Ejemplo n.º 1
0
static void CG_DrawStaminaBar(rectDef_t *rect)
{
	vec4_t colour    = { 0.1f, 1.0f, 0.1f, 0.5f };
	vec4_t colourlow = { 1.0f, 0.1f, 0.1f, 0.5f };
	vec_t  *color    = colour;
	int    flags     = 1 | 4 | 16 | 64;
	float  frac      = cg.pmext.sprintTime / (float)SPRINTTIME;

	if (cg.snap->ps.powerups[PW_ADRENALINE])
	{
		if (cg.snap->ps.pm_flags & PMF_FOLLOW)
		{
			Vector4Average(colour, colorWhite, sin(cg.time * .005f), colour);
		}
		else
		{
			float msec = cg.snap->ps.powerups[PW_ADRENALINE] - cg.time;

			if (msec < 0)
			{
				msec = 0;
			}
			else
			{
				Vector4Average(colour, colorWhite, .5f + sin(.2f * sqrt(msec) * 2 * M_PI) * .5f, colour);
			}
		}
	}
	else
	{
		if (frac < 0.25)
		{
			color = colourlow;
		}
	}

	CG_FilledBar(rect->x, rect->y + (rect->h * 0.1f), rect->w, rect->h * 0.84f, color, NULL, bgcolour, frac, flags);

	trap_R_SetColor(NULL);
	CG_DrawPic(rect->x, rect->y, rect->w, rect->h, cgs.media.hudSprintBar);
	CG_DrawPic(rect->x, rect->y + rect->h + 4, rect->w, rect->w, cgs.media.hudSprintIcon);
}
Ejemplo n.º 2
0
void CG_FilledBar( float x, float y, float w, float h, float *startColor, float *endColor, const float *bgColor, float frac, int flags ) {
	vec4_t backgroundcolor = {1, 1, 1, 0.25f}, colorAtPos;  // colorAtPos is the lerped color if necessary
	int indent = BAR_BORDERSIZE;

	if ( frac > 1 ) {
		frac = 1.f;
	}
	if ( frac < 0 ) {
		frac = 0;
	}

	if ( ( flags & BAR_BG ) && bgColor ) { // BAR_BG set, and color specified, use specified bg color
		Vector4Copy( bgColor, backgroundcolor );
	}

	if ( flags & BAR_LERP_COLOR ) {
		Vector4Average( startColor, endColor, frac, colorAtPos );
	}

	// background
	if ( ( flags & BAR_BG ) ) {
		// draw background at full size and shrink the remaining box to fit inside with a border.  (alternate border may be specified by a BAR_BGSPACING_xx)
		CG_FillRect(   x,
					   y,
					   w,
					   h,
					   backgroundcolor );

		if ( flags & BAR_BGSPACING_X0Y0 ) {          // fill the whole box (no border)

		} else if ( flags & BAR_BGSPACING_X0Y5 ) {   // spacing created for weapon heat
			indent *= 3;
			y += indent;
			h -= ( 2 * indent );

		} else {                                // default spacing of 2 units on each side
			x += indent;
			y += indent;
			w -= ( 2 * indent );
			h -= ( 2 * indent );
		}
	}


	// adjust for horiz/vertical and draw the fractional box
	if ( flags & BAR_VERT ) {
		if ( flags & BAR_LEFT ) {    // TODO: remember to swap colors on the ends here
			y += ( h * ( 1 - frac ) );
		} else if ( flags & BAR_CENTER ) {
			y += ( h * ( 1 - frac ) / 2 );
		}

		if ( flags & BAR_LERP_COLOR ) {
			CG_FillRect( x, y, w, h * frac, colorAtPos );
		} else {
//			CG_FillRectGradient ( x, y, w, h * frac, startColor, endColor, 0 );
			CG_FillRect( x, y, w, h * frac, startColor );
		}

	} else {

		if ( flags & BAR_LEFT ) {    // TODO: remember to swap colors on the ends here
			x += ( w * ( 1 - frac ) );
		} else if ( flags & BAR_CENTER ) {
			x += ( w * ( 1 - frac ) / 2 );
		}

		if ( flags & BAR_LERP_COLOR ) {
			CG_FillRect( x, y, w * frac, h, colorAtPos );
		} else {
//			CG_FillRectGradient ( x, y, w * frac, h, startColor, endColor, 0 );
			CG_FillRect( x, y, w * frac, h, startColor );
		}
	}

}