VGUI Health bar

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Overview

This tutorial will show you how to make a VGUI Health Bar implementation. This is a simple copy and paste tutorial and works on EP1, OB and 2013 engines.

Code

First create hud_hull.cpp and hud_hull.h in your CLIENT project then paste these files into them:

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()
{
	Reset();
}

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

void CHudHull:: Reset (void)
{
	m_flHull = HULL_INIT;
	m_nHullLow = -1;
	SetBgColor (Color (0,0,0,128));
}


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

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

	if (!local)
		return;

	// Never below zero 
	newHull = max(local->GetHealth(), 0);

	// 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"));
}

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

HudLayout.res

Now add this to your HudLayout.res file in the scripts folder, located in your mod directory:

HudHull
{

	"fieldName" "HudHull"
	"visible" "1"
	"enabled" "1"
	"xpos" "12"
	"ypos" "420"
	"wide" "120"
	"tall" "10"
	"text_xpos" "5"
	"text_ypos" "2"
	"TextColor" "0 255 0 80"
	"PaintBackgroundType" "2"

}

Non-Scratch Build Fix

Simply change the includes in hud_hull.cpp from:

#include "cbase.h" 
#include "hud.h" 
#include "hud_hull.h" 
#include "hud_macros.h" 
#include "c_sdk_player.h" 
#include "iclientmode.h"

to:

#include "cbase.h" 
#include "hud.h" 
#include "hud_macros.h" 
#include "c_baseplayer.h" 
#include "hud_hull.h" 
#include "iclientmode.h" 
#include "vgui/ISurface.h"

The Health bar should now work in a Single Player Non-Scratch Build mod.