Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/engine/core/client/cl_hud.lua

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-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
local enabledHUDs = {
["CHudChat"] = true,
["CHudGMod"] = true
}
hook.Add( "HUDShouldDraw", "Quantum_RemoveDefualtHUD", function( hudid )
return enabledHUDs[hudid] ~= nil
end)
local scale = Quantum.Client.ResolutionScale
local barW, barH = 400 * scale, 25 * scale
local radius = 1.05 * scale
local padding = 5 * scale
local sw, sh = ScrW(), ScrH()
local function SetAlpha( color, alpha )
return Color( color.r, color.g, color.b, alpha )
end
local function renderStatHUD()
local hp = LocalPlayer():Health()
local lasthp = hp
local maxhp = LocalPlayer():GetMaxHealth()
-- Health border
surface.SetDrawColor( 0, 0, 0, 200 )
surface.DrawRect( sw/2 - barW/2, sh*0.9, barW, barH )
-- Health bar
surface.SetDrawColor( 168, 62, 50, 255 )
surface.DrawRect( ( sw/2 - barW/2 ) + padding/2, (sh*0.9) + padding/2, math.Clamp( (barW - padding) * hp/maxhp, 0, barW - padding ), barH - padding )
-- Health Text
surface.SetFont( "q_HUD" )
surface.SetTextColor( 255, 255, 255, 255 )
local hptxt = tostring( 100 * (hp/maxhp) .. "%" )
local txtW, txtH = surface.GetTextSize( hptxt )
surface.SetTextPos( ( ( sw/2 - txtW/2 ) + padding/2 ), ( ( sh*0.9 - txtH/3 ) ) )
surface.DrawText( hptxt )
-- Crosshair
if( Quantum.Client.ShowCrosshair ) then
surface.SetDrawColor( 255, 255, 255, 200 )
surface.DrawRect( sw/2 - radius, sh/2 - radius, radius*2, radius*2 )
end
end
local function renderItemInfoHUD()
local trace = LocalPlayer():GetEyeTraceNoCursor()
local entsNear = ents.FindInSphere( LocalPlayer():GetPos(), Quantum.ItemInfoDisplayMaxDistance )
for i, ent in pairs( entsNear ) do
if( ent:GetClass() == "q_item" ) then
local distance = LocalPlayer():GetPos():Distance( ent:GetPos() )
local distFrac = Lerp( distance/Quantum.ItemInfoDisplayMaxDistance, 1, 0 )
if( distance <= Quantum.ItemInfoDisplayMaxDistance ) then
local item = Quantum.Item.Get( ent:GetNWString( "q_item_id" ) ) || { name = "", rarity = { txt = "", color = Color( 0, 0, 0, 0 ) } }
local amount = ent:GetNWInt( "q_item_amount" ) || 1
local pos = ent:GetPos()
pos.z = pos.z + 20
local screenPos = pos:ToScreen()
local txtPadding = 20 * scale
local itemAmountTxt = ""
if( amount > 1 ) then itemAmountTxt = amount .. "x " end
local alphaFrac = distFrac
draw.SimpleText( itemAmountTxt .. item.name, "q_item_hud_title", screenPos.x, screenPos.y, SetAlpha( item.rarity.color, 255 * alphaFrac ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
draw.SimpleText( "Rarity: " .. item.rarity.txt, "q_item_hud_rarity", screenPos.x, screenPos.y + txtPadding, SetAlpha( item.rarity.color, 255 *alphaFrac ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
if( item.soulbound ) then
draw.SimpleText( "Soulbound", "q_item_hud_soulbound", screenPos.x, screenPos.y + txtPadding*2, Color( 235, 64, 52, 255 * alphaFrac ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
end
end
end
end
end
local handle
local function renderCharNamesHUD()
local trace = LocalPlayer():GetEyeTraceNoCursor()
local entsNear = ents.FindInSphere( LocalPlayer():GetPos(), Quantum.CharInfoDisplayDistance )
for i, ent in pairs( entsNear ) do
if( ent:IsPlayer() && ent != LocalPlayer() ) then
local distance = LocalPlayer():GetPos():Distance( ent:GetPos() )
local distFrac = Lerp( distance/Quantum.CharInfoDisplayDistance, 1, 0 )
if( distance <= Quantum.CharInfoDisplayDistance ) then
handle = util.GetPixelVisibleHandle()
local pixelVis = util.PixelVisible( ent:GetPos(), 20, handle )
print( ent:Nick(), pixelVis, ent:GetPos() )
--if( util.PixelVisible( ent:GetPos(), 5, handle ) > 0 ) then
local name = ent:GetNWString( "q_char_name" )
local pos = ent:GetPos()
pos.z = pos.z + 75
local screenPos = pos:ToScreen()
local txtPadding = 20 * scale
local alphaFrac = distFrac
draw.SimpleText( name, "q_char_hud_name", screenPos.x, screenPos.y, Color( 225, 225, 225, 255 * distFrac ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
--end
end
end
end
-- local ent = trace.Entity
-- if( ent:IsPlayer() ) then
-- local distance = LocalPlayer():GetPos():Distance( ent:GetPos() )
-- local distFrac = Lerp( distance/Quantum.CharInfoDisplayDistance, 1, 0 )
-- if( distance <= Quantum.CharInfoDisplayDistance ) then
-- local name = ent:GetNWString( "q_char_name" )
-- local pos = ent:GetPos()
-- pos.z = pos.z + 20
-- local screenPos = pos:ToScreen()
-- local txtPadding = 20 * scale
-- local alphaFrac = distFrac
-- draw.SimpleText( name, "q_char_hud_name", screenPos.x, screenPos.y, Color( 225, 225, 225, 255 * distFrac ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER )
-- end
-- end
end
local showRarities = {
[Quantum.Rarity.Rare] = true,
[Quantum.Rarity.Epic] = true,
[Quantum.Rarity.Legendary] = true
}
local function renderHaloAroundItems()
for i, item in pairs( ents.FindByClass( "q_item" ) ) do
local itemid = item:GetNWString( "q_item_id" )
local itemTbl = Quantum.Item.Get(itemid) || { rarity = Quantum.Rarity.Rare }
if( itemTbl != nil ) then
if( showRarities[itemTbl.rarity] ) then
halo.Add( { item }, SetAlpha( itemTbl.rarity.color, 255 ), 0, 0, 2, true, false )
end
end
end
end
hook.Add( "PreDrawHalos", "Quantum_Item_Halos", function()
renderHaloAroundItems()
end)
function GM:HUDPaint()
if( LocalPlayer():IsValid() ) then
if( !Quantum.Client.IsInMenu ) then
if( !LocalPlayer():Alive() ) then
surface.SetDrawColor( 0, 0, 0, 255 )
surface.DrawRect( 0, 0, sw, sh )
end
if( Quantum.Client.Config.EnableHUD ) then
if( LocalPlayer():Alive() ) then
renderStatHUD()
renderItemInfoHUD()
renderCharNamesHUD()
end
end
end
end
end
function GM:Think()
if( Quantum.Client.IsInMenu ) then
if( gui.IsGameUIVisible() ) then gui.HideGameUI() end -- hides the main menu for the player
if( !LocalPlayer():Alive() ) then
if( IsValid( Quantum.Client.CurMenu ) ) then
Quantum.Client.CurMenu:Close() -- closes the current open menu on death
end
end
end
end
hook.Add( "RenderScreenspaceEffects", "Quantum_HUD_RenderLowHealth", function()
if( !Quantum.Client.IsInMenu ) then
if( LocalPlayer():Health() / LocalPlayer():GetMaxHealth() <= 0.25 ) then
DrawMotionBlur( 0.4, 0.8, 0.1 )
DrawColorModify( {
[ "$pp_colour_addr" ] = 0,
[ "$pp_colour_addg" ] = 0,
[ "$pp_colour_addb" ] = 0,
[ "$pp_colour_brightness" ] = Lerp( LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), -0.25, 0 ),
[ "$pp_colour_contrast" ] = Lerp( LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0.2, 1 ),
[ "$pp_colour_colour" ] = Lerp( LocalPlayer():Health() / LocalPlayer():GetMaxHealth(), 0.8, 1 ),
[ "$pp_colour_mulr" ] = 0,
[ "$pp_colour_mulg" ] = 0,
[ "$pp_colour_mulb" ] = 0
} )
end
end
end)