211 lines
5.7 KiB
C++
211 lines
5.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "c_vguiscreen.h"
|
|
#include "vgui_controls/Label.h"
|
|
#include <vgui/IVGui.h>
|
|
#include "c_plantedc4.h"
|
|
#include "ienginevgui.h"
|
|
|
|
using namespace vgui;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Control screen
|
|
//-----------------------------------------------------------------------------
|
|
class CC4Panel : public CVGuiScreenPanel
|
|
{
|
|
DECLARE_CLASS( CC4Panel, CVGuiScreenPanel );
|
|
|
|
public:
|
|
CC4Panel( vgui::Panel *parent, const char *panelName );
|
|
~CC4Panel();
|
|
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
|
|
virtual void OnTick();
|
|
|
|
virtual void ApplySchemeSettings( IScheme *pScheme );
|
|
|
|
private:
|
|
vgui::Label *m_pTimeLabel;
|
|
|
|
float m_flNextDigitRandomizeTime; //next time to grab a new digit while scrolling random digits
|
|
//in un-decoded digits
|
|
int m_iLastRandomInt; //store the random digit between new rand calls
|
|
|
|
bool m_bInitLabelColor;
|
|
|
|
Color m_cArmed;
|
|
Color m_cDefused;
|
|
Color m_cInvisible;
|
|
};
|
|
|
|
|
|
DECLARE_VGUI_SCREEN_FACTORY( CC4Panel, "c4_panel" );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor:
|
|
//-----------------------------------------------------------------------------
|
|
CC4Panel::CC4Panel( vgui::Panel *parent, const char *panelName )
|
|
: BaseClass( parent, "CC4Panel", vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/C4Panel.res", "ClientScheme" ) )
|
|
{
|
|
SetSize( 10, 10 ); // Quiet "parent not sized yet" spew
|
|
m_pTimeLabel = new vgui::Label( this, "TimerLabel", "" );
|
|
|
|
m_flNextDigitRandomizeTime = 0;
|
|
m_iLastRandomInt = 0;
|
|
|
|
m_bInitLabelColor = true;
|
|
}
|
|
|
|
CC4Panel::~CC4Panel()
|
|
{
|
|
}
|
|
|
|
void CC4Panel::ApplySchemeSettings( IScheme *pScheme )
|
|
{
|
|
assert( pScheme );
|
|
|
|
m_cArmed = pScheme->GetColor( "C4Panel_Armed", GetFgColor() );
|
|
m_cDefused = pScheme->GetColor( "C4Panel_Defused", GetFgColor() );
|
|
m_cInvisible = Color( 0, 0, 0, 0 );
|
|
|
|
if( m_bInitLabelColor )
|
|
{
|
|
m_pTimeLabel->SetFgColor( m_cArmed );
|
|
m_bInitLabelColor = false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialization
|
|
//-----------------------------------------------------------------------------
|
|
bool CC4Panel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
|
|
{
|
|
// Make sure we get ticked...
|
|
vgui::ivgui()->AddTickSignal( GetVPanel() );
|
|
|
|
if (!BaseClass::Init(pKeyValues, pInitData))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
//how long to spend decoding each digit
|
|
float flTransitionTimes[] = { 0.9, 0.8, 0.6, 0.45, 0.25, 0.15, 0.0 };
|
|
|
|
//the defuse code, taken from the view model animation, v_c4.mdl
|
|
char cDefuseCode[] = { '7', '3', '5', '5', '6', '0', '8', '\0' };
|
|
char cArmedDisplay[] = { '*', '*', '*', '*', '*', '*', '*', '\0' };
|
|
|
|
//convert an integer into the readable character version of that number
|
|
#define INT_TO_CHAR(i) ( '0' + (i) )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Update the display string
|
|
//-----------------------------------------------------------------------------
|
|
void CC4Panel::OnTick()
|
|
{
|
|
BaseClass::OnTick();
|
|
|
|
SetVisible( true );
|
|
|
|
float flProgress = 1.0;
|
|
|
|
if ( g_PlantedC4s.Count() > 0 )
|
|
{
|
|
C_PlantedC4 *pC4 = g_PlantedC4s[0];
|
|
|
|
if( pC4 )
|
|
{
|
|
flProgress = pC4->GetDefuseProgress();
|
|
}
|
|
else
|
|
return;
|
|
}
|
|
|
|
m_pTimeLabel->SetFgColor( m_cArmed );
|
|
|
|
// If flProgress is less than 0, the bomb has been defused
|
|
if( flProgress < 0.0 )
|
|
{
|
|
//Flash when the bomb has been defused
|
|
if( flProgress > -0.2 ) //flash for 2 seconds
|
|
{
|
|
int x = (int)( flProgress * 100 );
|
|
|
|
if( x % 2 == 0 )
|
|
m_pTimeLabel->SetFgColor( m_cInvisible );
|
|
else
|
|
m_pTimeLabel->SetFgColor( m_cDefused );
|
|
}
|
|
else
|
|
m_pTimeLabel->SetFgColor( m_cDefused );
|
|
|
|
//Show the full, decoded defuse code
|
|
m_pTimeLabel->SetText( cDefuseCode );
|
|
}
|
|
else if( flProgress < 1.0 ) //defuse in progress
|
|
{
|
|
//Initial display
|
|
char buf[8];
|
|
Q_strncpy( buf, cArmedDisplay, MIN( sizeof(buf), sizeof(cArmedDisplay) ) );
|
|
|
|
int iDigitPos = 0;
|
|
while( flProgress < flTransitionTimes[iDigitPos] )
|
|
{
|
|
//Fill in the previously decoded digits
|
|
buf[iDigitPos] = cDefuseCode[iDigitPos];
|
|
iDigitPos++;
|
|
}
|
|
|
|
//Animate the character that we're decoding
|
|
//Value drawn will be based on how long we've been
|
|
//decoding this character
|
|
float flTimeInThisChar = 1.0 - flTransitionTimes[0];
|
|
|
|
if( iDigitPos > 0 )
|
|
flTimeInThisChar = flTransitionTimes[iDigitPos-1] - flTransitionTimes[iDigitPos];
|
|
|
|
|
|
assert( flTimeInThisChar > 0.0 );
|
|
|
|
|
|
float flPercentDecoding = ( flProgress - flTransitionTimes[iDigitPos] ) / flTimeInThisChar;
|
|
|
|
//Determine when to next change the digit that we're decoding
|
|
if( m_flNextDigitRandomizeTime < gpGlobals->curtime )
|
|
{
|
|
//Get a new random int to draw
|
|
m_iLastRandomInt = RandomInt( 0, 9 );
|
|
|
|
if( flPercentDecoding > 0.7 )
|
|
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.05;
|
|
else if( flPercentDecoding > 0.5 )
|
|
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.1;
|
|
else if( flPercentDecoding > 0.3 )
|
|
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.15;
|
|
else
|
|
m_flNextDigitRandomizeTime = gpGlobals->curtime + 0.3;
|
|
}
|
|
|
|
//Settle on the real value if we're close
|
|
if( flPercentDecoding < 0.2 )
|
|
buf[iDigitPos] = cDefuseCode[iDigitPos];
|
|
else //else use a random digit
|
|
buf[iDigitPos] = INT_TO_CHAR( m_iLastRandomInt );
|
|
|
|
|
|
m_pTimeLabel->SetFgColor( m_cArmed );
|
|
m_pTimeLabel->SetText( buf );
|
|
}
|
|
else
|
|
{
|
|
//Not being defused - draw the armed string
|
|
m_pTimeLabel->SetFgColor( m_cArmed );
|
|
m_pTimeLabel->SetText( cArmedDisplay );
|
|
}
|
|
} |