mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
91 lines
2.4 KiB
C++
91 lines
2.4 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hud_vehicle.h"
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#include "iclientmode.h"
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#include "view.h"
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#include <vgui_controls/Controls.h>
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#include <vgui/ISurface.h>
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#include "iclientvehicle.h"
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#include "c_prop_vehicle.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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DECLARE_HUDELEMENT( CHudVehicle );
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CHudVehicle::CHudVehicle( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudVehicle" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_VEHICLE_CROSSHAIR );
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}
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void CHudVehicle::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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SetPaintBackgroundEnabled( false );
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SetForceStereoRenderToFrameBuffer( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : IClientVehicle
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//-----------------------------------------------------------------------------
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IClientVehicle *CHudVehicle::GetLocalPlayerVehicle()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer || !pPlayer->IsInAVehicle() )
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{
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return NULL;
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}
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return pPlayer->GetVehicle();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CHudVehicle::ShouldDraw()
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{
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// Don't draw if we're getting into/out of the vehicle
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IClientVehicle *pVehicle = GetLocalPlayerVehicle();
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if ( pVehicle )
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{
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C_PropVehicleDriveable *pDrivable = dynamic_cast<C_PropVehicleDriveable*>(pVehicle);
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if ( ( pDrivable ) && ( pDrivable->IsRunningEnterExitAnim() ) )
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return false;
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return CHudElement::ShouldDraw();
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudVehicle::Paint( void )
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{
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IClientVehicle *v = GetLocalPlayerVehicle();
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if ( !v )
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return;
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// Vehicle-based hud...
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v->DrawHudElements();
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}
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