hl2_src-leak-2017/src/game/client/hud_controlpointicons.h

439 lines
12 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef HUD_CONTROLPOINTICONS_H
#define HUD_CONTROLPOINTICONS_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/AnimationController.h"
#include "vgui_controls/CircularProgressBar.h"
#include <vgui/ISurface.h>
#include "tf_controls.h"
#include "IconPanel.h"
#define PULSE_TIME_PER_ICON 1.5f
#define PULSE_RAMP_TIME 0.5
#define PULSE_REMAP_SIZE 6.0
#define FAKE_CAPTURE_TIME 5.0
#define FAKE_CAPTURE_POST_PAUSE 2.0
extern ConVar mp_capstyle;
extern ConVar mp_blockstyle;
#define STARTCAPANIM_SWOOP_LENGTH 0.4
#define STARTCAPANIM_ICON_SWITCH 0.15
#define FINISHCAPANIM_SWOOP_LENGTH 0.2
#define CAP_BOX_INDENT_X XRES(2)
#define CAP_BOX_INDENT_Y YRES(2)
#define CP_TEXTURE_COUNT 8
class CControlPointIcon;
// Options for how the cap progress teardrop positions itself around the cap point icon
enum
{
CP_DIR_N,
CP_DIR_NW,
CP_DIR_NE,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CControlPointCountdown : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CControlPointCountdown, vgui::EditablePanel );
public:
CControlPointCountdown(Panel *parent, const char *name);
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void PerformLayout();
virtual void OnTick( void );
void SetUnlockTime( float flTime );
float GetUnlockTime( void ){ return m_flUnlockTime; }
private:
bool m_bFire5SecRemain;
bool m_bFire4SecRemain;
bool m_bFire3SecRemain;
bool m_bFire2SecRemain;
bool m_bFire1SecRemain;
bool m_bFire0SecRemain;
int m_flUnlockTime;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CControlPointProgressBar : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CControlPointProgressBar, vgui::EditablePanel );
public:
CControlPointProgressBar(Panel *parent);
virtual void ApplySchemeSettings( IScheme *pScheme );
virtual void PerformLayout( void );
virtual void Paint( void );
virtual bool IsVisible( void );
virtual void Reset( void );
void SetupForPoint( CControlPointIcon *pIcon );
void UpdateBarText( void );
private:
CControlPointIcon *m_pAttachedToIcon;
vgui::CircularProgressBar *m_pBar;
vgui::Label *m_pBarText;
CIconPanel *m_pTeardrop;
CIconPanel *m_pTeardropSide;
CIconPanel *m_pBlocked;
int m_iOrgHeight;
int m_iMidGroupIndex;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CControlPointIconSwoop : public vgui::ImagePanel, public CGameEventListener
{
DECLARE_CLASS_SIMPLE( CControlPointIconSwoop, vgui::ImagePanel );
public:
CControlPointIconSwoop(Panel *parent, const char *name) : vgui::ImagePanel( parent, name )
{
SetImage( "../sprites/obj_icons/capture_highlight" );
SetShouldScaleImage( true );
ListenForGameEvent( "localplayer_changeteam" );
}
virtual void PaintBackground( void )
{
float flElapsedTime = (gpGlobals->curtime - m_flStartCapAnimStart);
if (GetImage())
{
surface()->DrawSetColor(255, 255, 255, 255);
int iYPos = RemapValClamped( flElapsedTime, 0, STARTCAPANIM_SWOOP_LENGTH, 0, GetTall() );
GetImage()->SetPos( 0, iYPos );
GetImage()->Paint();
}
// Once we've finished the swoop, go away
if ( flElapsedTime >= STARTCAPANIM_SWOOP_LENGTH )
{
SetVisible( false );
}
}
virtual bool IsVisible( void )
{
if ( IsInFreezeCam() == true )
return false;
return BaseClass::IsVisible();
}
void StartSwoop( void )
{
m_flStartCapAnimStart = gpGlobals->curtime;
}
void FireGameEvent( IGameEvent * event )
{
if ( FStrEq( "localplayer_changeteam", event->GetName() ) )
{
SetVisible( false );
}
}
private:
float m_flStartCapAnimStart;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CControlPointIconCapArrow : public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CControlPointIconCapArrow, vgui::Panel );
public:
CControlPointIconCapArrow( CControlPointIcon *pIcon, Panel *parent, const char *name);
virtual void Paint( void );
virtual bool IsVisible( void );
void SetImage( const char *pszImage )
{
m_pArrowMaterial = materials->FindMaterial( pszImage, TEXTURE_GROUP_VGUI );
}
private:
IMaterial *m_pArrowMaterial;
CControlPointIcon *m_pAttachedToIcon;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CControlPointIconCapturePulse : public vgui::ImagePanel
{
DECLARE_CLASS_SIMPLE( CControlPointIconCapturePulse, vgui::ImagePanel );
public:
CControlPointIconCapturePulse(Panel *parent, const char *name) : vgui::ImagePanel( parent, name )
{
SetImage( "../sprites/obj_icons/icon_obj_white" );
SetShouldScaleImage( true );
}
virtual void PaintBackground( void )
{
if ( m_flFinishCapAnimStart && gpGlobals->curtime > m_flFinishCapAnimStart )
{
float flElapsedTime = MAX( 0, (gpGlobals->curtime - m_flFinishCapAnimStart) );
if (GetImage())
{
surface()->DrawSetColor(255, 255, 255, 255);
int iSize = RemapValClamped( flElapsedTime, 0, FINISHCAPANIM_SWOOP_LENGTH, GetWide(), m_iShrinkSize );
GetImage()->SetPos( (GetWide() - iSize)*0.5, (GetTall() - iSize)*0.5 );
GetImage()->SetSize( iSize, iSize );
GetImage()->Paint();
}
// Once we've finished the swoop, go away
if ( flElapsedTime >= FINISHCAPANIM_SWOOP_LENGTH )
{
SetVisible( false );
}
}
}
void StartPulse( float flTime, int iShrinkSize )
{
m_flFinishCapAnimStart = flTime;
m_iShrinkSize = iShrinkSize;
if ( GetWide() < m_iShrinkSize )
{
SetWide( m_iShrinkSize );
}
}
virtual bool IsVisible( void )
{
if ( IsInFreezeCam() == true )
return false;
return BaseClass::IsVisible();
}
private:
float m_flFinishCapAnimStart;
int m_iShrinkSize;
};
//-----------------------------------------------------------------------------
// Purpose: The base image in the cap point icons that pulses.
//-----------------------------------------------------------------------------
class CControlPointIconPulseable : public vgui::ImagePanel
{
DECLARE_CLASS_SIMPLE( CControlPointIconPulseable, vgui::ImagePanel );
public:
CControlPointIconPulseable(Panel *parent, const char *name, int iIndex) : vgui::ImagePanel( parent, name )
{
SetShouldScaleImage( true );
m_pPulseImage = NULL;
m_iCPIndex = iIndex;
}
virtual void ApplySchemeSettings( IScheme *pScheme );
virtual void OnSizeChanged(int newWide, int newTall);
virtual void PaintBackground( void );
void StartPulsing( float flDelay, float flPulseTime, bool bAccelerate );
void StopPulsing( void );
virtual bool IsVisible( void )
{
if ( IsInFreezeCam() == true )
return false;
return BaseClass::IsVisible();
}
private:
int m_iCPIndex;
float m_flStartCapAnimStart;
float m_flPulseTime;
bool m_bAccelerateOverCapture;
IImage *m_pPulseImage;
};
//-----------------------------------------------------------------------------
// Purpose: A single icon that shows the state of one control point
//-----------------------------------------------------------------------------
class CControlPointIcon : public vgui::EditablePanel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CControlPointIcon, vgui::EditablePanel );
public:
CControlPointIcon( Panel *parent, const char *pName, int iIndex );
~CControlPointIcon( void );
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void PerformLayout( void );
void UpdateImage( void );
void UpdateCapImage( void );
bool IsPointLocked( void );
int GetCapIndex( void ) { return m_iCPIndex; }
void SetSwipeUp( bool bUp ) { m_bSwipeUp = bUp; }
bool ShouldSwipeUp( void ) { return m_bSwipeUp; }
int GetCapProgressDir( void ) { return m_iCapProgressDir; }
void SetCapProgressDir( int iDir ) { m_iCapProgressDir = iDir; }
void FakePulse( float flTime );
bool IsVisible( void );
virtual void Paint( void );
bool IsPointUnlockCountdownRunning( void );
virtual void FireGameEvent( IGameEvent *event );
void SetUnlockTime( float flTime )
{
if ( m_pCountdown )
{
m_pCountdown->SetUnlockTime( flTime );
}
}
void SetTimerTime( float flTime ); // used to display CCPTimerLogic countdowns
private:
virtual void OnTick();
private:
int m_iCPIndex;
vgui::ImagePanel *m_pOverlayImage;
CControlPointIconPulseable *m_pBaseImage;
CControlPointIconCapArrow *m_pCapImage;
DHANDLE< CControlPointIconSwoop > m_pCapHighlightImage;
DHANDLE< CControlPointIconCapturePulse > m_pCapPulseImage;
vgui::ImagePanel *m_pCapPlayerImage;
vgui::Label *m_pCapNumPlayers;
bool m_bSwipeUp;
float m_flStartCapAnimStart;
int m_iCapProgressDir;
int m_iPrevCappers;
bool m_bCachedLockedState;
bool m_bCachedCountdownState;
CControlPointCountdown *m_pCountdown;
DHANDLE< CExLabel > m_pCPTimerLabel; // used to display CCPTimerLogic countdowns
DHANDLE< vgui::ImagePanel > m_pCPTimerBG; // used to display CCPTimerLogic countdowns
float m_flCPTimerTime;
bool m_bRedText;
Color m_cRegularColor;
Color m_cHighlightColor;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudControlPointIcons : public CHudElement, public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CHudControlPointIcons, vgui::Panel );
CHudControlPointIcons( const char *pName );
virtual ~CHudControlPointIcons( void );
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void PerformLayout( void );
virtual void Paint();
virtual void Init();
virtual void Reset();
virtual bool IsVisible( void );
virtual void LevelShutdown( void );
virtual bool ShouldDraw( void )
{
return IsVisible();
}
virtual void FireGameEvent( IGameEvent *event );
void UpdateProgressBarFor( int iIndex );
void InitIcons();
void ShutdownIcons();
void DrawBackgroundBox( int xpos, int ypos, int nBoxWidth, int nBoxHeight, bool bCutCorner );
bool PaintTeamBaseIcon( int index, float flXPos, float flYPos, float flIconSize );
bool IsFakingCapture( int index = -1, bool *bMult = NULL, float *flFakeTime = NULL )
{
if ( m_bFakingCapture && m_flFakeCaptureTime < gpGlobals->curtime )
{
m_iCurrentCP = -1;
m_bFakingCapture = false;
m_bFakingCaptureMult = false;
}
if ( bMult) *bMult = m_bFakingCaptureMult;
if ( flFakeTime ) *flFakeTime = m_flFakeCaptureTime;
return (m_bFakingCapture && (index == -1 || index == m_iCurrentCP));
}
private:
int m_iCPTextures[CP_TEXTURE_COUNT];
int m_iCPCappingTextures[CP_TEXTURE_COUNT];
int m_iTeamBaseTextures[MAX_TEAMS];
int m_iBackgroundTexture;
Color m_clrBackground;
Color m_clrBorder;
int m_iCurrentCP; // the index of the control point the local is currently in
int m_iLastCP; // the index of the control point the local player was last in
// Capture faking for Intros
float m_flPulseTime;
bool m_bFakingCapture;
bool m_bFakingCaptureMult;
float m_flFakeCaptureTime;
CPanelAnimationVar( vgui::HFont, m_hTextFont, "ChatFont", "Default" );
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" );
CPanelAnimationVarAliasType( int, m_iIconSize, "iconsize", "24", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iIconGapWidth, "separator_width", "7", "proportional_int" );
CPanelAnimationVarAliasType( int, m_iIconGapHeight, "separator_height", "9", "proportional_int" );
CPanelAnimationVarAliasType( int, m_nHeightOffset, "height_offset", "0", "proportional_int" );
CUtlVector<CControlPointIcon *> m_Icons;
};
#endif // HUD_CONTROLPOINTICONS_H