mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
439 lines
13 KiB
C++
439 lines
13 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef HUD_CONTROLPOINTICONS_H
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#define HUD_CONTROLPOINTICONS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "hudelement.h"
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#include <vgui_controls/Panel.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/ImagePanel.h>
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#include "vgui_controls/EditablePanel.h"
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#include "vgui_controls/AnimationController.h"
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#include "vgui_controls/CircularProgressBar.h"
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#include <vgui/ISurface.h>
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#include "tf_controls.h"
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#include "IconPanel.h"
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#define PULSE_TIME_PER_ICON 1.5f
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#define PULSE_RAMP_TIME 0.5
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#define PULSE_REMAP_SIZE 6.0
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#define FAKE_CAPTURE_TIME 5.0
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#define FAKE_CAPTURE_POST_PAUSE 2.0
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extern ConVar mp_capstyle;
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extern ConVar mp_blockstyle;
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#define STARTCAPANIM_SWOOP_LENGTH 0.4
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#define STARTCAPANIM_ICON_SWITCH 0.15
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#define FINISHCAPANIM_SWOOP_LENGTH 0.2
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#define CAP_BOX_INDENT_X XRES(2)
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#define CAP_BOX_INDENT_Y YRES(2)
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#define CP_TEXTURE_COUNT 8
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class CControlPointIcon;
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// Options for how the cap progress teardrop positions itself around the cap point icon
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enum
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{
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CP_DIR_N,
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CP_DIR_NW,
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CP_DIR_NE,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CControlPointCountdown : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CControlPointCountdown, vgui::EditablePanel );
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public:
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CControlPointCountdown(Panel *parent, const char *name);
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virtual void ApplySchemeSettings( IScheme *scheme );
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virtual void PerformLayout();
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virtual void OnTick( void );
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void SetUnlockTime( float flTime );
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float GetUnlockTime( void ){ return m_flUnlockTime; }
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private:
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bool m_bFire5SecRemain;
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bool m_bFire4SecRemain;
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bool m_bFire3SecRemain;
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bool m_bFire2SecRemain;
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bool m_bFire1SecRemain;
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bool m_bFire0SecRemain;
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int m_flUnlockTime;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CControlPointProgressBar : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CControlPointProgressBar, vgui::EditablePanel );
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public:
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CControlPointProgressBar(Panel *parent);
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virtual void ApplySchemeSettings( IScheme *pScheme );
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virtual void PerformLayout( void );
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virtual void Paint( void );
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virtual bool IsVisible( void );
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virtual void Reset( void );
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void SetupForPoint( CControlPointIcon *pIcon );
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void UpdateBarText( void );
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private:
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CControlPointIcon *m_pAttachedToIcon;
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vgui::CircularProgressBar *m_pBar;
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vgui::Label *m_pBarText;
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CIconPanel *m_pTeardrop;
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CIconPanel *m_pTeardropSide;
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CIconPanel *m_pBlocked;
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int m_iOrgHeight;
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int m_iMidGroupIndex;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CControlPointIconSwoop : public vgui::ImagePanel, public CGameEventListener
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{
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DECLARE_CLASS_SIMPLE( CControlPointIconSwoop, vgui::ImagePanel );
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public:
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CControlPointIconSwoop(Panel *parent, const char *name) : vgui::ImagePanel( parent, name )
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{
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SetImage( "../sprites/obj_icons/capture_highlight" );
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SetShouldScaleImage( true );
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ListenForGameEvent( "localplayer_changeteam" );
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}
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virtual void PaintBackground( void )
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{
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float flElapsedTime = (gpGlobals->curtime - m_flStartCapAnimStart);
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if (GetImage())
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{
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surface()->DrawSetColor(255, 255, 255, 255);
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int iYPos = RemapValClamped( flElapsedTime, 0, STARTCAPANIM_SWOOP_LENGTH, 0, GetTall() );
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GetImage()->SetPos( 0, iYPos );
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GetImage()->Paint();
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}
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// Once we've finished the swoop, go away
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if ( flElapsedTime >= STARTCAPANIM_SWOOP_LENGTH )
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{
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SetVisible( false );
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}
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}
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virtual bool IsVisible( void )
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{
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if ( IsInFreezeCam() == true )
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return false;
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return BaseClass::IsVisible();
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}
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void StartSwoop( void )
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{
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m_flStartCapAnimStart = gpGlobals->curtime;
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}
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void FireGameEvent( IGameEvent * event )
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{
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if ( FStrEq( "localplayer_changeteam", event->GetName() ) )
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{
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SetVisible( false );
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}
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}
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private:
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float m_flStartCapAnimStart;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CControlPointIconCapArrow : public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CControlPointIconCapArrow, vgui::Panel );
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public:
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CControlPointIconCapArrow( CControlPointIcon *pIcon, Panel *parent, const char *name);
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virtual void Paint( void );
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virtual bool IsVisible( void );
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void SetImage( const char *pszImage )
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{
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m_pArrowMaterial = materials->FindMaterial( pszImage, TEXTURE_GROUP_VGUI );
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}
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private:
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IMaterial *m_pArrowMaterial;
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CControlPointIcon *m_pAttachedToIcon;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CControlPointIconCapturePulse : public vgui::ImagePanel
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{
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DECLARE_CLASS_SIMPLE( CControlPointIconCapturePulse, vgui::ImagePanel );
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public:
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CControlPointIconCapturePulse(Panel *parent, const char *name) : vgui::ImagePanel( parent, name )
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{
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SetImage( "../sprites/obj_icons/icon_obj_white" );
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SetShouldScaleImage( true );
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}
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virtual void PaintBackground( void )
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{
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if ( m_flFinishCapAnimStart && gpGlobals->curtime > m_flFinishCapAnimStart )
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{
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float flElapsedTime = MAX( 0, (gpGlobals->curtime - m_flFinishCapAnimStart) );
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if (GetImage())
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{
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surface()->DrawSetColor(255, 255, 255, 255);
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int iSize = RemapValClamped( flElapsedTime, 0, FINISHCAPANIM_SWOOP_LENGTH, GetWide(), m_iShrinkSize );
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GetImage()->SetPos( (GetWide() - iSize)*0.5, (GetTall() - iSize)*0.5 );
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GetImage()->SetSize( iSize, iSize );
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GetImage()->Paint();
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}
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// Once we've finished the swoop, go away
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if ( flElapsedTime >= FINISHCAPANIM_SWOOP_LENGTH )
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{
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SetVisible( false );
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}
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}
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}
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void StartPulse( float flTime, int iShrinkSize )
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{
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m_flFinishCapAnimStart = flTime;
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m_iShrinkSize = iShrinkSize;
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if ( GetWide() < m_iShrinkSize )
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{
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SetWide( m_iShrinkSize );
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}
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}
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virtual bool IsVisible( void )
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{
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if ( IsInFreezeCam() == true )
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return false;
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return BaseClass::IsVisible();
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}
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private:
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float m_flFinishCapAnimStart;
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int m_iShrinkSize;
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};
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//-----------------------------------------------------------------------------
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// Purpose: The base image in the cap point icons that pulses.
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//-----------------------------------------------------------------------------
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class CControlPointIconPulseable : public vgui::ImagePanel
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{
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DECLARE_CLASS_SIMPLE( CControlPointIconPulseable, vgui::ImagePanel );
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public:
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CControlPointIconPulseable(Panel *parent, const char *name, int iIndex) : vgui::ImagePanel( parent, name )
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{
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SetShouldScaleImage( true );
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m_pPulseImage = NULL;
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m_iCPIndex = iIndex;
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}
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virtual void ApplySchemeSettings( IScheme *pScheme );
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virtual void OnSizeChanged(int newWide, int newTall);
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virtual void PaintBackground( void );
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void StartPulsing( float flDelay, float flPulseTime, bool bAccelerate );
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void StopPulsing( void );
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virtual bool IsVisible( void )
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{
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if ( IsInFreezeCam() == true )
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return false;
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return BaseClass::IsVisible();
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}
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private:
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int m_iCPIndex;
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float m_flStartCapAnimStart;
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float m_flPulseTime;
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bool m_bAccelerateOverCapture;
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IImage *m_pPulseImage;
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};
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//-----------------------------------------------------------------------------
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// Purpose: A single icon that shows the state of one control point
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//-----------------------------------------------------------------------------
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class CControlPointIcon : public vgui::EditablePanel, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CControlPointIcon, vgui::EditablePanel );
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public:
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CControlPointIcon( Panel *parent, const char *pName, int iIndex );
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~CControlPointIcon( void );
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virtual void ApplySchemeSettings( IScheme *scheme );
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virtual void PerformLayout( void );
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void UpdateImage( void );
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void UpdateCapImage( void );
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bool IsPointLocked( void );
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int GetCapIndex( void ) { return m_iCPIndex; }
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void SetSwipeUp( bool bUp ) { m_bSwipeUp = bUp; }
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bool ShouldSwipeUp( void ) { return m_bSwipeUp; }
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int GetCapProgressDir( void ) { return m_iCapProgressDir; }
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void SetCapProgressDir( int iDir ) { m_iCapProgressDir = iDir; }
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void FakePulse( float flTime );
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bool IsVisible( void );
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virtual void Paint( void );
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bool IsPointUnlockCountdownRunning( void );
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virtual void FireGameEvent( IGameEvent *event );
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void SetUnlockTime( float flTime )
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{
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if ( m_pCountdown )
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{
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m_pCountdown->SetUnlockTime( flTime );
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}
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}
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void SetTimerTime( float flTime ); // used to display CCPTimerLogic countdowns
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private:
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virtual void OnTick();
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private:
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int m_iCPIndex;
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vgui::ImagePanel *m_pOverlayImage;
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CControlPointIconPulseable *m_pBaseImage;
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CControlPointIconCapArrow *m_pCapImage;
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DHANDLE< CControlPointIconSwoop > m_pCapHighlightImage;
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DHANDLE< CControlPointIconCapturePulse > m_pCapPulseImage;
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vgui::ImagePanel *m_pCapPlayerImage;
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vgui::Label *m_pCapNumPlayers;
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bool m_bSwipeUp;
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float m_flStartCapAnimStart;
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int m_iCapProgressDir;
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int m_iPrevCappers;
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bool m_bCachedLockedState;
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bool m_bCachedCountdownState;
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CControlPointCountdown *m_pCountdown;
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DHANDLE< CExLabel > m_pCPTimerLabel; // used to display CCPTimerLogic countdowns
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DHANDLE< vgui::ImagePanel > m_pCPTimerBG; // used to display CCPTimerLogic countdowns
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float m_flCPTimerTime;
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bool m_bRedText;
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Color m_cRegularColor;
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Color m_cHighlightColor;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CHudControlPointIcons : public CHudElement, public vgui::Panel
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{
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public:
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DECLARE_CLASS_SIMPLE( CHudControlPointIcons, vgui::Panel );
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CHudControlPointIcons( const char *pName );
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virtual ~CHudControlPointIcons( void );
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virtual void ApplySchemeSettings( IScheme *scheme );
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virtual void PerformLayout( void );
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virtual void Paint();
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virtual void Init();
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virtual void Reset();
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virtual bool IsVisible( void );
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virtual void LevelShutdown( void );
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virtual bool ShouldDraw( void )
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{
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return IsVisible();
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}
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virtual void FireGameEvent( IGameEvent *event );
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void UpdateProgressBarFor( int iIndex );
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void InitIcons();
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void ShutdownIcons();
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void DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner );
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bool PaintTeamBaseIcon( int index, float flXPos, float flYPos, float flIconSize );
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bool IsFakingCapture( int index = -1, bool *bMult = NULL, float *flFakeTime = NULL )
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{
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if ( m_bFakingCapture && m_flFakeCaptureTime < gpGlobals->curtime )
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{
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m_iCurrentCP = -1;
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m_bFakingCapture = false;
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m_bFakingCaptureMult = false;
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}
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if ( bMult) *bMult = m_bFakingCaptureMult;
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if ( flFakeTime ) *flFakeTime = m_flFakeCaptureTime;
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return (m_bFakingCapture && (index == -1 || index == m_iCurrentCP));
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}
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private:
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int m_iCPTextures[CP_TEXTURE_COUNT];
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int m_iCPCappingTextures[CP_TEXTURE_COUNT];
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int m_iTeamBaseTextures[MAX_TEAMS];
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int m_iBackgroundTexture;
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Color m_clrBackground;
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Color m_clrBorder;
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int m_iCurrentCP; // the index of the control point the local is currently in
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int m_iLastCP; // the index of the control point the local player was last in
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// Capture faking for Intros
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float m_flPulseTime;
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bool m_bFakingCapture;
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bool m_bFakingCaptureMult;
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float m_flFakeCaptureTime;
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "ChatFont", "Default" );
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CPanelAnimationVarAliasType( int, m_nCornerCutSize, "CornerCutSize", "5", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_nBackgroundOverlap, "BackgroundOverlap", "5", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iIconStartX, "icon_start_x", "10", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iIconStartY, "icon_start_y", "10", "proportional_int" );
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CPanelAnimationVarAliasType( float, m_flIconExpand, "icon_expand", "0", "proportional_float" );
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CPanelAnimationVarAliasType( int, m_iIconSize, "iconsize", "24", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iIconGapWidth, "separator_width", "7", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_iIconGapHeight, "separator_height", "9", "proportional_int" );
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CPanelAnimationVarAliasType( int, m_nHeightOffset, "height_offset", "0", "proportional_int" );
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CUtlVector<CControlPointIcon *> m_Icons;
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};
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#endif // HUD_CONTROLPOINTICONS_H
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