int CHudRedeemer :: Draw( float flTime ) { int x, y, w, h; wrect_t rc; int frame; // setup screen rectangle rc.left = rc.top = 0; rc.right = ScreenWidth; rc.bottom = ScreenHeight; if( m_iHudMode == 1 ) // draw warhead screen (controllable rocket) { y = (ScreenWidth - GUIDE_S) / 2; x = (ScreenHeight - GUIDE_S) / 2; SPR_Set( m_hCrosshair, 255, 128, 128 ); SPR_DrawAdditive( 0, y, x, NULL); int yOffset = ScreenHeight; yOffset -= ((int)(flTime * 650) % READOUT_S) - READOUT_S; SPR_Set( m_hSprite, 255, 128, 128 ); while( yOffset > -READOUT_S ) { SPR_DrawAdditive( 0, 0, yOffset, READOUT_S>>1, READOUT_S ); yOffset -= READOUT_S; } if( m_iOldHudMode != m_iHudMode ) { // enable red fade SetScreenFade( Vector( 255, 0, 0 ), 64, 0, 0, FFADE_STAYOUT ); } }
int CHudSlowMotion::Draw(float flTime) { if ( !( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) || ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) || gEngfuncs.IsSpectateOnly() || std::string( gEngfuncs.pfnGetLevelName() ) == "maps/nightmare.bsp" ) { return 1; } wrect_t hourglassRect = gHUD.GetSpriteRect( hourglassStrokeSprite ); int hourglassRectHeight = hourglassRect.bottom - hourglassRect.top; int x = CORNER_OFFSET + HEALTH_SPRITE_WIDTH; int y = ScreenHeight - hourglassRectHeight - CORNER_OFFSET; SPR_Set( gHUD.GetSprite( hourglassStrokeSprite ), 20, 20, 20 ); SPR_DrawAdditive( 0, x, y, &hourglassRect ); float slowmotionPercent = ( slowMotionCharge / 100.0f ); float slowmotionLackPercent = 1.0f - slowmotionPercent; if ( slowmotionPercent > 0.0f ) { hourglassRect = gHUD.GetSpriteRect( hourglassFillSprite ); int hourglassHeight = hourglassRectHeight * slowmotionLackPercent; hourglassRect.top = hourglassHeight; SPR_Set( gHUD.GetSprite( hourglassStrokeSprite ), 180, 180, 180 ); SPR_DrawAdditive( 0, x, y + hourglassHeight, &hourglassRect ); } return 1; }
void UIDrawVariableBarSpriteHoles(int inSprite, int inX, int inY, float inPercentage) { // Assumes that frame 0 is the empty sprite, frame 1 is full sprite const int kEmptyFrame = 0; const int kFullFrame = 1; int theSpriteWidth = SPR_Width(inSprite, kFullFrame); int theSpriteHeight = SPR_Height(inSprite, kFullFrame); int theColorComponent = 255; // Draw empty sprite SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent); SPR_DrawHoles(kEmptyFrame, inX, inY, NULL); // Draw secondary level if specified, at half brightness int theFilledHeight = theSpriteHeight*inPercentage; theFilledHeight = theSpriteHeight*inPercentage; // Draw partially full sprite. Enable scissor so it's not all drawn. SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight); SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent); SPR_DrawHoles(kFullFrame, inX, inY, NULL); SPR_DisableScissor(); }
int CHudBackground::Draw(float flTime) { int r = 0, g = 0, b = 0, x = 0, y = 0; int x_length = 0, y_length = 0; // positions of the spots y_length = gHUD.GetSpriteRect(m_HUD_back).bottom - gHUD.GetSpriteRect(m_HUD_back).top; x_length = gHUD.GetSpriteRect(m_HUD_back).right - gHUD.GetSpriteRect(m_HUD_back).left; UnpackRGB(r, g, b, RGB_WHITEISH); ScaleColors(r, g, b, 255); // position the sprite in the upper right corner of display... x = XRES(0); y = (YRES(480) - y_length); if (g_iWaterLevel != 3) { y_length = gHUD.GetSpriteRect(m_HUD_back).bottom - gHUD.GetSpriteRect(m_HUD_back).top; x_length = gHUD.GetSpriteRect(m_HUD_back).right - gHUD.GetSpriteRect(m_HUD_back).left; SPR_Set(m_hSprite, r, g, b); SPR_DrawHoles(0, x, y, m_SpriteArea); return 1; } else { y_length = gHUD.GetSpriteRect(m_HUD_water).bottom - gHUD.GetSpriteRect(m_HUD_water).top; x_length = gHUD.GetSpriteRect(m_HUD_water).right - gHUD.GetSpriteRect(m_HUD_water).left; SPR_Set(gHUD.GetSprite(m_HUD_water), r, g, b); SPR_DrawHoles((((int)(flTime*14))%24), x, y, m_SpriteArea); return 0; } }
int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b ) { int iWidth = GetSpriteRect( m_HUD_number_0 ).right - GetSpriteRect( m_HUD_number_0 ).left; int k; if( iNumber > 0 ) { // SPR_Draw 100's if( iNumber >= 100 ) { k = iNumber/100; SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b ); SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k )); x += iWidth; } else if( iFlags & ( DHN_3DIGITS )) { x += iWidth; } // SPR_Draw 10's if( iNumber >= 10 ) { k = (iNumber % 100) / 10; SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b ); SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k )); x += iWidth; } else if( iFlags & ( DHN_3DIGITS | DHN_2DIGITS )) { x += iWidth; } // SPR_Draw ones k = iNumber % 10; SPR_Set( GetSprite( m_HUD_number_0 + k ), r, g, b ); SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 + k )); x += iWidth; } else if( iFlags & DHN_DRAWZERO ) { SPR_Set( GetSprite( m_HUD_number_0 ), r, g, b ); // SPR_Draw 100's if( iFlags & ( DHN_3DIGITS )) { x += iWidth; } if( iFlags & ( DHN_3DIGITS|DHN_2DIGITS )) x += iWidth; SPR_DrawAdditive( 0, x, y, &GetSpriteRect( m_HUD_number_0 )); x += iWidth; } return x; }
int CHudFlashlight::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) return 1; int r, g, b, x, y, a; wrect_t rc; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; if (m_fOn) a = 225; else a = MIN_ALPHA; if (m_flBat < 0.20) UnpackRGB(r,g,b, RGB_REDISH); else { gHUD.GetPrimaryHudColor(r, g, b); } ScaleColors(r, g, b, a); y = (m_prc1->bottom - m_prc2->top)/2; x = ScreenWidth() - m_iWidth - m_iWidth/2 ; // Draw the flashlight casing SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prc1); if ( m_fOn ) { // draw the flashlight beam x = ScreenWidth() - m_iWidth/2; SPR_Set( m_hBeam, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prcBeam ); } // draw the flashlight energy level x = ScreenWidth() - m_iWidth - m_iWidth/2 ; int iOffset = m_iWidth * (1.0 - m_flBat); if (iOffset < m_iWidth) { rc = *m_prc2; rc.left += iOffset; SPR_Set(m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x + iOffset, y, &rc); } return 1; }
bool CHudFlashlight::Draw(float flTime) { if ( GetHud().GetHideHudBits().Any( HIDEHUD_FLASHLIGHT | HIDEHUD_ALL ) ) return true; int r, g, b, x, y, a; wrect_t rc; if (!( Hud().GetWeaponBits() & (1<<(WEAPON_SUIT)) )) return true; if (m_fOn) a = 225; else a = MIN_ALPHA; if (m_flBat < 0.20) GetHud().GetEmptyItemColor().UnpackRGB(r,g,b); else GetHud().GetPrimaryColor().UnpackRGB(r,g,b); ScaleColors(r, g, b, a); y = (m_prc1->bottom - m_prc2->top)/2; x = ScreenWidth - m_iWidth - m_iWidth/2 ; // Draw the flashlight casing SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prc1); if ( m_fOn ) { // draw the flashlight beam x = ScreenWidth - m_iWidth/2; SPR_Set( m_hBeam, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prcBeam ); } // draw the flashlight energy level x = ScreenWidth - m_iWidth - m_iWidth/2 ; int iOffset = m_iWidth * (1.0 - m_flBat); if (iOffset < m_iWidth) { rc = *m_prc2; rc.left += iOffset; SPR_Set(m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x + iOffset, y, &rc); } return true; }
int CHudTimer::Draw(float flTime) { if (!Inited) { Inited = true; Time += flTime; } if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_ALL ) ) return 1; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; int diff = Time - flTime; if (diff < 0) { diff = 0; return 1; } int r,g,b,x,y; r = (diff > 10) ? 255 : 200; g = (diff > 10) ? 140 : 0; b = 0; y = (m_prc1->bottom - m_prc1->top); x = ScreenWidth/2 - 80; // Draw the icon SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prc1); x += 35; y -= 2; int min = diff /60; int sec = diff %60; int sec_exp1 = sec/10; int sec_exp0 = sec%10; x = gHUD.DrawHudNumberLarge(x, y, DHN_2DIGITS | DHN_DRAWZERO, min, r, g, b); SPR_Set(m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x + 7, y, m_prc2); x = gHUD.DrawHudNumberLarge(x, y, DHN_2DIGITS | DHN_DRAWZERO, sec_exp1, r, g, b); gHUD.DrawHudNumberLarge(x, y, DHN_DRAWZERO, sec_exp0, r, g, b); return 1; }
int CHudHealth::DrawDamage(float flTime) { int r, g, b, a; DAMAGE_IMAGE *pdmg; if (!m_bitsDamage) return 1; UnpackRGB(r,g,b, RGB_YELLOWISH); a = (int)( fabs(sin(flTime*2)) * 256.0); ScaleColors(r, g, b, a); // Draw all the items int i; for (i = 0; i < NUM_DMG_TYPES; i++) { if (m_bitsDamage & giDmgFlags[i]) { pdmg = &m_dmg[i]; SPR_Set(gHUD.GetSprite(m_HUD_dmg_bio + i), r, g, b ); SPR_DrawAdditive(0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect(m_HUD_dmg_bio + i)); } } // check for bits that should be expired for ( i = 0; i < NUM_DMG_TYPES; i++ ) { DAMAGE_IMAGE *pdmg = &m_dmg[i]; if ( m_bitsDamage & giDmgFlags[i] ) { pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); if ( pdmg->fExpire <= flTime // when the time has expired && a < 40 ) // and the flash is at the low point of the cycle { pdmg->fExpire = 0; int y = pdmg->y; pdmg->x = pdmg->y = 0; // move everyone above down for (int j = 0; j < NUM_DMG_TYPES; j++) { pdmg = &m_dmg[j]; if ((pdmg->y) && (pdmg->y < y)) pdmg->y += giDmgHeight; } m_bitsDamage &= ~giDmgFlags[i]; // clear the bits } } } return 1; }
int CHudDeathNotice :: Draw( float flTime ) { int x, y, r, g, b; for ( int i = 0; i < MAX_DEATHNOTICES; i++ ) { if ( rgDeathNoticeList[i].iId == 0 ) break; // we've gone through them all if ( rgDeathNoticeList[i].flDisplayTime < flTime ) { // display time has expired // remove the current item from the list memmove( &rgDeathNoticeList[i], &rgDeathNoticeList[i+1], sizeof(DeathNoticeItem) * (MAX_DEATHNOTICES - i) ); i--; // continue on the next item; stop the counter getting incremented continue; } rgDeathNoticeList[i].flDisplayTime = min( rgDeathNoticeList[i].flDisplayTime, gHUD.m_flTime + DEATHNOTICE_DISPLAY_TIME ); // Draw the death notice y = YRES(DEATHNOTICE_TOP) + 2 + (20 * i); //!!! int id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId; x = ScreenWidth - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left); if ( !rgDeathNoticeList[i].iSuicide ) { x -= (5 + ConsoleStringLen( rgDeathNoticeList[i].szKiller ) ); // Draw killers name if ( rgDeathNoticeList[i].KillerColor ) gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] ); x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller ); } r = 255; g = 80; b = 0; if ( rgDeathNoticeList[i].iTeamKill ) { r = 10; g = 240; b = 10; // display it in sickly green } // Draw death weapon SPR_Set( gHUD.GetSprite(id), r, g, b ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) ); x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left); // Draw victims name (if it was a player that was killed) if (rgDeathNoticeList[i].iNonPlayerKill == FALSE) { if ( rgDeathNoticeList[i].VictimColor ) gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] ); x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim ); } } return 1; }
int CHudHealth::Draw(float flTime) { int r, g, b; int a = 0, x, y; int HealthWidth; if ( (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() ) return 1; if ( !m_HSPRITE ) m_HSPRITE = LoadSprite(PAIN_NAME); // Has health changed? Flash the health # if (m_fFade) { m_fFade -= (gHUD.m_flTimeDelta * 20); if (m_fFade <= 0) { a = MIN_ALPHA; m_fFade = 0; } // Fade the health number back to dim a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128; } else a = MIN_ALPHA; // If health is getting low, make it bright red if (m_iHealth <= 15) a = 255; GetPainColor( r, g, b ); ScaleColors(r, g, b, a ); // Only draw health if we have the suit. if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT))) { HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = CrossWidth /2; SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b); SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross)); x = CrossWidth + HealthWidth / 2; //x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b); gHUD.DrawHudNumber2( x, y, false, 3, m_iHealth, r, g, b); } DrawDamage(flTime); return DrawPain(flTime); }
int CHudAmmoSecondary::Draw( float flTime ) { if( ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) ) ) return 1; // draw secondary ammo icons above normal ammo readout int a, x, y, r, g, b, AmmoWidth; UnpackRGB( r, g, b, RGB_YELLOWISH ); a = (int)max( MIN_ALPHA, m_fFade ); if( m_fFade > 0 ) m_fFade -= ( gHUD.m_flTimeDelta * 20 ); // slowly lower alpha to fade out icons ScaleColors( r, g, b, a ); AmmoWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left; y = ScreenHeight - ( gHUD.m_iFontHeight * 4 ); // this is one font height higher than the weapon ammo values x = ScreenWidth - AmmoWidth; if( m_HUD_ammoicon ) { // Draw the ammo icon x -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).right - gHUD.GetSpriteRect( m_HUD_ammoicon ).left ); y -= ( gHUD.GetSpriteRect( m_HUD_ammoicon ).top - gHUD.GetSpriteRect( m_HUD_ammoicon ).bottom ); SPR_Set( gHUD.GetSprite( m_HUD_ammoicon ), r, g, b ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_ammoicon ) ); } else { // move the cursor by the '0' char instead, since we don't have an icon to work with x -= AmmoWidth; y -= ( gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).top - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).bottom ); } // draw the ammo counts, in reverse order, from right to left for( int i = MAX_SEC_AMMO_VALUES-1; i >= 0; i-- ) { if( m_iAmmoAmounts[i] < 0 ) continue; // negative ammo amounts imply that they shouldn't be drawn // half a char gap between the ammo number and the previous pic x -= ( AmmoWidth / 2 ); // draw the number, right-aligned x -= ( gHUD.GetNumWidth( m_iAmmoAmounts[i], DHN_DRAWZERO ) * AmmoWidth ); gHUD.DrawHudNumber( x, y, DHN_DRAWZERO, m_iAmmoAmounts[i], r, g, b ); if( i != 0 ) { // draw the divider bar x -= ( AmmoWidth / 2 ); FillRGBA( x, y, ( AmmoWidth/10 ), gHUD.m_iFontHeight, r, g, b, a ); } } return 1; }
// Redraw // step through the local data, placing the appropriate graphics & text as appropriate // returns 1 if they've changed, 0 otherwise int CHud :: Redraw( float flTime, int intermission ) { m_fOldTime = m_flTime; // save time of previous redraw m_flTime = flTime; m_flTimeDelta = (double)m_flTime - m_fOldTime; // Clock was reset, reset delta if ( m_flTimeDelta < 0 ) m_flTimeDelta = 0; m_iIntermission = intermission; // if no redrawing is necessary // return 0; HUDLIST *pList = m_pHudList; while (pList) { if ( !intermission ) { if ((pList->p->m_iFlags & HUD_ACTIVE) && !(m_iHideHUDDisplay & HIDEHUD_ALL)) pList->p->Draw(flTime); } else { // it's an intermission, so only draw hud elements that are set to draw during intermissions if ( pList->p->m_iFlags & HUD_INTERMISSION ) pList->p->Draw( flTime ); } pList = pList->pNext; } // are we in demo mode? do we need to draw the logo in the top corner? if (m_iLogo) { int x, y, i; if (m_hsprLogo == 0) m_hsprLogo = LoadSprite("sprites/%d_logo.spr"); SPR_Set(m_hsprLogo, 250, 250, 250 ); x = SPR_Width(m_hsprLogo, 0); x = ScreenWidth - x; y = SPR_Height(m_hsprLogo, 0)/2; // Draw the logo at 20 fps int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES; i = grgLogoFrame[iFrame] - 1; SPR_DrawAdditive(i, x, y, NULL); } return 1; }
int CHudMoney::Draw(float flTime) { if(( gHUD.m_iHideHUDDisplay & ( HIDEHUD_HEALTH ) )) return 1; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))) return 1; int r, g, b, alphaBalance; m_fFade -= gHUD.m_flTimeDelta; if( m_fFade < 0) { m_fFade = 0.0f; m_iDelta = 0; } float interpolate = ( 5 - m_fFade ) / 5; int iDollarWidth = m_hDollar.rect.right - m_hDollar.rect.left; int x = ScreenWidth - iDollarWidth * 7; int y = MONEY_YPOS; if( m_iBlinkAmt ) { m_fBlinkTime += gHUD.m_flTimeDelta; DrawUtils::UnpackRGB( r, g, b, m_fBlinkTime > 0.5f? RGB_REDISH : RGB_YELLOWISH ); if( m_fBlinkTime > 1.0f ) { m_fBlinkTime = 0.0f; --m_iBlinkAmt; } } else { if( m_iDelta != 0 ) { int iDeltaR, iDeltaG, iDeltaB; int iDollarHeight = m_hDollar.rect.bottom - m_hDollar.rect.top; int iDeltaAlpha = 255 - interpolate * (255); DrawUtils::UnpackRGB (iDeltaR, iDeltaG, iDeltaB, m_iDelta < 0 ? RGB_REDISH : RGB_GREENISH); DrawUtils::ScaleColors(iDeltaR, iDeltaG, iDeltaB, iDeltaAlpha); if( m_iDelta > 0 ) { r = interpolate * ((RGB_YELLOWISH & 0xFF0000) >> 16); g = (RGB_GREENISH & 0xFF00) >> 8; b = (RGB_GREENISH & 0xFF); // draw delta SPR_Set(m_hPlus.spr, iDeltaR, iDeltaG, iDeltaB ); SPR_DrawAdditive(0, x, y - iDollarHeight * 1.5, &m_hPlus.rect ); } else if( m_iDelta < 0)
// Draw status icons along the left-hand side of the screen int CHudStatusIcons::Draw( float flTime ) { if (gEngfuncs.IsSpectateOnly()) return 1; // find starting position to draw from, along right-hand side of screen int x = 5; int y = ScreenHeight / 2; // loop through icon list, and draw any valid icons drawing up from the middle of screen for ( int i = 0; i < MAX_ICONSPRITES; i++ ) { if ( m_IconList[i].spr ) { y -= ( m_IconList[i].rc.bottom - m_IconList[i].rc.top ) + 5; if( g_bInBombZone && !strcmp(m_IconList[i].szSpriteName, "c4") && ((int)(flTime * 10) % 2)) SPR_Set( m_IconList[i].spr, 255, 16, 16 ); else SPR_Set( m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b ); SPR_DrawAdditive( 0, x, y, &m_IconList[i].rc ); } } return 1; }
// Draw status icons along the left-hand side of the screen int CHudStatusIcons::Draw( float flTime ) { // find starting position to draw from, along right-hand side of screen int x = 5; int y = ScreenHeight / 2; // loop through icon list, and draw any valid icons drawing up from the middle of screen for( int i = 0; i < MAX_ICONSPRITES; i++ ) { if ( m_IconList[i].spr ) { y -= ( m_IconList[i].rc.bottom - m_IconList[i].rc.top ) + 5; SPR_Set( m_IconList[i].spr, m_IconList[i].r, m_IconList[i].g, m_IconList[i].b ); SPR_DrawAdditive( 0, x, y, &m_IconList[i].rc ); } } return 1; }
int CHudTrain::Draw( float fTime ) { if( !m_hSprite ) m_hSprite = LoadSprite( "sprites/640_train.spr" ); if( m_iPos ) { int r, g, b, x, y; UnpackRGB( r, g, b, gHUD.m_iHUDColor ); SPR_Set( m_hSprite, r, g, b ); // This should show up to the right and part way up the armor number y = ScreenHeight - SPR_Height( m_hSprite, 0 ) - gHUD.m_iFontHeight; x = ScreenWidth / 3 + SPR_Width( m_hSprite, 0 ) / 4; SPR_DrawAdditive( m_iPos - 1, x, y, NULL ); } return 1; }
int CHudCloak::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_ALL ) ) return 1; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; int r,g,b,x,y; r = 250; g = 0; b = 0; y = (m_prc1->bottom - m_prc1->top)+85; x = ScreenWidth - m_iWidth - m_iWidth/2; // Draw the icon SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y, m_prc1); return 1; }
// Draw node lines void PieNode::paintBackground() { // For each child for(int i = 0; i < kNumNodes; i++) { PieNode* theCurrentPieNode = this->mArray[i]; if(theCurrentPieNode) { // Draw line from us to them indicating pie node in that direction if(theCurrentPieNode->GetValveAlpha() < 255) { // If node above us isn't highlighted, don't draw line to us //if(theCurrentPieNode->HasSelectedNodeAbove() || theCurrentPieNode->HasSelectedNodeBelow()) // All those lines are getting confusing. Only draw the lines around this pie node that // connect to a selected parent or selected child if(theCurrentPieNode->HasSelectedNodeBelow() || this->GetDrawSelected()) { // Find correct line to draw from center of edge of source pie node to center // of edge of dest pie node int theRelativeLineX0, theRelativeLineY0, theRelativeLineX1, theRelativeLineY1; if(this->ComputeRelativeConnectorCoordinates(theCurrentPieNode, theRelativeLineX0, theRelativeLineY0, theRelativeLineX1, theRelativeLineY1)) { // What color to draw the line in? //vgui::Color theCurrentColor = this->GetColor(); vgui::Color theCurrentColor; //theCurrentPieNode->getBgColor(theCurrentColor); if(this->mEnabled) { theCurrentPieNode->getFgColor(theCurrentColor); } else { theCurrentPieNode->getBgColor(theCurrentColor); } int r, g, b, a; theCurrentColor.getColor(r, g, b, a); // Take gamma into account //r *= this->mColorBias; //g *= this->mColorBias; //b *= this->mColorBias; a = this->GetValveAlpha(); // //if(theCurrentPieNode->GetEnabled()) // //{ // g = (theCurrentPieNode->HasSelectedNodeBelow() ? 255 : kDarkGreenColor); // //g = (theCurrentPieNode->HasSelectedNodeAbove() ? 255 : kDarkGreenColor); // //} // // ...else this will draw lines in disabled color too, using current fade alpha // Stupid Valve-alpha, vguiSimpleLine wants normal alpha of course a = 255 - a; a *= this->mColorBias; // Only draw if child isn't invisible. Draw line // relative from current node. if(this->mConnectorSprite == 0 && (this->mConnectorSpriteName != "")) { this->mConnectorSprite = Safe_SPR_Load(this->mConnectorSpriteName.c_str()); } if(this->mConnectorSprite > 0) { // Approximate alpha float theAlpha = a/255.0f; int theSpriteRed = theAlpha*r; int theSpriteGreen = theAlpha*g; int theSpriteBlue = theAlpha*b; SPR_Set(this->mConnectorSprite, theSpriteRed, theSpriteGreen, theSpriteBlue); int theLineWidth = abs(theRelativeLineX1 - theRelativeLineX0); int theLineHeight = abs(theRelativeLineY1 - theRelativeLineY0); // Use second frame if vertical int theConnectorFrame = 0; if(theLineHeight > 0) { theConnectorFrame = 1; } int theConnectorSpriteWidth = SPR_Width(this->mConnectorSprite, theConnectorFrame); int theConnectorSpriteHeight = SPR_Height(this->mConnectorSprite, theConnectorFrame); int thePieNodeWidth, thePieNodeHeight; this->getContentSize(thePieNodeWidth, thePieNodeHeight); int thePieNodeX, thePieNodeY; this->getPos(thePieNodeX, thePieNodeY); int theStartX = 0; int theStartY = 0; if(theConnectorFrame == 0) { int theXOffset = (theLineWidth - theConnectorSpriteWidth)/2; //if(theXOffset < 0) // theXOffset = 0; theStartX = min(theRelativeLineX0, theRelativeLineX1) + theXOffset; theStartY = min(theRelativeLineY0, theRelativeLineY1) - theConnectorSpriteHeight/2; // int theScissorStartX = thePieNodeX + min(theRelativeLineX0, theRelativeLineX1) + thePieNodeWidth/2; // int theScissorStartY = thePieNodeY + theStartY; // int theScissorEndX = theScissorStartX + theLineWidth - thePieNodeWidth/2; // int theScissorEndY = theScissorStartY + theConnectorSpriteHeight; //vguiSimpleBox(theScissorStartX - thePieNodeX, theScissorStartY - thePieNodeY, theScissorEndX - thePieNodeX, theScissorEndY - thePieNodeY, 255, 255, 0, 128); // SPR_EnableScissor(theScissorStartX, theScissorStartY, theLineWidth, theConnectorSpriteHeight); } else { int theYOffset = (theLineHeight - theConnectorSpriteHeight)/2; //if(theYOffset < 0) // theYOffset = 0; theStartX = min(theRelativeLineX0, theRelativeLineX1) - theConnectorSpriteWidth/2; theStartY = min(theRelativeLineY0, theRelativeLineY1) + theYOffset; // int theScissorStartX = thePieNodeX + theStartX; // int theScissorStartY = thePieNodeY + min(theRelativeLineY0, theRelativeLineY1); // int theScissorEndX = theScissorStartX + theConnectorSpriteWidth; // int theScissorEndY = theScissorStartY + theLineHeight - thePieNodeHeight; //vguiSimpleBox(theScissorStartX - thePieNodeX, theScissorStartY - thePieNodeY, theScissorEndX - thePieNodeX, theScissorEndY - thePieNodeY, 255, 255, 0, 128); // SPR_EnableScissor(theScissorStartX, theScissorStartY, theConnectorSpriteWidth, theLineHeight); } // Take into account our position, including our parent(s), when drawing // Panel* theParent = this->getParent(); // while(theParent) // { // int theX, theY; // theParent->getPos(theX, theY); // theStartX += theX; // theStartY += theY; // theParent = theParent->getParent(); // } // Draw it //SPR_DrawAdditive(theConnectorFrame, theStartX, theStartY, NULL); SPR_DrawHoles(theConnectorFrame, theStartX, theStartY, NULL); // gEngfuncs.pfnSPR_DisableScissor(); } else { vguiSimpleLine(theRelativeLineX0, theRelativeLineY0, theRelativeLineX1, theRelativeLineY1, r, g, b, a); } vguiSimpleBox(theRelativeLineX0, theRelativeLineY0, theRelativeLineX1, theRelativeLineY1, 255, 255, 0, 128); } } } } } }
int CHudFiremode::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & ( HIDEHUD_ALL ) ) return 1; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; int r,g,b,x,y,x2; r = 200; g = 140; b = 0; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = ScreenWidth/2; x2 = ScreenWidth/1.6; if (m_iType!=0) { SPR_Set(gHUD.GetSprite(m_FIREMODE), r, g, b); SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_FIREMODE)); } if (m_iType==FIREMODE_GLAUNCHER) { SPR_Set(gHUD.GetSprite(m_FIREMODE_GLAUNCHER), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_GLAUNCHER)); } else if (m_iType==FIREMODE_QUAD) { SPR_Set(gHUD.GetSprite(m_FIREMODE_QUAD), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_QUAD)); } else if (m_iType==FIREMODE_SCOPE) { SPR_Set(gHUD.GetSprite(m_FIREMODE_SCOPE), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_SCOPE)); } else if (m_iType==FIREMODE_CHARGE) { SPR_Set(gHUD.GetSprite(m_FIREMODE_CHARGE), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_CHARGE)); } else if (m_iType==FIREMODE_PULSE) { SPR_Set(gHUD.GetSprite(m_FIREMODE_PULSE), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_PULSE)); } else if (m_iType==FIREMODE_BEAM) { SPR_Set(gHUD.GetSprite(m_FIREMODE_BEAM), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_BEAM)); } else if (m_iType==FIREMODE_NARROW) { SPR_Set(gHUD.GetSprite(m_FIREMODE_NARROW), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_NARROW)); } else if (m_iType==FIREMODE_WIDE) { SPR_Set(gHUD.GetSprite(m_FIREMODE_WIDE), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_WIDE)); } else if (m_iType==FIREMODE_BOLT) { SPR_Set(gHUD.GetSprite(m_FIREMODE_BOLT), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_BOLT)); } else if (m_iType==FIREMODE_ACCELBOLT) { SPR_Set(gHUD.GetSprite(m_FIREMODE_ACCELBOLT), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_ACCELBOLT)); } else if (m_iType==FIREMODE_EXPBOLT) { SPR_Set(gHUD.GetSprite(m_FIREMODE_EXPBOLT), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_EXPBOLT)); } else if (m_iType==FIREMODE_HALF) { SPR_Set(gHUD.GetSprite(m_FIREMODE_HALF), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_HALF)); } else if (m_iType==FIREMODE_FULL) { SPR_Set(gHUD.GetSprite(m_FIREMODE_FULL), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_FULL)); } else if (m_iType==FIREMODE_SHOOT) { SPR_Set(gHUD.GetSprite(m_FIREMODE_SHOOT), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_SHOOT)); } else if (m_iType==FIREMODE_KNIFE) { SPR_Set(gHUD.GetSprite(m_FIREMODE_KNIFE), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_KNIFE)); } else if (m_iType==FIREMODE_SENTRYTURRET) { SPR_Set(gHUD.GetSprite(m_FIREMODE_SENTRYTURRET), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_SENTRYTURRET)); } else if (m_iType==FIREMODE_MISSILETURRET) { SPR_Set(gHUD.GetSprite(m_FIREMODE_MISSILETURRET), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_MISSILETURRET)); } else if (m_iType==FIREMODE_IONTURRET) { SPR_Set(gHUD.GetSprite(m_FIREMODE_IONTURRET), r, g, b); SPR_DrawAdditive(0, x2, y, &gHUD.GetSpriteRect(m_FIREMODE_IONTURRET)); } return 1; }
bool CHudBattery::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return true; wrect_t rc; rc = *m_prc2; #if defined( _TFC ) float fScale = 0.0; if ( m_iBatMax > 0 ) fScale = 1.0 / (float)m_iBatMax; rc.top += m_iHeight * ((float)(m_iBatMax-(min(m_iBatMax,m_iBat))) * fScale); // battery can go from 0 to m_iBatMax so * fScale goes from 0 to 1 #else rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 #endif if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return true; int r, g, b, x, y, a = MIN_ALPHA; gHUD.GetPrimaryColor().UnpackRGB( r, g, b ); // Has health changed? Flash the health # if (m_fFade) { if (m_fFade > FADE_TIME) m_fFade = FADE_TIME; m_fFade -= (gHUD.m_flTimeDelta * 20); if (m_fFade <= 0) { m_fFade = 0; } // Fade the health number back to dim a += ( m_fFade / FADE_TIME ) * 128; } ScaleColors(r, g, b, a ); int iOffset = (m_prc1->bottom - m_prc1->top)/6; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = ScreenWidth/5; // make sure we have the right sprite handles if ( !m_hSprite1 ) m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); if ( !m_hSprite2 ) m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset, m_prc1); if (rc.bottom > rc.top) { SPR_Set(m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc); } x += (m_prc1->right - m_prc1->left); x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); return true; }
int CHudBattery::Draw( float flTime ) { if( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return 1; if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; int r, g, b, x, y, a; wrect_t rc; rc = *m_prc2; // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 rc.top += m_iHeight * ((float)( 100 - ( min( 100, m_iBat ))) * 0.01f ); UnpackRGB( r, g, b, RGB_YELLOWISH ); // Has health changed? Flash the health # if( m_fFade ) { if( m_fFade > FADE_TIME ) m_fFade = FADE_TIME; m_fFade -= (gHUD.m_flTimeDelta * 20); if( m_fFade <= 0 ) { a = 128; m_fFade = 0; } // Fade the health number back to dim a = MIN_ALPHA + (m_fFade / FADE_TIME) * 128; } else { a = MIN_ALPHA; } ScaleColors( r, g, b, a ); int iOffset = (m_prc1->bottom - m_prc1->top) / 6; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = ScreenWidth / 5; // make sure we have the right sprite handles if( !m_hSprite1 ) m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" )); if( !m_hSprite2 ) m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" )); if( !m_hSprite1Helmet ) m_hSprite1Helmet = gHUD.GetSprite( gHUD.GetSpriteIndex( "suithelmet_empty" )); if( !m_hSprite2Helmet ) m_hSprite2Helmet = gHUD.GetSprite( gHUD.GetSpriteIndex( "suithelmet_full" )); if( m_enArmorType == Vest ) SPR_Set( m_hSprite1, r, g, b ); else SPR_Set( m_hSprite1Helmet, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset, m_prc1 ); if( rc.bottom > rc.top ) { if( m_enArmorType == Vest ) SPR_Set( m_hSprite2, r, g, b ); else SPR_Set( m_hSprite2Helmet, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc ); } x += (m_prc1->right - m_prc1->left); x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS|DHN_DRAWZERO, m_iBat, r, g, b ); return 1; }
// Redraw // step through the local data, placing the appropriate graphics & text as appropriate // returns 1 if they've changed, 0 otherwise int CHud :: Redraw( float flTime, int intermission ) { m_fOldTime = m_flTime; // save time of previous redraw m_flTime = flTime; m_flTimeDelta = (double)m_flTime - m_fOldTime; static m_flShotTime = 0; // Clock was reset, reset delta if ( m_flTimeDelta < 0 ) m_flTimeDelta = 0; // Bring up the scoreboard during intermission if (gViewPort) { if ( m_iIntermission && !intermission ) { // Have to do this here so the scoreboard goes away m_iIntermission = intermission; gViewPort->HideCommandMenu(); gViewPort->HideScoreBoard(); gViewPort->UpdateSpectatorPanel(); } else if ( !m_iIntermission && intermission ) { m_iIntermission = intermission; gViewPort->HideCommandMenu(); gViewPort->HideVGUIMenu(); gViewPort->ShowScoreBoard(); gViewPort->UpdateSpectatorPanel(); // Take a screenshot if the client's got the cvar set if ( CVAR_GET_FLOAT( "hud_takesshots" ) != 0 ) m_flShotTime = flTime + 1.0; // Take a screenshot in a second } } if (m_flShotTime && m_flShotTime < flTime) { gEngfuncs.pfnClientCmd("snapshot\n"); m_flShotTime = 0; } // if no redrawing is necessary // return 0; // draw all registered HUD elements if ( m_pCvarDraw->value ) { HUDLIST *pList = m_pHudList; while (pList) { if ( !intermission ) { if ((pList->p->m_iFlags & HUD_ACTIVE) && !(m_iHideHUDDisplay & HIDEHUD_ALL)) pList->p->Draw(flTime); } else { // it's an intermission, so only draw hud elements that are set to draw during intermissions if ( pList->p->m_iFlags & HUD_INTERMISSION ) pList->p->Draw( flTime ); } pList = pList->pNext; } } // are we in demo mode? do we need to draw the logo in the top corner? if (m_iLogo) { int x, y, i; if (m_hsprLogo == 0) m_hsprLogo = LoadSprite("sprites/%d_logo.spr"); SPR_Set(m_hsprLogo, 250, 250, 250 ); x = SPR_Width(m_hsprLogo, 0); x = ScreenWidth - x; y = SPR_Height(m_hsprLogo, 0)/2; // Draw the logo at 20 fps int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES; i = grgLogoFrame[iFrame] - 1; SPR_DrawAdditive(i, x, y, NULL); } return 1; }
int CHudMessage::Draw( float fTime ) { int i, drawn; client_textmessage_t *pMessage; drawn = 0; if ( m_gameTitleTime > 0 ) { float localTime = gHUD.m_flTime - m_gameTitleTime; float brightness; // Maybe timer isn't set yet if ( m_gameTitleTime > gHUD.m_flTime ) m_gameTitleTime = gHUD.m_flTime; if ( localTime > (m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout) ) m_gameTitleTime = 0; else { brightness = FadeBlend( m_pGameTitle->fadein, m_pGameTitle->fadeout, m_pGameTitle->holdtime, localTime ); int halfWidth = gHUD.GetSpriteRect(m_HUD_title_half).right - gHUD.GetSpriteRect(m_HUD_title_half).left; int fullWidth = halfWidth + gHUD.GetSpriteRect(m_HUD_title_life).right - gHUD.GetSpriteRect(m_HUD_title_life).left; int fullHeight = gHUD.GetSpriteRect(m_HUD_title_half).bottom - gHUD.GetSpriteRect(m_HUD_title_half).top; int x = XPosition( m_pGameTitle->x, fullWidth, fullWidth ); int y = YPosition( m_pGameTitle->y, fullHeight ); SPR_Set( gHUD.GetSprite(m_HUD_title_half), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_title_half) ); SPR_Set( gHUD.GetSprite(m_HUD_title_life), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect(m_HUD_title_life) ); drawn++; } } // Draw player id // if(this->mPlayerIDTime > 0) // { // float localTime = gHUD.m_flTime - this->mPlayerIDTime; // //float brightness; // // // Maybe timer isn't set yet // if ( this->mPlayerIDTime > gHUD.m_flTime ) // this->mPlayerIDTime = gHUD.m_flTime; // // if ( localTime > (this->mPlayerIDMessage.fadein + this->mPlayerIDMessage.holdtime + this->mPlayerIDMessage.fadeout) ) // { // this->mPlayerIDTime = 0; // this->mPlayerIDMessage.pName = NULL; // this->mPlayerIDMessage.pMessage = NULL; // } // else // { // drawn++; // } // } // Fixup level transitions for ( i = 0; i < maxHUDMessages; i++ ) { // Assume m_parms.time contains last time if ( m_pMessages[i] ) { pMessage = m_pMessages[i]; if ( m_startTime[i] > gHUD.m_flTime ) m_startTime[i] = gHUD.m_flTime + m_parms.time - m_startTime[i] + 0.2; // Server takes 0.2 seconds to spawn, adjust for this } } for ( i = 0; i < maxHUDMessages; i++ ) { client_textmessage_t* theMessage = this->m_pMessages[i]; if(theMessage) { if(this->DrawMessage(theMessage, this->m_startTime[i], fTime)) { drawn++; } else { // The message is over this->m_pMessages[i] = NULL; } } } if(this->DrawMessage(&this->mPlayerIDMessage, this->mPlayerIDTime, fTime)) { drawn++; } else { this->mPlayerIDMessage.pName = NULL; this->mPlayerIDMessage.pMessage = NULL; } // Remember the time -- to fix up level transitions m_parms.time = gHUD.m_flTime; // Don't call until we get another message if ( !drawn ) m_iFlags &= ~HUD_ACTIVE; return 1; }
// // Draw Weapon Menu // int CHudAmmo::DrawWList(float flTime) { int r, g, b, x, y, a, i; if(!gpActiveSel) return 0; int iActiveSlot; if(gpActiveSel == (WEAPON *)1) iActiveSlot = -1; // current slot has no weapons else iActiveSlot = gpActiveSel->iSlot; x = 10; //!!! y = 10; //!!! // Ensure that there are available choices in the active slot if(iActiveSlot > 0) { if(!gWR.GetFirstPos(iActiveSlot)) { gpActiveSel = (WEAPON *)1; iActiveSlot = -1; } } // Draw top line for(i = 0; i < MAX_WEAPON_SLOTS; i++) { int iWidth; UnpackRGB(r, g, b, RGB_YELLOWISH); if(iActiveSlot == i) a = 255; else a = 192; ScaleColors(r, g, b, 255); SPR_Set(gHUD.GetSprite(m_HUD_bucket0 + i), r, g, b); // make active slot wide enough to accomodate gun pictures if(i == iActiveSlot) { WEAPON *p = gWR.GetFirstPos(iActiveSlot); if(p) iWidth = p->rcActive.right - p->rcActive.left; } else iWidth = giBucketWidth; if(i == iActiveSlot) SPR_DrawAdditive(0, x + 104, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i)); else SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i)); x += iWidth + 5; } a = 128; //!!! x = 10; // Draw all of the buckets for(i = 1; i < MAX_WEAPON_SLOTS + 1; i++) { y = giBucketHeight + 10; // If this is the active slot, draw the bigger pictures, // otherwise just draw boxes if(i == iActiveSlot) { WEAPON *p = gWR.GetFirstPos(i); int iWidth = giBucketWidth; if(p) iWidth = p->rcActive.right - p->rcActive.left; for(int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++) { p = gWR.GetWeaponSlot(i, iPos); if(!p || !p->iId) continue; UnpackRGB(r, g, b, RGB_YELLOWISH); // if active, then we must have ammo. if(gpActiveSel == p) { if(gWR.HasAmmo(p)) ScaleColors(r, g, b, 192); else { UnpackRGB(r, g, b, RGB_REDISH); ScaleColors(r, g, b, 128); } SPR_Set(p->hActive, r, g, b); SPR_DrawAdditive(0, x, y, &p->rcActive); } else { // Draw Weapon if Red if no ammo if(gWR.HasAmmo(p)) ScaleColors(r, g, b, 192); else { UnpackRGB(r, g, b, RGB_REDISH); ScaleColors(r, g, b, 128); } SPR_Set(p->hInactive, r, g, b); SPR_DrawAdditive(0, x, y, &p->rcInactive); } // Draw Ammo Bar DrawAmmoBar(p, x + giABWidth / 2, y, giABWidth, giABHeight); y += p->rcActive.bottom - p->rcActive.top + 5; } x += iWidth + 5; } else { // Draw Row of weapons. UnpackRGB(r, g, b, RGB_YELLOWISH); for(int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++) { WEAPON *p = gWR.GetWeaponSlot(i, iPos); if(!p || !p->iId) continue; if(gWR.HasAmmo(p)) { UnpackRGB(r, g, b, RGB_YELLOWISH); a = 128; } else { UnpackRGB(r, g, b, RGB_REDISH); a = 96; } FillRGBA(x, y, giBucketWidth, giBucketHeight, r, g, b, a); y += giBucketHeight + 5; } x += giBucketWidth + 5; } } return 1; }
void FadingImageLabel::DoPaint() { //const float thePercentToChopOffXEdge = .1f; //const float thePercentToChopOffYEdge = 0.0f; int theX, theY; this->getPos(theX, theY); //if(!IEngineStudio.IsHardware()) //{ // theX += ScreenWidth/2; // theY += ScreenHeight/2; //} int theWidth, theHeight; this->getSize(theWidth, theHeight); //ASSERT(this->mVisibleWidth <= theWidth); //ASSERT(this->mVisibleHeight <= theHeight); if((this->mVisibleWidth <= theWidth) && (this->mVisibleHeight <= theHeight)) { int r, g, b, a; this->getBgColor(r, g, b, a); float theGammaSlope = gHUD.GetGammaSlope(); r = r/theGammaSlope; g = g/theGammaSlope; b = b/theGammaSlope; // Don't take gamma slope into account for alpha a = 255 - a; ////int theXBorder = thePercentToChopOffXEdge*ScreenWidth; ////int theYBorder = thePercentToChopOffYEdge*ScreenHeight; int theXBorder = (theWidth - this->mVisibleWidth)/2; int theYBorder = (theHeight - this->mVisibleHeight)/2; //vguiSimpleBox(theXBorder, theYBorder, theWidth - theXBorder*2 + theXBorder, theHeight - theYBorder*2 + theYBorder, r, g, b, a); if(!this->mImageMode) { //FillRGBA(theXBorder, theYBorder, theWidth - theXBorder*2, theHeight - theYBorder*2, r, g, b, a); //int theSprite = Safe_SPR_Load("sprites/marinenode.spr"); //DrawScaledHUDSprite(theSprite, kRenderTransAdd, 1, theX, theY, theWidth, theHeight, 0); gEngfuncs.pTriAPI->RenderMode(kRenderTransAlpha); gEngfuncs.pTriAPI->CullFace(TRI_NONE); //gEngfuncs.pTriAPI->Brightness(1); theX = theXBorder; theY = theYBorder; theWidth = theWidth - theXBorder*2; theHeight = theHeight - theYBorder*2; // 0 = selectable, valid // 1 = selectable, valid, current // 2 = selectable, invalid // 3 = selectable, invalid, current int theFrame = 0; if(this->GetEnabled() && this->GetDrawHighlighted()) { theFrame = 1; } else if(!this->GetEnabled()) { theFrame = this->GetFadeState() ? 3 : 2; } //char theFrameNumber[64]; //sprintf(theFrameNumber, "Frame %d", theFrame); //this->mTextImage.setText(theFrameNumber); if(!this->mSprite) { this->mSprite = Safe_SPR_Load(this->mImageName.c_str()); this->mSpriteWidth = SPR_Width(this->mSprite, this->mSpriteFrame); this->mSpriteHeight = SPR_Height(this->mSprite, this->mSpriteFrame); ASSERT(this->mSprite > 0); } if(this->mSprite && gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)gEngfuncs.GetSpritePointer(this->mSprite), theFrame)) { gEngfuncs.pTriAPI->Begin(TRI_TRIANGLE_STRIP); vec3_t theVertex; gEngfuncs.pTriAPI->TexCoord2f(0, 1); theVertex.x = theX; theVertex.y = theY + theHeight; theVertex.z = 0; //gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a); gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex); gEngfuncs.pTriAPI->TexCoord2f(0, 0); theVertex.x = theX; theVertex.y = theY; //gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a); gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex); gEngfuncs.pTriAPI->TexCoord2f(1, 1); theVertex.x = theX + theWidth; theVertex.y = theY + theHeight; //gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a); gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex); gEngfuncs.pTriAPI->TexCoord2f(1, 0); theVertex.x = theX + theWidth; theVertex.y = theY; //gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a); gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex); gEngfuncs.pTriAPI->End(); } gEngfuncs.pTriAPI->RenderMode(kRenderNormal); } else { SPR_Set(this->mSprite, a, a, a); int theSpriteWidth = SPR_Width(this->mSprite, this->mSpriteFrame); int theSpriteHeight = SPR_Height(this->mSprite, this->mSpriteFrame); //SPR_DrawAdditive(theFrame, (theWidth - theSpriteWidth)/2, (theHeight - theSpriteHeight)/2, NULL); SPR_DrawHoles(this->mSpriteFrame, (theWidth - theSpriteWidth)/2, (theHeight - theSpriteHeight)/2, NULL); } } }
int CHudBattery::Draw(float flTime) { if ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) return 1; // modif de jUlien if ( !(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT))) ) return 1; /* int r, g, b, x, y, a; wrect_t rc; rc = *m_prc2; rc.top += m_iHeight * ((float)(100-(min(100,m_iBat))) * 0.01); // battery can go from 0 to 100 so * 0.01 goes from 0 to 1 UnpackRGB(r,g,b, RGB_YELLOWISH); if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1; // Has health changed? Flash the health # if (m_fFade) { if (m_fFade > FADE_TIME) m_fFade = FADE_TIME; m_fFade -= (gHUD.m_flTimeDelta * 20); if (m_fFade <= 0) { a = 128; m_fFade = 0; } // Fade the health number back to dim a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128; } else a = MIN_ALPHA; ScaleColors(r, g, b, a ); int iOffset = (m_prc1->bottom - m_prc1->top)/6; y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; x = ScreenWidth/5; // make sure we have the right sprite handles if ( !m_hSprite1 ) m_hSprite1 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_empty" ) ); if ( !m_hSprite2 ) m_hSprite2 = gHUD.GetSprite( gHUD.GetSpriteIndex( "suit_full" ) ); SPR_Set(m_hSprite1, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset, m_prc1); if (rc.bottom > rc.top) { SPR_Set(m_hSprite2, r, g, b ); SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc); } x += (m_prc1->right - m_prc1->left); x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b); */ // modif de Julien // affichage du nouveau hud for ( int i = 0; i < 7; i++ ) { // couleurs précalculées int r = m_flArmor[i][0], g = m_flArmor[i][1], b = m_flArmor[i][2]; // brillance pour les dommages if ( m_flPain[i] > 0 ) { // blanc r = r + ( m_flPain[i] / ARMOR_PAIN_TIME ) * ( 255 - r ); g = g + ( m_flPain[i] / ARMOR_PAIN_TIME ) * ( 255 - g ); b = b + ( m_flPain[i] / ARMOR_PAIN_TIME ) * ( 255 - b ); m_flPain[i] = max ( 0, m_flPain[i] - gHUD.m_flTimeDelta ); } if ( m_flPain[i] < 0 ) { // rouge r = r + ( -m_flPain[i] / ARMOR_PAIN_TIME ) * ( 255 - r ); g = g + ( -m_flPain[i] / ARMOR_PAIN_TIME ) * ( 0 - g ); b = b + ( -m_flPain[i] / ARMOR_PAIN_TIME ) * ( 0 - b ); m_flPain[i] = min ( 0, m_flPain[i] + gHUD.m_flTimeDelta ); } ScaleColors ( r,g,b, 200 ); SPR_Set( m_sprCorps, r, g, b ); SPR_DrawAdditive(i, 0, 0, &m_wrcCorps); } //----------------------- return 1; }
int CHudHealth::DrawPain(float flTime) { if(!(m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight)) return 1; int r, g, b; int x, y, a, shade; // TODO: get the shift value of the health a = 255; // max brightness until then float fFade = gHUD.m_flTimeDelta * 2; // SPR_Draw top if(m_fAttackFront > 0.4) { GetPainColor(r, g, b); shade = a * max(m_fAttackFront, 0.5); ScaleColors(r, g, b, shade); SPR_Set(m_hSprite, r, g, b); x = ScreenWidth / 2 - SPR_Width(m_hSprite, 0) / 2; y = ScreenHeight / 2 - SPR_Height(m_hSprite, 0) * 3; SPR_DrawAdditive(0, x, y, NULL); m_fAttackFront = max(0, m_fAttackFront - fFade); } else m_fAttackFront = 0; if(m_fAttackRight > 0.4) { GetPainColor(r, g, b); shade = a * max(m_fAttackRight, 0.5); ScaleColors(r, g, b, shade); SPR_Set(m_hSprite, r, g, b); x = ScreenWidth / 2 + SPR_Width(m_hSprite, 1) * 2; y = ScreenHeight / 2 - SPR_Height(m_hSprite, 1) / 2; SPR_DrawAdditive(1, x, y, NULL); m_fAttackRight = max(0, m_fAttackRight - fFade); } else m_fAttackRight = 0; if(m_fAttackRear > 0.4) { GetPainColor(r, g, b); shade = a * max(m_fAttackRear, 0.5); ScaleColors(r, g, b, shade); SPR_Set(m_hSprite, r, g, b); x = ScreenWidth / 2 - SPR_Width(m_hSprite, 2) / 2; y = ScreenHeight / 2 + SPR_Height(m_hSprite, 2) * 2; SPR_DrawAdditive(2, x, y, NULL); m_fAttackRear = max(0, m_fAttackRear - fFade); } else m_fAttackRear = 0; if(m_fAttackLeft > 0.4) { GetPainColor(r, g, b); shade = a * max(m_fAttackLeft, 0.5); ScaleColors(r, g, b, shade); SPR_Set(m_hSprite, r, g, b); x = ScreenWidth / 2 - SPR_Width(m_hSprite, 3) * 3; y = ScreenHeight / 2 - SPR_Height(m_hSprite, 3) / 2; SPR_DrawAdditive(3, x, y, NULL); m_fAttackLeft = max(0, m_fAttackLeft - fFade); } else m_fAttackLeft = 0; return 1; }
int CHudMessage::Draw( float fTime ) { int i, drawn; client_textmessage_t *pMessage; float endTime; drawn = 0; if ( m_gameTitleTime > 0 ) { float localTime = gHUD.m_flTime - m_gameTitleTime; float brightness; // Maybe timer isn't set yet if ( m_gameTitleTime > gHUD.m_flTime ) m_gameTitleTime = gHUD.m_flTime; if ( localTime > (m_pGameTitle->fadein + m_pGameTitle->holdtime + m_pGameTitle->fadeout) ) m_gameTitleTime = 0; else { brightness = FadeBlend( m_pGameTitle->fadein, m_pGameTitle->fadeout, m_pGameTitle->holdtime, localTime ); int halfWidth = gHUD.GetSpriteRect(m_HUD_title_half).right - gHUD.GetSpriteRect(m_HUD_title_half).left; int fullWidth = halfWidth + gHUD.GetSpriteRect(m_HUD_title_life).right - gHUD.GetSpriteRect(m_HUD_title_life).left; int fullHeight = gHUD.GetSpriteRect(m_HUD_title_half).bottom - gHUD.GetSpriteRect(m_HUD_title_half).top; int x = XPosition( m_pGameTitle->x, fullWidth, fullWidth ); int y = YPosition( m_pGameTitle->y, fullHeight ); SPR_Set( gHUD.GetSprite(m_HUD_title_half), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(m_HUD_title_half) ); SPR_Set( gHUD.GetSprite(m_HUD_title_life), brightness * m_pGameTitle->r1, brightness * m_pGameTitle->g1, brightness * m_pGameTitle->b1 ); SPR_DrawAdditive( 0, x + halfWidth, y, &gHUD.GetSpriteRect(m_HUD_title_life) ); drawn = 1; } } // Fixup level transitions for ( i = 0; i < maxHUDMessages; i++ ) { // Assume m_parms.time contains last time if ( m_pMessages[i] ) { pMessage = m_pMessages[i]; if ( m_startTime[i] > gHUD.m_flTime ) m_startTime[i] = gHUD.m_flTime + m_parms.time - m_startTime[i] + 0.2; // Server takes 0.2 seconds to spawn, adjust for this } } for ( i = 0; i < maxHUDMessages; i++ ) { if ( m_pMessages[i] ) { pMessage = m_pMessages[i]; // This is when the message is over switch( pMessage->effect ) { case 0: case 1: endTime = m_startTime[i] + pMessage->fadein + pMessage->fadeout + pMessage->holdtime; break; // Fade in is per character in scanning messages case 2: endTime = m_startTime[i] + (pMessage->fadein * strlen( pMessage->pMessage )) + pMessage->fadeout + pMessage->holdtime; break; } if ( fTime <= endTime ) { float messageTime = fTime - m_startTime[i]; // Draw the message // effect 0 is fade in/fade out // effect 1 is flickery credits // effect 2 is write out (training room) MessageDrawScan( pMessage, messageTime ); drawn++; } else { // The message is over m_pMessages[i] = NULL; } } } // Remember the time -- to fix up level transitions m_parms.time = gHUD.m_flTime; // Don't call until we get another message if ( !drawn ) m_iFlags &= ~HUD_ACTIVE; return 1; }
int CHudAmmo::Draw(float flTime) { int a, x, y, r, g, b; int AmmoWidth; int iCrossX; int iCrossY; int iCrossLength; char *chCrossHair = "+"; // Heh /*if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) )) return 1;*/ if((gHUD.m_iHideHUDDisplay & (HIDEHUD_WEAPONS | HIDEHUD_ALL))) return 1; // Draw Weapon Menu DrawWList(flTime); // Draw ammo pickup history gHR.DrawAmmoHistory(flTime); if(!(m_iFlags & HUD_ACTIVE)) return 0; if(!m_pWeapon) return 0; WEAPON *pw = m_pWeapon; // shorthand // SPR_Draw Ammo if((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0)) return 0; int iFlags = DHN_DRAWZERO; // draw 0 values AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left; a = (int)max(MIN_ALPHA, m_fFade); if(m_fFade > 0) m_fFade -= (gHUD.m_flTimeDelta * 20); UnpackRGB(r, g, b, RGB_YELLOWISH); ScaleColors(r, g, b, a); // Does this weapon have a clip? y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; /******************* DRAW CROSSHAIR *********************/ iCrossLength = gHUD.m_scrinfo.charWidths[*chCrossHair]; iCrossY = ScreenHeight / 2 - gHUD.m_scrinfo.iCharHeight / 2; iCrossX = ScreenWidth / 2 - iCrossLength / 2; gHUD.DrawHudString(iCrossX, iCrossY, iCrossX + 50, chCrossHair, 170, 170, 170); /******************* DRAW CROSSHAIR *********************/ // Does weapon have any ammo at all? if(m_pWeapon->iAmmoType > 0) { int iIconWidth = m_pWeapon->rcAmmo.right - m_pWeapon->rcAmmo.left; if(pw->iClip >= 0) { x = ScreenWidth - (8 * AmmoWidth) - iIconWidth; UnpackRGB(r, g, b, RGB_YELLOWISH); // GL Seems to need this ScaleColors(r, g, b, a); m_iNumberXPosition = x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b); } // Draw the ammo Icon int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top) / 8; SPR_Set(m_pWeapon->hAmmo, r, g, b); SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo); m_iXPosition = x; } return 1; }