NS/main/source/cl_dll/hud_redraw.cpp
pierow 2f6ddf68bb add 4 digit health and armor support
- fix armor number spacing
2024-05-10 16:24:44 -04:00

753 lines
18 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.
*
****/
//
// hud_redraw.cpp
//
#include <math.h>
#include "hud.h"
#include "cl_util.h"
#include "mod/AvHFont.h"
#include "vgui_TeamFortressViewport.h"
#include "common/com_model.h"
//#include "r_studioint.h"
#define MAX_LOGO_FRAMES 56
//extern engine_studio_api_t IEngineStudio;
int grgLogoFrame[MAX_LOGO_FRAMES] =
{
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,
16, 17, 18, 19, 20, 20, 20, 20, 20, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
29, 29, 29, 29, 29, 28, 27, 26, 25, 24, 30, 31
};
extern int g_iVisibleMouse;
float HUD_GetFOV( void );
extern cvar_t *sensitivity;
//extern cvar_t *cl_forcedefaultfov;
// Think
void CHud::Think(void)
{
float newfov;
HUDLIST *pList = m_pHudList;
while (pList)
{
if (pList->p->m_iFlags & HUD_ACTIVE)
pList->p->Think();
pList = pList->pNext;
}
newfov = HUD_GetFOV();
if ( newfov == 0 )
{
// m_iFOV = default_fov->value;
m_iFOV = 90;
}
else
{
m_iFOV = newfov;
}
//if(cl_forcedefaultfov->value)
//{
// m_iFOV = 90;
//}
// the clients fov is actually set in the client data update section of the hud
// Set a new sensitivity
//if ( m_iFOV == default_fov->value || CVAR_GET_FLOAT("senslock") == 1.0f)
if (m_iFOV == 90 || CVAR_GET_FLOAT("senslock") == 1.0f)
{
// reset to saved sensitivity
m_flMouseSensitivity = 0;
}
else
{
// set a new sensitivity that is proportional to the change from the FOV default
//m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
m_flMouseSensitivity = sensitivity->value * (newfov / 90.0f ) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
}
// think about default fov
if ( m_iFOV == 0 )
{ // only let players adjust up in fov, and only if they are not overriden by something else
//m_iFOV = max( default_fov->value, 90 );
m_iFOV = 90;
}
}
// Redraw
// step through the local data, placing the appropriate graphics & text as appropriate
// returns 1 if they've changed, 0 otherwise
int CHud :: Redraw( float flTime, int intermission )
{
m_fOldTime = m_flTime; // save time of previous redraw
m_flTime = flTime;
m_flTimeDelta = (double)m_flTime - m_fOldTime;
static int m_flShotTime = 0;
// Clock was reset, reset delta
if ( m_flTimeDelta < 0 )
m_flTimeDelta = 0;
bool bWantWidescreen = m_pCvarWidescreen->value != 0.0F;
if (bWantWidescreen != m_bIsWidescreen)
{
if (bWantWidescreen)
{
m_iConWidth = m_iConHeight * (ScreenWidth() / (float)ScreenHeight());
}
else
{
m_iConWidth = m_iRes;
}
m_flOffsetX = (ScreenWidth() - m_iConWidth * m_flScaleX) / 2.0F;
m_bIsWidescreen = bWantWidescreen;
}
// Bring up the scoreboard during intermission
if (gViewPort)
{
if ( m_iIntermission && !intermission )
{
// Have to do this here so the scoreboard goes away
m_iIntermission = intermission;
gViewPort->HideCommandMenu();
gViewPort->HideScoreBoard();
gViewPort->UpdateSpectatorPanel();
}
else if ( !m_iIntermission && intermission )
{
m_iIntermission = intermission;
gViewPort->HideCommandMenu();
gViewPort->HideVGUIMenu();
gViewPort->ShowScoreBoard();
gViewPort->UpdateSpectatorPanel();
// Take a screenshot if the client's got the cvar set
if ( CVAR_GET_FLOAT( "hud_takesshots" ) != 0 )
m_flShotTime = flTime + 1.0; // Take a screenshot in a second
}
}
if (m_flShotTime && m_flShotTime < flTime)
{
gEngfuncs.pfnClientCmd("snapshot\n");
m_flShotTime = 0;
}
m_iIntermission = intermission;
// if no redrawing is necessary
// return 0;
if ( m_pCvarDraw->value)
{
HUDLIST *pList = m_pHudList;
while (pList)
{
if ( !intermission )
{
if ( (pList->p->m_iFlags & HUD_ACTIVE) && (!(m_iHideHUDDisplay & HIDEHUD_CHAT) && !(m_iHideHUDDisplay & HIDEHUD_ALL)) )
pList->p->Draw(flTime);
}
else
{ // it's an intermission, so only draw hud elements that are set to draw during intermissions
if ( pList->p->m_iFlags & HUD_INTERMISSION )
pList->p->Draw( flTime );
}
pList = pList->pNext;
}
}
// are we in demo mode? do we need to draw the logo in the top corner?
if (m_iLogo)
{
int x, y, i;
if (m_hsprLogo == 0)
m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
SPR_Set(m_hsprLogo, 250, 250, 250 );
x = SPR_Width(m_hsprLogo, 0);
x = ScreenWidth() - x;
y = SPR_Height(m_hsprLogo, 0)/2;
// Draw the logo at 20 fps
int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
i = grgLogoFrame[iFrame] - 1;
SPR_DrawAdditive(i, x, y, NULL);
}
/*
if ( g_iVisibleMouse )
{
void IN_GetMousePos( int *mx, int *my );
int mx, my;
IN_GetMousePos( &mx, &my );
if (m_hsprCursor == 0)
{
char sz[256];
sprintf( sz, "sprites/cursor.spr" );
m_hsprCursor = SPR_Load( sz );
}
SPR_Set(m_hsprCursor, 250, 250, 250 );
// Draw the logo at 20 fps
SPR_DrawAdditive( 0, mx, my, NULL );
}
*/
return 1;
}
void ScaleColors( int &r, int &g, int &b, int a )
{
float x = (float)a / 255;
r = (int)(r * x);
g = (int)(g * x);
b = (int)(b * x);
}
int CHud::GetHudStringHeight()
{
/*
int theHeight = 0;
theHeight = gHUD.m_scrinfo.iCharHeight;
return theHeight;
*/
return mFont.GetStringHeight();
}
int CHud::GetHudStringWidth(const char* szIt)
{
/*
int theWidth = 0;
// draw the string until we hit the null character or a newline character
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
theWidth += gHUD.m_scrinfo.charWidths[ *szIt ];
}
return theWidth;
*/
return mFont.GetStringWidth(szIt);
}
int CHud::DrawHudStringCentered(int x, int y, int iMaxX, const char *szString, int r, int g, int b )
{
int theStringWidth = this->GetHudStringWidth(szString);
return this->DrawHudString(x - theStringWidth/2, y, iMaxX, szString, r, g, b);
}
int CHud :: DrawHudString(int xpos, int ypos, int iMaxX, const char *szIt, int r, int g, int b )
{
/*
// Try to prevent software-mode crash
int theStringHeight = this->GetHudStringHeight();
if((ypos + theStringHeight) < ScreenHeight())
{
// draw the string until we hit the null character or a newline character
for ( ; *szIt != 0 && *szIt != '\n'; szIt++ )
{
int next = xpos + gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
if ( next > iMaxX )
return xpos;
TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
xpos = next;
}
}
return xpos;
*/
return mFont.DrawString(xpos, ypos, szIt, r, g, b);
}
int CHud :: DrawHudNumberString( int xpos, int ypos, int iMinX, int iNumber, int r, int g, int b )
{
char szString[32];
sprintf( szString, "%d", iNumber );
return DrawHudStringReverse( xpos, ypos, iMinX, szString, r, g, b );
}
// draws a string from right to left (right-aligned)
int CHud :: DrawHudStringReverse( int xpos, int ypos, int iMinX, char *szString, int r, int g, int b )
{
/*
// find the end of the string
for ( char *szIt = szString; *szIt != 0; szIt++ )
{ // we should count the length?
}
// iterate throug the string in reverse
for ( szIt--; szIt != (szString-1); szIt-- )
{
int next = xpos - gHUD.m_scrinfo.charWidths[ *szIt ]; // variable-width fonts look cool
if ( next < iMinX )
return xpos;
xpos = next;
TextMessageDrawChar( xpos, ypos, *szIt, r, g, b );
}
return xpos;
*/
return mFont.DrawStringReverse(xpos, ypos, szString, r, g, b);
}
//// Old metod before scaling.
//int CHud :: DrawHudNumber( int x, int y, int iFlags, int iNumber, int r, int g, int b)
//{
// int iWidth = GetSpriteRect(m_HUD_number_0).right - GetSpriteRect(m_HUD_number_0).left;
// int k;
//
// if (iNumber > 0)
// {
// // SPR_Draw 100's
// if (iNumber >= 100)
// {
// k = iNumber/100;
// SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
// SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
// x += iWidth;
// }
// else if (iFlags & (DHN_3DIGITS))
// {
// //SPR_DrawAdditive( 0, x, y, &rc );
// x += iWidth;
// }
//
// // SPR_Draw 10's
// if (iNumber >= 10)
// {
// k = (iNumber % 100)/10;
// SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
// SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
// x += iWidth;
// }
// else if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
// {
// //SPR_DrawAdditive( 0, x, y, &rc );
// x += iWidth;
// }
//
// // SPR_Draw ones
// k = iNumber % 10;
// SPR_Set(GetSprite(m_HUD_number_0 + k), r, g, b );
// SPR_DrawAdditive(0, x, y, &GetSpriteRect(m_HUD_number_0 + k));
// x += iWidth;
// }
// else if (iFlags & DHN_DRAWZERO)
// {
// SPR_Set(GetSprite(m_HUD_number_0), r, g, b );
//
// // SPR_Draw 100's
// if (iFlags & (DHN_3DIGITS))
// {
// //SPR_DrawAdditive( 0, x, y, &rc );
// x += iWidth;
// }
//
// if (iFlags & (DHN_3DIGITS | DHN_2DIGITS))
// {
// //SPR_DrawAdditive( 0, x, y, &rc );
// x += iWidth;
// }
//
// // SPR_Draw ones
//
// SPR_DrawAdditive( 0, x, y, &GetSpriteRect(m_HUD_number_0));
// x += iWidth;
// }
//
// return x;
//}
// Toodles' sprite scaling with additional scaling option added.
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)
{
auto sprw = gEngfuncs.pfnSPR_Width(pic, frame);
auto sprh = gEngfuncs.pfnSPR_Height(pic, frame);
if (!rect)
{
static wrect_t rc;
rc.left = 0;
rc.right = sprw;
rc.top = 0;
rc.bottom = sprh;
rect = &rc;
}
float xf = x;
float yf = y;
auto width = (rect->right - rect->left) * scale;
auto height = (rect->bottom - rect->top) * scale;
switch (alignment)
{
case a_north:
case a_center:
case a_south:
xf -= width / 2.0F - 0.5F;
break;
case a_northeast:
case a_east:
case a_southeast:
xf -= width;
break;
}
switch (alignment)
{
case a_west:
case a_center:
case a_east:
yf -= height / 2.0F - 0.5F;
break;
case a_southwest:
case a_south:
case a_southeast:
yf -= height;
break;
}
//// No software mode in NS.
//if (!IEngineStudio.IsHardware())
//{
// x += m_flOffsetX;
// y += m_flOffsetY;
// ScaleColors(r, g, b, a);
// gEngfuncs.pfnSPR_Set(pic, r, g, b);
// // Toodles FIXME: Hack for the crosshair.
// if (alignment == a_center)
// {
// gEngfuncs.pfnSPR_DrawHoles(frame, x, y, rect);
// }
// else
// {
// gEngfuncs.pfnSPR_DrawAdditive(frame, x, y, rect);
// }
// return;
//}
auto pSprite = const_cast<model_t*>(gEngfuncs.GetSpritePointer(pic));
auto x1 = roundf(m_flOffsetX + xf * m_flScaleX);
auto y1 = roundf(m_flOffsetY + yf * m_flScaleY);
auto x2 = roundf(m_flOffsetX + (xf + width) * m_flScaleX);
auto y2 = roundf(m_flOffsetY + (yf + height) * m_flScaleY);
auto left = rect->left / (float)sprw;
auto right = rect->right / (float)sprw;
auto top = rect->top / (float)sprh;
auto bottom = rect->bottom / (float)sprh;
gEngfuncs.pTriAPI->SpriteTexture(pSprite, frame);
auto rendermode = kRenderTransAdd;
// Toodles FIXME: Hack for the crosshair.
if (alignment == a_center)
{
rendermode = kRenderTransAlpha;
}
gEngfuncs.pTriAPI->Color4fRendermode(r / 255.0F, g / 255.0F, b / 255.0F, a / 255.0F, rendermode);
gEngfuncs.pTriAPI->RenderMode(rendermode);
gEngfuncs.pTriAPI->Begin(TRI_QUADS);
gEngfuncs.pTriAPI->TexCoord2f(left, top);
gEngfuncs.pTriAPI->Vertex3f(x1, y1, 0);
gEngfuncs.pTriAPI->TexCoord2f(right, top);
gEngfuncs.pTriAPI->Vertex3f(x2, y1, 0);
gEngfuncs.pTriAPI->TexCoord2f(right, bottom);
gEngfuncs.pTriAPI->Vertex3f(x2, y2, 0);
gEngfuncs.pTriAPI->TexCoord2f(left, bottom);
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);
//}