Example #1
0
//-----------------------------------------------------------------------------
// Purpose: Think
//-----------------------------------------------------------------------------
void CHud::Think(void)
{
	// Determine the visibility of all hud elements
	for ( int i = 0; i < m_HudList.Size(); i++ )
	{
		// Visible?
		bool visible = m_HudList[i]->ShouldDraw();

		m_HudList[i]->SetActive( visible );

		// If it's a vgui panel, hide/show as appropriate
		vgui::Panel *pPanel = dynamic_cast<vgui::Panel*>(m_HudList[i]);
		if ( pPanel && pPanel->IsVisible() != visible )
		{
			pPanel->SetVisible( visible );
		}
		else if ( !pPanel )
		{
			// All HUD elements should now derive from vgui!!!
			Assert( 0 );
		}

		if ( visible )
		{
			m_HudList[i]->ProcessInput();
		}
	}

	// Let the active weapon at the keybits
	C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
	if ( pWeapon )
	{
		pWeapon->HandleInput();
	}
}
Example #2
0
//-----------------------------------------------------------------------------
// Purpose: Think
//-----------------------------------------------------------------------------
void CHud::Think(void)
{
#if defined( REPLAY_ENABLED )
	// Don't draw this
	extern IEngineClientReplay *g_EngineClientReplay;
	const bool bPlayingReplay = g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
#endif

	// Determine the visibility of all hud elements
	for ( int i = 0; i < m_HudList.Size(); i++ )
	{
		// Visible?
		bool visible = m_HudList[i]->ShouldDraw();

#if defined( REPLAY_ENABLED )
		visible = visible && !bPlayingReplay;
#endif

		m_HudList[i]->SetActive( visible );

		// If it's a vgui panel, hide/show as appropriate
		vgui::Panel *pPanel = dynamic_cast<vgui::Panel*>(m_HudList[i]);
		if ( pPanel && pPanel->IsVisible() != visible )
		{
			pPanel->SetVisible( visible );
		}
		else if ( !pPanel )
		{
			// All HUD elements should now derive from vgui!!!
			Assert( 0 );
		}

		if ( visible )
		{
			m_HudList[i]->ProcessInput();
		}
	}

	// Let the active weapon at the keybits
	C_BaseCombatWeapon *pWeapon = GetActiveWeapon();
	if ( pWeapon )
	{
		pWeapon->HandleInput();
	}

	if ( ( m_flScreenShotTime > 0 ) && ( m_flScreenShotTime < gpGlobals->curtime ) )
	{
		if ( !IsX360() )
		{
			engine->ClientCmd( "screenshot" );
		}

		m_flScreenShotTime = -1;
	}
}