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/hud.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/hud.cpp')
| -rw-r--r-- | mp/src/game/client/hud.cpp | 2398 |
1 files changed, 1199 insertions, 1199 deletions
diff --git a/mp/src/game/client/hud.cpp b/mp/src/game/client/hud.cpp index 69e735e5..1baad2e1 100644 --- a/mp/src/game/client/hud.cpp +++ b/mp/src/game/client/hud.cpp @@ -1,1199 +1,1199 @@ -//========= 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] );
-}
-
+//========= 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] ); +} + |