NS/main/source/cl_dll/ammo_secondary.cpp
pierow c5153c4ab1 health and ammo HUD scaling
- Scale HUD with a modified version of @Toodles2You 's triapi HUD scaling
- Add commands for position, scale, and minimum alpha of heath and ammo
- Fixes sprite blurring
- Fixed nearby pixels bleeding in to the drawn sprites
- Fixed the health cross art being cut off at the edges
2024-04-29 20:14:01 -04:00

106 lines
3 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// ammo_secondary.cpp
//
// implementation of CHudAmmoSecondary class
//
#include "hud.h"
#include "cl_util.h"
#include <string.h>
#include <stdio.h>
int CHudAmmoSecondary :: Init( void )
{
gHUD.AddHudElem(this);
m_HUD_ammoicon = 0;
for ( int i = 0; i < MAX_SEC_AMMO_VALUES; i++ )
m_iAmmoAmounts[i] = -1; // -1 means don't draw this value
Reset();
return 1;
}
void CHudAmmoSecondary :: Reset( void )
{
m_fFade = 0;
}
int CHudAmmoSecondary :: VidInit( void )
{
return 1;
}
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;
gHUD.GetPrimaryHudColor(r, g, b);
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) );
gHUD.DrawHudSpriteIndex(m_HUD_ammoicon, x, y, r , g, b);
}
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);
gHUD.DrawHudFill(x, y, (AmmoWidth / 10), gHUD.m_iFontHeight, r, g ,b , MIN_ALPHA);
}
}
return 1;
}