source-sdk-2013-mapbase/sp/src/game/client/hud.h
Blixibon c448f194ae Mapbase v5.0
- Added keyvalue to hl2_gamerules which allows respawning in singleplayer
- Added the game instructor system (including env_instructor_hint) from later Valve games using a VDC tutorial which adjusts the version from the Alien Swarm SDK to FPS rules and a Source 2013 environment; Also added new KV and icons for further control from mappers (tutorial mentioned by Maestra Fenix)
- Added L4D/TF2 glows + point_glow entity as an all-purpose SDK-based off-shoot of tf_glow
- Fixed weapon pickup sound not playing (reported by Sl0th and later Cvoxulary)
- Fixed env_projectedtextures not updating on save/load
- Added func_fake_worldportal, a spatial point_camera inspired by linked_portal_door based on SDK code alone (WIP, may be changed a lot in future updates)
- Added option for point_camera and func_reflective_glass to use different render targets, therefore allowing multiple cameras and mirrors to be active at the same time
- Added additional RT camera textures to choose from with a default of 3, but also controllable through a -numcameratextures command line param
- Added adjustable convars for main view NearZ and skybox NearZ (suggested by someone recently, also suggested by Klems over a year ago)
- Fixed map-specific localization files, cleaned up map-specific file code
- Added a new block to gameinfo.txt which allows mods to automatically append their own command line parameters
- Fixed math_lightpattern corruption when setting pattern/style while active
- Fixed the "Touch" input crashing when given no entity
- Added a way to add EFlags via keyvalue (suggested by Niker107)
- Fixed ai_script_conditions not working without a NPC actor (reported by MetroHam)
- Fixed point_radiation_source causing huge problems when intensity is 0, even though it was already advised against (reported by beefbacon)
- Added "Mapbase" header to Mapbase-specific code files
- Fixed an issue with updating sky_camera not obtaining area correctly, causing some entities to not draw in the skybox
- Added "CopyFogController" and "CopyFogControllerWithScale" inputs to sky_camera, which copy fog parameters directly from a fog controller
- Added "SetScale" input to sky_camera for live scale changing
- Added convar to control player crouch speed multiplier (suggested by ArtyIF)
- Added a ton of fixes for people running the Debug configuration of the codebase (partial credit to stepa2)
- Added support for pre-defined enums and constants in VScript, starting with various values from the SDK code (damage types, trace masks, etc.)
- Added limited support for Valve's Quaternion class in VScript
- Added new instance helper capabilities, destructible game instances, and other misc. changes to VScript library
- Replaced most of the VScript "accessor" classes with direct references to the original classes, as they were getting complicated fast and adding new VScript-only functions to the original classes might not be as bad as previously thought
- Added base NPC hooks for AI sensing in VScript (allows control over sight and hearing), also exposed CSound for it
- Added various functions and hooks for VPhysics integration in VScript
- Added VScript-based custom suit devices
- Expanded trace info exposed to VScript to allow plane and surface access (suggested by krassell)
- Added ability to insert localization strings through VScript
- Added various misc. VScript functions with various purposes, including reading/writing EFlags, movetypes, collision groups, etc.
- Fixed VBSP not being able to correctly parse parallax corrected cubemaps in maps with instances
2020-08-14 21:21:25 +00:00

238 lines
6.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CHud handles the message, calculation, and drawing the HUD
//
// $NoKeywords: $
//=============================================================================//
#ifndef HUD_H
#define HUD_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utldict.h"
#include "convar.h"
#include <vgui/VGUI.h>
#include <Color.h>
#include <bitbuf.h>
namespace vgui
{
class IScheme;
}
// basic rectangle struct used for drawing
typedef struct wrect_s
{
int left;
int right;
int top;
int bottom;
} wrect_t;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CHudTexture
{
public:
CHudTexture();
CHudTexture& operator =( const CHudTexture& src );
virtual ~CHudTexture();
int Width() const
{
return rc.right - rc.left;
}
int Height() const
{
return rc.bottom - rc.top;
}
// causes the font manager to generate the glyph, prevents run time hitches on platforms that have slow font managers
void Precache( void );
// returns width & height of icon with scale applied (scale is ignored if font is used to render)
int EffectiveWidth( float flScale ) const;
int EffectiveHeight( float flScale ) const;
void DrawSelf( int x, int y, const Color& clr ) const;
void DrawSelf( int x, int y, int w, int h, const Color& clr ) const;
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, Color clr ) const;
// new version to scale the texture over a finalWidth and finalHeight passed in
void DrawSelfCropped( int x, int y, int cropx, int cropy, int cropw, int croph, int finalWidth, int finalHeight, Color clr ) const;
char szShortName[ 64 ];
char szTextureFile[ 64 ];
bool bRenderUsingFont;
bool bPrecached;
char cCharacterInFont;
vgui::HFont hFont;
// vgui texture Id assigned to this item
int textureId;
// s0, t0, s1, t1
float texCoords[ 4 ];
// Original bounds
wrect_t rc;
};
#include "hudtexturehandle.h"
class CHudElement;
class CHudRenderGroup;
//-----------------------------------------------------------------------------
// Purpose: Main hud manager
//-----------------------------------------------------------------------------
class CHud
{
public:
//For progress bar orientations
static const int HUDPB_HORIZONTAL;
static const int HUDPB_VERTICAL;
static const int HUDPB_HORIZONTAL_INV;
public:
CHud();
~CHud();
// Init's called when the HUD's created at DLL load
void Init( void );
// VidInit's called when the video mode's changed
void VidInit( void );
// Shutdown's called when the engine's shutting down
void Shutdown( void );
// LevelInit's called whenever a new level is starting
void LevelInit( void );
// LevelShutdown's called whenever a level is finishing
void LevelShutdown( void );
void ResetHUD( void );
// A saved game has just been loaded
void OnRestore();
void Think();
void ProcessInput( bool bActive );
void UpdateHud( bool bActive );
void InitColors( vgui::IScheme *pScheme );
// Hud element registration
void AddHudElement( CHudElement *pHudElement );
void RemoveHudElement( CHudElement *pHudElement );
// Search list for "name" and return the hud element if it exists
CHudElement *FindElement( const char *pName );
bool IsHidden( int iHudFlags );
float GetSensitivity();
float GetFOVSensitivityAdjust();
void DrawProgressBar( int x, int y, int width, int height, float percentage, Color& clr, unsigned char type );
void DrawIconProgressBar( int x, int y, CHudTexture *icon, CHudTexture *icon2, float percentage, Color& clr, int type );
CHudTexture *GetIcon( const char *szIcon );
// loads a new icon into the list, without duplicates
CHudTexture *AddUnsearchableHudIconToList( CHudTexture& texture );
CHudTexture *AddSearchableHudIconToList( CHudTexture& texture );
void RefreshHudTextures();
// User messages
void MsgFunc_ResetHUD(bf_read &msg);
void MsgFunc_SendAudio(bf_read &msg);
// Hud Render group
int LookupRenderGroupIndexByName( const char *pszGroupName );
bool LockRenderGroup( int iGroupIndex, CHudElement *pLocker = NULL );
bool UnlockRenderGroup( int iGroupIndex, CHudElement *pLocker = NULL );
bool IsRenderGroupLockedFor( CHudElement *pHudElement, int iGroupIndex );
int RegisterForRenderGroup( const char *pszGroupName );
int AddHudRenderGroup( const char *pszGroupName );
bool DoesRenderGroupExist( int iGroupIndex );
void SetScreenShotTime( float flTime ){ m_flScreenShotTime = flTime; }
public:
int m_iKeyBits;
#ifndef _XBOX
float m_flMouseSensitivity;
float m_flMouseSensitivityFactor;
#endif
float m_flFOVSensitivityAdjust;
Color m_clrNormal;
Color m_clrCaution;
Color m_clrYellowish;
CUtlVector< CHudElement * > m_HudList;
private:
void InitFonts();
void SetupNewHudTexture( CHudTexture *t );
bool m_bHudTexturesLoaded;
// Global list of known icons
CUtlDict< CHudTexture *, int > m_Icons;
CUtlVector< const char * > m_RenderGroupNames;
CUtlMap< int, CHudRenderGroup * > m_RenderGroups;
float m_flScreenShotTime; // used to take end-game screenshots
};
extern CHud gHUD;
//-----------------------------------------------------------------------------
// Purpose: CHudIcons
//-----------------------------------------------------------------------------
class CHudIcons
{
public:
CHudIcons();
~CHudIcons();
void Init();
void Shutdown();
CHudTexture *GetIcon( const char *szIcon );
// loads a new icon into the list, without duplicates
CHudTexture *AddUnsearchableHudIconToList( CHudTexture& texture );
CHudTexture *AddSearchableHudIconToList( CHudTexture& texture );
void RefreshHudTextures();
private:
void SetupNewHudTexture( CHudTexture *t );
bool m_bHudTexturesLoaded;
// Global list of known icons
CUtlDict< CHudTexture *, int > m_Icons;
};
CHudIcons &HudIcons();
//-----------------------------------------------------------------------------
// Global fonts used in the client DLL
//-----------------------------------------------------------------------------
extern vgui::HFont g_hFontTrebuchet24;
void LoadHudTextures( CUtlDict< CHudTexture *, int >& list, const char *szFilenameWithoutExtension, const unsigned char *pICEKey );
void GetHudSize( int& w, int &h );
#endif // HUD_H