hl2_src-leak-2017/src/game/client/dod/dod_hud_objectiveicons.cpp

904 lines
27 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
#include <vgui/ISurface.h>
#include "c_baseplayer.h"
#include <vgui_controls/Panel.h>
#include "dod_gamerules.h"
#include "iclientmode.h"
#include "c_dod_objective_resource.h"
#include "c_dod_playerresource.h"
#include "c_dod_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "hud_macros.h"
#include <baseviewport.h> //for IViewPortPanel
#include "spectatorgui.h"
#include "dod_round_timer.h"
#include "vgui_controls/AnimationController.h"
#include "dod_hud_freezepanel.h"
class CHudObjectiveIcons : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudObjectiveIcons, vgui::Panel );
CHudObjectiveIcons( const char *pName );
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void Paint();
virtual void Init();
virtual void VidInit();
virtual void Reset();
virtual void FireGameEvent( IGameEvent *event );
void DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner );
virtual bool IsVisible( void );
private:
vgui::Label *m_pTimer;
vgui::Label *m_pTimeAdded;
CHudTexture *m_pIconDefended;
int m_iCPTextures[8];
int m_iCPCappingTextures[8];
int m_iBackgroundTexture;
Color m_clrBackground;
Color m_clrBorder;
int m_iLastCP; // the index of the area we were last in
CHudTexture *m_pC4Icon;
CHudTexture *m_pExplodedIcon;
CHudTexture *m_pC4PlantedBG;
int m_iSecondsAdded; // how many seconds were added in the last time_added event
bool bInTimerWarningAnim;
float m_flDrawTimeAddedUntil;
CPanelAnimationVar( vgui::HFont, m_hTimerFont, "TimerFont", "Default" );
CPanelAnimationVar( vgui::HFont, m_hTimerFontSmall, "TimerFontSmall", "DefaultSmall" );
CPanelAnimationVar( vgui::HFont, m_hTextFont, "ChatFont", "Default" );
CPanelAnimationVarAliasType( int, m_nIconSize, "iconsize", "24", "proportional_int" );
CPanelAnimationVarAliasType( int, m_nSeparatorWidth, "separator_width", "7", "proportional_int" );
CPanelAnimationVarAliasType( int, m_nCornerCutSize, "CornerCutSize", "5", "proportional_int" );
CPanelAnimationVarAliasType( int, m_nBackgroundOverlap, "BackgroundOverlap", "5", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iIconStartX, "icon_start_x", "10", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iIconStartY, "icon_start_y", "10", "proportional_int" );
CPanelAnimationVarAliasType( float, m_flIconExpand, "icon_expand", "0", "proportional_float" );
CPanelAnimationVar( Color, m_clrTimer, "TimerBG", "255 0 0 128" );
CPanelAnimationVarAliasType( int, m_nTimeAddedHeight, "time_added_height", "12", "proportional_int" );
CPanelAnimationVar( float, m_flTimeAddedExpandPercent, "time_added_height_anim", "0.0" );
CPanelAnimationVar( float, m_flTimeAddedAlpha, "time_added_alpha", "0" );
CPanelAnimationVar( float, m_flTimeAddedDuration, "time_added_duration", "3.5" );
};
DECLARE_HUDELEMENT( CHudObjectiveIcons );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudObjectiveIcons::CHudObjectiveIcons( const char *pName ) : vgui::Panel( NULL, "HudObjectiveIcons" ), CHudElement( pName )
{
SetParent( g_pClientMode->GetViewport() );
SetHiddenBits( 0 );
m_pTimer = new vgui::Label( this, "HudObjectivesRoundTimer", " " );
if ( m_pTimer )
{
m_pTimer->SetContentAlignment( Label::a_center );
}
m_pTimeAdded = new vgui::Label( this, "HudObjectivesTimeAdded", " " );
if ( m_pTimeAdded )
{
m_pTimeAdded->SetContentAlignment( Label::a_center );
}
m_iBackgroundTexture = vgui::surface()->DrawGetTextureId( "vgui/white" );
if ( m_iBackgroundTexture == -1 )
{
m_iBackgroundTexture = vgui::surface()->CreateNewTextureID();
}
vgui::surface()->DrawSetTextureFile( m_iBackgroundTexture, "vgui/white", true, true );
m_iLastCP = -1;
m_iSecondsAdded = 0;
bInTimerWarningAnim = false;
m_flDrawTimeAddedUntil = -1;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::Init( void )
{
for( int i = 0 ; i < 8 ; i++ )
{
m_iCPTextures[i] = vgui::surface()->CreateNewTextureID();
m_iCPCappingTextures[i] = vgui::surface()->CreateNewTextureID();
}
ListenForGameEvent( "dod_timer_time_added" );
ListenForGameEvent( "dod_timer_flash" );
}
void CHudObjectiveIcons::VidInit( void )
{
m_flTimeAddedExpandPercent = 0.0;
m_flTimeAddedAlpha = 0.0;
m_flDrawTimeAddedUntil = -1;
CHudElement::VidInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::Reset( void )
{
m_iLastCP = -1;
m_flIconExpand = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudObjectiveIcons::IsVisible( void )
{
if ( IsTakingAFreezecamScreenshot() )
return false;
return BaseClass::IsVisible();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::FireGameEvent( IGameEvent *event )
{
const char *eventname = event->GetName();
if ( FStrEq( "dod_timer_time_added", eventname ) )
{
// show time added under the timer, flash
m_iSecondsAdded = event->GetInt( "seconds_added" );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "ShowTimeAdded" );
if ( !m_pTimeAdded->IsVisible() )
{
m_pTimeAdded->SetVisible( true );
}
wchar_t wText[12];
int iSecondsToDraw = abs(m_iSecondsAdded);
bool bNegative = ( m_iSecondsAdded < 0 );
#ifdef WIN32
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%s %d:%02d", bNegative ? L"-" : L"+", iSecondsToDraw / 60, iSecondsToDraw % 60 );
#else
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%S %d:%02d", bNegative ? L"-" : L"+", iSecondsToDraw / 60, iSecondsToDraw % 60 );
#endif
m_pTimeAdded->SetText( wText );
m_flDrawTimeAddedUntil = gpGlobals->curtime + m_flTimeAddedDuration;
}
else if ( FStrEq( "dod_timer_flash", eventname ) )
{
// generic flash, used for 5, 2, 1 minute warnings
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "TimerFlash" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
m_hTextFont = pScheme->GetFont( "ChatFont" );
m_hTimerFontSmall = pScheme->GetFont( "TimerFontSmall" );
m_clrBackground = pScheme->GetColor( "HudPanelBackground", GetFgColor() );
m_clrBorder = pScheme->GetColor( "HudPanelBorder", GetBgColor() );
m_pC4Icon = gHUD.GetIcon( "icon_c4" );
m_pExplodedIcon = gHUD.GetIcon( "icon_c4_exploded" );
m_pC4PlantedBG = gHUD.GetIcon( "icon_c4_planted_bg" );
m_pIconDefended = gHUD.GetIcon( "icon_defended" );
m_pTimer->SetFont( m_hTimerFont );
m_pTimeAdded->SetFont( m_hTimerFontSmall );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner )
{
int nCornerCutSize = bCutCorner ? m_nCornerCutSize : 0;
vgui::Vertex_t verts[5];
verts[0].Init( Vector2D( xpos, ypos ) );
verts[1].Init( Vector2D( xpos + nBoxWidth, ypos ) );
verts[2].Init( Vector2D( xpos + nBoxWidth + 1, ypos + nBoxHeight - nCornerCutSize + 1 ) );
verts[3].Init( Vector2D( xpos + nBoxWidth - nCornerCutSize + 1, ypos + nBoxHeight + 1 ) );
verts[4].Init( Vector2D( xpos, ypos + nBoxHeight ) );
vgui::surface()->DrawSetTexture( m_iBackgroundTexture );
vgui::surface()->DrawSetColor( Color( m_clrBackground ) );
vgui::surface()->DrawTexturedPolygon( 5, verts );
vgui::Vertex_t borderverts[5];
borderverts[0].Init( Vector2D( xpos, ypos ) );
borderverts[1].Init( Vector2D( xpos + nBoxWidth, ypos ) );
borderverts[2].Init( Vector2D( xpos + nBoxWidth, ypos + nBoxHeight - nCornerCutSize ) );
borderverts[3].Init( Vector2D( xpos + nBoxWidth - nCornerCutSize, ypos + nBoxHeight ) );
borderverts[4].Init( Vector2D( xpos, ypos + nBoxHeight ) );
vgui::surface()->DrawSetColor( Color( m_clrBorder ) );
vgui::surface()->DrawTexturedPolyLine( borderverts, 5 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudObjectiveIcons::Paint()
{
int ypos = m_iIconStartY;
int xpos = m_iIconStartX;
static Color clrIcon( 255, 255, 255, 255 );
if( !g_pObjectiveResource ) // MATTTODO: hasn't been transmited yet .. fix ?
{
return;
}
// Hide the time added if it is time to do so
if ( m_flDrawTimeAddedUntil > 0 && m_flDrawTimeAddedUntil < gpGlobals->curtime )
{
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "HideTimeAdded" );
m_flDrawTimeAddedUntil = -1;
}
vgui::surface()->DrawSetTextFont( m_hTextFont );
vgui::surface()->DrawSetColor( clrIcon );
if ( g_pSpectatorGUI && g_pSpectatorGUI->IsVisible() )
{
ypos += g_pSpectatorGUI->GetTopBarHeight();
}
int num = g_pObjectiveResource->GetNumControlPoints();
bool bShowTimer = ( g_DODRoundTimer != NULL );
if ( num <= 0 && !bShowTimer )
{
if ( m_pTimer && m_pTimer->IsVisible() )
{
m_pTimer->SetVisible( false );
}
if ( m_pTimeAdded && m_pTimeAdded->IsVisible() )
{
m_pTimeAdded->SetVisible( false );
}
return; // nothing to draw yet
}
int iLastVisible = 0;
int k;
// let's count how many visible capture points we have (for cutting the corner of the last visible one)
for( k = 0 ; k < num ; k++ )
{
if( g_pObjectiveResource->IsCPVisible( k ) )
{
iLastVisible = k;
}
}
// do we have a round timer?
if( bShowTimer )
{
if ( m_pTimer )
{
if ( !m_pTimer->IsVisible() )
{
m_pTimer->SetVisible( true );
}
m_pTimer->SetBounds( xpos, ypos, 2 * m_nIconSize, m_nIconSize );
m_pTimer->SetBgColor( m_clrTimer );
m_pTimeAdded->SetBounds( xpos, ypos + m_nIconSize, 2 * m_nIconSize, m_nTimeAddedHeight + m_nBackgroundOverlap );
m_pTimeAdded->SetBgColor( Color(0,0,0,0) );
int iRoundTime = (int)g_DODRoundTimer->GetTimeRemaining();
int minutes = iRoundTime / 60;
int seconds = iRoundTime % 60;
if( minutes < 0 ) minutes = 0;
if( minutes > 99 ) minutes = 99;
if( seconds < 0 ) seconds = 0;
// cut the corner if this is all we're drawing
// figure out the height. will change if we're drawing the +1:00 below it
int boxHeight = 2*m_nBackgroundOverlap + m_nIconSize + (int)( (float)m_nTimeAddedHeight * m_flTimeAddedExpandPercent );
DrawBackgroundBox( xpos - m_nBackgroundOverlap, ypos - m_nBackgroundOverlap, m_pTimer->GetWide() + 2 * m_nBackgroundOverlap, boxHeight, ( num <= 0 ) ? true : false );
// set the time
char szTime[16];
Q_snprintf( szTime, sizeof( szTime ), "%02d:%02d", minutes, seconds );
m_pTimer->SetText( szTime );
m_pTimeAdded->SetAlpha( (int)m_flTimeAddedAlpha );
xpos += ( m_pTimer->GetWide() + m_nSeparatorWidth + m_nBackgroundOverlap * 2 );
}
}
else
{
if ( m_pTimer && m_pTimer->IsVisible() )
{
m_pTimer->SetVisible( false );
}
}
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
int iCurrentCapAreaIndex = pPlayer->GetCPIndex();
if ( pPlayer->IsAlive() == false )
{
m_iLastCP = -1;
}
int index;
for( index = 0 ; index < num ; index++ )
{
if( g_pObjectiveResource->IsCPVisible( index ) )
{
int iOwnerIcon = g_pObjectiveResource->GetCPCurrentOwnerIcon( index );
float uv1 = 0.0f;
float uv2 = 1.0f;
float flXPos = (float)xpos;
float flYPos = (float)ypos;
float flIconSize = (float)m_nIconSize;
if ( index == iCurrentCapAreaIndex )
{
// animate the current cp
flXPos -= m_flIconExpand;
flYPos -= m_flIconExpand;
flIconSize += m_flIconExpand*2;
m_iLastCP = iCurrentCapAreaIndex;
}
else if ( m_iLastCP == index )
{
// as a backup, animate out of the one we just left
flXPos -= m_flIconExpand;
flYPos -= m_flIconExpand;
flIconSize += m_flIconExpand*2;
}
int iBombsRequired = g_pObjectiveResource->GetBombsRequired( index );
if ( iBombsRequired > 0 )
{
DrawBackgroundBox( flXPos - m_nBackgroundOverlap, flYPos - m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap + m_nTimeAddedHeight, ( index != iLastVisible ) ? false : true );
}
else
{
DrawBackgroundBox( flXPos - m_nBackgroundOverlap, flYPos - m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap, flIconSize + 2 * m_nBackgroundOverlap, ( index != iLastVisible ) ? false : true );
}
// Draw the background for the icon
// allow for error
if ( g_pObjectiveResource->IsBombSetAtPoint( index ) )
{
// if bomb timer is > 0, draw swipe
float flBombTime = g_pObjectiveResource->GetBombTimeForPoint( index ); // round up
// draw the 'white' version underneath
int iBlankIcon = g_pObjectiveResource->GetCPTimerCapIcon( index );
if ( iBlankIcon == 0 )
{
iBlankIcon = g_pObjectiveResource->GetIconForTeam( index, TEAM_UNASSIGNED );
}
const char *szMatName = GetMaterialNameFromIndex( iBlankIcon );
vgui::surface()->DrawSetTextureFile( m_iCPTextures[index], szMatName, true, false );
Vector2D uv11( uv1, uv1 );
Vector2D uv21( uv2, uv1 );
Vector2D uv22( uv2, uv2 );
Vector2D uv12( uv1, uv2 );
vgui::Vertex_t vert[4];
vert[0].Init( Vector2D( flXPos, flYPos ), uv11 );
vert[1].Init( Vector2D( flXPos + flIconSize, flYPos ), uv21 );
vert[2].Init( Vector2D( flXPos + flIconSize, flYPos + flIconSize ), uv22 );
vert[3].Init( Vector2D( flXPos, flYPos + flIconSize ), uv12 );
vgui::surface()->DrawSetColor( Color(255,255,255,255) );
vgui::surface()->DrawTexturedPolygon( 4, vert );
// draw the real version in a circular swipe
float flPercentRemaining = ( flBombTime / DOD_BOMB_TIMER_LENGTH );
float flHalfWide = (float)flIconSize / 2.0f;
float flHalfTall = (float)flIconSize / 2.0f;
const float flCompleteCircle = ( 2.0f * M_PI );
const float fl90degrees = flCompleteCircle * 0.25f;
const float fl45degrees = fl90degrees * 0.5f;
float flEndAngle = flCompleteCircle * flPercentRemaining; // clockwise
typedef struct
{
Vector2D vecTrailing;
Vector2D vecLeading;
} icon_quadrant_t;
/*
Quadrants are numbered 0 - 7 counter-clockwise
_________________
| 0 | 7 |
| | |
| 1 | 6 |
-----------------
| 2 | 5 |
| | |
| 3 | 4 |
-----------------
*/
// Encode the leading and trailing edge of each quadrant
// in the range 0.0 -> 1.0
icon_quadrant_t quadrants[8];
quadrants[0].vecTrailing.Init( 0.5, 0.0 );
quadrants[0].vecLeading.Init( 0.0, 0.0 );
quadrants[1].vecTrailing.Init( 0.0, 0.0 );
quadrants[1].vecLeading.Init( 0.0, 0.5 );
quadrants[2].vecTrailing.Init( 0.0, 0.5 );
quadrants[2].vecLeading.Init( 0.0, 1.0 );
quadrants[3].vecTrailing.Init( 0.0, 1.0 );
quadrants[3].vecLeading.Init( 0.5, 1.0 );
quadrants[4].vecTrailing.Init( 0.5, 1.0 );
quadrants[4].vecLeading.Init( 1.0, 1.0 );
quadrants[5].vecTrailing.Init( 1.0, 1.0 );
quadrants[5].vecLeading.Init( 1.0, 0.5 );
quadrants[6].vecTrailing.Init( 1.0, 0.5 );
quadrants[6].vecLeading.Init( 1.0, 0.0 );
quadrants[7].vecTrailing.Init( 1.0, 0.0 );
quadrants[7].vecLeading.Init( 0.5, 0.0 );
szMatName = GetMaterialNameFromIndex( iOwnerIcon );
vgui::surface()->DrawSetTextureFile( m_iCPTextures[index], szMatName, true, false );
vgui::surface()->DrawSetColor( Color(255,255,255,255) );
Vector2D uvMid( 0.5, 0.5 );
Vector2D vecMid( flXPos + flHalfWide, flYPos + flHalfTall );
int j;
for ( j=0;j<=7;j++ )
{
float flMinAngle = j * fl45degrees;
float flAngle = clamp( flEndAngle - flMinAngle, 0, fl45degrees );
if ( flAngle <= 0 )
{
// past our quadrant, draw nothing
continue;
}
else
{
// draw our segment
vgui::Vertex_t vert[3];
// vert 0 is mid ( 0.5, 0.5 )
vert[0].Init( vecMid, uvMid );
int xdir = 0, ydir = 0;
switch( j )
{
case 0:
case 7:
//right
xdir = 1;
ydir = 0;
break;
case 1:
case 2:
//up
xdir = 0;
ydir = -1;
break;
case 3:
case 4:
//left
xdir = -1;
ydir = 0;
break;
case 5:
case 6:
//down
xdir = 0;
ydir = 1;
break;
}
Vector2D vec1;
Vector2D uv1;
// vert 1 is the variable vert based on leading edge
vec1.x = flXPos + quadrants[j].vecTrailing.x * flIconSize - xdir * tan(flAngle) * flHalfWide;
vec1.y = flYPos + quadrants[j].vecTrailing.y * flIconSize - ydir * tan(flAngle) * flHalfTall;
uv1.x = quadrants[j].vecTrailing.x - xdir * abs( quadrants[j].vecLeading.x - quadrants[j].vecTrailing.x ) * tan(flAngle);
uv1.y = quadrants[j].vecTrailing.y - ydir * abs( quadrants[j].vecLeading.y - quadrants[j].vecTrailing.y ) * tan(flAngle);
vert[1].Init( vec1, uv1 );
// vert 2 is our trailing edge
vert[2].Init( Vector2D( flXPos + quadrants[j].vecTrailing.x * flIconSize,
flYPos + quadrants[j].vecTrailing.y * flIconSize ),
quadrants[j].vecTrailing );
vgui::surface()->DrawTexturedPolygon( 3, vert );
}
}
if ( g_pObjectiveResource->IsBombBeingDefused( index ) )
{
float flSize = 0.75;
int iconX = (int)( flXPos + flIconSize * ( ( 1.0 - flSize ) / 2 ) );
int iconY = (int)( flYPos + flIconSize * ( ( 1.0 - flSize ) / 2 ) );
int iconW = (int)( flIconSize * flSize );
Color c(255,255,255,255);
m_pIconDefended->DrawSelf( iconX, iconY, iconW, iconW, c );
}
}
else
{
// Draw the owner's icon
if( iOwnerIcon != 0 )
{
const char *szMatName = GetMaterialNameFromIndex( iOwnerIcon );
vgui::surface()->DrawSetTextureFile( m_iCPTextures[index], szMatName, true, false );
/*
// re-enable if we want to have animating cp icons
// todo: framerate
IVguiMatInfo *pMat = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCPTextures[index] );
if ( !pMat )
return;
int iNumFrames = pMat->GetNumAnimationFrames();
IVguiMatInfoVar *m_pFrameVar;
bool bFound = false;
m_pFrameVar = pMat->FindVarFactory( "$frame", &bFound );
static int frame = 0;
if ( bFound )
{
frame++;
m_pFrameVar->SetIntValue( frame % iNumFrames );
}
*/
Vector2D uv11( uv1, uv1 );
Vector2D uv21( uv2, uv1 );
Vector2D uv22( uv2, uv2 );
Vector2D uv12( uv1, uv2 );
vgui::Vertex_t vert[4];
vert[0].Init( Vector2D( flXPos, flYPos ), uv11 );
vert[1].Init( Vector2D( flXPos + flIconSize, flYPos ), uv21 );
vert[2].Init( Vector2D( flXPos + flIconSize, flYPos + flIconSize ), uv22 );
vert[3].Init( Vector2D( flXPos, flYPos + flIconSize ), uv12 );
vgui::surface()->DrawSetColor( Color(255,255,255,255) );
vgui::surface()->DrawTexturedPolygon( 4, vert );
}
}
// see if there are players in the area
int iNumAllies = g_pObjectiveResource->GetNumPlayersInArea( index, TEAM_ALLIES );
int iNumAxis = g_pObjectiveResource->GetNumPlayersInArea( index, TEAM_AXIS );
int iCappingTeam = g_pObjectiveResource->GetCappingTeam( index );
// Draw bomb icons under cap points
if ( iBombsRequired > 0 )
{
int iBombsRemaining = g_pObjectiveResource->GetBombsRemaining( index );
bool bBombPlanted = g_pObjectiveResource->IsBombSetAtPoint( index );
int yIcon = ypos + flIconSize + YRES(2);
int iIconHalfWidth = XRES(5);
int iIconWidth = iIconHalfWidth * 2;
Color c(255,255,255,255);
switch( iBombsRequired )
{
case 1:
{
int xMid = xpos + ( flIconSize * 0.50f );
switch( iBombsRemaining )
{
case 0:
m_pExplodedIcon->DrawSelf( xMid - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
break;
case 1:
if ( bBombPlanted )
{
// draw the background behind 1
int alpha = (float)( abs( sin(2*gpGlobals->curtime) ) * 205.0 + 50.0 );
m_pC4PlantedBG->DrawSelf( xMid - iIconWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) );
}
m_pC4Icon->DrawSelf( xMid - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
break;
}
}
break;
case 2:
{
int xMid1 = xpos + ( flIconSize * 0.25f );
int xMid2 = xpos + ( flIconSize * 0.75f );
switch( iBombsRemaining )
{
case 0:
m_pExplodedIcon->DrawSelf( xMid1 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
m_pExplodedIcon->DrawSelf( xMid2 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
break;
case 1:
if ( bBombPlanted )
{
// draw the background behind 1
int alpha = (float)( abs( sin(2*gpGlobals->curtime) ) * 205.0 + 50.0 );
m_pC4PlantedBG->DrawSelf( xMid1 - iIconWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) );
}
m_pC4Icon->DrawSelf( xMid1 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
m_pExplodedIcon->DrawSelf( xMid2 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
break;
case 2:
if ( bBombPlanted )
{
// draw the background behind 2
int alpha = (float)( abs( sin(2*gpGlobals->curtime) ) * 205.0 + 50.0 );
m_pC4PlantedBG->DrawSelf( xMid2 - iIconWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) );
}
m_pC4Icon->DrawSelf( xMid1 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
m_pC4Icon->DrawSelf( xMid2 - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
break;
}
}
break;
default:
{
// general solution for > 2 bombs
if ( iBombsRemaining > 0 )
{
// draw a bomb icon, then a 'x 3' for how many there are remaining
if ( bBombPlanted )
{
// draw the background behind 2
int alpha = (float)( abs( sin( 2*gpGlobals->curtime) ) * 205.0 + 50.0 );
m_pC4PlantedBG->DrawSelf( xpos - iIconHalfWidth, yIcon - iIconHalfWidth, iIconWidth*2, iIconWidth*2, Color( 255,255,255,alpha) );
}
m_pC4Icon->DrawSelf( xpos, yIcon, iIconWidth, iIconWidth, c );
// draw text saying how many bombs there are
{
wchar_t wText[6];
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"x %d", iBombsRemaining );
vgui::surface()->DrawSetTextColor( g_PR->GetTeamColor( TEAM_SPECTATOR ) );
// set pos centered under icon
vgui::surface()->DrawSetTextPos( xpos + ( flIconSize * 0.50f ), yIcon + YRES(2) );
for ( wchar_t *wch = wText ; *wch != 0 ; wch++ )
{
vgui::surface()->DrawUnicodeChar( *wch );
}
}
}
else
{
int xMid = xpos + ( flIconSize * 0.50f );
m_pExplodedIcon->DrawSelf( xMid - iIconHalfWidth, yIcon, iIconWidth, iIconWidth, c );
}
}
break;
}
}
// see if one team is partially capping,
// should show a 1/2 under the cap icon
if ( iCappingTeam == TEAM_UNASSIGNED )
{
if ( iNumAllies > 0 && iNumAxis == 0 )
{
iCappingTeam = TEAM_ALLIES;
}
else if ( iNumAxis > 0 && iNumAllies == 0 )
{
iCappingTeam = TEAM_AXIS;
}
if ( iCappingTeam == TEAM_UNASSIGNED || iCappingTeam == g_pObjectiveResource->GetOwningTeam( index ) )
{
// no team is capping, even partially
// or the person in the area already owns it
xpos += ( m_nIconSize + m_nSeparatorWidth + m_nBackgroundOverlap * 2 );
continue;
}
}
// Draw the number of cappers below the icon
int numPlayers = g_pObjectiveResource->GetNumPlayersInArea( index, iCappingTeam );
int requiredPlayers = g_pObjectiveResource->GetRequiredCappers( index, iCappingTeam );
if ( requiredPlayers > 1 )
{
numPlayers = MIN( numPlayers, requiredPlayers );
wchar_t wText[6];
_snwprintf( wText, sizeof(wText)/sizeof(wchar_t), L"%d/%d", numPlayers, requiredPlayers );
vgui::surface()->DrawSetTextColor( g_PR->GetTeamColor( iCappingTeam ) );
// get string length
int len = g_pMatSystemSurface->DrawTextLen( m_hTextFont, "2/2" );
// set pos centered under icon
vgui::surface()->DrawSetTextPos( xpos + ( m_nIconSize / 2.0f ) - ( len / 2 ), ypos + flIconSize + m_nBackgroundOverlap + YRES( 2 ) ); // + 2 to account for the outlined box
for ( wchar_t *wch = wText ; *wch != 0 ; wch++ )
{
vgui::surface()->DrawUnicodeChar( *wch );
}
}
if ( g_pObjectiveResource->GetCappingTeam( index ) != TEAM_UNASSIGNED )
{
int iCapperIcon = g_pObjectiveResource->GetCPCappingIcon( index );
// Draw the capper's icon
if( iOwnerIcon != iCapperIcon && iCapperIcon != 0 )
{
// axis caps swipe from right to left...allied from left to right
bool bAxis = ( g_pObjectiveResource->GetCappingTeam(index) == TEAM_AXIS ) ? true : false;
//swipe!
float flCapPercentage = g_pObjectiveResource->GetCPCapPercentage(index);
// reversing the direction of the swipe effect
if ( bAxis )
{
flCapPercentage = 1.0f - g_pObjectiveResource->GetCPCapPercentage(index);
}
float width = ( flIconSize * flCapPercentage );
const char *szCappingMatName = GetMaterialNameFromIndex( iCapperIcon );
vgui::surface()->DrawSetTextureFile( m_iCPCappingTextures[index], szCappingMatName, true, false );
vgui::Vertex_t vert[4];
Vector2D uv11( uv1, uv1 );
Vector2D uv21( flCapPercentage, uv1 );
Vector2D uv22( flCapPercentage, uv2 );
Vector2D uv12( uv1, uv2 );
// reversing the direction of the swipe effect
if ( bAxis )
{
uv11.x = flCapPercentage;
uv21.x = uv2;
uv22.x = uv2;
uv12.x = flCapPercentage;
}
Vector2D upperLeft ( flXPos, flYPos );
Vector2D upperRight( flXPos + width, flYPos );
Vector2D lowerRight( flXPos + width, flYPos + flIconSize );
Vector2D lowerLeft ( flXPos, flYPos + flIconSize );
/// reversing the direction of the swipe effect
if ( bAxis )
{
upperLeft.x = flXPos + width;
upperRight.x = flXPos + flIconSize;
lowerRight.x = flXPos + flIconSize;
lowerLeft.x = flXPos + width;
}
vert[0].Init( upperLeft, uv11 );
vert[1].Init( upperRight, uv21 );
vert[2].Init( lowerRight, uv22 );
vert[3].Init( lowerLeft, uv12 );
vgui::surface()->DrawSetColor( Color(255,255,255,255) );
vgui::surface()->DrawTexturedPolygon( 4, vert );
}
}
xpos += ( m_nIconSize + m_nSeparatorWidth + m_nBackgroundOverlap * 2 );
}
}
}