mirror of
https://github.com/ENSL/NS.git
synced 2024-11-22 12:41:33 +00:00
2f6ddf68bb
- fix armor number spacing
753 lines
18 KiB
C++
753 lines
18 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// hud_redraw.cpp
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//
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#include <math.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "mod/AvHFont.h"
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#include "vgui_TeamFortressViewport.h"
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#include "common/com_model.h"
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//#include "r_studioint.h"
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#define MAX_LOGO_FRAMES 56
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//extern engine_studio_api_t IEngineStudio;
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int grgLogoFrame[MAX_LOGO_FRAMES] =
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{
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1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 13, 13, 13, 13, 13, 12, 11, 10, 9, 8, 14, 15,
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16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
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29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31
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};
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extern int g_iVisibleMouse;
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float HUD_GetFOV( void );
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extern cvar_t *sensitivity;
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//extern cvar_t *cl_forcedefaultfov;
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// Think
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void CHud::Think(void)
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{
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float newfov;
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HUDLIST *pList = m_pHudList;
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while (pList)
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{
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if (pList->p->m_iFlags & HUD_ACTIVE)
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pList->p->Think();
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pList = pList->pNext;
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}
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newfov = HUD_GetFOV();
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if ( newfov == 0 )
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{
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// m_iFOV = default_fov->value;
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m_iFOV = 90;
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}
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else
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{
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m_iFOV = newfov;
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}
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//if(cl_forcedefaultfov->value)
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//{
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// m_iFOV = 90;
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//}
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// the clients fov is actually set in the client data update section of the hud
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// Set a new sensitivity
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//if ( m_iFOV == default_fov->value || CVAR_GET_FLOAT("senslock") == 1.0f)
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if (m_iFOV == 90 || CVAR_GET_FLOAT("senslock") == 1.0f)
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{
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// reset to saved sensitivity
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m_flMouseSensitivity = 0;
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}
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else
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{
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// set a new sensitivity that is proportional to the change from the FOV default
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//m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
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m_flMouseSensitivity = sensitivity->value * (newfov / 90.0f ) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
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}
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// think about default fov
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if ( m_iFOV == 0 )
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{ // only let players adjust up in fov, and only if they are not overriden by something else
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//m_iFOV = max( default_fov->value, 90 );
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m_iFOV = 90;
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}
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}
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// Redraw
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// step through the local data, placing the appropriate graphics & text as appropriate
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// returns 1 if they've changed, 0 otherwise
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int CHud :: Redraw( float flTime, int intermission )
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{
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m_fOldTime = m_flTime; // save time of previous redraw
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m_flTime = flTime;
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m_flTimeDelta = (double)m_flTime - m_fOldTime;
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static int m_flShotTime = 0;
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// Clock was reset, reset delta
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if ( m_flTimeDelta < 0 )
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m_flTimeDelta = 0;
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bool bWantWidescreen = m_pCvarWidescreen->value != 0.0F;
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if (bWantWidescreen != m_bIsWidescreen)
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{
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if (bWantWidescreen)
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{
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m_iConWidth = m_iConHeight * (ScreenWidth() / (float)ScreenHeight());
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}
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else
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{
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m_iConWidth = m_iRes;
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}
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m_flOffsetX = (ScreenWidth() - m_iConWidth * m_flScaleX) / 2.0F;
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m_bIsWidescreen = bWantWidescreen;
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}
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// Bring up the scoreboard during intermission
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if (gViewPort)
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{
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if ( m_iIntermission && !intermission )
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{
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// Have to do this here so the scoreboard goes away
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m_iIntermission = intermission;
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gViewPort->HideCommandMenu();
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gViewPort->HideScoreBoard();
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gViewPort->UpdateSpectatorPanel();
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}
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else if ( !m_iIntermission && intermission )
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{
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m_iIntermission = intermission;
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gViewPort->HideCommandMenu();
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gViewPort->HideVGUIMenu();
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gViewPort->ShowScoreBoard();
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gViewPort->UpdateSpectatorPanel();
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// Take a screenshot if the client's got the cvar set
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if ( CVAR_GET_FLOAT( "hud_takesshots" ) != 0 )
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m_flShotTime = flTime + 1.0; // Take a screenshot in a second
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}
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}
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if (m_flShotTime && m_flShotTime < flTime)
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{
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gEngfuncs.pfnClientCmd("snapshot\n");
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m_flShotTime = 0;
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}
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m_iIntermission = intermission;
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// if no redrawing is necessary
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// return 0;
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if ( m_pCvarDraw->value)
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{
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HUDLIST *pList = m_pHudList;
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while (pList)
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{
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if ( !intermission )
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{
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if ( (pList->p->m_iFlags & HUD_ACTIVE) && (!(m_iHideHUDDisplay & HIDEHUD_CHAT) && !(m_iHideHUDDisplay & HIDEHUD_ALL)) )
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pList->p->Draw(flTime);
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}
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else
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{ // it's an intermission, so only draw hud elements that are set to draw during intermissions
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if ( pList->p->m_iFlags & HUD_INTERMISSION )
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pList->p->Draw( flTime );
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}
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pList = pList->pNext;
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}
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}
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// are we in demo mode? do we need to draw the logo in the top corner?
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if (m_iLogo)
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{
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int x, y, i;
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if (m_hsprLogo == 0)
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m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
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SPR_Set(m_hsprLogo, 250, 250, 250 );
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x = SPR_Width(m_hsprLogo, 0);
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x = ScreenWidth() - x;
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y = SPR_Height(m_hsprLogo, 0)/2;
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// Draw the logo at 20 fps
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int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
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i = grgLogoFrame[iFrame] - 1;
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SPR_DrawAdditive(i, x, y, NULL);
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}
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/*
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if ( g_iVisibleMouse )
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{
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void IN_GetMousePos( int *mx, int *my );
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int mx, my;
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IN_GetMousePos( &mx, &my );
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if (m_hsprCursor == 0)
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{
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char sz[256];
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sprintf( sz, "sprites/cursor.spr" );
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m_hsprCursor = SPR_Load( sz );
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}
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SPR_Set(m_hsprCursor, 250, 250, 250 );
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// Draw the logo at 20 fps
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SPR_DrawAdditive( 0, mx, my, NULL );
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}
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*/
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return 1;
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}
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void ScaleColors( int &r, int &g, int &b, int a )
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{
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float x = (float)a / 255;
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r = (int)(r * x);
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g = (int)(g * x);
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b = (int)(b * x);
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}
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int CHud::GetHudStringHeight()
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{
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/*
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int theHeight = 0;
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theHeight = gHUD.m_scrinfo.iCharHeight;
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return theHeight;
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*/
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return mFont.GetStringHeight();
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}
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int CHud::GetHudStringWidth(const char* szIt)
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{
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/*
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int theWidth = 0;
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// draw the string until we hit the null character or a newline character
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for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
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{
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theWidth += gHUD.m_scrinfo.charWidths[ *szIt ];
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}
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return theWidth;
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*/
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return mFont.GetStringWidth(szIt);
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}
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int CHud::DrawHudStringCentered(int x, int y, int iMaxX, const char *szString, int r, int g, int b )
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{
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int theStringWidth = this->GetHudStringWidth(szString);
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return this->DrawHudString(x - theStringWidth/2, y, iMaxX, szString, r, g, b);
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}
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int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, const char *szIt, int r, int g, int b )
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{
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/*
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// Try to prevent software-mode crash
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int theStringHeight = this->GetHudStringHeight();
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if((ypos + theStringHeight) < ScreenHeight())
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{
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// draw the string until we hit the null character or a newline character
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for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
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{
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int next = xpos + gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
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if ( next > iMaxX )
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return xpos;
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TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
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xpos = next;
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}
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}
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return xpos;
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*/
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return mFont.DrawString(xpos, ypos, szIt, r, g, b);
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}
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int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b )
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{
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char szString[32];
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sprintf( szString, "%d", iNumber );
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return DrawHudStringReverse( xpos, ypos, iMinX, szString, r, g, b );
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}
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// draws a string from right to left (right-aligned)
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int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
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{
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/*
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// find the end of the string
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for ( char *szIt = szString; *szIt != 0; szIt++ )
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{ // we should count the length?
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}
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// iterate throug the string in reverse
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for ( szIt--; szIt != (szString-1); szIt-- )
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{
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int next = xpos - gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
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if ( next < iMinX )
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return xpos;
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xpos = next;
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TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
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}
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return xpos;
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*/
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return mFont.DrawStringReverse(xpos, ypos, szString, r, g, b);
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}
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//// Old metod before scaling.
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//int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b)
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//{
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// int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
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// int k;
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//
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// if (iNumber > 0)
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// {
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// // SPR_Draw 100's
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// if (iNumber >= 100)
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// {
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// k = iNumber/100;
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// SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
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// SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
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// x += iWidth;
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// }
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// else if (iFlags & (DHN_3DIGITS))
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// {
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// //SPR_DrawAdditive( 0, x, y, &rc );
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// x += iWidth;
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// }
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//
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// // SPR_Draw 10's
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// if (iNumber >= 10)
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// {
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// k = (iNumber % 100)/10;
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// SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
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// SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
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// x += iWidth;
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// }
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// else if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
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// {
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// //SPR_DrawAdditive( 0, x, y, &rc );
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// x += iWidth;
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// }
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//
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// // SPR_Draw ones
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// k = iNumber % 10;
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// SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
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// SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
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// x += iWidth;
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// }
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// else if (iFlags & DHN_DRAWZERO)
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// {
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// SPR_Set(GetSprite(m_HUD_number_0), r, g, b );
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//
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// // SPR_Draw 100's
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// if (iFlags & (DHN_3DIGITS))
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// {
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// //SPR_DrawAdditive( 0, x, y, &rc );
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// x += iWidth;
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// }
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//
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// if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
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// {
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// //SPR_DrawAdditive( 0, x, y, &rc );
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// x += iWidth;
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// }
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//
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// // SPR_Draw ones
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//
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// SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0));
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// x += iWidth;
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// }
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//
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// return x;
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//}
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// Toodles' sprite scaling with additional scaling option added.
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void CHud::DrawHudSprite(AVHHSPRITE pic, int frame, wrect_t * rect, int x, int y, int r, int g, int b, int a, float scale, hudalign_e alignment)
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{
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auto sprw = gEngfuncs.pfnSPR_Width(pic, frame);
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auto sprh = gEngfuncs.pfnSPR_Height(pic, frame);
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if (!rect)
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{
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static wrect_t rc;
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rc.left = 0;
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rc.right = sprw;
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rc.top = 0;
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rc.bottom = sprh;
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rect = &rc;
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}
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float xf = x;
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float yf = y;
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auto width = (rect->right - rect->left) * scale;
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auto height = (rect->bottom - rect->top) * scale;
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switch (alignment)
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{
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case a_north:
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case a_center:
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case a_south:
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xf -= width / 2.0F - 0.5F;
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break;
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case a_northeast:
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case a_east:
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case a_southeast:
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xf -= width;
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break;
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}
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switch (alignment)
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{
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case a_west:
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case a_center:
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case a_east:
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yf -= height / 2.0F - 0.5F;
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break;
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case a_southwest:
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case a_south:
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case a_southeast:
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yf -= height;
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break;
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}
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//// No software mode in NS.
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//if (!IEngineStudio.IsHardware())
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//{
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// x += m_flOffsetX;
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// y += m_flOffsetY;
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// ScaleColors(r, g, b, a);
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// gEngfuncs.pfnSPR_Set(pic, r, g, b);
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// // Toodles FIXME: Hack for the crosshair.
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// if (alignment == a_center)
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// {
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// gEngfuncs.pfnSPR_DrawHoles(frame, x, y, rect);
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// }
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// else
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// {
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// gEngfuncs.pfnSPR_DrawAdditive(frame, x, y, rect);
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// }
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// return;
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//}
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auto pSprite = const_cast<model_t*>(gEngfuncs.GetSpritePointer(pic));
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auto x1 = roundf(m_flOffsetX + xf * m_flScaleX);
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auto y1 = roundf(m_flOffsetY + yf * m_flScaleY);
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auto x2 = roundf(m_flOffsetX + (xf + width) * m_flScaleX);
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auto y2 = roundf(m_flOffsetY + (yf + height) * m_flScaleY);
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auto left = rect->left / (float)sprw;
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auto right = rect->right / (float)sprw;
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auto top = rect->top / (float)sprh;
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auto bottom = rect->bottom / (float)sprh;
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gEngfuncs.pTriAPI->SpriteTexture(pSprite, frame);
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auto rendermode = kRenderTransAdd;
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// Toodles FIXME: Hack for the crosshair.
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if (alignment == a_center)
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{
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rendermode = kRenderTransAlpha;
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}
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gEngfuncs.pTriAPI->Color4fRendermode(r / 255.0F, g / 255.0F, b / 255.0F, a / 255.0F, rendermode);
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gEngfuncs.pTriAPI->RenderMode(rendermode);
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gEngfuncs.pTriAPI->Begin(TRI_QUADS);
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gEngfuncs.pTriAPI->TexCoord2f(left, top);
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gEngfuncs.pTriAPI->Vertex3f(x1, y1, 0);
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gEngfuncs.pTriAPI->TexCoord2f(right, top);
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gEngfuncs.pTriAPI->Vertex3f(x2, y1, 0);
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gEngfuncs.pTriAPI->TexCoord2f(right, bottom);
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gEngfuncs.pTriAPI->Vertex3f(x2, y2, 0);
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gEngfuncs.pTriAPI->TexCoord2f(left, bottom);
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gEngfuncs.pTriAPI->Vertex3f(x1, y2, 0);
|
|
|
|
gEngfuncs.pTriAPI->End();
|
|
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
|
|
}
|
|
|
|
//void CHud::DrawHudSprite(AVHHSPRITE pic, int frame, wrect_t* rect, int x, int y, hudcolor_e color, int a, hudalign_e alignment)
|
|
//{
|
|
// int r, g, b;
|
|
// GetColor(r, g, b, color);
|
|
// DrawHudSprite(pic, frame, rect, x, y, r, g, b, a, alignment);
|
|
//}
|
|
|
|
void CHud::DrawHudSpriteIndex(int index, int x, int y, int r, int g, int b, int a, float scale, hudalign_e alignment)
|
|
{
|
|
DrawHudSprite(GetSprite(index), 0, &GetSpriteRect(index), x, y, r, g, b, a, scale, alignment);
|
|
}
|
|
|
|
//void CHud::DrawHudSpriteIndex(int index, int x, int y, hudcolor_e color, int a, hudalign_e alignment)
|
|
//{
|
|
// int r, g, b;
|
|
// GetColor(r, g, b, color);
|
|
// DrawHudSprite(GetSprite(index), 0, &GetSpriteRect(index), x, y, r, g, b, a, alignment);
|
|
//}
|
|
|
|
void CHud::DrawHudFill(int x, int y, int w, int h, int r, int g, int b, int a, float scale)
|
|
{
|
|
x = roundf(m_flOffsetX + x * m_flScaleX);
|
|
y = roundf(m_flOffsetY + y * m_flScaleY);
|
|
w = roundf(w * m_flScaleX * scale);
|
|
h = roundf(h * m_flScaleY * scale);
|
|
|
|
gEngfuncs.pfnFillRGBA(x, y, w, h, r, g, b, a);
|
|
}
|
|
|
|
//void CHud::DrawHudFill(int x, int y, int w, int h, hudcolor_e color, int a)
|
|
//{
|
|
// int r, g, b;
|
|
// GetColor(r, g, b, color);
|
|
// DrawHudFill(x, y, w, h, r, g, b, a);
|
|
//}
|
|
|
|
//int CHud::DrawHudString(int xpos, int ypos, int iMaxX, const char* szIt, int r, int g, int b)
|
|
//{
|
|
// auto x1 = roundf(m_flOffsetX + xpos * m_flScaleX);
|
|
// auto y1 = roundf(m_flOffsetY + ypos * m_flScaleY);
|
|
// return (gEngfuncs.pfnDrawString(x1, y1, szIt, r, g, b) - m_flOffsetX) / m_flScaleX;
|
|
//}
|
|
|
|
//// draws a string from right to left (right-aligned)
|
|
//int CHud::DrawHudStringReverse(int xpos, int ypos, int iMinX, const char* szString, int r, int g, int b)
|
|
//{
|
|
// auto x1 = roundf(m_flOffsetX + xpos * m_flScaleX);
|
|
// auto y1 = roundf(m_flOffsetY + ypos * m_flScaleY);
|
|
// return (gEngfuncs.pfnDrawStringReverse(x1, y1, szString, r, g, b) - m_flOffsetX) / m_flScaleX;
|
|
//}
|
|
|
|
int CHud::DrawHudNumber(int x, int y, int iFlags, int iNumber, int r, int g, int b, int a, float scale, hudalign_e alignment)
|
|
{
|
|
int iWidth = (GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left) * scale;
|
|
int k;
|
|
|
|
if (iNumber > 0)
|
|
{
|
|
// Draw 1000's
|
|
if (iNumber >= 1000)
|
|
{
|
|
k = iNumber / 1000;
|
|
DrawHudSpriteIndex(m_HUD_number_0 + k, x, y, r, g, b, a, scale, alignment);
|
|
x += iWidth;
|
|
}
|
|
|
|
// SPR_Draw 100's
|
|
if (iNumber >= 100)
|
|
{
|
|
k = (iNumber % 1000) / 100;
|
|
DrawHudSpriteIndex(m_HUD_number_0 + k, x, y, r, g, b, a, scale, alignment);
|
|
x += iWidth;
|
|
}
|
|
else if ((iFlags & DHN_3DIGITS) != 0)
|
|
{
|
|
//SPR_DrawAdditive( 0, x, y, &rc );
|
|
x += iWidth;
|
|
}
|
|
|
|
// SPR_Draw 10's
|
|
if (iNumber >= 10)
|
|
{
|
|
k = (iNumber % 100) / 10;
|
|
DrawHudSpriteIndex(m_HUD_number_0 + k, x, y, r, g, b, a, scale, alignment);
|
|
x += iWidth;
|
|
}
|
|
else if ((iFlags & (DHN_3DIGITS | DHN_2DIGITS)) != 0)
|
|
{
|
|
//SPR_DrawAdditive( 0, x, y, &rc );
|
|
x += iWidth;
|
|
}
|
|
|
|
// SPR_Draw ones
|
|
k = iNumber % 10;
|
|
DrawHudSpriteIndex(m_HUD_number_0 + k, x, y, r, g, b, a, scale, alignment);
|
|
x += iWidth;
|
|
}
|
|
else if ((iFlags & DHN_DRAWZERO) != 0)
|
|
{
|
|
// SPR_Draw 100's
|
|
if ((iFlags & DHN_3DIGITS) != 0)
|
|
{
|
|
//SPR_DrawAdditive( 0, x, y, &rc );
|
|
x += iWidth;
|
|
}
|
|
|
|
if ((iFlags & (DHN_3DIGITS | DHN_2DIGITS)) != 0)
|
|
{
|
|
//SPR_DrawAdditive( 0, x, y, &rc );
|
|
x += iWidth;
|
|
}
|
|
|
|
// SPR_Draw ones
|
|
|
|
DrawHudSpriteIndex(m_HUD_number_0, x, y, r, g, b, a, scale, alignment);
|
|
x += iWidth;
|
|
}
|
|
|
|
return x;
|
|
}
|
|
|
|
//int CHud::DrawHudNumber(int x, int y, int iFlags, int iNumber, hudcolor_e color, int a, hudalign_e alignment)
|
|
//{
|
|
// int r, g, b;
|
|
// GetColor(r, g, b, color);
|
|
// return DrawHudNumber(x, y, iFlags, iNumber, r, g, b, a, alignment);
|
|
//}
|
|
|
|
int CHud::GetNumWidth( int iNumber, int iFlags )
|
|
{
|
|
if (iFlags & (DHN_3DIGITS))
|
|
return 3;
|
|
|
|
if (iFlags & (DHN_2DIGITS))
|
|
return 2;
|
|
|
|
if (iNumber <= 0)
|
|
{
|
|
if (iFlags & (DHN_DRAWZERO))
|
|
return 1;
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
if (iNumber < 10)
|
|
return 1;
|
|
|
|
if (iNumber < 100)
|
|
return 2;
|
|
|
|
return 3;
|
|
|
|
}
|
|
|
|
int CHud::GetHudNumberWidth(int number, int width, int flags, float scale)
|
|
{
|
|
const int digitWidth = (GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left) * scale;
|
|
|
|
int totalDigits = 0;
|
|
|
|
if (number > 0)
|
|
{
|
|
totalDigits = static_cast<int>(log10(number)) + 1;
|
|
}
|
|
else if ((flags & DHN_DRAWZERO) != 0)
|
|
{
|
|
totalDigits = 1;
|
|
}
|
|
|
|
totalDigits = max(totalDigits, width);
|
|
|
|
return totalDigits * digitWidth;
|
|
}
|
|
|
|
int CHud::DrawHudNumberReverse(int x, int y, int number, int flags, int r, int g, int b, int a, float scale, hudalign_e alignment)
|
|
{
|
|
if (number > 0 || (flags & DHN_DRAWZERO) != 0)
|
|
{
|
|
const int digitWidth = (GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left) * scale;
|
|
|
|
int remainder = number;
|
|
|
|
do
|
|
{
|
|
const int digit = remainder % 10;
|
|
const int digitSpriteIndex = m_HUD_number_0 + digit;
|
|
|
|
//This has to happen *before* drawing because we're drawing in reverse
|
|
x -= digitWidth;
|
|
|
|
DrawHudSpriteIndex(digitSpriteIndex, x, y, r, g, b, a, scale, alignment);
|
|
|
|
remainder /= 10;
|
|
} while (remainder > 0);
|
|
}
|
|
|
|
return x;
|
|
}
|
|
|
|
//int CHud::DrawHudNumberReverse(int x, int y, int number, int flags, hudcolor_e color, int a, hudalign_e alignment)
|
|
//{
|
|
// int r, g, b;
|
|
// GetColor(r, g, b, color);
|
|
// return DrawHudNumberReverse(x, y, number, flags, r, g, b, a, alignment);
|
|
//}
|
|
|
|
//int CHud::DrawHudString(const char* string, int x, int y)
|
|
//{
|
|
// auto x1 = roundf (m_flOffsetX + x * m_flScaleX);
|
|
// auto y1 = roundf (m_flOffsetY + y * m_flScaleY);
|
|
// return (gEngfuncs.pfnDrawConsoleString(x1, y1, (char*)string) - m_flOffsetX) / m_flScaleX;
|
|
//}
|
|
//
|
|
//void CHud::GetHudStringSize(const char* string, int& width, int& height)
|
|
//{
|
|
// gEngfuncs.pfnDrawConsoleStringLen(string, &width, &height);
|
|
// width /= m_flScaleX;
|
|
// height /= m_flScaleY;
|
|
//}
|
|
//
|
|
//int CHud::HudStringLen(const char* string)
|
|
//{
|
|
// int width, height;
|
|
// GetHudStringSize(string, width, height);
|
|
// return width;
|
|
//}
|
|
//
|
|
//void CHud::GetChatInputPosition(int& x, int& y)
|
|
//{
|
|
// x = roundf (m_flOffsetX + m_SayText.m_iBaseX * m_flScaleX);
|
|
// y = roundf (m_flOffsetY + (m_SayText.m_iBaseY + m_SayText.m_iLineHeight) * m_flScaleY);
|
|
//}
|