VGUI Health bar
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
- include "cbase.h"
- include "hud.h" # include "hud.h"
- include " hud_hull .h" # include "hud_hull. h"
- include "hud_macros.h" # include "hud_macros.h"
- include "c_sdk_player.h" # include "c_sdk_player.h"
- include "iclientmode.h" # include "iclientmode.h"
- include # include #include # include #include # include using namespace vgui; using namespace vgui;
- include "tier0/memdbgon.h" # include "tier0/memdbgon.h"
DECLARE_HUDELEMENT( CHudHull ); DECLARE_HUDELEMENT (CHudHull);
- define HULL_INIT 80 # define HULL_INIT 80
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
// Purpose: Constructor / / Purpose: Constructor
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
CHudHull::CHudHull( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudHull" ) CHudHull:: CHudHull (const char * pElementName): CHudElement (pElementName), BaseClass (NULL, "HudHull")
{ (
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)
return;
// Never below zero / / Never below zero
// newHull = local->GetHull(); / / NewHull = local-> GetHull ();
newHull = local->GetHealth(); newHull = local-> GetHealth ();
//DevMsg("Sheild at is at: %f\n",newShield); / / DevMsg ( "Sheild at is at:% f \ n", newShield);
// 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)
{ (
return;
} )
m_flHull = newHull; m_flHull = newHull;
} )
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
// Purpose: draws the power bar / / Purpose: draws the power bar
//------------------------------------------------------------------------ //------------------------------------------------ ------------------------
void CHudHull::Paint() void CHudHull:: Paint ()
{ (
// 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"));
} )
Then make a hud_hull.h file and put this in it
- if! defined (HUD_HULL_H)
- define HUD_HULL_H # define HUD_HULL_H
- ifdef _WIN32 # ifdef _WIN32
- pragma once # pragma once
- endif # endif
- include "hudelement.h" # include "hudelement.h"
- include "hud_numericdisplay.h" # include "hud_numericdisplay.h"
- include # include //----------------------------------------------------------------------------- //------------------------------------------------ -----------------------------
// Purpose: Shows the hull bar / / Purpose: Shows the hull bar
//----------------------------------------------------------------------------- //------------------------------------------------ -----------------------------
class CHudHull : public CHudElement, public vgui::Panel class CHudHull: public CHudElement, public vgui:: Panel
{ (
DECLARE_CLASS_SIMPLE( CHudHull, vgui::Panel ); DECLARE_CLASS_SIMPLE (CHudHull, vgui:: Panel);
public:
CHudHull( const char *pElementName ); CHudHull (const char * pElementName);
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
Then put this in 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"
} )