Hud AngleSplit
This code is like the two image split for the ammo and health icons in ep1 (near the cross hair) but does it on an angle both on the left side and right side.
How it works
Result
Code
This assumes you all ready have a hud panel set up and ready to use. First thing to do is we need to define the two images:
Header:
private: CHudTexture *m_icon_rb; // right bracket, full CHudTexture *m_icon_lb; // left bracket, full
Constructor:
m_icon_lb = gHUD.GetIcon( "health_full" ); m_icon_lbe = gHUD.GetIcon( "health_empty" );
The names here refer to the texture defined in mod_textures.txt
Once we have this we need to add some code to the paint function:
int scaledW, scaledH, scaledDis, screenWide, screenTall, X1,Y1, X2, offset; offset = scheme()->GetProportionalScaledValue(100); //image width scaledW = scheme()->GetProportionalScaledValue(25); //image height scaledH = scheme()->GetProportionalScaledValue(100); //image indentation scaledDis = scheme()->GetProportionalScaledValue(200); GetHudSize(screenWide, screenTall); X = screenWide/2 - scaledDis - scaledW; Y = screenTall/2 - scaledH/2; m_icon_lbe->DrawScew_Left(X, Y, scaledW, scaledH, 1-HealthPer, true, offset); m_icon_lb->DrawScew_Left(X, Y, scaledW, scaledH, 1-HealthPer, false, offset);
This draws each element at pos X,Y with size scaledW, scaledH. Since these are health bars we have a health percent all ready defined.
The true false refers to which one they are (true for empty image and false for full) and the offset is the between the edge and the point (see pict above).
We need to add the new functions into hud.cpp/hud.h
For the header add:
void DrawScew_Left(int x, int y, int w, int h, float per, bool isTop, int offset) const; void DrawScew_Right(int x, int y, int w, int h, float per, bool isTop, int offset) const;
And the cpp file add:
void CHudTexture::DrawScew_Left(int tx, int ty, int tw, int th, float per, bool isTop, int offset) const { per = max(0, min(1,per)); vgui::surface()->DrawSetTexture( textureId ); vgui::surface()->DrawSetColor( Color(125,125,125,125) ); float x = (float)(tx); float y = (float)(ty); float w = (float)(tw); float h = (float)(th); if (!(per > 99 || per < 0)) { float sy = y+h-(per*h); float sx = x+w; float qy = y+h/2; float ydis_sq=qy-sy; float ydis_ef = (offset+w)/offset*ydis_sq; float ex = x; float ey = y+h/2-ydis_ef; float ratio_1 = (h/2.0-ydis_ef)/h; float ratio_2 = 1-per; if ( ey < y) { float q=x+w-(w*(sy-y))/(sy-ey); float ratio_3 = (q-x)/w; if (isTop) { vgui::Vertex_t points[3] = { vgui::Vertex_t( Vector2D((int)(q), (int)(y)), Vector2D(ratio_3,0)), vgui::Vertex_t( Vector2D((int)(x+w), (int)(y)), Vector2D(1,0) ), vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(1,ratio_2) ) }; vgui::surface()->DrawTexturedPolygon( 3, points); } else { vgui::Vertex_t points[5] = { vgui::Vertex_t( Vector2D((int)(x), (int)(y)), Vector2D(0,0) ), //top left vgui::Vertex_t( Vector2D((int)(q), (int)(y)), Vector2D(ratio_3,0) ), //top right vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(1,ratio_2) ), //bottom right vgui::Vertex_t( Vector2D((int)(w+x), (int)(y+h)), Vector2D(1,1) ), //bottom center vgui::Vertex_t( Vector2D((int)(x), (int)(y+h)), Vector2D(0,1) ) //bottom left }; vgui::surface()->DrawTexturedPolygon( 5, points); } } else if ( ey > (y+h)) { float o=ey-h-y; float q=x+(w*o/((y+h-sy)+o)); float ratio_3=(q-x)/w; if (isTop) { vgui::Vertex_t points[5] = { vgui::Vertex_t( Vector2D((int)(x), (int)(y)), Vector2D(0,0) ), //top left vgui::Vertex_t( Vector2D((int)(x+w), (int)(y)), Vector2D(1,0) ), //top right vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(1,ratio_2) ), //bottom right vgui::Vertex_t( Vector2D((int)(q), (int)(y+h)), Vector2D(ratio_3,1) ), //bottom center vgui::Vertex_t( Vector2D((int)(x), (int)(y+h)), Vector2D(0,1) ) //bottom left }; vgui::surface()->DrawTexturedPolygon( 5, points); } else { vgui::Vertex_t points[3] = { vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(1,ratio_2) ), vgui::Vertex_t( Vector2D((int)(x+w), (int)(y+h)), Vector2D(1,1)), vgui::Vertex_t( Vector2D((int)(q), (int)(y+h)), Vector2D(ratio_3,1) ) }; vgui::surface()->DrawTexturedPolygon( 3, points); } } else { if (isTop) { vgui::Vertex_t points[4] = { vgui::Vertex_t( Vector2D((int)(x), (int)(y)), Vector2D(0,0) ), vgui::Vertex_t( Vector2D((int)(x+w),(int)(y)), Vector2D(1,0) ), vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(1,ratio_2) ), vgui::Vertex_t( Vector2D((int)(ex), (int)(ey)), Vector2D(0,ratio_1) ) }; vgui::surface()->DrawTexturedPolygon( 4, points); } else { vgui::Vertex_t points[4] = { vgui::Vertex_t( Vector2D((int)(ex), (int)(ey)), Vector2D(0,ratio_1)), vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(1,ratio_2)), vgui::Vertex_t( Vector2D((int)(x+w),(int)(y+h)), Vector2D(1,1) ), vgui::Vertex_t( Vector2D((int)(x), (int)(y+h)), Vector2D(0,1) ) }; vgui::surface()->DrawTexturedPolygon( 4, points); } } } else { vgui::Vertex_t points[4] = { vgui::Vertex_t( Vector2D(x,y), Vector2D(0,0) ), vgui::Vertex_t( Vector2D(x+w, y), Vector2D(1,0) ), vgui::Vertex_t( Vector2D(x+w, y+(h)), Vector2D(1,1) ), vgui::Vertex_t( Vector2D(x, y+h), Vector2D(0,1) ) }; vgui::surface()->DrawTexturedPolygon( 4, points); } } void CHudTexture::DrawScew_Right(int tx, int ty, int tw, int th, float per, bool isTop, int offset) const { per = max(0, min(1,per)); vgui::surface()->DrawSetTexture( textureId ); vgui::surface()->DrawSetColor( Color(125,125,125,125) ); float x = (float)(tx); float y = (float)(ty); float w = (float)(tw); float h = (float)(th); if (!(per > 99 || per < 0)) { float sy = y+h-(per*h); float sx = x; float qy = y+h/2; float ydis_sq=qy-sy; float ydis_ef = (ydis_sq*(offset+w)/offset); float ex = x+w; float ey = y+h/2-ydis_ef; float ratio_1 = (h/2.0-ydis_ef)/h; float ratio_2 = 1-per; if ( ey < y) { //float q=x+((w*ey)/(h/2)); float q=x+(w-((w+offset)*(y-ey))/((y+h/2)-ey)); float ratio_3 = (q-x)/w; if (isTop) { vgui::Vertex_t points[3] = { vgui::Vertex_t( Vector2D((int)(q), (int)(y)), Vector2D(ratio_3,0)), vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(0,ratio_2) ), vgui::Vertex_t( Vector2D((int)(x), (int)(y)), Vector2D(0,0) ) }; vgui::surface()->DrawTexturedPolygon( 3, points); } else { vgui::Vertex_t points[5] = { vgui::Vertex_t( Vector2D((int)(q), (int)(y)), Vector2D(ratio_3,0) ), //top center vgui::Vertex_t( Vector2D((int)(x+w), (int)(y)), Vector2D(1,0) ), //top right vgui::Vertex_t( Vector2D((int)(w+x), (int)(y+h)), Vector2D(1,1) ), //bottom right vgui::Vertex_t( Vector2D((int)(x), (int)(y+h)), Vector2D(0,1) ), //bottom left vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(0,ratio_2) ) //top right }; vgui::surface()->DrawTexturedPolygon( 5, points); } } else if ( ey > (y+h)) { float q=x+w+((offset+w)*((y+h)-ey)/(ey-(h/2+y))); float ratio_3=(q-x)/w; if (isTop) { vgui::Vertex_t points[5] = { vgui::Vertex_t( Vector2D((int)(x), (int)(y)), Vector2D(0,0) ), //top left vgui::Vertex_t( Vector2D((int)(x+w), (int)(y)), Vector2D(1,0) ), //top right vgui::Vertex_t( Vector2D((int)(x+w), (int)(y+h)), Vector2D(1,1) ), //bottom right vgui::Vertex_t( Vector2D((int)(q), (int)(y+h)), Vector2D(ratio_3,1) ), //bottom center vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(0,ratio_2) ) //bottom left }; vgui::surface()->DrawTexturedPolygon( 5, points); } else { vgui::Vertex_t points[3] = { vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(0,ratio_2) ), vgui::Vertex_t( Vector2D((int)(q), (int)(y+h)), Vector2D(ratio_3,1) ), vgui::Vertex_t( Vector2D((int)(x), (int)(y+h)), Vector2D(0,1)) }; vgui::surface()->DrawTexturedPolygon( 3, points); } } else { if (isTop) { vgui::Vertex_t points[4] = { vgui::Vertex_t( Vector2D((int)(x), (int)(y)), Vector2D(0,0) ), vgui::Vertex_t( Vector2D((int)(x+w),(int)(y)), Vector2D(1,0) ), vgui::Vertex_t( Vector2D((int)(ex), (int)(ey)), Vector2D(1,ratio_1) ), vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(0,ratio_2) ) }; vgui::surface()->DrawTexturedPolygon( 4, points); } else { vgui::Vertex_t points[4] = { vgui::Vertex_t( Vector2D((int)(sx), (int)(sy)), Vector2D(0,ratio_2)), vgui::Vertex_t( Vector2D((int)(ex), (int)(ey)), Vector2D(1,ratio_1)), vgui::Vertex_t( Vector2D((int)(x+w),(int)(y+h)), Vector2D(1,1) ), vgui::Vertex_t( Vector2D((int)(x), (int)(y+h)), Vector2D(0,1) ) }; vgui::surface()->DrawTexturedPolygon( 4, points); } } } else { vgui::Vertex_t points[4] = { vgui::Vertex_t( Vector2D(x,y), Vector2D(0,0) ), vgui::Vertex_t( Vector2D(x+w, y), Vector2D(1,0) ), vgui::Vertex_t( Vector2D(x+w, y+(h)), Vector2D(1,1) ), vgui::Vertex_t( Vector2D(x, y+h), Vector2D(0,1) ) }; vgui::surface()->DrawTexturedPolygon( 4, points); } }