371 lines
8.2 KiB
C++
371 lines
8.2 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_redraw.cpp
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//
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#include "hud.h"
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#include "cl_util.h"
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#include "vgui_TeamFortressViewport.h"
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#define MAX_LOGO_FRAMES 56
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int grgLogoFrame[MAX_LOGO_FRAMES] =
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{
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13, 13, 13, 13, 12, 11, 10, 9, 8, 14, 15,
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16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
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29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31};
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extern bool g_iVisibleMouse;
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float HUD_GetFOV();
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extern cvar_t* sensitivity;
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// Think
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void CHud::Think()
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{
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m_scrinfo.iSize = sizeof(m_scrinfo);
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GetScreenInfo(&m_scrinfo);
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int newfov;
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HUDLIST* pList = m_pHudList;
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while (pList)
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{
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if ((pList->p->m_iFlags & HUD_ACTIVE) != 0)
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pList->p->Think();
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pList = pList->pNext;
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}
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newfov = HUD_GetFOV();
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if (newfov == 0)
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{
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m_iFOV = default_fov->value;
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}
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else
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{
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m_iFOV = newfov;
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}
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// the clients fov is actually set in the client data update section of the hud
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// Set a new sensitivity
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if (m_iFOV == default_fov->value)
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{
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// reset to saved sensitivity
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m_flMouseSensitivity = 0;
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}
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else
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{
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// set a new sensitivity that is proportional to the change from the FOV default
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m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
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}
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// think about default fov
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if (m_iFOV == 0)
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{ // only let players adjust up in fov, and only if they are not overriden by something else
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m_iFOV = V_max(default_fov->value, 90);
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}
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if (0 != gEngfuncs.IsSpectateOnly())
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{
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m_iFOV = gHUD.m_Spectator.GetFOV(); // default_fov->value;
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}
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}
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// Redraw
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// step through the local data, placing the appropriate graphics & text as appropriate
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// returns 1 if they've changed, 0 otherwise
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bool CHud::Redraw(float flTime, bool intermission)
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{
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m_fOldTime = m_flTime; // save time of previous redraw
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m_flTime = flTime;
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m_flTimeDelta = (double)m_flTime - m_fOldTime;
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static float m_flShotTime = 0;
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// Clock was reset, reset delta
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if (m_flTimeDelta < 0)
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m_flTimeDelta = 0;
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// Bring up the scoreboard during intermission
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if (gViewPort)
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{
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if (m_iIntermission && !intermission)
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{
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// Have to do this here so the scoreboard goes away
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m_iIntermission = intermission;
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gViewPort->HideCommandMenu();
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gViewPort->HideScoreBoard();
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gViewPort->UpdateSpectatorPanel();
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}
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else if (!m_iIntermission && intermission)
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{
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m_iIntermission = intermission;
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gViewPort->HideCommandMenu();
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gViewPort->HideVGUIMenu();
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gViewPort->ShowScoreBoard();
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gViewPort->UpdateSpectatorPanel();
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// Take a screenshot if the client's got the cvar set
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if (CVAR_GET_FLOAT("hud_takesshots") != 0)
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m_flShotTime = flTime + 1.0; // Take a screenshot in a second
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}
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}
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if (0 != m_flShotTime && m_flShotTime < flTime)
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{
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gEngfuncs.pfnClientCmd("snapshot\n");
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m_flShotTime = 0;
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}
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m_iIntermission = intermission;
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// if no redrawing is necessary
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// return 0;
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// draw all registered HUD elements
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if (0 != m_pCvarDraw->value)
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{
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HUDLIST* pList = m_pHudList;
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while (pList)
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{
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if (!intermission)
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{
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if ((pList->p->m_iFlags & HUD_ACTIVE) != 0 && (m_iHideHUDDisplay & HIDEHUD_ALL) == 0)
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pList->p->Draw(flTime);
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}
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else
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{ // it's an intermission, so only draw hud elements that are set to draw during intermissions
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if ((pList->p->m_iFlags & HUD_INTERMISSION) != 0)
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pList->p->Draw(flTime);
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}
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pList = pList->pNext;
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}
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}
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// are we in demo mode? do we need to draw the logo in the top corner?
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if (0 != m_iLogo)
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{
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int x, y, i;
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if (m_hsprLogo == 0)
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m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
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SPR_Set(m_hsprLogo, 250, 250, 250);
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x = SPR_Width(m_hsprLogo, 0);
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x = ScreenWidth - x;
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y = SPR_Height(m_hsprLogo, 0) / 2;
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// Draw the logo at 20 fps
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int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
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i = grgLogoFrame[iFrame] - 1;
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SPR_DrawAdditive(i, x, y, NULL);
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}
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/*
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if ( g_iVisibleMouse )
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{
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void IN_GetMousePos( int *mx, int *my );
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int mx, my;
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IN_GetMousePos( &mx, &my );
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if (m_hsprCursor == 0)
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{
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char sz[256];
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sprintf( sz, "sprites/cursor.spr" );
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m_hsprCursor = SPR_Load( sz );
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}
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SPR_Set(m_hsprCursor, 250, 250, 250 );
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// Draw the logo at 20 fps
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SPR_DrawAdditive( 0, mx, my, NULL );
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}
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*/
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return true;
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}
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void ScaleColors(int& r, int& g, int& b, int a)
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{
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float x = (float)a / 255;
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r = (int)(r * x);
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g = (int)(g * x);
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b = (int)(b * x);
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}
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int CHud::DrawHudString(int xpos, int ypos, int iMaxX, const char* szIt, int r, int g, int b)
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{
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return xpos + gEngfuncs.pfnDrawString(xpos, ypos, szIt, r, g, b);
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}
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int CHud::DrawHudNumberString(int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b)
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{
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char szString[32];
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sprintf(szString, "%d", iNumber);
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return DrawHudStringReverse(xpos, ypos, iMinX, szString, r, g, b);
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}
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// draws a string from right to left (right-aligned)
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int CHud::DrawHudStringReverse(int xpos, int ypos, int iMinX, const char* szString, int r, int g, int b)
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{
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return xpos - gEngfuncs.pfnDrawStringReverse(xpos, ypos, szString, r, g, b);
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}
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int CHud::DrawHudNumber(int x, int y, int iFlags, int iNumber, int r, int g, int b)
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{
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int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
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int k;
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if (iNumber > 0)
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{
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// SPR_Draw 100's
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if (iNumber >= 100)
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{
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k = iNumber / 100;
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SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b);
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SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
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x += iWidth;
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}
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else if ((iFlags & DHN_3DIGITS) != 0)
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{
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//SPR_DrawAdditive( 0, x, y, &rc );
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x += iWidth;
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}
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// SPR_Draw 10's
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if (iNumber >= 10)
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{
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k = (iNumber % 100) / 10;
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SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b);
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SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
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x += iWidth;
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}
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else if ((iFlags & (DHN_3DIGITS | DHN_2DIGITS)) != 0)
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{
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//SPR_DrawAdditive( 0, x, y, &rc );
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x += iWidth;
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}
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// SPR_Draw ones
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k = iNumber % 10;
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SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b);
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SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
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x += iWidth;
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}
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else if ((iFlags & DHN_DRAWZERO) != 0)
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{
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SPR_Set(GetSprite(m_HUD_number_0), r, g, b);
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// SPR_Draw 100's
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if ((iFlags & DHN_3DIGITS) != 0)
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{
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//SPR_DrawAdditive( 0, x, y, &rc );
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x += iWidth;
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}
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if ((iFlags & (DHN_3DIGITS | DHN_2DIGITS)) != 0)
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{
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//SPR_DrawAdditive( 0, x, y, &rc );
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x += iWidth;
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}
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// SPR_Draw ones
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SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0));
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x += iWidth;
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}
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return x;
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}
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int CHud::GetNumWidth(int iNumber, int iFlags)
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{
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if ((iFlags & DHN_3DIGITS) != 0)
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return 3;
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if ((iFlags & DHN_2DIGITS) != 0)
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return 2;
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if (iNumber <= 0)
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{
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if ((iFlags & DHN_DRAWZERO) != 0)
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return 1;
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else
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return 0;
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}
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if (iNumber < 10)
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return 1;
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if (iNumber < 100)
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return 2;
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return 3;
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}
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int CHud::GetHudNumberWidth(int number, int width, int flags)
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{
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const int digitWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
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int totalDigits = 0;
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if (number > 0)
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{
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totalDigits = static_cast<int>(log10(number)) + 1;
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}
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else if ((flags & DHN_DRAWZERO) != 0)
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{
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totalDigits = 1;
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}
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totalDigits = V_max(totalDigits, width);
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return totalDigits * digitWidth;
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}
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int CHud::DrawHudNumberReverse(int x, int y, int number, int flags, int r, int g, int b)
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{
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if (number > 0 || (flags & DHN_DRAWZERO) != 0)
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{
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const int digitWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
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int remainder = number;
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do
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{
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const int digit = remainder % 10;
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const int digitSpriteIndex = m_HUD_number_0 + digit;
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//This has to happen *before* drawing because we're drawing in reverse
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x -= digitWidth;
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SPR_Set(GetSprite(digitSpriteIndex), r, g, b);
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SPR_DrawAdditive(0, x, y, &GetSpriteRect(digitSpriteIndex));
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remainder /= 10;
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} while (remainder > 0);
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}
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return x;
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}
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