VGUI Health bar: Difference between revisions
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==Code== | ==Code== | ||
First create a '''hud_hull.cpp''' in your CLIENT part your code.And paste this to hud_hull.cpp | First create a '''hud_hull.cpp''' in your CLIENT part your code.And paste this to hud_hull.cpp | ||
#include " hud_hull .h" # include " | <big>'''hud_hull.cpp'''</big> | ||
<pre> | |||
#include "cbase.h" | |||
#include "hud.h" | |||
#include "hud_hull. h" | |||
#include "hud_macros.h" | |||
#include "c_sdk_player.h" | |||
#include "iclientmode.h" | |||
using namespace vgui; | |||
#include " | #include "tier0/memdbgon.h" | ||
DECLARE_HUDELEMENT (CHudHull); | |||
# | # define HULL_INIT 80 | ||
//------------------------------------------------------------------------ | |||
// Purpose: Constructor | |||
//------------------------------------------------------------------------ | |||
CHudHull:: CHudHull (const char * pElementName) : | |||
CHudElement (pElementName), BaseClass (NULL, "HudHull") | |||
{ | |||
vgui:: Panel * pParent = g_pClientMode-> GetViewport (); | |||
SetParent (pParent); | |||
SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT); | |||
} | |||
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------ | //------------------------------------------------------------------------ | ||
// Purpose: | |||
//------------------------------------------------------------------------ | |||
void CHudHull:: Init() | |||
{ | |||
m_flHull = HULL_INIT; | |||
m_nHullLow = -1; | |||
SetBgColor (Color (0,0,0,128)); | |||
} | |||
//------------------------------------------------------------------------ // | //------------------------------------------------------------------------ | ||
// Purpose: | |||
//----------------------------------------------------------------------- | |||
CHudHull:: | void CHudHull:: Reset (void) | ||
{ | |||
Init(); | |||
} | |||
//------------------------------------------------------------------------ | |||
// Purpose: | |||
//------------------------------------------------------------------------ | |||
void CHudHull:: OnThink (void) | |||
{ | |||
float newHull = 0; | |||
C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer (); | |||
if (!local) | |||
return; | |||
// newHull = local->GetHull(); | // Never below zero | ||
// newHull = local->GetHull(); newHull = local->GetHealth(); | |||
// DevMsg("Sheild at is at: %f\n",newShield); | |||
// Only update the fade if we've changed health | |||
if (newHull == m_flHull) | |||
return; | |||
m_flHull = newHull; | |||
} | |||
//------------------------------------------------------------------------ | |||
// Purpose: draws the power bar | |||
//------------------------------------------------------------------------ | |||
{ | void CHudHull::Paint() | ||
{ | |||
// Get bar chunks | |||
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); | |||
int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f ); | |||
// Draw the suit power bar | |||
surface()->DrawSetColor (m_HullColor); | |||
int xpos = m_flBarInsetX, ypos = m_flBarInsetY; | |||
} | for (int i = 0; i < enabledChunks; i++) | ||
{ | |||
surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight); | |||
xpos + = (m_flBarChunkWidth + m_flBarChunkGap); | |||
} | |||
// Draw the exhausted portion of the bar. | |||
surface()->DrawSetColor(Color(m_HullColor [0], m_HullColor [1], m_HullColor [2], m_iHullDisabledAlpha)); | |||
for (int i = enabledChunks; i < chunkCount; i++) | |||
{ | |||
surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight); | |||
xpos += (m_flBarChunkWidth + m_flBarChunkGap); | |||
} | |||
// | // Draw our name | ||
surface()->DrawSetTextFont(m_hTextFont); | |||
surface()->DrawSetTextColor(m_HullColor); | |||
surface()->DrawSetTextPos(text_xpos, text_ypos); | |||
//- | //wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER"); | ||
surface()->DrawPrintText(L"HULL", wcslen(L"HULL")); | |||
} | |||
</pre> | |||
} | |||
</ | |||
==Then make a hud_hull.h file and put this in it== | ==Then make a hud_hull.h file and put this in it== | ||
# | <big>'''hud_hull.h'''</big> | ||
<pre> | |||
#if !defined HUD_HULL_H | |||
#define HUD_HULL_H | |||
#pragma once # | #ifdef _WIN32 | ||
#pragma once | |||
#endif | |||
# | #include "hudelement.h" | ||
#include "hud_numericdisplay.h" | |||
//----------------------------------------------------------------------------- | |||
// Purpose: Shows the hull bar | |||
//----------------------------------------------------------------------------- | |||
class CHudHull : public CHudElement, public vgui::Panel | |||
{ | |||
DECLARE_CLASS_SIMPLE(CHudHull, vgui::Panel); | |||
public: | |||
CHudHull(const char * pElementName); | |||
virtual void Init (void); | |||
virtual void Reset (void); | |||
virtual void OnThink (void); | |||
protected: | |||
virtual void Paint(); | |||
private: | |||
CPanelAnimationVar(Color, m_HullColor, "HullColor", "255 0 0 255"); | |||
CPanelAnimationVar(int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50"); | |||
CPanelAnimationVarAliasType(float, m_flBarInsetX, "BarInsetX", "26", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, m_flBarInsetY, "BarInsetY", "3", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, m_flBarWidth, "BarWidth", "84", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, m_flBarHeight, "BarHeight", "4", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float"); | |||
CPanelAnimationVar(vgui::HFont, m_hTextFont, "TextFont", "HUDBarText"); | |||
CPanelAnimationVarAliasType(float, text_xpos, "text_xpos", "2", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, text_ypos, "text_ypos", "2", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, text2_xpos, "text2_xpos", "8", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, text2_ypos, "text2_ypos", "40", "proportional_float"); | |||
CPanelAnimationVarAliasType(float, text2_gap, "text2_gap", "10", "proportional_float"); | |||
float m_flHull; | |||
int m_nHullLow; | |||
}; | |||
#endif // HUD_SUITPOWER_H | |||
</pre> | |||
==Then put this in HudLayout.res== | |||
<big>'''HudLayout.res'''</big> | |||
<pre> | |||
HudHull | HudHull | ||
Line 289: | Line 212: | ||
} ) | } ) | ||
</pre> | |||
[[Category:Programming]] [[Category:VGUI]] | [[Category:Programming]] [[Category:VGUI]] |
Revision as of 10:56, 16 February 2009
VGUI health bar
Well the VGUI Image Progress bar didn't help me mutch because i had problems with updating the Health bar.Buti found on a one russian website a Russian tutorial on how to make a VGUI Health Bar.This tutorial is purely a Copy N Paste tutorial.And it works on both EP1 and OB engines.
Code
First create a hud_hull.cpp in your CLIENT part your code.And paste this to hud_hull.cpp
hud_hull.cpp
#include "cbase.h" #include "hud.h" #include "hud_hull. h" #include "hud_macros.h" #include "c_sdk_player.h" #include "iclientmode.h" using namespace vgui; #include "tier0/memdbgon.h" DECLARE_HUDELEMENT (CHudHull); # define HULL_INIT 80 //------------------------------------------------------------------------ // Purpose: Constructor //------------------------------------------------------------------------ CHudHull:: CHudHull (const char * pElementName) : CHudElement (pElementName), BaseClass (NULL, "HudHull") { vgui:: Panel * pParent = g_pClientMode-> GetViewport (); SetParent (pParent); SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT); } //------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------ void CHudHull:: Init() { m_flHull = HULL_INIT; m_nHullLow = -1; SetBgColor (Color (0,0,0,128)); } //------------------------------------------------------------------------ // Purpose: //----------------------------------------------------------------------- void CHudHull:: Reset (void) { Init(); } //------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------ void CHudHull:: OnThink (void) { float newHull = 0; C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer (); if (!local) return; // Never below zero // newHull = local->GetHull(); newHull = local->GetHealth(); // DevMsg("Sheild at is at: %f\n",newShield); // Only update the fade if we've changed health if (newHull == m_flHull) return; m_flHull = newHull; } //------------------------------------------------------------------------ // Purpose: draws the power bar //------------------------------------------------------------------------ void CHudHull::Paint() { // Get bar chunks int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f ); // Draw the suit power bar surface()->DrawSetColor (m_HullColor); int xpos = m_flBarInsetX, ypos = m_flBarInsetY; for (int i = 0; i < enabledChunks; i++) { surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight); xpos + = (m_flBarChunkWidth + m_flBarChunkGap); } // Draw the exhausted portion of the bar. surface()->DrawSetColor(Color(m_HullColor [0], m_HullColor [1], m_HullColor [2], m_iHullDisabledAlpha)); for (int i = enabledChunks; i < chunkCount; i++) { surface()->DrawFilledRect(xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight); xpos += (m_flBarChunkWidth + m_flBarChunkGap); } // Draw our name surface()->DrawSetTextFont(m_hTextFont); surface()->DrawSetTextColor(m_HullColor); surface()->DrawSetTextPos(text_xpos, text_ypos); //wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER"); surface()->DrawPrintText(L"HULL", wcslen(L"HULL")); }
Then make a hud_hull.h file and put this in it
hud_hull.h
#if !defined HUD_HULL_H #define HUD_HULL_H #ifdef _WIN32 #pragma once #endif #include "hudelement.h" #include "hud_numericdisplay.h" //----------------------------------------------------------------------------- // Purpose: Shows the hull bar //----------------------------------------------------------------------------- class CHudHull : public CHudElement, public vgui::Panel { DECLARE_CLASS_SIMPLE(CHudHull, vgui::Panel); public: CHudHull(const char * pElementName); virtual void Init (void); virtual void Reset (void); virtual void OnThink (void); protected: virtual void Paint(); private: CPanelAnimationVar(Color, m_HullColor, "HullColor", "255 0 0 255"); CPanelAnimationVar(int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50"); CPanelAnimationVarAliasType(float, m_flBarInsetX, "BarInsetX", "26", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarInsetY, "BarInsetY", "3", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarWidth, "BarWidth", "84", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarHeight, "BarHeight", "4", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float"); CPanelAnimationVarAliasType(float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float"); CPanelAnimationVar(vgui::HFont, m_hTextFont, "TextFont", "HUDBarText"); CPanelAnimationVarAliasType(float, text_xpos, "text_xpos", "2", "proportional_float"); CPanelAnimationVarAliasType(float, text_ypos, "text_ypos", "2", "proportional_float"); CPanelAnimationVarAliasType(float, text2_xpos, "text2_xpos", "8", "proportional_float"); CPanelAnimationVarAliasType(float, text2_ypos, "text2_ypos", "40", "proportional_float"); CPanelAnimationVarAliasType(float, text2_gap, "text2_gap", "10", "proportional_float"); float m_flHull; int m_nHullLow; }; #endif // HUD_SUITPOWER_H
Then put this in HudLayout.res
HudLayout.res
HudHull { ( "fieldName" "HudHull" "fieldName" "HudHull" "visible" "1" "visible" "1" "enabled" "1" "enabled" "1" "xpos" "12" "xpos" "12" "ypos" "420" "ypos" "420" "wide" "120" "wide" "120" "tall" "10" "tall" "10" "text_xpos" "5" "text_xpos" "5" "text_ypos" "2" "text_ypos" "2" "TextColor" "0 255 0 80" "TextColor" "0 255 0 80" "PaintBackgroundType" "2" "PaintBackgroundType" "2" } )