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hl2sdk/cl_dll/hud.h

207 lines
5.5 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: CHud handles the message, calculation, and drawing the HUD
//
// $NoKeywords: $
//=============================================================================//
#ifndef HUD_H
#define HUD_H
#ifdef _WIN32
#pragma once
#endif
#include "UtlVector.h"
#include "UtlDict.h"
#include "ConVar.h"
#include <vgui/vgui.h>
#include <Color.h>
#include <bitbuf.h>
namespace vgui
{
class IScheme;
}
// basic rectangle struct used for drawing
typedef struct wrect_s
{
int left;
int right;
int top;
int bottom;
} wrect_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudTexture
{
public:
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 = -1;
cCharacterInFont = 0;
hFont = NULL;
}
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 ) );
textureId = src.textureId;
rc = src.rc;
bRenderUsingFont = src.bRenderUsingFont;
cCharacterInFont = src.cCharacterInFont;
hFont = src.hFont;
return *this;
}
int Width() const
{
return rc.right - rc.left;
}
int Height() const
{
return rc.bottom - rc.top;
}
void DrawSelf( int x, int y, Color& clr ) const;
void DrawSelf( int x, int y, int w, int h, Color& clr ) const;
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, Color& clr ) const;
// new version to scale the texture over a finalWidth and finalHeight passed in
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, int finalWidth, int finalHeight, Color& clr ) const;
char szShortName[ 64 ];
char szTextureFile[ 64 ];
bool bRenderUsingFont;
char cCharacterInFont;
vgui::HFont hFont;
// vgui texture Id assigned to this item
int textureId;
// s0, t0, s1, t1
float texCoords[ 4 ];
// Original bounds
wrect_t rc;
};
#include "hudtexturehandle.h"
class CHudElement;
//-----------------------------------------------------------------------------
// Purpose: Main hud manager
//-----------------------------------------------------------------------------
class CHud
{
public:
//For progress bar orientations
static const int HUDPB_HORIZONTAL;
static const int HUDPB_VERTICAL;
static const int HUDPB_HORIZONTAL_INV;
public:
CHud();
~CHud();
// Init's called when the HUD's created at DLL load
void Init( void );
// VidInit's called when the video mode's changed
void VidInit( void );
// Shutdown's called when the engine's shutting down
void Shutdown( void );
// LevelInit's called whenever a new level's starting
void LevelInit( void );
// LevelShutdown's called whenever a level's finishing
void LevelShutdown( void );
void ResetHUD( void );
// A saved game has just been loaded
void OnRestore();
void Think();
void ProcessInput( bool bActive );
void UpdateHud( bool bActive );
void InitColors( vgui::IScheme *pScheme );
// Hud element registration
void AddHudElement( CHudElement *pHudElement );
void RemoveHudElement( CHudElement *pHudElement );
// Search list for "name" and return the hud element if it exists
CHudElement *FindElement( const char *pName );
bool IsHidden( int iHudFlags );
float GetSensitivity();
float GetFOVSensitivityAdjust();
void DrawProgressBar( int x, int y, int width, int height, float percentage, Color& clr, unsigned char type );
void DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );
CHudTexture *GetIcon( const char *szIcon );
// loads a new icon into the list, without duplicates
CHudTexture *AddUnsearchableHudIconToList( CHudTexture& texture );
CHudTexture *AddSearchableHudIconToList( CHudTexture& texture );
void RefreshHudTextures();
// User messages
void MsgFunc_ResetHUD(bf_read &msg);
void MsgFunc_SendAudio(bf_read &msg);
public:
int m_iKeyBits;
#ifndef _XBOX
float m_flMouseSensitivity;
float m_flMouseSensitivityFactor;
#endif
float m_flFOVSensitivityAdjust;
Color m_clrNormal;
Color m_clrCaution;
Color m_clrYellowish;
CUtlVector< CHudElement * > m_HudList;
private:
void InitFonts();
void SetupNewHudTexture( CHudTexture *t );
bool m_bHudTexturesLoaded;
// Global list of known icons
CUtlDict< CHudTexture *, int > m_Icons;
};
extern CHud gHUD;
//-----------------------------------------------------------------------------
// Global fonts used in the client DLL
//-----------------------------------------------------------------------------
extern vgui::HFont g_hFontTrebuchet24;
void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, char *szFilenameWithoutExtension, const unsigned char *pICEKey );
void GetHudSize( int& w, int &h );
#endif // HUD_H