocker = group->m_pLockingElements.ElementAtHead();
+
+ return ( pLocker != pHudElement && pLocker->GetRenderGroupPriority() > pHudElement->GetRenderGroupPriority() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: CHudElements can ask for the index of hud element render groups
+// returns a group index
+//-----------------------------------------------------------------------------
+int CHud::RegisterForRenderGroup( const char *pszGroupName )
+{
+ int iGroupNameIndex = m_RenderGroupNames.Find( pszGroupName );
+
+ if ( iGroupNameIndex != m_RenderGroupNames.InvalidIndex() )
+ {
+ return iGroupNameIndex;
+ }
+
+ // otherwise add the group
+ return AddHudRenderGroup( pszGroupName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Create a new hud render group
+// returns a group index
+//-----------------------------------------------------------------------------
+int CHud::AddHudRenderGroup( const char *pszGroupName )
+{
+ // we tried to register for a group but didn't find it, add a new one
+
+ int iGroupNameIndex = m_RenderGroupNames.AddToTail( pszGroupName );
+
+ CHudRenderGroup *group = new CHudRenderGroup();
+ return m_RenderGroups.Insert( iGroupNameIndex, group );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CHud::DoesRenderGroupExist( int iGroupIndex )
+{
+ return ( m_RenderGroups.Find( iGroupIndex ) != m_RenderGroups.InvalidIndex() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Allows HUD to Think and modify input data
+// Input : *cdata -
+// time -
+// Output : int - 1 if there were changes, 0 otherwise
+//-----------------------------------------------------------------------------
+void CHud::UpdateHud( bool bActive )
+{
+ // clear the weapon bits.
+ gHUD.m_iKeyBits &= (~(IN_WEAPON1|IN_WEAPON2));
+
+ g_pClientMode->Update();
+
+ gLCD.Update();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Force a Hud UI anim to play
+//-----------------------------------------------------------------------------
+CON_COMMAND_F( testhudanim, "Test a hud element animation.\n\tArguments: <anim name>\n", FCVAR_CHEAT )
+{
+ if ( args.ArgC() != 2 )
+ {
+ Msg("Usage:\n testhudanim <anim name>\n");
+ return;
+ }
+
+ g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( args[1] );
+}
+