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
<code>
# include "cbase.h"


#include "hud.h" # include "hud.h"


#include " hud_hull .h" # include "hud_hull. h"  
<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"  


#include "hud_macros.h" # include "hud_macros.h"
using namespace vgui;


#include "c_sdk_player.h" # include "c_sdk_player.h"  
#include "tier0/memdbgon.h"  


#include "iclientmode.h" # include "iclientmode.h"
DECLARE_HUDELEMENT (CHudHull);


#include # include #include # include #include # include using namespace vgui; using namespace vgui;
# define HULL_INIT 80


#include "tier0/memdbgon.h" # include "tier0/memdbgon.h"
//------------------------------------------------------------------------
// Purpose: Constructor
//------------------------------------------------------------------------


DECLARE_HUDELEMENT( CHudHull ); DECLARE_HUDELEMENT (CHudHull);  
CHudHull:: CHudHull (const char * pElementName) :
CHudElement (pElementName), BaseClass (NULL, "HudHull")
{
vgui:: Panel * pParent = g_pClientMode-> GetViewport ();
SetParent (pParent);


#define HULL_INIT 80 # define HULL_INIT 80
SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT);
}


//------------------------------------------------------------------------ //------------------------------------------------ ------------------------  
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------


// Purpose: Constructor / / Purpose: Constructor
void CHudHull:: Init()
{
m_flHull = HULL_INIT;
m_nHullLow = -1;
SetBgColor (Color (0,0,0,128));
}


//------------------------------------------------------------------------ //------------------------------------------------ ------------------------  
//------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------


CHudHull::CHudHull( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudHull" ) CHudHull:: CHudHull (const char * pElementName): CHudElement (pElementName), BaseClass (NULL, "HudHull")  
void CHudHull:: Reset (void)
{
Init();
}


{ (
vgui::Panel *pParent = g_pClientMode->GetViewport(); vgui:: Panel * pParent = g_pClientMode-> GetViewport ();
SetParent( pParent ); SetParent (pParent);
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT ); SetHiddenBits (HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT);
} )
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
// Purpose: / / Purpose:
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
void CHudHull::Init( void ) void CHudHull:: Init (void)
{ (
m_flHull = HULL_INIT; m_flHull = HULL_INIT;
m_nHullLow = -1; m_nHullLow = -1;
SetBgColor(Color(0,0,0,128)); SetBgColor (Color (0,0,0,128));
} )
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
// Purpose: / / Purpose:
//----------------------------------------------------------------------- //------------------------------------------------ -----------------------
void CHudHull::Reset( void ) void CHudHull:: Reset (void)
{ (
Init(); Init ();
} )
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
// Purpose: / / Purpose:
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
void CHudHull::OnThink( void ) void CHudHull:: OnThink (void)
{ (
float newHull = 0; float newHull = 0;
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer(); C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer ();


if ( !local ) if (! local)
//------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------


return;  
void CHudHull:: OnThink (void)
{
float newHull = 0;
C_BasePlayer * local = C_BasePlayer:: GetLocalPlayer ();


// Never below zero / / Never below zero
if (!local)
return;


// newHull = local->GetHull(); / / NewHull = local-> GetHull ();  
// Never below zero
newHull = local->GetHealth(); newHull = local-> GetHealth ();  
// 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;


//DevMsg("Sheild at is at: %f\n",newShield); / / DevMsg ( "Sheild at is at:% f \ n", newShield);  
m_flHull = newHull;
}


// Only update the fade if we've changed health / / Only update the fade if we've changed health


if ( newHull == m_flHull ) if (newHull == m_flHull)
//------------------------------------------------------------------------
// Purpose: draws the power bar
//------------------------------------------------------------------------


{ (
void CHudHull::Paint()
{
// Get bar chunks


return;  
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);


m_flHull = newHull; m_flHull = newHull;  
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


// Purpose: draws the power bar / / Purpose: draws the power bar
surface()->DrawSetTextFont(m_hTextFont);
surface()->DrawSetTextColor(m_HullColor);
surface()->DrawSetTextPos(text_xpos, text_ypos);


//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
//wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER");


void CHudHull::Paint() void CHudHull:: Paint ()
surface()->DrawPrintText(L"HULL", wcslen(L"HULL"));
 
}
{ (
</pre>
 
// get bar chunks / / Get bar chunks
 
int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap); int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
 
int enabledChunks = (int)((float)chunkCount * (m_flHull / 100.0f) + 0.5f ); int enabledChunks = (int) ((float) chunkCount * (m_flHull / 100.0f) + 0.5f);
 
// draw the suit power bar / / Draw the suit power bar
 
surface()->DrawSetColor( m_HullColor ); surface () -> DrawSetColor (m_HullColor);
 
int xpos = m_flBarInsetX, ypos = m_flBarInsetY; int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
 
{for (int i = 0; i < enabledChunks; i++) (for (int i = 0; i <enabledChunks; i + +)
 
{ (
 
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); surface () -> DrawFilledRect (xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight);
 
xpos += (m_flBarChunkWidth + m_flBarChunkGap); xpos + = (m_flBarChunkWidth + m_flBarChunkGap);
 
}} ))
 
// draw the exhausted portion of the bar. / / Draw the exhausted portion of the bar.
 
surface()->DrawSetColor( Color( m_HullColor[0], m_HullColor[1], m_HullColor[2], m_iHullDisabledAlpha ) ); surface () -> DrawSetColor (Color (m_HullColor [0], m_HullColor [1], m_HullColor [2], m_iHullDisabledAlpha));
 
{for (int i = enabledChunks; i < chunkCount; i++) (for (int i = enabledChunks; i <chunkCount; i + +)
 
{ (
 
surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight ); surface () -> DrawFilledRect (xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight);
 
xpos += (m_flBarChunkWidth + m_flBarChunkGap); xpos + = (m_flBarChunkWidth + m_flBarChunkGap);
 
}} ))
 
// draw our name / / Draw our name
 
surface()->DrawSetTextFont(m_hTextFont); surface () -> DrawSetTextFont (m_hTextFont);
 
surface()->DrawSetTextColor(m_HullColor); surface () -> DrawSetTextColor (m_HullColor);
 
surface()->DrawSetTextPos(text_xpos, text_ypos); surface () -> DrawSetTextPos (text_xpos, text_ypos);
 
//wchar_t *tempString = vgui::localize()->Find("#Valve_Hud_AUX_POWER"); / / wchar_t * tempString = vgui:: localize () -> Find ( "# Valve_Hud_AUX_POWER");
 
 
surface()->DrawPrintText(L"HULL", wcslen(L"HULL")); surface () -> DrawPrintText (L "HULL", wcslen (L "HULL"));  
 
} )
</code>


==Then make a hud_hull.h file and put this in it==
==Then make a hud_hull.h file and put this in it==
<code>
# if! defined (HUD_HULL_H)


#define HUD_HULL_H # define HUD_HULL_H


#ifdef _WIN32 # ifdef _WIN32
<big>'''hud_hull.h'''</big>
<pre>
#if !defined HUD_HULL_H
#define HUD_HULL_H


#pragma once # pragma once
#ifdef _WIN32
#pragma once
#endif


#endif # endif
#include "hudelement.h"
#include "hud_numericdisplay.h"


#include "hudelement.h" # include "hudelement.h"
//-----------------------------------------------------------------------------
// Purpose: Shows the hull bar
//-----------------------------------------------------------------------------


#include "hud_numericdisplay.h" # include "hud_numericdisplay.h"
class CHudHull : public CHudElement, public vgui::Panel
{


#include # include //----------------------------------------------------------------------------- //------------------------------------------------ -----------------------------
DECLARE_CLASS_SIMPLE(CHudHull, vgui::Panel);


// Purpose: Shows the hull bar / / Purpose: Shows the hull bar
public:
CHudHull(const char * pElementName);


//----------------------------------------------------------------------------- //------------------------------------------------ -----------------------------
virtual void Init (void);
virtual void Reset (void);
virtual void OnThink (void);


class CHudHull : public CHudElement, public vgui::Panel class CHudHull: public CHudElement, public vgui:: Panel
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;


DECLARE_CLASS_SIMPLE( CHudHull, vgui::Panel ); DECLARE_CLASS_SIMPLE (CHudHull, vgui:: Panel);  
};


public:
#endif // HUD_SUITPOWER_H
</pre>


CHudHull( const char *pElementName ); CHudHull (const char * pElementName);
==Then put this in HudLayout.res==


virtual void Init( void ); virtual void Init (void);
virtual void Reset( void ); virtual void Reset (void);
virtual void OnThink( void ); virtual void OnThink (void);
protected:
virtual void Paint(); virtual void Paint ();
private:
CPanelAnimationVar( Color, m_HullColor, "HullColor", "255 0 0 255" ); CPanelAnimationVar (Color, m_HullColor, "HullColor", "255 0 0 255");
CPanelAnimationVar( int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50" ); CPanelAnimationVar (int, m_iHullDisabledAlpha, "HullDisabledAlpha", "50");
CPanelAnimationVarAliasType( float, m_flBarInsetX, "BarInsetX", "26", "proportional_float" ); CPanelAnimationVarAliasType (float, m_flBarInsetX, "BarInsetX", "26", "proportional_float");
CPanelAnimationVarAliasType( float, m_flBarInsetY, "BarInsetY", "3", "proportional_float" ); CPanelAnimationVarAliasType (float, m_flBarInsetY, "BarInsetY", "3", "proportional_float");
CPanelAnimationVarAliasType( float, m_flBarWidth, "BarWidth", "84", "proportional_float" ); CPanelAnimationVarAliasType (float, m_flBarWidth, "BarWidth", "84", "proportional_float");
CPanelAnimationVarAliasType( float, m_flBarHeight, "BarHeight", "4", "proportional_float" ); CPanelAnimationVarAliasType (float, m_flBarHeight, "BarHeight", "4", "proportional_float");
CPanelAnimationVarAliasType( float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float" ); CPanelAnimationVarAliasType (float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float");
CPanelAnimationVarAliasType( float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float" ); CPanelAnimationVarAliasType (float, m_flBarChunkGap, "BarChunkGap", "1", "proportional_float");
CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HUDBarText" ); CPanelAnimationVar (vgui:: HFont, m_hTextFont, "TextFont", "HUDBarText");
CPanelAnimationVarAliasType( float, text_xpos, "text_xpos", "2", "proportional_float" ); CPanelAnimationVarAliasType (float, text_xpos, "text_xpos", "2", "proportional_float");
CPanelAnimationVarAliasType( float, text_ypos, "text_ypos", "2", "proportional_float" ); CPanelAnimationVarAliasType (float, text_ypos, "text_ypos", "2", "proportional_float");
CPanelAnimationVarAliasType( float, text2_xpos, "text2_xpos", "8", "proportional_float" ); CPanelAnimationVarAliasType (float, text2_xpos, "text2_xpos", "8", "proportional_float");
CPanelAnimationVarAliasType( float, text2_ypos, "text2_ypos", "40", "proportional_float" ); CPanelAnimationVarAliasType (float, text2_ypos, "text2_ypos", "40", "proportional_float");
CPanelAnimationVarAliasType( float, text2_gap, "text2_gap", "10", "proportional_float" ); CPanelAnimationVarAliasType (float, text2_gap, "text2_gap", "10", "proportional_float");
float m_flHull; float m_flHull;
int m_nHullLow; int m_nHullLow;
}; );
#endif // HUD_SUITPOWER_H # endif / / HUD_SUITPOWER_H
</code>
==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" 

} )