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hl2sdk/cl_dll/hud_hintdisplay.cpp

385 lines
9.9 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "vgui_controls/AnimationController.h"
#include "vgui_controls/Label.h"
#include "vgui/ILocalize.h"
#include "vgui/ISurface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Displays current ammunition level
//-----------------------------------------------------------------------------
class CHudHintDisplay : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudHintDisplay, vgui::Panel );
public:
CHudHintDisplay( const char *pElementName );
void Init();
void Reset();
void MsgFunc_HintText( bf_read &msg );
bool ShouldDraw();
bool SetHintText( const char *text );
protected:
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnThink();
private:
CUtlVector<vgui::Label *> m_Labels;
vgui::HFont m_hSmallFont, m_hLargeFont;
char m_szHintText[128];
int m_iBaseY;
CPanelAnimationVarAliasType( float, m_iTextX, "text_xpos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iTextY, "text_ypos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iTextGapX, "text_xgap", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iTextGapY, "text_ygap", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iYOffset, "YOffset", "0", "proportional_float" );
};
DECLARE_HUDELEMENT( CHudHintDisplay );
DECLARE_HUD_MESSAGE( CHudHintDisplay, HintText );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudHintDisplay::CHudHintDisplay( const char *pElementName ) : BaseClass(NULL, "HudHintDisplay"), CHudElement( pElementName )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetVisible( false );
m_szHintText[0] = 0;
SetAlpha( 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHintDisplay::Init()
{
HOOK_HUD_MESSAGE( CHudHintDisplay, HintText );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHintDisplay::Reset()
{
SetHintText( NULL );
SetAlpha( 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudHintDisplay::ApplySchemeSettings( vgui::IScheme *pScheme )
{
m_hSmallFont = pScheme->GetFont( "HudHintTextSmall", true );
m_hLargeFont = pScheme->GetFont( "HudHintTextLarge", true );
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// 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 CHudHintDisplay::ShouldDraw( void )
{
return ( ( GetAlpha() > 0 ) && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose: Updates the label color each frame
//-----------------------------------------------------------------------------
void CHudHintDisplay::OnThink()
{
for (int i = 0; i < m_Labels.Count(); i++)
{
if ( IsXbox() && 0 != ( i & 1 ) )
{
// Don't change the fg color for buttons (even numbered labels)
m_Labels[i]->SetAlpha( GetFgColor().a() );
}
else
{
m_Labels[i]->SetFgColor(GetFgColor());
}
}
int ox, oy;
GetPos(ox, oy);
SetPos( ox, m_iBaseY + m_iYOffset );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the hint text, replacing variables as necessary
//-----------------------------------------------------------------------------
bool CHudHintDisplay::SetHintText( const char *text )
{
// clear the existing text
for (int i = 0; i < m_Labels.Count(); i++)
{
m_Labels[i]->MarkForDeletion();
}
m_Labels.RemoveAll();
if ( !text )
{
m_szHintText[0] = 0;
return false;
}
strcpy( m_szHintText, text );
// look up the text string
wchar_t *ws = vgui::localize()->Find( text );
if ( !ws || wcslen(ws) <= 0)
return false;
// parse out the text into a label set
while ( *ws )
{
wchar_t token[64];
bool isVar = false;
// check for variables
if ( *ws == '%' )
{
isVar = true;
++ws;
}
// parse out the string
wchar_t *end = wcschr( ws, '%' );
if ( end )
{
wcsncpy( token, ws, end - ws );
token[end - ws] = 0;
}
else
{
wcscpy( token, ws );
}
ws += wcslen( token );
if ( isVar )
{
// move over the end of the variable
++ws;
}
// put it in a label
vgui::Label *label = vgui::SETUP_PANEL(new vgui::Label(this, NULL, token));
bool bIsBitmap = false;
// modify the label if necessary
if ( isVar )
{
label->SetFont( m_hLargeFont );
// lookup key names
char binding[64];
vgui::localize()->ConvertUnicodeToANSI( token, binding, sizeof(binding) );
const char *key = engine->Key_LookupBinding( *binding == '+' ? binding + 1 : binding );
if ( !key )
{
key = "< not bound >";
}
//!! change some key names into better names
char friendlyName[64];
Q_snprintf( friendlyName, sizeof(friendlyName), "#%s", key );
Q_strupr( friendlyName );
// set the variable text - key may need to be localized (button images for example)
wchar_t *locName = vgui::localize()->Find( friendlyName );
if ( !locName || wcslen(locName) <= 0)
{
label->SetText( friendlyName + 1 );
}
else
{
// Assuming localized vars must be using a bitmap image. *May* not be the case, but since
// keyboard bindings have never been locaized in the past, they probably won't in the future either.
bIsBitmap = true;
label->SetText( locName );
}
}
else
{
label->SetFont( m_hSmallFont );
}
label->SetPaintBackgroundEnabled( false );
label->SetPaintBorderEnabled( false );
label->SizeToContents();
label->SetContentAlignment( vgui::Label::a_west );
if ( bIsBitmap && isVar )
{
// Don't change the color of the button art
label->SetFgColor( Color(255,255,255,255) );
}
else
{
label->SetFgColor( GetFgColor() );
}
m_Labels.AddToTail( vgui::SETUP_PANEL(label) );
}
// find the bounds we need to show
int widest1 = 0, widest2 = 0;
for (int i = 0; i < m_Labels.Count(); i++)
{
vgui::Label *label = m_Labels[i];
if (i & 1)
{
// help text
if (label->GetWide() > widest2)
{
widest2 = label->GetWide();
}
}
else
{
// variable
if (label->GetWide() > widest1)
{
widest1 = label->GetWide();
}
}
}
int tallest1 = 0, tallest2 = 0;
for (int i = 0; i < m_Labels.Count(); i++)
{
vgui::Label *label = m_Labels[i];
if (i & 1)
{
// help text
if (label->GetTall() > tallest2)
{
tallest2 = label->GetTall();
}
}
else
{
// variable
if (label->GetTall() > tallest1)
{
tallest1 = label->GetTall();
}
}
}
int tallest = MAX( tallest1, tallest2 );
// position the labels
int col1_x = m_iTextX;
int col2_x = m_iTextX + widest1 + m_iTextGapX;
int col_y = m_iTextY;
// Difference between the variable and the help text
int col_y_extra = ( (tallest1 - tallest2) / 2 );
if ( col_y_extra < 0 )
{
// text is taller than the variable (multi-line text).
// Push the variable's y down by subtracting the negative value.
col_y -= col_y_extra;
}
for (int i = 0; i < m_Labels.Count(); i++)
{
vgui::Label *label = m_Labels[i];
if (i & 1)
{
label->SetPos( col2_x, col_y + col_y_extra );
col_y += tallest;
col_y += m_iTextGapY;
}
else
{
// variable
label->SetPos( col1_x, col_y );
}
}
// move ourselves relative to our start position
int newWide = col2_x + widest2 + m_iTextX;
int newTall = col_y;
int ox, oy;
GetPos(ox, oy);
if (IsRightAligned())
{
int oldWide = GetWide();
int diff = newWide - oldWide;
ox -= diff;
}
if (IsBottomAligned())
{
int oldTall = GetTall();
int diff = newTall - oldTall;
oy -= diff;
}
// set the size of the hint panel to fit
SetPos( ox, oy );
SetSize( newWide, newTall );
m_iBaseY = oy;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Activates the hint display
//-----------------------------------------------------------------------------
void CHudHintDisplay::MsgFunc_HintText( bf_read &msg )
{
// how many strings do we receive ?
int count = msg.ReadByte();
// here we expect only one string
if ( count != 1 )
{
DevMsg("CHudHintDisplay::MsgFunc_HintText: string count != 1.\n");
return;
}
// read the string
char szString[2048];
msg.ReadString( szString, sizeof(szString) );
// make it visible
if ( SetHintText( szString ) )
{
SetVisible( true );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HintMessageShow" );
}
else
{
// it's being cleared, hide the panel
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HintMessageHide" );
}
}