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_posture.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_posture.cpp')
| -rw-r--r-- | mp/src/game/client/hud_posture.cpp | 390 |
1 files changed, 195 insertions, 195 deletions
diff --git a/mp/src/game/client/hud_posture.cpp b/mp/src/game/client/hud_posture.cpp index 8321ea8d..0e76cf27 100644 --- a/mp/src/game/client/hud_posture.cpp +++ b/mp/src/game/client/hud_posture.cpp @@ -1,195 +1,195 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "hud.h"
-#include "hudelement.h"
-#include "hud_numericdisplay.h"
-#include "hud_macros.h"
-#include "iclientmode.h"
-#include <vgui_controls/AnimationController.h>
-#include <vgui/ISurface.h>
-#include <vgui/ILocalize.h>
-#include <vgui_controls/Panel.h>
-#include <vgui/IVGui.h>
-
-
-using namespace vgui;
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-#define HUD_POSTURE_UPDATES_PER_SECOND 10
-#define HUD_POSTURE_FADE_TIME 0.4f
-#define CROUCHING_CHARACTER_INDEX 92 // index of the crouching dude in the TTF font
-
-//-----------------------------------------------------------------------------
-// Purpose: Shows the sprint power bar
-//-----------------------------------------------------------------------------
-class CHudPosture : public CHudElement, public vgui::Panel
-{
- DECLARE_CLASS_SIMPLE( CHudPosture, vgui::Panel );
-
-public:
- CHudPosture( const char *pElementName );
- bool ShouldDraw( void );
-
-#ifdef _X360 // if not xbox 360, don't waste code space on this
- virtual void Init( void );
- virtual void Reset( void );
- virtual void OnTick( void );
-
-protected:
- virtual void Paint();
-
- float m_duckTimeout; /// HUD_POSTURE_FADE_TIME after the last known time the player was ducking
-
-private:
-
- CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" );
- CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" );
- CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" );
-
- enum { NOT_FADING,
- FADING_UP,
- FADING_DOWN
- } m_kIsFading;
-#endif
-};
-
-
-DECLARE_HUDELEMENT( CHudPosture );
-
-
-namespace
-{
- // Don't pass a null pPlayer. Doesn't check for it.
- inline bool PlayerIsDucking(C_BasePlayer *pPlayer)
- {
- return pPlayer->m_Local.m_bDucked && // crouching
- pPlayer->GetGroundEntity() != NULL ; // but not jumping
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CHudPosture::CHudPosture( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudPosture" )
-{
- vgui::Panel *pParent = g_pClientMode->GetViewport();
- SetParent( pParent );
-
- SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
-
- if( IsX360() )
- {
- vgui::ivgui()->AddTickSignal( GetVPanel(), (1000/HUD_POSTURE_UPDATES_PER_SECOND) );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Save CPU cycles by letting the HUD system early cull
-// costly traversal. Called per frame, return true if thinking and
-// painting need to occur.
-//-----------------------------------------------------------------------------
-bool CHudPosture::ShouldDraw()
-{
-#ifdef _X360
- return ( m_duckTimeout >= gpGlobals->curtime &&
- CHudElement::ShouldDraw() );
-#else
- return false;
-#endif
-}
-
-#ifdef _X360
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CHudPosture::Init( void )
-{
- m_duckTimeout = 0.0f;
- m_kIsFading = NOT_FADING;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CHudPosture::Reset( void )
-{
- Init();
-}
-
-void CHudPosture::OnTick( void )
-{
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if (!pPlayer)
- return;
-
- if ( PlayerIsDucking(pPlayer) )
- {
- m_duckTimeout = gpGlobals->curtime + HUD_POSTURE_FADE_TIME; // kick the timer forward
- if (GetAlpha() < 255)
- {
- // if not fully faded in, and not fading in, start fading in.
- if (m_kIsFading != FADING_UP)
- {
- m_kIsFading = FADING_UP;
- GetAnimationController()->RunAnimationCommand( this, "alpha", 255, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
- }
- }
- else
- {
- m_kIsFading = NOT_FADING;
- }
- }
- else // player is not ducking
- {
- if (GetAlpha() > 0)
- {
- // if not faded out or fading out, fade out.
- if (m_kIsFading != FADING_DOWN)
- {
- m_kIsFading = FADING_DOWN;
- GetAnimationController()->RunAnimationCommand( this, "alpha", 0, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE );
- }
- }
- else
- {
- m_kIsFading = NOT_FADING;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: draws the posture elements we want.
-//-----------------------------------------------------------------------------
-void CHudPosture::Paint()
-{
- C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
- if ( !pPlayer )
- return;
-
- SetPaintBackgroundEnabled( true );
-
- Color clr;
- clr = gHUD.m_clrNormal;
- clr[3] = 255;
-
- // Pick the duck character
- wchar_t duck_char = CROUCHING_CHARACTER_INDEX;
-
- surface()->DrawSetTextFont( m_hFont );
- surface()->DrawSetTextColor( clr );
- surface()->DrawSetTextPos( m_IconX, m_IconY );
- surface()->DrawUnicodeChar( duck_char );
-}
-
-#endif
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "hud.h" +#include "hudelement.h" +#include "hud_numericdisplay.h" +#include "hud_macros.h" +#include "iclientmode.h" +#include <vgui_controls/AnimationController.h> +#include <vgui/ISurface.h> +#include <vgui/ILocalize.h> +#include <vgui_controls/Panel.h> +#include <vgui/IVGui.h> + + +using namespace vgui; + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define HUD_POSTURE_UPDATES_PER_SECOND 10 +#define HUD_POSTURE_FADE_TIME 0.4f +#define CROUCHING_CHARACTER_INDEX 92 // index of the crouching dude in the TTF font + +//----------------------------------------------------------------------------- +// Purpose: Shows the sprint power bar +//----------------------------------------------------------------------------- +class CHudPosture : public CHudElement, public vgui::Panel +{ + DECLARE_CLASS_SIMPLE( CHudPosture, vgui::Panel ); + +public: + CHudPosture( const char *pElementName ); + bool ShouldDraw( void ); + +#ifdef _X360 // if not xbox 360, don't waste code space on this + virtual void Init( void ); + virtual void Reset( void ); + virtual void OnTick( void ); + +protected: + virtual void Paint(); + + float m_duckTimeout; /// HUD_POSTURE_FADE_TIME after the last known time the player was ducking + +private: + + CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" ); + CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" ); + + enum { NOT_FADING, + FADING_UP, + FADING_DOWN + } m_kIsFading; +#endif +}; + + +DECLARE_HUDELEMENT( CHudPosture ); + + +namespace +{ + // Don't pass a null pPlayer. Doesn't check for it. + inline bool PlayerIsDucking(C_BasePlayer *pPlayer) + { + return pPlayer->m_Local.m_bDucked && // crouching + pPlayer->GetGroundEntity() != NULL ; // but not jumping + } +} + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CHudPosture::CHudPosture( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudPosture" ) +{ + vgui::Panel *pParent = g_pClientMode->GetViewport(); + SetParent( pParent ); + + SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT ); + + if( IsX360() ) + { + vgui::ivgui()->AddTickSignal( GetVPanel(), (1000/HUD_POSTURE_UPDATES_PER_SECOND) ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Save CPU cycles by letting the HUD system early cull +// costly traversal. Called per frame, return true if thinking and +// painting need to occur. +//----------------------------------------------------------------------------- +bool CHudPosture::ShouldDraw() +{ +#ifdef _X360 + return ( m_duckTimeout >= gpGlobals->curtime && + CHudElement::ShouldDraw() ); +#else + return false; +#endif +} + +#ifdef _X360 + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudPosture::Init( void ) +{ + m_duckTimeout = 0.0f; + m_kIsFading = NOT_FADING; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudPosture::Reset( void ) +{ + Init(); +} + +void CHudPosture::OnTick( void ) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if (!pPlayer) + return; + + if ( PlayerIsDucking(pPlayer) ) + { + m_duckTimeout = gpGlobals->curtime + HUD_POSTURE_FADE_TIME; // kick the timer forward + if (GetAlpha() < 255) + { + // if not fully faded in, and not fading in, start fading in. + if (m_kIsFading != FADING_UP) + { + m_kIsFading = FADING_UP; + GetAnimationController()->RunAnimationCommand( this, "alpha", 255, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); + } + } + else + { + m_kIsFading = NOT_FADING; + } + } + else // player is not ducking + { + if (GetAlpha() > 0) + { + // if not faded out or fading out, fade out. + if (m_kIsFading != FADING_DOWN) + { + m_kIsFading = FADING_DOWN; + GetAnimationController()->RunAnimationCommand( this, "alpha", 0, 0, HUD_POSTURE_FADE_TIME, vgui::AnimationController::INTERPOLATOR_SIMPLESPLINE ); + } + } + else + { + m_kIsFading = NOT_FADING; + } + } +} + + +//----------------------------------------------------------------------------- +// Purpose: draws the posture elements we want. +//----------------------------------------------------------------------------- +void CHudPosture::Paint() +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + SetPaintBackgroundEnabled( true ); + + Color clr; + clr = gHUD.m_clrNormal; + clr[3] = 255; + + // Pick the duck character + wchar_t duck_char = CROUCHING_CHARACTER_INDEX; + + surface()->DrawSetTextFont( m_hFont ); + surface()->DrawSetTextColor( clr ); + surface()->DrawSetTextPos( m_IconX, m_IconY ); + surface()->DrawUnicodeChar( duck_char ); +} + +#endif + |