//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Weapon selection handling // // $NoKeywords: $ //=============================================================================// #if !defined( WEAPON_SELECTION_H ) #define WEAPON_SELECTION_H #ifdef _WIN32 #pragma once #endif #include "hudelement.h" class C_BaseCombatWeapon; class C_BasePlayer; extern ConVar hud_fastswitch; // weapon switch types for Convar hud_fastswitch #define HUDTYPE_BUCKETS 0 // PC buckets #define HUDTYPE_FASTSWITCH 1 // PC fastswitch #define HUDTYPE_PLUS 2 // console buckets #define HUDTYPE_CAROUSEL 3 // console carousel scroll //----------------------------------------------------------------------------- // Purpose: Base class for tf2 & hl2 weapon selection hud elements //----------------------------------------------------------------------------- abstract_class CBaseHudWeaponSelection : public CHudElement { DECLARE_CLASS( CBaseHudWeaponSelection, CHudElement ); public: CBaseHudWeaponSelection( const char *pElementName ); virtual void Init( void ); virtual void VidInit( void ); virtual void ProcessInput(); virtual void Reset(void); virtual void OnThink(void); virtual void OpenSelection( void ); virtual void HideSelection( void ); virtual void CancelWeaponSelection( void ); // Game specific overrides virtual void CycleToNextWeapon( void ) = 0; virtual void CycleToPrevWeapon( void ) = 0; virtual void SwitchToLastWeapon( void ); virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ) = 0; virtual void SelectWeaponSlot( int iSlot ) = 0; virtual C_BaseCombatWeapon *GetFirstPos( int iSlot ); virtual C_BaseCombatWeapon *GetNextActivePos( int iSlot, int iSlotPos ); virtual void SetWeaponSelected( void ); virtual void SelectWeapon( void ); virtual C_BaseCombatWeapon *GetSelectedWeapon( void ) = 0; virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); virtual bool IsInSelectionMode(); void UserCmd_Slot1( void ); void UserCmd_Slot2( void ); void UserCmd_Slot3( void ); void UserCmd_Slot4( void ); void UserCmd_Slot5( void ); void UserCmd_Slot6( void ); void UserCmd_Slot7( void ); void UserCmd_Slot8( void ); void UserCmd_Slot9( void ); void UserCmd_Slot0( void ); void UserCmd_Slot10( void ); void UserCmd_Close( void ); void UserCmd_NextWeapon( void ); void UserCmd_PrevWeapon( void ); void UserCmd_LastWeapon( void ); void UserCmd_DropPrimary( void ); virtual void SelectSlot( int iSlot ); virtual bool IsHudMenuTakingInput(); virtual bool IsHudMenuPreventingWeaponSelection(); bool HandleHudMenuInput( int iSlot ); static CBaseHudWeaponSelection *GetInstance(); // these functions are exposed as virtual so that the tf_hints system can redraw the weapon selection virtual void DrawWList( C_BasePlayer *pPlayer, C_BaseCombatWeapon *pSelectedWeapon, bool drawOutline = false, int ora = 0, int og = 0, int ob = 0, int oa = 0 ) {} virtual bool ComputeRect( C_BasePlayer *pPlayer, C_BaseCombatWeapon *pSelectedWeapon, wrect_t *outrect ) { return false; } virtual int KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding ); protected: // returns true if there is a weapon currently visible to select virtual bool IsWeaponSelectable() { return IsInSelectionMode(); } bool CanBeSelectedInHUD( C_BaseCombatWeapon *pWeapon ); void UpdateSelectionTime( void ); float m_flSelectionTime; // most recent time at which weapon selection had input static CBaseHudWeaponSelection *s_pInstance; bool m_bSelectionVisible; CHandle< C_BaseCombatWeapon > m_hSelectedWeapon; }; // accessor CBaseHudWeaponSelection *GetHudWeaponSelection(); #endif // WEAPON_SELECTION_H