DayZ 1.24
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Hud Class Reference
Inheritance diagram for Hud:
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Collaboration diagram for Hud:
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Protected Member Functions

void IngameHud ()
 
override void Init (Widget hud_panel_widget)
 
void InitBadgesAndNotifiers ()
 
void OnConnectionIconsSettingsChanged (bool enabled)
 
override void OnResizeScreen ()
 
override void Show (bool show)
 
override void ShowWalkieTalkie (bool show)
 
override void ShowWalkieTalkie (int fadeOutSeconds)
 
override void SetWalkieTalkieText (string text)
 
override void SetCursorIcon (string icon)
 
override void ShowCursor ()
 
override void HideCursor ()
 
override void SetCursorIconScale (string type, float percentage)
 
override void SetCursorIconOffset (string type, float x, float y)
 
override void SetCursorIconSize (string type, float x, float y)
 
override void DisplayNotifier (int key, int tendency, int status)
 
void DisplayTendencyNormal (int key, int tendency, int status)
 
void DisplayTendencyTemp (int key, int tendency, int status)
 
override void DisplayBadge (int key, int value)
 
override void SetTemperature (string temp)
 
void HideTemperature ()
 
override void SetStaminaBarVisibility (bool show)
 
void SetStomachState (int state)
 
override void SetStamina (int value, int range)
 
bool KeyPress (int key)
 
void ZeroingKeyPress ()
 
override void DisplayStance (int stance)
 
override void DisplayPresence ()
 
override void ShowVehicleInfo ()
 
override void HideVehicleInfo ()
 
void RefreshVehicleHud (float timeslice)
 
void InitQuickbar ()
 
InventoryQuickbar GetQuickbar ()
 
bool IsQuickbarVisible ()
 
bool IsHudVisible ()
 
override void UpdateQuickbarGlobalVisibility ()
 
void RefreshQuickbarVisibility ()
 
void RefreshHudVisibility ()
 
void UpdateSpecialtyMeter (float x, float y)
 
bool IsHideQuickbarPlayer ()
 
bool IsHideHudPlayer ()
 
override void ShowQuickbarUI (bool show)
 
override void ShowQuickbarPlayer (bool show)
 
override void ShowHudPlayer (bool show)
 
override void ShowHudUI (bool show)
 
override void ShowHudInventory (bool show)
 
override void ToggleHeatBufferPlusSign (bool show)
 
override void ShowQuickBar (bool show)
 global setting; is quickbar visibility allowed?
 
override void ShowHud (bool show)
 
bool GetQuickBarState ()
 
bool GetHudState ()
 
override void SetConnectivityStatIcon (EConnectivityStatType type, EConnectivityStatLevel level)
 
void SetLeftStatsVisibility (bool visible)
 eg. stamina bar...
 
override void RefreshQuickbar (bool itemChanged=false)
 
Widget GetHudPanelWidget ()
 
override void UpdateBloodName ()
 
void RefreshPlayerTags ()
 
void ShowPlayerTag (float timeslice)
 
override void Update (float timeslice)
 
override void SpawnHitDirEffect (DayZPlayer player, float hit_direction, float intensity_max)
 
void UpdateHitDirEffects (float timeslice)
 
void CleanupHitDirEffects ()
 
void Debug ()
 
void HideQuickbarTimer ()
 

Protected Attributes

const float FADE_IN_TIME = 0.3
 
const float FADE_OUT_TIME = 0.3
 
const float HIDE_MENU_TIME = 5
 
ref map< int, stringm_StatesWidgetNames
 
ref map< int, ImageWidgetm_StatesWidgets
 
ref map< ImageWidget, intm_TendencyStatusCritical
 
const float TENDENCY_BLINK_TIME = 0.25
 
float m_BlinkTime
 
ref map< int, stringm_BadgesWidgetNames
 
ref map< int, intm_BadgesSupportedLevels
 
ref map< int, intm_BadgesWidgetDisplay
 
ref map< int, ImageWidgetm_BadgesWidgets
 
bool m_AnyBadgeVisible
 
bool m_IsTemperatureVisible
 
float m_TemperatureTimer
 
float m_TemperatureShowTime = 30
 
ImageWidget m_HeatBufferPlus
 
bool m_IsStaminaVisible
 
float m_StaminaTimer
 
float m_StaminaShowTime = 0.15
 
ref map< int, stringm_VehicleGearTable
 
ref map< int, stringm_VehicleGearTableAuto
 
Widget m_HudPanelWidget
 
Widget m_LeftHudPanelWidget
 
Widget m_QuickbarWidget
 
ref InventoryQuickbar m_Quickbar
 
Widget m_VehiclePanel
 
ImageWidget m_VehicleRPMPointer
 
ImageWidget m_VehicleRPMDial
 
ImageWidget m_VehicleRPMRedline
 
ImageWidget m_VehicleSpeedPointer
 
Widget m_VehicleTemperatureIndicator
 
ImageWidget m_VehicleTemperaturePointer
 
ImageWidget m_VehicleTemperatureLight
 
ImageWidget m_VehicleFuelPointer
 
ImageWidget m_VehicleFuelLight
 
TextWidget m_VehicleSpeedValue
 
TextWidget m_VehicleCurrentGearValue
 
TextWidget m_VehicleNextGearValue
 
TextWidget m_VehiclePrevGearValue
 
ImageWidget m_VehicleBatteryLight
 
ImageWidget m_VehicleEngineLight
 
ImageWidget m_VehicleOilLight
 
ImageWidget m_VehicleHandBrakeLight
 
ImageWidget m_VehicleWheelLight
 
bool m_VehicleDamageZoneHitEngineState
 
float m_VehicleDamageZonesHitTimer
 
bool m_InVehicleAsDriver
 
CarScript m_CurrentVehicle
 
Widget m_GameStatusIconsPanel
 
ImageWidget m_HighPingA
 
ImageWidget m_HighPingB
 
ImageWidget m_LowServerPerfA
 
ImageWidget m_LowServerPerfB
 
ImageWidget m_ConnectionLost
 
Widget m_Notifiers
 
TextWidget m_BloodType
 
TextWidget m_BloodPosType
 
Widget m_BadgeNotifierDivider
 
Widget m_Badges
 
ref Timer m_HideTimer
 
ref WidgetFadeTimer m_FadeTimerCrosshair
 
ref WidgetFadeTimer m_FadeTimerActionCursor
 
ref WidgetFadeTimer m_FadeTimerZeroingOld
 
ref WidgetFadeTimer m_FadeTimerMagazineName
 
ref WidgetFadeTimer m_FadeTimerWeaponName
 
ref WidgetFadeTimer m_FadeTimerWeaponStats
 
ref WidgetFadeTimer m_FadeTimerQuickbar
 
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
 
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
 
ProgressBarWidget m_Stamina
 
Widget m_StaminaBackground
 
Widget m_Presence
 
Widget m_StanceProne
 
Widget m_StanceStand
 
Widget m_StanceStandWalk
 
Widget m_StanceCrouch
 
Widget m_StanceCar
 
Widget m_StancePanel
 
Widget m_PresenceLevel0
 
Widget m_PresenceLevel1
 
Widget m_PresenceLevel2
 
Widget m_PresenceLevel3
 
Widget m_PresenceLevel4
 
ref Timer myTimer
 
ref array< ref WidgetFadeTimer > m_FadeTimers = new array<ref WidgetFadeTimer>
 
Widget m_MouseSingleAction
 
Widget m_MouseContinuousAction
 
Widget m_RadialProgressBar1
 
Widget m_RadialProgressBarCrossHair
 
Widget m_RadialProgressBar
 
Widget m_CursorWidget
 
ImageWidget m_CursorIcon
 
Widget m_WalkieTalkie
 
Widget m_ActionWidget
 
TextWidget m_ActionDesc
 
TextWidget m_ActionItemDesc
 
ImageWidget m_ActionHealthMark
 
ProgressBarWidget m_ActionQuantityBar
 
Widget m_ActionQuantityBox
 
TextWidget m_ActionQuantityBoxText
 
ImageWidget m_ActionIcon
 
TextWidget m_ActionButtonText
 
Widget m_ActionIconFrame
 
Widget m_ActionMultipleItemsFrame
 
Widget m_ActionTarget
 
ActionTargetsCursor m_ActionTargetsCursor
 
ImageWidget m_PermanentCrossHair
 
bool m_HudHideUI
 
bool m_HudHidePlayer
 
bool m_HudInventory
 
bool m_HudState
 
bool m_QuickbarHideUI
 
bool m_QuickbarHidePlayer
 
bool m_QuickbarState
 
bool m_IsQuickbarVisible
 
bool m_IsHudVisible
 
bool m_Faded
 
bool m_ZeroingKeyPressed
 
Widget m_HitIndicatorUp
 
Widget m_HitIndicatorDown
 
Widget m_HitIndicatorLeft
 
Widget m_HitIndicatorRight
 
Widget m_HitIndicatorSingle
 
Widget m_SpecializatonPanel
 
Widget m_SpecializationIcon
 
ref array< ref HitDirectionEffectBasem_HitDirEffectArray
 
int m_VehicleGearCount = -1
 
float m_TimeSinceLastEngineLightChange
 
bool m_VehicleHasOil
 
bool m_VehicleHasCoolant
 
int m_PlayerSpineIndex
 
PlayerBase m_CurrentTaggedPlayer
 
Widget m_PlayerTag
 
TextWidget m_PlayerTagText
 

Private Member Functions

void Init (Widget hud_panel_widget)
 
void DisplayNotifier (int key, int tendency, int status)
 
void DisplayBadge (int key, int value)
 
void SetStamina (int value, int range)
 
void DisplayStance (int stance)
 
void DisplayPresence ()
 
void ShowCursor ()
 
void HideCursor ()
 
void SetCursorIcon (string icon)
 
void SetCursorIconScale (string type, float percentage)
 
void SetCursorIconOffset (string type, float x, float y)
 
void SetCursorIconSize (string type, float x, float y)
 
void ShowWalkieTalkie (bool show)
 
void ShowWalkieTalkie (int fadeOutSeconds)
 
void SetWalkieTalkieText (string text)
 
void RefreshQuickbar (bool itemChanged=false)
 
void Show (bool show)
 
void UpdateBloodName ()
 
void SetTemperature (string temp)
 
void SetStaminaBarVisibility (bool show)
 
void Update (float timeslice)
 
void ShowVehicleInfo ()
 
void HideVehicleInfo ()
 
void ToggleHeatBufferPlusSign (bool show)
 
void ShowQuickbarUI (bool show)
 
void ShowQuickbarPlayer (bool show)
 
void ShowHudPlayer (bool show)
 
void ShowHudUI (bool show)
 
void ShowHudInventory (bool show)
 
void ShowQuickBar (bool show)
 
void UpdateQuickbarGlobalVisibility ()
 
void ShowHud (bool show)
 
void OnResizeScreen ()
 
void SetPermanentCrossHair (bool show)
 
void SpawnHitDirEffect (DayZPlayer player, float hit_direction, float intensity_max)
 
void SetConnectivityStatIcon (EConnectivityStatType type, EConnectivityStatLevel level)
 
- Private Member Functions inherited from Managed
void IntroSceneCharacter ()
 
void ~IntroSceneCharacter ()
 
bool IsDefaultCharacter ()
 
void SetToDefaultCharacter ()
 
void SetCharacterID (int char_id)
 
int GetCharacterID ()
 
PlayerBase GetCharacterObj ()
 
TStringArray GetCharGenderList ()
 
TStringArray GetCharList (ECharGender gender)
 
TStringArray GetCharShirtsList ()
 
TStringArray GetCharPantsList ()
 
TStringArray GetCharShoesList ()
 
void SetCharacterGender (ECharGender gender)
 
bool IsCharacterFemale ()
 
ECharGender GetCharacterGender ()
 
vector GetPosition ()
 
int GetNextCharacterID ()
 
int GetPrevCharacterID ()
 
void CreateNewCharacterRandom ()
 
void CreateNewCharacterById (int character_id)
 
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
 
void CreateDefaultCharacter ()
 
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
 
void CreateNewCharacter ()
 
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
 
void CharacterUnload ()
 
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
 
void SetupPlayerName (bool new_name)
 
void SetAttachment (string type, int slot)
 
string GetCharacterNameById (int char_id)
 
string GetCharacterName ()
 
void SaveCharName (string name)
 
void SaveDefaultCharacter ()
 
void TransferValues (PlayerBase player)
 
void Init ()
 
void OnScheduledTick (float deltatime)
 
void CheckValues ()
 
float GetBlood ()
 
float GetHealth ()
 
void CheckHealth ()
 
void CheckBlood ()
 
void SendInitValues ()
 Sends values on object creation.
 
void SendValue (int value_type, float value)
 
void ReceiveValue (int value_type, float value)
 
void OnRPC (ParamsReadContext ctx)
 
void ShowDebugValues (bool show)
 
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
 
void InitIndicator (vector position)
 
void StopIndicator (bool instant=false)
 
void StartRunningDrops ()
 
bool IsRunningDrops ()
 Are any drops currently being animated?
 
void TrySpawnNextDrop ()
 
void ResetSequence ()
 
void ResetIndicator ()
 
void Update (float timeSlice)
 
bool GetEndNow ()
 
int GetSeverity ()
 
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
 
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
 
array< ref WidgetGetWidgetSet ()
 
int GetWidgetSetType ()
 
int GetWidgetSetID ()
 
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
 
bool DataInitialized ()
 
void UpdateVisibility (bool state)
 
void RegisterData (Param p)
 
void Update (float timeSlice=0, Param p=null, int handle=-1)
 
void ForceStop ()
 

Private Attributes

ref Timer m_Timer
 
- Private Attributes inherited from Managed
int m_CharacterId
 
string m_CharacterType
 
MenuData m_CharacterDta
 
PlayerBase m_CharacterObj
 
vector m_CharacterPos
 
vector m_CharacterRot
 
ref TStringArray m_CharGenderList = new TStringArray
 
ref TStringArray m_CharShirtList = new TStringArray
 
ref TStringArray m_CharPantsList = new TStringArray
 
ref TStringArray m_CharShoesList = new TStringArray
 
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
 
ECharGender m_CharGender
 
bool m_InitialSyncSent
 
bool m_Initialized
 
bool m_Terminating = false
 
bool m_EndNow = false
 
bool m_IsRunning = false
 
int m_DropSpawnsQueued
 
int m_ActiveDropsCount
 
int m_Severity
 
int m_SourceID
 
GameplayEffectsDataBleeding m_ParentMetaData
 
array< floatm_DropProbabilityArray
 
float m_AverageFrequency
 
float m_SequenceTick
 
float m_SequenceDuration
 
float m_TimeElapsedTotal
 
float m_TimeElapsedSequence
 
float m_LastDropSpawnTime
 
float m_DropSpawnMinDelay
 
float m_DropSpawnMaxDelay
 
int m_CurrentDropProbabilityStep
 
int m_DropProbabilityRollsCount
 
vector m_BasePosition
 
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
 
ref set< intm_CleanupQueue
 
ref array< ref Widgetm_WidgetArray
 
int m_Type
 
int m_WidgetSetIdentifier
 
Widget m_LayoutRoot
 

Detailed Description

Definition at line 620 of file gameplay.c.

Member Function Documentation

◆ CleanupHitDirEffects()

void Hud::CleanupHitDirEffects ( )
inlineprotected

Definition at line 1447 of file IngameHud.c.

1448 {
1449 for (int i = m_HitDirEffectArray.Count() - 1; i > -1; i--)
1450 {
1451 if (m_HitDirEffectArray[i].DurationCheck())
1452 m_HitDirEffectArray.Remove(i);
1453 }
1454 }
ref array< ref HitDirectionEffectBase > m_HitDirEffectArray
Definition IngameHud.c:157

Referenced by Update().

◆ Debug()

void Hud::Debug ( )
inlineprotected

Definition at line 1456 of file IngameHud.c.

1457 {
1458 foreach (int val: m_BadgesWidgetDisplay)
1459 {
1460 int key = m_BadgesWidgetDisplay.GetKeyByValue(val);
1462 Print(val);
1463 Print("---------------------");
1464 }
1465 }
static string EnumToString(typename e, int enumValue)
Return string name of enum value.
Definition EnConvert.c:598
ref map< int, int > m_BadgesWidgetDisplay
Definition IngameHud.c:16
proto void Print(void var)
Prints content of variable to console/log.

References EnumTools::EnumToString(), m_BadgesWidgetDisplay, and Print().

◆ DisplayBadge() [1/2]

void Hud::DisplayBadge ( int key,
int value )
inlineprivate

Definition at line 625 of file gameplay.c.

625{}

◆ DisplayBadge() [2/2]

override void Hud::DisplayBadge ( int key,
int value )
inlineprotected

Definition at line 615 of file IngameHud.c.

616 {
617 TextWidget bleed_count = TextWidget.Cast(m_Badges.FindAnyWidget("BleedingCount"));
618
620 m_AnyBadgeVisible = false;
621 for (int i = 0; i < m_BadgesWidgetDisplay.Count(); i++)
622 {
623 int badge_key = m_BadgesWidgetDisplay.GetKey(i);
626
629 if (badge_widget)
630 {
631 if (badge_value > 0)
632 {
634 {
635 int levelIndex = badge_value - 1;
638 badge_widget.SetImage(levelIndex);
639 }
640
641 badge_widget.Show(true);
642 m_AnyBadgeVisible = true;
644 {
645 bleed_count.Show(true);
646 bleed_count.SetText(m_BadgesWidgetDisplay.Get(badge_key).ToString());
647 }
648 }
649 else
650 {
652 bleed_count.Show(false);
653 badge_widget.Show(false);
654 }
655 }
656 }
657
659 }
const int NTFKEY_BLEEDISH
Definition _constants.c:42
Super root of all classes in Enforce script.
Definition EnScript.c:11
void RefreshHudVisibility()
Definition IngameHud.c:1057
ref map< int, int > m_BadgesSupportedLevels
Definition IngameHud.c:15
bool m_AnyBadgeVisible
Definition IngameHud.c:18
ref map< int, string > m_BadgesWidgetNames
Definition IngameHud.c:14
Widget m_Badges
Definition IngameHud.c:78
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo(), NTFKEY_BLEEDISH, and RefreshHudVisibility().

◆ DisplayNotifier() [1/2]

void Hud::DisplayNotifier ( int key,
int tendency,
int status )
inlineprivate

Definition at line 624 of file gameplay.c.

624{}

◆ DisplayNotifier() [2/2]

override void Hud::DisplayNotifier ( int key,
int tendency,
int status )
inlineprotected

Definition at line 488 of file IngameHud.c.

489 {
491 if (key == NTFKEY_FEVERISH)
493 else
495
496 // tendency arrows
497 string arrow_name = "ArrowUp";
498 if (tendency < 0)
499 arrow_name = "ArrowDown";
501
502 for (int x = 1; x < 4; x++)
503 {
504 Class.CastTo(w, m_Notifiers.FindAnyWidget(String(m_StatesWidgetNames.Get(key) + "ArrowUp" + x.ToString())));
505 if (w)
506 w.Show(false);
507 Class.CastTo(w, m_Notifiers.FindAnyWidget(String(m_StatesWidgetNames.Get(key) + "ArrowDown" + x.ToString())));
508 if (w)
509 w.Show(false);
510 }
511
512 if (tendency > 0)
513 {
515 Class.CastTo(w, m_Notifiers.FindAnyWidget(widget_name));
516 if (w)
517 w.Show(true);
518 }
519 }
const int NTFKEY_FEVERISH
Definition _constants.c:39
Icon x
ref map< int, string > m_StatesWidgetNames
Definition IngameHud.c:7
void DisplayTendencyTemp(int key, int tendency, int status)
Definition IngameHud.c:555
void DisplayTendencyNormal(int key, int tendency, int status)
Definition IngameHud.c:521
Widget m_Notifiers
Definition IngameHud.c:74
Definition EnMath.c:7
string String(string s)
Helper for passing string expression to functions with void parameter. Example: Print(String("Hello "...
Definition EnScript.c:338
static proto int AbsInt(int i)
Returns absolute value.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.

References Math::AbsInt(), Class::CastTo(), Math::Clamp(), DisplayTendencyNormal(), DisplayTendencyTemp(), m_Notifiers, NTFKEY_FEVERISH, String(), and x.

◆ DisplayPresence() [1/2]

void Hud::DisplayPresence ( )
inlineprivate

Definition at line 628 of file gameplay.c.

628{}

Referenced by Update().

◆ DisplayPresence() [2/2]

override void Hud::DisplayPresence ( )
inlineprotected

Definition at line 801 of file IngameHud.c.

802 {
804
806 {
807 int presence_level = player.GetNoisePresenceInAI();
808 m_PresenceLevel0.Show(false);
809 m_PresenceLevel1.Show(false);
810 m_PresenceLevel2.Show(false);
811 m_PresenceLevel3.Show(false);
812 m_PresenceLevel4.Show(false);
813
814 if (presence_level > 0)
815 m_PresenceLevel0.Show(true);
816 if (presence_level > 1)
817 m_PresenceLevel1.Show(true);
818 if (presence_level > 2)
819 m_PresenceLevel2.Show(true);
820 if (presence_level > 3)
821 m_PresenceLevel3.Show(true);
822 if (presence_level > 4)
823 m_PresenceLevel4.Show(true);
824 }
825 }
PlayerBase GetPlayer()
Widget m_PresenceLevel1
Definition IngameHud.c:102
Widget m_PresenceLevel0
Definition IngameHud.c:101
Widget m_PresenceLevel3
Definition IngameHud.c:104
Widget m_PresenceLevel2
Definition IngameHud.c:103
Widget m_PresenceLevel4
Definition IngameHud.c:105
proto native CGame GetGame()

References Class::CastTo(), GetGame(), and GetPlayer().

◆ DisplayStance() [1/2]

void Hud::DisplayStance ( int stance)
inlineprivate

Definition at line 627 of file gameplay.c.

627{}

◆ DisplayStance() [2/2]

override void Hud::DisplayStance ( int stance)
inlineprotected

Definition at line 759 of file IngameHud.c.

760 {
763 Car car;
764 if (!Class.CastTo(car, player.GetDrivingVehicle()))
765 {
766 if (stance == 1)
767 {
768 bool is_walking;
771 m_StanceCrouch.Show(false);
772 m_StanceProne.Show(false);
773 m_StanceCar.Show(false);
774 }
775 if (stance == 2)
776 {
777 m_StanceStand.Show(false);
778 m_StanceStandWalk.Show(false);
779 m_StanceCrouch.Show(true);
780 m_StanceProne.Show(false);
781 m_StanceCar.Show(false);
782 }
783 if (stance == 3)
784 {
785 m_StanceStand.Show(false);
786 m_StanceStandWalk.Show(false);
787 m_StanceCrouch.Show(false);
788 m_StanceProne.Show(true);
789 m_StanceCar.Show(false);
790 }
791 }
792 else
793 {
794 m_StanceStand.Show(false);
795 m_StanceCrouch.Show(false);
796 m_StanceProne.Show(false);
797 m_StanceCar.Show(true);
798 }
799 }
Widget m_StanceStandWalk
Definition IngameHud.c:97
Widget m_StanceStand
Definition IngameHud.c:96
Widget m_StanceCar
Definition IngameHud.c:99
Widget m_StanceProne
Definition IngameHud.c:95
Widget m_StanceCrouch
Definition IngameHud.c:98

References Class::CastTo(), GetGame(), and GetPlayer().

◆ DisplayTendencyNormal()

void Hud::DisplayTendencyNormal ( int key,
int tendency,
int status )
inlineprotected

Definition at line 521 of file IngameHud.c.

522 {
524 Class.CastTo(w, m_Notifiers.FindAnyWidget(String("Icon" + m_StatesWidgetNames.Get(key))));
525
526 if (w)
527 {
528 w.SetImage(Math.Clamp(status - 1, 0, 4));
529 float alpha = w.GetAlpha();
530
531 switch (status)
532 {
533 case 3:
534 w.SetColor(ARGB(alpha * 255, 220, 220, 0)); //yellow
535 m_TendencyStatusCritical.Remove(w); //remove from blinking group
536 break;
537 case 4:
538 w.SetColor(ARGB(alpha * 255, 220, 0, 0)); //red
539 m_TendencyStatusCritical.Remove(w); //remove from blinking group
540 break;
541 case 5:
542 if (!m_TendencyStatusCritical.Contains(w))
543 {
544 m_TendencyStatusCritical.Insert(w, ARGB(alpha * 255, 220, 0, 0)); //add to blinking group
545 }
546 break;
547 default:
548 w.SetColor(ARGB(alpha * 255, 220, 220, 220)); //white
549 m_TendencyStatusCritical.Remove(w); //remove from blinking group
550 break;
551 }
552 }
553 }
ref map< ImageWidget, int > m_TendencyStatusCritical
Definition IngameHud.c:10
int ARGB(int a, int r, int g, int b)
Definition proto.c:322

References ARGB(), Class::CastTo(), Math::Clamp(), m_Notifiers, and String().

Referenced by DisplayNotifier().

◆ DisplayTendencyTemp()

void Hud::DisplayTendencyTemp ( int key,
int tendency,
int status )
inlineprotected

Definition at line 555 of file IngameHud.c.

556 {
557 ImageWidget w = ImageWidget.Cast(m_Notifiers.FindAnyWidget(String("Icon" + m_StatesWidgetNames.Get(key))));
558 TextWidget temp_top = TextWidget.Cast(m_Notifiers.FindAnyWidget("TemperatureValueTop"));
559 TextWidget temp_bot = TextWidget.Cast(m_Notifiers.FindAnyWidget("TemperatureValueBottom"));
560 //string temp = player..ToString() + "°C";
561 float alpha = w.GetAlpha();
562
563 if (tendency < 0)
564 {
565 temp_top.Show(true);
566 temp_bot.Show(false);
567 }
568 else
569 {
570 temp_top.Show(false);
571 temp_bot.Show(true);
572 }
573
574 switch (status)
575 {
576 case 2:
577 w.SetColor(ARGB(alpha * 255, 220, 220, 0)); //WARNING_PLUS
579 w.SetImage(1);
580
581 break;
582 case 3:
583 w.SetColor(ARGB(alpha * 255, 220, 0, 0)); //CRITICAL_PLUS
585 w.SetImage(0);
586 break;
587 case 4:
588 if (!m_TendencyStatusCritical.Contains(w)) //BLINKING_PLUS
589 m_TendencyStatusCritical.Insert(w, ARGB(alpha * 255, 220, 0, 0));
590 w.SetImage(0);
591 break;
592 case 5:
593 w.SetColor(ARGB(alpha * 255, 0, 206, 209)); //WARNING_MINUS
595 w.SetImage(3);
596 break;
597 case 6:
598 w.SetColor(ARGB(alpha * 255, 30, 144, 220)); //CRITICAL_MINUS
600 w.SetImage(4);
601 break;
602 case 7: //BLINKING_MINUS
603 if (!m_TendencyStatusCritical.Contains(w))
604 m_TendencyStatusCritical.Insert(w, ARGB(alpha * 255, 30, 144, 220));
605 w.SetImage(4);
606 break;
607 default:
608 w.SetColor(ARGB(alpha * 255, 220, 220, 220)); //DEFAULT
610 w.SetImage(2);
611 break;
612 }
613 }

References ARGB(), m_Notifiers, and String().

Referenced by DisplayNotifier().

◆ GetHudPanelWidget()

Widget Hud::GetHudPanelWidget ( )
inlineprotected

Definition at line 1245 of file IngameHud.c.

1246 {
1247 return m_HudPanelWidget;
1248 }
Widget m_HudPanelWidget
Definition IngameHud.c:31

References m_HudPanelWidget.

◆ GetHudState()

bool Hud::GetHudState ( )
inlineprotected

Definition at line 1147 of file IngameHud.c.

1148 {
1149 return m_HudState;
1150 }
bool m_HudState
Definition IngameHud.c:140

References m_HudState.

◆ GetQuickbar()

InventoryQuickbar Hud::GetQuickbar ( )
inlineprotected

Definition at line 1027 of file IngameHud.c.

1028 {
1029 return m_Quickbar;
1030 }
ref InventoryQuickbar m_Quickbar
Definition IngameHud.c:34

References m_Quickbar.

◆ GetQuickBarState()

bool Hud::GetQuickBarState ( )
inlineprotected

Definition at line 1142 of file IngameHud.c.

1143 {
1144 return m_QuickbarState;
1145 }
bool m_QuickbarState
Definition IngameHud.c:143

References m_QuickbarState.

◆ HideCursor() [1/2]

void Hud::HideCursor ( )
inlineprivate

Definition at line 630 of file gameplay.c.

630{ }

◆ HideCursor() [2/2]

override void Hud::HideCursor ( )
inlineprotected

Definition at line 458 of file IngameHud.c.

459 {
460 m_CursorWidget.Show(false);
461 }
Widget m_CursorWidget
Definition IngameHud.c:113

◆ HideQuickbarTimer()

void Hud::HideQuickbarTimer ( )
inlineprotected

Definition at line 1471 of file IngameHud.c.

1472 {
1473 }

◆ HideTemperature()

void Hud::HideTemperature ( )
inlineprotected

Definition at line 671 of file IngameHud.c.

672 {
674 TextWidget temp_top = TextWidget.Cast(m_Notifiers.FindAnyWidget("TemperatureValueTop"));
675 TextWidget temp_bot = TextWidget.Cast(m_Notifiers.FindAnyWidget("TemperatureValueBottom"));
676 temp_top.SetText("");
677 temp_bot.SetText("");
679 }
bool m_IsTemperatureVisible
Definition IngameHud.c:19
float m_TemperatureTimer
Definition IngameHud.c:20

References m_Notifiers.

Referenced by Update().

◆ HideVehicleInfo() [1/2]

void Hud::HideVehicleInfo ( )
private

◆ HideVehicleInfo() [2/2]

override void Hud::HideVehicleInfo ( )
inlineprotected

Definition at line 861 of file IngameHud.c.

862 {
863 m_HudPanelWidget.FindAnyWidget("PlayerPanel").Show(true);
864 m_Presence.Show(true);
865 m_StancePanel.Show(true);
866 m_VehiclePanel.Show(false);
867
868 m_InVehicleAsDriver = false;
871 }
bool m_InVehicleAsDriver
Definition IngameHud.c:63
Widget m_Presence
Definition IngameHud.c:94
Widget m_StancePanel
Definition IngameHud.c:100
CarScript m_CurrentVehicle
Definition IngameHud.c:64
int m_VehicleGearCount
Definition IngameHud.c:827
Widget m_VehiclePanel
Definition IngameHud.c:36

◆ IngameHud()

void Hud::IngameHud ( )
inlineprotected

Definition at line 159 of file IngameHud.c.

160 {
161 m_FadeTimerCrosshair = new WidgetFadeTimer;
162 m_FadeTimerActionCursor = new WidgetFadeTimer;
163 m_FadeTimerQuickbar = new WidgetFadeTimer;
164 m_FadeTimerWalkieTalkie = new WidgetFadeTimer;
165 m_FadeTimerWalkieTalkieText = new WidgetFadeTimer;
166
167 m_StatesWidgets = new map<int, ImageWidget>; // [key] widgetName
169
171
172 m_BadgesWidgets = new map<int, ImageWidget>; // [key] widgetName
176
178
180 m_VehicleGearTable.Set(-1, "");
181 m_VehicleGearTable.Set(CarGear.REVERSE, "R");
182 m_VehicleGearTable.Set(CarGear.NEUTRAL, "N");
183 m_VehicleGearTable.Set(CarGear.FIRST, "1");
184 m_VehicleGearTable.Set(CarGear.SECOND, "2");
185 m_VehicleGearTable.Set(CarGear.THIRD, "3");
186 m_VehicleGearTable.Set(CarGear.FOURTH, "4");
187 m_VehicleGearTable.Set(CarGear.FIFTH, "5");
188 m_VehicleGearTable.Set(CarGear.SIXTH, "6");
189 m_VehicleGearTable.Set(CarGear.SEVENTH, "7");
190 m_VehicleGearTable.Set(CarGear.EIGTH, "8");
191
193 m_VehicleGearTableAuto.Set(-1, "");
197
198 }
CarAutomaticGearboxMode
Enumerated automatic gearbox modes. (native, do not change or extend)
Definition Car.c:65
ref WidgetFadeTimer m_FadeTimerWalkieTalkieText
Definition IngameHud.c:90
ref WidgetFadeTimer m_FadeTimerActionCursor
Definition IngameHud.c:81
float m_VehicleDamageZonesHitTimer
Definition IngameHud.c:61
ref map< int, string > m_VehicleGearTable
Definition IngameHud.c:28
ref map< int, string > m_VehicleGearTableAuto
Definition IngameHud.c:29
ref WidgetFadeTimer m_FadeTimerQuickbar
Definition IngameHud.c:88
ref WidgetFadeTimer m_FadeTimerCrosshair
Definition IngameHud.c:80
ref map< int, ImageWidget > m_StatesWidgets
Definition IngameHud.c:8
ref WidgetFadeTimer m_FadeTimerWalkieTalkie
Definition IngameHud.c:89
ref map< int, ImageWidget > m_BadgesWidgets
Definition IngameHud.c:17

◆ Init() [1/2]

void Hud::Init ( Widget hud_panel_widget)
inlineprivate

Definition at line 623 of file gameplay.c.

623{}

Referenced by MissionBase::OnInit().

◆ Init() [2/2]

override void Hud::Init ( Widget hud_panel_widget)
inlineprotected

gets scripted handler from widget

Definition at line 200 of file IngameHud.c.

201 {
203 m_HudPanelWidget.Show(true);
204
205 //Quickbar
206 m_QuickbarWidget = m_HudPanelWidget.FindAnyWidget("QuickbarGrid");
207 m_QuickbarWidget.Show(false);
208
209 //Left HUD Panel
210 m_LeftHudPanelWidget = m_HudPanelWidget.FindAnyWidget("LeftHUDPanel");
211
212 //TEMPORARY HACK!!! player is not present when Hud is being initialized
214 myTimer.Run(1, this, "InitQuickbar");
215
216 m_CursorWidget = m_HudPanelWidget.FindAnyWidget("CursorIcons");
217 m_CursorWidget.Show(true);
218 Class.CastTo(m_CursorIcon, m_HudPanelWidget.FindAnyWidget("Cursor"));
219
220 //Permanent Crosshair
221 Class.CastTo(m_PermanentCrossHair, m_HudPanelWidget.FindAnyWidget("PermanentCrossHair"));
222
223 m_WalkieTalkie = m_HudPanelWidget.FindAnyWidget("WalkieTalkie");
224
225 //Panels
226 Class.CastTo(m_Stamina, m_HudPanelWidget.FindAnyWidget("StaminaBar"));
227 m_Presence = m_HudPanelWidget.FindAnyWidget("PresencePanel");
228 m_Badges = hud_panel_widget.FindAnyWidget("BadgesPanel");
229 m_Notifiers = m_HudPanelWidget.FindAnyWidget("NotifiersPanel");
230 m_SpecializatonPanel = m_HudPanelWidget.FindAnyWidget("SpecializationPanel");
231 m_SpecializationIcon = m_HudPanelWidget.FindAnyWidget("SpecializationIcon");
232 m_BadgeNotifierDivider = m_HudPanelWidget.FindAnyWidget("BadgeNotifierDivider");
233 m_BloodType = TextWidget.Cast(m_HudPanelWidget.FindAnyWidget("BloodType"));
234 m_BloodPosType = TextWidget.Cast(m_HudPanelWidget.FindAnyWidget("BloodPosType"));
235
236 m_VehiclePanel = m_HudPanelWidget.FindAnyWidget("VehiclePanel");
237 m_VehiclePanel.Show(false);
238
239 m_VehicleRPMPointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("RPMPointer"));
240 m_VehicleRPMDial = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("RPMDial"));
241 m_VehicleRPMRedline = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("RPMDialRedline"));
242 m_VehicleSpeedPointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("SpeedPointer"));
243 m_VehicleSpeedValue = TextWidget.Cast(m_VehiclePanel.FindAnyWidget("SpeedValue"));
244
245 m_VehicleCurrentGearValue = TextWidget.Cast(m_VehiclePanel.FindAnyWidget("Current"));
246 m_VehicleNextGearValue = TextWidget.Cast(m_VehiclePanel.FindAnyWidget("Next"));
247 m_VehiclePrevGearValue = TextWidget.Cast(m_VehiclePanel.FindAnyWidget("Prev"));
248
249 m_VehicleBatteryLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("BatteryLight"));
250 m_VehicleEngineLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("EngineLight"));
251 m_VehicleOilLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("OilLight"));
252 m_VehicleHandBrakeLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("HandBrakeLight"));
253 m_VehicleWheelLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("WheelLight"));
254
255 m_VehicleTemperatureIndicator = m_VehiclePanel.FindAnyWidget("TemperatureIndicator");
256 m_VehicleTemperaturePointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("TemperaturePointer"));
257 m_VehicleTemperatureLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("TemperatureLight"));
258 m_VehicleFuelPointer = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("FuelPointer"));
259 m_VehicleFuelLight = ImageWidget.Cast(m_VehiclePanel.FindAnyWidget("FuelLight"));
260
261 m_StaminaBackground = m_HudPanelWidget.FindAnyWidget("StaminaBackground");
262 m_StaminaBackground.Show(true);
263 m_StanceProne = m_HudPanelWidget.FindAnyWidget("StanceProne");
264 m_StanceCrouch = m_HudPanelWidget.FindAnyWidget("StanceCrouch");
265 m_StanceStand = m_HudPanelWidget.FindAnyWidget("StanceStand");
266 m_StanceStandWalk = m_HudPanelWidget.FindAnyWidget("StanceStandWalk");
267 m_StanceCar = m_HudPanelWidget.FindAnyWidget("StanceCar");
268 m_StancePanel = m_HudPanelWidget.FindAnyWidget("StancePanel");
269
270 m_ActionTarget = m_HudPanelWidget.FindAnyWidget("ActionTargetsCursorWidget");
273
274 // heat buffer plus sign
275 m_HeatBufferPlus = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HeatBuffer"));
276
277 //Game State Icons
278 m_GameStatusIconsPanel = m_HudPanelWidget.FindAnyWidget("GameStatusIcons");
279 m_HighPingA = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HighPingA"));
280 m_HighPingB = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("HighPingB"));
281 m_LowServerPerfA = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("LowServerPerfA"));
282 m_LowServerPerfB = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("LowServerPerfB"));
283 m_ConnectionLost = ImageWidget.Cast(m_HudPanelWidget.FindAnyWidget("ConnectionLost"));
284
286 m_HeatBufferPlus.Show(false);
287
288#ifndef NO_GUI
290 m_Timer.Run(0.333, this, "RefreshQuickbar", NULL, true);
291#endif
293
294 m_PresenceLevel0 = hud_panel_widget.FindAnyWidget("Presence0");
295 m_PresenceLevel1 = hud_panel_widget.FindAnyWidget("Presence1");
296 m_PresenceLevel2 = hud_panel_widget.FindAnyWidget("Presence2");
297 m_PresenceLevel3 = hud_panel_widget.FindAnyWidget("Presence3");
298 m_PresenceLevel4 = hud_panel_widget.FindAnyWidget("Presence4");
299 m_PresenceLevel0.Show(false);
300 m_PresenceLevel1.Show(false);
301 m_PresenceLevel2.Show(false);
302 m_PresenceLevel3.Show(false);
303 m_PresenceLevel4.Show(false);
304
306 m_HudState = g_Game.GetProfileOption(EDayZProfilesOptions.HUD);
307 MissionGameplay.Cast(GetGame().GetMission()).GetConnectivityInvoker().Insert(OnConnectionIconsSettingsChanged);
308 m_GameStatusIconsPanel.Show(g_Game.GetProfileOption(EDayZProfilesOptions.CONNECTIVITY_INFO));
309 //ShowQuickBar(GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer() && g_Game.GetProfileOption(EDayZProfilesOptions.QUICKBAR)); //unreliable
310 }
DayZGame g_Game
Definition DayZGame.c:3528
EDayZProfilesOptions
Widget m_StaminaBackground
Definition IngameHud.c:93
void SetLeftStatsVisibility(bool visible)
eg. stamina bar...
Definition IngameHud.c:1206
TextWidget m_VehiclePrevGearValue
Definition IngameHud.c:52
ImageWidget m_VehicleTemperatureLight
Definition IngameHud.c:44
Widget m_WalkieTalkie
Definition IngameHud.c:115
Widget m_ActionTarget
Definition IngameHud.c:131
TextWidget m_BloodPosType
Definition IngameHud.c:76
ImageWidget m_LowServerPerfA
Definition IngameHud.c:70
Widget m_SpecializationIcon
Definition IngameHud.c:155
ImageWidget m_PermanentCrossHair
Definition IngameHud.c:135
ImageWidget m_VehicleRPMDial
Definition IngameHud.c:39
TextWidget m_BloodType
Definition IngameHud.c:75
ImageWidget m_ConnectionLost
Definition IngameHud.c:72
ImageWidget m_HighPingB
Definition IngameHud.c:69
void OnConnectionIconsSettingsChanged(bool enabled)
Definition IngameHud.c:400
Widget m_QuickbarWidget
Definition IngameHud.c:33
ActionTargetsCursor m_ActionTargetsCursor
Definition IngameHud.c:132
ImageWidget m_VehicleHandBrakeLight
Definition IngameHud.c:57
ref Timer m_Timer
Definition gameplay.c:622
ImageWidget m_VehicleRPMPointer
Definition IngameHud.c:38
Widget m_BadgeNotifierDivider
Definition IngameHud.c:77
ImageWidget m_VehicleEngineLight
Definition IngameHud.c:55
ImageWidget m_VehicleTemperaturePointer
Definition IngameHud.c:43
ImageWidget m_CursorIcon
Definition IngameHud.c:114
Widget m_VehicleTemperatureIndicator
Definition IngameHud.c:42
ImageWidget m_LowServerPerfB
Definition IngameHud.c:71
ImageWidget m_VehicleRPMRedline
Definition IngameHud.c:40
ImageWidget m_VehicleSpeedPointer
Definition IngameHud.c:41
Widget m_SpecializatonPanel
Definition IngameHud.c:154
TextWidget m_VehicleSpeedValue
Definition IngameHud.c:48
TextWidget m_VehicleCurrentGearValue
Definition IngameHud.c:50
ImageWidget m_VehicleOilLight
Definition IngameHud.c:56
ImageWidget m_VehicleFuelLight
Definition IngameHud.c:46
ProgressBarWidget m_Stamina
Definition IngameHud.c:92
ImageWidget m_HeatBufferPlus
Definition IngameHud.c:22
ImageWidget m_VehicleBatteryLight
Definition IngameHud.c:54
ImageWidget m_VehicleFuelPointer
Definition IngameHud.c:45
ref Timer myTimer
Definition IngameHud.c:106
Widget m_GameStatusIconsPanel
Definition IngameHud.c:67
void InitBadgesAndNotifiers()
Definition IngameHud.c:312
Widget m_LeftHudPanelWidget
Definition IngameHud.c:32
TextWidget m_VehicleNextGearValue
Definition IngameHud.c:51
ImageWidget m_HighPingA
Definition IngameHud.c:68
ImageWidget m_VehicleWheelLight
Definition IngameHud.c:58
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

References CALL_CATEGORY_GAMEPLAY, Class::CastTo(), g_Game, GetGame(), InitBadgesAndNotifiers(), m_BloodType, m_Notifiers, m_QuickbarWidget, m_SpecializationIcon, m_Stamina, m_Timer, and SetLeftStatsVisibility().

◆ InitBadgesAndNotifiers()

void Hud::InitBadgesAndNotifiers ( )
inlineprotected

Definition at line 312 of file IngameHud.c.

313 {
314 // state notifiers
315 m_StatesWidgetNames.Clear();
316 m_StatesWidgets.Clear();
317 m_StatesWidgetNames.Set(NTFKEY_THIRSTY, "Thirsty");
318 m_StatesWidgetNames.Set(NTFKEY_HUNGRY, "Hungry");
319 m_StatesWidgetNames.Set(NTFKEY_SICK, "Health");
321 m_StatesWidgetNames.Set(NTFKEY_FEVERISH, "Temperature");
322
323 m_Notifiers.Show(true);
324 m_Badges.Show(true);
325
326 int i = 0;
327 int key = 0;
328 for (i = 0; i < m_StatesWidgetNames.Count(); i++)
329 {
330 string widget_name = m_StatesWidgetNames.GetElement(i);
331 key = m_StatesWidgetNames.GetKey(i);
333 Class.CastTo(w, m_Notifiers.FindAnyWidget(String("Icon" + widget_name)));
334 m_StatesWidgets.Set(key, w);
335 w.Show(true);
336 for (int y = 0; y < 5; y++)
337 w.LoadImageFile(y, "set:dayz_gui image:icon" + widget_name + y);
338
339 w.SetImage(0);
340 float alpha = w.GetAlpha();
341 w.SetColor(ARGB(alpha * 255, 220, 220, 220)); //white
343 // clear all arrows
344 for (int x = 1; x < 4; x++)
345 {
346 Class.CastTo(w, m_Notifiers.FindAnyWidget(String(widget_name + "ArrowUp" + x.ToString())));
347 w.Show(false);
348 Class.CastTo(w, m_Notifiers.FindAnyWidget(String(widget_name + "ArrowDown" + x.ToString())));
349 w.Show(false);
350 }
351
352
353 }
354
355 // badges
356 m_BadgesWidgetNames.Clear();
357 m_BadgesWidgets.Clear();
358 m_BadgesWidgetDisplay.Clear();
360
361 m_BadgesWidgetNames.Set(NTFKEY_FRACTURE, "Fracture");
362 m_BadgesWidgetNames.Set(NTFKEY_STUFFED, "Stomach");
363 m_BadgesWidgetNames.Set(NTFKEY_SICK, "Sick");
364 m_BadgesWidgetNames.Set(NTFKEY_WETNESS, "Wetness");
365 m_BadgesWidgetNames.Set(NTFKEY_POISONED, "Poisoned");
366 m_BadgesWidgetNames.Set(NTFKEY_BLEEDISH, "Bleeding");
367 m_BadgesWidgetNames.Set(NTFKEY_LIVES, "Shock");
368 m_BadgesWidgetNames.Set(NTFKEY_PILLS, "Pills");
369 m_BadgesWidgetNames.Set(NTFKEY_LEGS, "InjuredLegs");
370
371 // any badges not included bellow are just ON/OFF
373
374 for (i = 0; i < m_BadgesWidgetNames.Count(); i++)
375 {
376 string badge_name = m_BadgesWidgetNames.GetElement(i);
377 key = m_BadgesWidgetNames.GetKey(i);
379
380
382
383 if (m_BadgesSupportedLevels.Contains(key))
384 {
386
387 for (int q = 0; q < badgeCountMax; q++)
388 badge_widget.LoadImageFile(q, "set:dayz_gui image:icon" + badge_name + q);
389 }
390
392 badge_widget.Show(false);
393 m_BadgesWidgetDisplay.Set(key, false);
394 }
395 m_AnyBadgeVisible = false;
396 m_BadgeNotifierDivider.Show(false);
397
398 }
const int NTFKEY_LIVES
Definition _constants.c:44
const int NTFKEY_WETNESS
Definition _constants.c:36
const int NTFKEY_POISONED
Definition _constants.c:46
const int NTFKEY_PILLS
Definition _constants.c:47
const int NTFKEY_SICK
Definition _constants.c:40
enum eBadgeLevel NTFKEY_THIRSTY
const int NTFKEY_HUNGRY
Definition _constants.c:34
const int NTFKEY_FRACTURE
Definition _constants.c:37
const int NTFKEY_LEGS
Definition _constants.c:49
const int NTFKEY_STUFFED
Definition _constants.c:41
Icon y

References ARGB(), Class::CastTo(), m_Notifiers, NTFKEY_BLEEDISH, NTFKEY_FEVERISH, NTFKEY_FRACTURE, NTFKEY_HUNGRY, NTFKEY_LEGS, NTFKEY_LIVES, NTFKEY_PILLS, NTFKEY_POISONED, NTFKEY_SICK, NTFKEY_STUFFED, NTFKEY_THIRSTY, NTFKEY_WETNESS, String(), x, and y.

Referenced by Init().

◆ InitQuickbar()

void Hud::InitQuickbar ( )
inlineprotected

Definition at line 1021 of file IngameHud.c.

1022 {
1023 if (m_Quickbar == NULL)
1024 m_Quickbar = new InventoryQuickbar(m_QuickbarWidget);
1025 }

References m_Quickbar, and m_QuickbarWidget.

◆ IsHideHudPlayer()

bool Hud::IsHideHudPlayer ( )
inlineprotected

Definition at line 1084 of file IngameHud.c.

1085 {
1086 return m_HudHidePlayer;
1087 }
bool m_HudHidePlayer
Definition IngameHud.c:138

References m_HudHidePlayer.

Referenced by MissionBase::OnUpdate().

◆ IsHideQuickbarPlayer()

bool Hud::IsHideQuickbarPlayer ( )
inlineprotected

Definition at line 1079 of file IngameHud.c.

1080 {
1081 return m_QuickbarHidePlayer;
1082 }
bool m_QuickbarHidePlayer
Definition IngameHud.c:142

References m_QuickbarHidePlayer.

Referenced by MissionBase::OnUpdate().

◆ IsHudVisible()

bool Hud::IsHudVisible ( )
inlineprotected

Definition at line 1037 of file IngameHud.c.

1038 {
1039 return m_IsHudVisible;
1040 }
bool m_IsHudVisible
Definition IngameHud.c:145

References m_IsHudVisible.

Referenced by ScriptedWidgetEventHandler::Update().

◆ IsQuickbarVisible()

bool Hud::IsQuickbarVisible ( )
inlineprotected

Definition at line 1032 of file IngameHud.c.

1033 {
1034 return m_IsQuickbarVisible;
1035 }
bool m_IsQuickbarVisible
Definition IngameHud.c:144

References m_IsQuickbarVisible.

◆ KeyPress()

bool Hud::KeyPress ( int key)
inlineprotected

Definition at line 749 of file IngameHud.c.

750 {
751 return false;
752 }

Referenced by MissionBase::OnKeyPress().

◆ OnConnectionIconsSettingsChanged()

void Hud::OnConnectionIconsSettingsChanged ( bool enabled)
inlineprotected

Definition at line 400 of file IngameHud.c.

401 {
403 }

◆ OnResizeScreen() [1/2]

void Hud::OnResizeScreen ( )
private

Referenced by MissionBase::OnEvent().

◆ OnResizeScreen() [2/2]

override void Hud::OnResizeScreen ( )
inlineprotected

Definition at line 405 of file IngameHud.c.

406 {
407 float x, y;
408 m_HudPanelWidget.GetScreenSize(x, y);
409 m_HudPanelWidget.Update();
410 m_Badges.Update();
411 m_Notifiers.SetPos(0, 0);
412 }

References m_Notifiers, x, and y.

◆ RefreshHudVisibility()

void Hud::RefreshHudVisibility ( )
inlineprotected

Definition at line 1057 of file IngameHud.c.

1058 {
1060
1065#ifdef PLATFORM_CONSOLE
1067#else
1068 m_SpecializatonPanel.Show(false);
1069#endif
1070 }
bool m_HudHideUI
Definition IngameHud.c:137
bool m_HudInventory
Definition IngameHud.c:139

References m_HudState, m_Notifiers, and SetLeftStatsVisibility().

Referenced by DisplayBadge(), ShowHud(), ShowHudInventory(), ShowHudPlayer(), and ShowHudUI().

◆ RefreshPlayerTags()

void Hud::RefreshPlayerTags ( )
inlineprotected

Definition at line 1278 of file IngameHud.c.

1279 {
1280 if (GetGame().GetPlayer())
1281 {
1282 bool found = false;
1283 vector head_pos = GetGame().GetCurrentCameraPosition();
1284 float distance;
1285 foreach (Man player : ClientData.m_PlayerBaseList)
1286 {
1287 vector target_player = player.GetPosition();
1289
1290 target_player[1] = target_player[1] + 1.2;
1291
1292 if (distance <= 15 && player != GetGame().GetPlayer())
1293 {
1294 vector screen_pos = GetGame().GetScreenPosRelative(target_player);
1295 vector end_pos = head_pos + GetGame().GetCurrentCameraDirection() * 25;
1297 params.sorted = true;
1298
1301 if (results.Count() > 0)
1302 {
1303 if (results.Get(0).obj == player)
1304 {
1306 found = true;
1307 }
1308 }
1309 }
1310 }
1311 if (!found)
1313 }
1314 }
static proto bool RaycastRVProxy(notnull RaycastRVParams in, out notnull array< ref RaycastRVResult > results, array< Object > excluded=null)
PlayerBase m_CurrentTaggedPlayer
Definition IngameHud.c:1317
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.

References vector::Distance(), GetGame(), GetPlayer(), ClientData::m_PlayerBaseList, and DayZPhysics::RaycastRVProxy().

Referenced by Update().

◆ RefreshQuickbar() [1/2]

void Hud::RefreshQuickbar ( bool itemChanged = false)
inlineprivate

Definition at line 638 of file gameplay.c.

638{}

◆ RefreshQuickbar() [2/2]

override void Hud::RefreshQuickbar ( bool itemChanged = false)
inlineprotected

Definition at line 1222 of file IngameHud.c.

1223 {
1224 if ((!m_QuickbarState || m_QuickbarHidePlayer || m_QuickbarHideUI) && !itemChanged) // Don't update when it is hidden or disabled
1225 return;
1226
1227 if (itemChanged)
1228 {
1229 UIManager manager = GetGame().GetUIManager();
1230
1232 MissionGameplay mission = MissionGameplay.Cast(GetGame().GetMission());
1233
1234 if (mission)
1235 inventory = mission.GetInventory();
1236
1237 if (inventory)
1238 inventory.RefreshQuickbar();
1239 }
1240
1241 if (m_Quickbar)
1242 m_Quickbar.UpdateItems(m_QuickbarWidget);
1243 }
Mission mission
void InventoryMenu()
bool m_QuickbarHideUI
Definition IngameHud.c:141
const int MENU_INVENTORY
Definition constants.c:170

References GetGame(), InventoryMenu(), m_Quickbar, m_QuickbarWidget, MENU_INVENTORY, and mission.

◆ RefreshQuickbarVisibility()

void Hud::RefreshQuickbarVisibility ( )
inlineprotected

◆ RefreshVehicleHud()

void Hud::RefreshVehicleHud ( float timeslice)
inlineprotected

engine

fuel tank

temperature

general hit timer reset

Definition at line 873 of file IngameHud.c.

874 {
875 if (m_CurrentVehicle && !GetGame().GetUIManager().GetMenu())
876 {
877 m_VehiclePanel.Show(true);
878 float rpm_value = m_CurrentVehicle.EngineGetRPM() / m_CurrentVehicle.EngineGetRPMMax();
879 float rpm_value_red = m_CurrentVehicle.EngineGetRPMRedline() / m_CurrentVehicle.EngineGetRPMMax();
880 float speed_value = m_CurrentVehicle.GetSpeedometerAbsolute() / 200;
881
882 m_VehicleRPMPointer.SetRotation(0, 0, rpm_value * 270 - 130, true);
883 m_VehicleSpeedPointer.SetRotation(0, 0, speed_value * 260 - 130, true);
884 m_VehicleSpeedValue.SetText(Math.AbsInt(m_CurrentVehicle.GetSpeedometer()).ToString());
885
886 int engineHealthLevel = m_CurrentVehicle.GetHealthLevel("Engine");
887 int fuelTankHealthLevel = m_CurrentVehicle.GetHealthLevel("FuelTank");
888 bool newHealth = false;
889
891 if (m_CurrentVehicle.HasEngineZoneReceivedHit())
892 {
894 {
898 else
900
901 m_VehicleEngineLight.SetAlpha(1);
903 }
904
906 newHealth = true;
907 }
909 {
911 m_VehicleEngineLight.SetAlpha(1);
912 m_VehicleEngineLight.Show(true);
913 }
914 else
915 m_VehicleEngineLight.Show(false);
916
919 {
921 m_VehicleFuelLight.SetAlpha(1);
922 m_VehicleFuelLight.Show(true);
923 }
925 {
927 m_VehicleFuelLight.SetAlpha(1);
928 m_VehicleFuelLight.Show(true);
929 }
930
933 {
935 if (m_CurrentVehicle.HasRadiator())
936 {
937 int radiatorHealthLevel = m_CurrentVehicle.GetRadiator().GetHealthLevel("");
939 {
941 m_VehicleTemperatureLight.SetAlpha(1);
942 m_VehicleTemperatureLight.Show(true);
943 }
945 {
947 m_VehicleTemperatureLight.SetAlpha(1);
948 m_VehicleTemperatureLight.Show(true);
949 }
950 }
951 else
952 {
954 m_VehicleTemperatureLight.SetAlpha(1);
955 m_VehicleTemperatureLight.Show(true);
956 }
957 }
958 else
960
961 m_VehicleHandBrakeLight.Show(m_CurrentVehicle.IsHandbrakeActive());
962 m_VehicleWheelLight.Show(m_CurrentVehicle.WheelIsAnyLocked());
963
964
965 int engagedGear = -1;
966 int prevGear = -1;
967 int nextGear = -1;
968
969 if (m_CurrentVehicle.GearboxGetType() == CarGearboxType.MANUAL)
970 {
971 engagedGear = m_CurrentVehicle.GetGear();
972 prevGear = engagedGear - 1;
973 nextGear = engagedGear + 1;
974
975 if (engagedGear == CarGear.NEUTRAL)
976 prevGear = CarGear.REVERSE;
977 else if (engagedGear == CarGear.REVERSE)
978 {
979 prevGear = -1;
980 nextGear = CarGear.NEUTRAL;
981 }
982
985
988 }
989 else
990 {
991 engagedGear = m_CurrentVehicle.GearboxGetMode();
992 prevGear = engagedGear - 1;
993 nextGear = engagedGear + 1;
994
997
1000 }
1001
1002 // refresh backlit
1003 GetDayZGame().GetBacklit().RefreshVehicleLayout(engagedGear, newHealth);
1004
1005 m_VehicleFuelPointer.SetRotation(0, 0, m_CurrentVehicle.GetFluidFraction(CarFluid.FUEL) * 260 - 130, true);
1006 m_VehicleTemperaturePointer.SetRotation(0, 0, -1 * m_CurrentVehicle.GetFluidFraction(CarFluid.COOLANT) * 260 + 130, true);
1007
1010 {
1013 }
1014
1016 }
1017 else
1018 m_VehiclePanel.Show(false);
1019 }
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
Definition Car.c:18
CarGearboxType
Enumerated gearbox types. (native, do not change or extend)
Definition Car.c:33
DayZGame GetDayZGame()
Definition DayZGame.c:3530
override bool IsVitalRadiator()
Definition Offroad_02.c:359
Definition Colors.c:4
const int WHITE
Definition Colors.c:15
const int COLOR_RUINED
Definition Colors.c:20
static int GetEnumSize(typename e)
Return amount of values in enum.
Definition EnConvert.c:620
bool m_VehicleDamageZoneHitEngineState
Definition IngameHud.c:60
float m_TimeSinceLastEngineLightChange
Definition IngameHud.c:828
static int GetItemHealthColor(int pHealthLevel)
const int STATE_WORN
Definition constants.c:760

References Math::AbsInt(), Colors::COLOR_RUINED, GetDayZGame(), EnumTools::GetEnumSize(), GetGame(), ItemManager::GetItemHealthColor(), CarScript::IsVitalRadiator(), GameConstants::STATE_WORN, and Colors::WHITE.

Referenced by Update().

◆ SetConnectivityStatIcon() [1/2]

void Hud::SetConnectivityStatIcon ( EConnectivityStatType type,
EConnectivityStatLevel level )
private

◆ SetConnectivityStatIcon() [2/2]

override void Hud::SetConnectivityStatIcon ( EConnectivityStatType type,
EConnectivityStatLevel level )
inlineprotected

Definition at line 1153 of file IngameHud.c.

1154 {
1155 if (type == EConnectivityStatType.PING)
1156 {
1157 switch (level)
1158 {
1159 case EConnectivityStatLevel.OFF:
1160 m_HighPingA.Show(false);
1161 m_HighPingB.Show(false);
1162 break;
1163 case EConnectivityStatLevel.LEVEL1:
1164 m_HighPingA.Show(true);
1165 m_HighPingB.Show(false);
1166 break;
1167 case EConnectivityStatLevel.LEVEL2:
1168 m_HighPingA.Show(false);
1169 m_HighPingB.Show(true);
1170 break;
1171 }
1172 }
1173 else if (type == EConnectivityStatType.SERVER_PERF)
1174 {
1175 switch (level)
1176 {
1177 case EConnectivityStatLevel.OFF:
1178 m_LowServerPerfA.Show(false);
1179 m_LowServerPerfB.Show(false);
1180 break;
1181 case EConnectivityStatLevel.LEVEL1:
1182 m_LowServerPerfA.Show(true);
1183 m_LowServerPerfB.Show(false);
1184 break;
1185 case EConnectivityStatLevel.LEVEL2:
1186 m_LowServerPerfA.Show(false);
1187 m_LowServerPerfB.Show(true);
1188 break;
1189 }
1190 }
1191 else if (type == EConnectivityStatType.CONN_LOST)
1192 {
1193 switch (level)
1194 {
1195 case EConnectivityStatLevel.OFF:
1196 m_ConnectionLost.Show(false);
1197 break;
1198 case EConnectivityStatLevel.LEVEL1:
1199 m_ConnectionLost.Show(true);
1200 break
1201 }
1202 }
1203 }
EConnectivityStatType

◆ SetCursorIcon() [1/2]

void Hud::SetCursorIcon ( string icon)
inlineprivate

Definition at line 631 of file gameplay.c.

631{ }

◆ SetCursorIcon() [2/2]

override void Hud::SetCursorIcon ( string icon)
inlineprotected

Definition at line 442 of file IngameHud.c.

443 {
444 if (icon.Length() == 0 || icon == CursorIcons.None)
445 m_CursorIcon.Show(false);
446 else
447 {
448 m_CursorIcon.LoadImageFile(0, icon);
449 m_CursorIcon.Show(true);
450 }
451 }
const string None
Definition gameplay.c:575

References CursorIcons::None.

◆ SetCursorIconOffset() [1/2]

void Hud::SetCursorIconOffset ( string type,
float x,
float y )
inlineprivate

Definition at line 633 of file gameplay.c.

633{ }

◆ SetCursorIconOffset() [2/2]

override void Hud::SetCursorIconOffset ( string type,
float x,
float y )
inlineprotected

Definition at line 470 of file IngameHud.c.

471 {
472 m_CursorIcon.FindAnyWidget(type).GetParent().SetPos(x, y);
473 }

References x, and y.

◆ SetCursorIconScale() [1/2]

void Hud::SetCursorIconScale ( string type,
float percentage )
inlineprivate

Definition at line 632 of file gameplay.c.

632{ }

◆ SetCursorIconScale() [2/2]

override void Hud::SetCursorIconScale ( string type,
float percentage )
inlineprotected

Definition at line 463 of file IngameHud.c.

464 {
465 float x, y;
466 m_CursorIcon.FindAnyWidget(type).GetParent().GetSize(x, y);
467 m_CursorIcon.FindAnyWidget(type).GetParent().SetSize(x * percentage, y * percentage);
468 }

References x, and y.

◆ SetCursorIconSize() [1/2]

void Hud::SetCursorIconSize ( string type,
float x,
float y )
inlineprivate

Definition at line 634 of file gameplay.c.

634{ }

◆ SetCursorIconSize() [2/2]

override void Hud::SetCursorIconSize ( string type,
float x,
float y )
inlineprotected

Definition at line 475 of file IngameHud.c.

476 {
477 m_CursorIcon.FindAnyWidget(type).GetParent().SetSize(x, y);
478 }

References x, and y.

◆ SetLeftStatsVisibility()

void Hud::SetLeftStatsVisibility ( bool visible)
inlineprotected

eg. stamina bar...

Definition at line 1206 of file IngameHud.c.

1207 {
1208 Widget child = m_LeftHudPanelWidget.GetChildren();
1209 while (child)
1210 {
1211 if (child.GetName() == "ChatFrameWidget")
1212 {
1213 child = child.GetSibling();
1214 continue
1215 }
1216
1217 child.Show(visible);
1218 child = child.GetSibling();
1219 }
1220 }

Referenced by Init(), and RefreshHudVisibility().

◆ SetPermanentCrossHair()

void Hud::SetPermanentCrossHair ( bool show)
inlineprivate

Definition at line 659 of file gameplay.c.

659{}

Referenced by PluginBase::SwitchPermanentCrossHair().

◆ SetStamina() [1/2]

void Hud::SetStamina ( int value,
int range )
inlineprivate

Definition at line 626 of file gameplay.c.

626{}

◆ SetStamina() [2/2]

override void Hud::SetStamina ( int value,
int range )
inlineprotected

Definition at line 709 of file IngameHud.c.

710 {
711 float sx, sy;
713 float percentage = 1;
714 if (max != 0)
715 percentage = range / max;
716
717 if (range != 0)
718 m_Stamina.SetCurrent((value / range) * 100);
719 else
720 m_Stamina.SetCurrent(0);
721
722 m_Stamina.GetSize(sx, sy);
723 m_Stamina.SetSize(percentage, sy);
724 m_StaminaBackground.SetSize(1 - percentage, sy);
725
726 // set health & blood values
727 if (!GetGame().IsMultiplayer())
728 {
729 if (GetGame().GetPlayer())
730 {
733
734 if (player)
735 {
736 float h1 = player.GetHealth("", "");
737 float b1 = player.GetHealth("", "Blood");
738
739 GetDayZGame().GetBacklit().SetHealth(h1);
740 GetDayZGame().GetBacklit().SetBlood(b1);
741 }
742 }
743 }
744
745 // update backlit
746 GetDayZGame().GetBacklit().UpdatePlayer(false);
747 }
static float GetStaminaMax()

References Class::CastTo(), GetDayZGame(), GetGame(), GetPlayer(), CfgGameplayHandler::GetStaminaMax(), and m_Stamina.

◆ SetStaminaBarVisibility() [1/2]

void Hud::SetStaminaBarVisibility ( bool show)
private

◆ SetStaminaBarVisibility() [2/2]

override void Hud::SetStaminaBarVisibility ( bool show)
inlineprotected

Definition at line 681 of file IngameHud.c.

682 {
683 //m_StaminaBackground.Show( show );
684 //m_Stamina.Show( show );
685 if (show)
686 {
687 m_Stamina.SetAlpha(1);
688 //m_Stamina.SetTextColor( ColorManager.COLOR_NORMAL_TEXT );
689 }
690 else
691 {
692 m_Stamina.SetAlpha(0.3);
693 //m_Stamina.SetTextColor( ColorManager.RED_COLOR );
694 }
695
696 m_IsStaminaVisible = show;
697 m_StaminaTimer = 0;
698 }
float m_StaminaTimer
Definition IngameHud.c:25
bool m_IsStaminaVisible
Definition IngameHud.c:24

References m_Stamina.

◆ SetStomachState()

void Hud::SetStomachState ( int state)
inlineprotected

Definition at line 703 of file IngameHud.c.

704 {
705 ImageWidget stomach = ImageWidget.Cast(m_Badges.FindAnyWidget("Stomach"));
706 stomach.LoadImageFile(0, "set:dayz_gui image:iconStomach" + state);
707 }

◆ SetTemperature() [1/2]

void Hud::SetTemperature ( string temp)
private

Referenced by ManBase::OnRPC().

◆ SetTemperature() [2/2]

override void Hud::SetTemperature ( string temp)
inlineprotected

Definition at line 661 of file IngameHud.c.

662 {
664 TextWidget temp_top = TextWidget.Cast(m_Notifiers.FindAnyWidget("TemperatureValueTop"));
665 TextWidget temp_bot = TextWidget.Cast(m_Notifiers.FindAnyWidget("TemperatureValueBottom"));
666 temp_top.SetText(temp);
667 temp_bot.SetText(temp);
669 }

References m_Notifiers.

◆ SetWalkieTalkieText() [1/2]

void Hud::SetWalkieTalkieText ( string text)
inlineprivate

Definition at line 637 of file gameplay.c.

637{ }

◆ SetWalkieTalkieText() [2/2]

override void Hud::SetWalkieTalkieText ( string text)
inlineprotected

Definition at line 435 of file IngameHud.c.

436 {
438 Class.CastTo(txt, m_WalkieTalkie.FindAnyWidget("Text"));
439 txt.SetText(text);
440 }

References Class::CastTo().

◆ Show() [1/2]

void Hud::Show ( bool show)
inlineprivate

Definition at line 639 of file gameplay.c.

639{}

◆ Show() [2/2]

override void Hud::Show ( bool show)
inlineprotected

Definition at line 414 of file IngameHud.c.

415 {
416 m_HudPanelWidget.Show(show);
417 }

◆ ShowCursor() [1/2]

void Hud::ShowCursor ( )
inlineprivate

Definition at line 629 of file gameplay.c.

629{ }

◆ ShowCursor() [2/2]

override void Hud::ShowCursor ( )
inlineprotected

Definition at line 453 of file IngameHud.c.

454 {
455 m_CursorWidget.Show(true);
456 }

◆ ShowHud() [1/2]

void Hud::ShowHud ( bool show)
private

◆ ShowHud() [2/2]

override void Hud::ShowHud ( bool show)
inlineprotected

Definition at line 1135 of file IngameHud.c.

1136 {
1137 m_HudState = show;
1138 m_HudHidePlayer = false;
1140 }

References RefreshHudVisibility().

◆ ShowHudInventory() [1/2]

void Hud::ShowHudInventory ( bool show)
private

◆ ShowHudInventory() [2/2]

override void Hud::ShowHudInventory ( bool show)
inlineprotected

Definition at line 1115 of file IngameHud.c.

1116 {
1117 m_HudInventory = show;
1119 }

References RefreshHudVisibility().

◆ ShowHudPlayer() [1/2]

void Hud::ShowHudPlayer ( bool show)
private

◆ ShowHudPlayer() [2/2]

override void Hud::ShowHudPlayer ( bool show)
inlineprotected

Definition at line 1101 of file IngameHud.c.

1102 {
1103 m_HudHidePlayer = !show;
1104 if (m_HudState)
1106 }

References RefreshHudVisibility().

◆ ShowHudUI() [1/2]

◆ ShowHudUI() [2/2]

override void Hud::ShowHudUI ( bool show)
inlineprotected

Definition at line 1108 of file IngameHud.c.

1109 {
1110 m_HudHideUI = !show;
1111 if (m_HudState)
1113 }

References RefreshHudVisibility().

◆ ShowPlayerTag()

void Hud::ShowPlayerTag ( float timeslice)
inlineprotected

Definition at line 1321 of file IngameHud.c.

1322 {
1323 if (m_CurrentTaggedPlayer && m_CurrentTaggedPlayer.GetIdentity())
1324 {
1325 if (!m_PlayerTag)
1326 {
1327 m_PlayerTag = GetGame().GetWorkspace().CreateWidgets("gui/layouts/new_ui/hud/hud_player_tag.layout");
1328 m_PlayerTagText = TextWidget.Cast(m_PlayerTag.FindAnyWidget("TagText"));
1329 }
1330 m_PlayerSpineIndex = m_CurrentTaggedPlayer.GetBoneIndex("Spine2");
1332 vector screen_pos = GetGame().GetScreenPosRelative(player_pos);
1333
1334 if (screen_pos[2] > 0)
1335 {
1336 if (screen_pos[0] > 0 && screen_pos[0] < 1)
1337 {
1338 if (screen_pos[1] > 0 && screen_pos[1] < 1)
1339 {
1340 m_PlayerTagText.SetAlpha(Math.Clamp(m_PlayerTagText.GetAlpha() + timeslice * 10, 0, 1));
1341 m_PlayerTag.SetPos(0.55, 0.55);
1342 m_PlayerTagText.SetText(m_CurrentTaggedPlayer.GetIdentity().GetPlainName());
1343
1344 //m_PlayerTagText.SetSize( 1, 1 - screen_pos[2] / 25 );
1345 return;
1346 }
1347 }
1348 }
1349 }
1350
1351 if (m_PlayerTag)
1352 {
1353 float new_alpha = Math.Clamp(m_PlayerTagText.GetAlpha() - timeslice * 10, 0, 1);
1354 m_PlayerTagText.SetAlpha(Math.Clamp(m_PlayerTagText.GetAlpha() - timeslice * 10, 0, 1));
1355 if (new_alpha == 0)
1356 {
1357 m_PlayerTagText.SetText("");
1359 }
1360 }
1361 }
TextWidget m_PlayerTagText
Definition IngameHud.c:1319
Widget m_PlayerTag
Definition IngameHud.c:1318
int m_PlayerSpineIndex
Definition IngameHud.c:1316

References Math::Clamp(), and GetGame().

Referenced by Update().

◆ ShowQuickBar() [1/2]

void Hud::ShowQuickBar ( bool show)
private

◆ ShowQuickBar() [2/2]

override void Hud::ShowQuickBar ( bool show)
inlineprotected

global setting; is quickbar visibility allowed?

Definition at line 1127 of file IngameHud.c.

1128 {
1129 m_QuickbarState = show;
1130 //shown by default
1131 m_QuickbarHidePlayer = false;
1133 }
void RefreshQuickbarVisibility()
Definition IngameHud.c:1051

References RefreshQuickbarVisibility().

◆ ShowQuickbarPlayer() [1/2]

void Hud::ShowQuickbarPlayer ( bool show)
private

◆ ShowQuickbarPlayer() [2/2]

override void Hud::ShowQuickbarPlayer ( bool show)
inlineprotected

Definition at line 1095 of file IngameHud.c.

1096 {
1097 m_QuickbarHidePlayer = !show;
1099 }

References RefreshQuickbarVisibility().

◆ ShowQuickbarUI() [1/2]

void Hud::ShowQuickbarUI ( bool show)
private

◆ ShowQuickbarUI() [2/2]

override void Hud::ShowQuickbarUI ( bool show)
inlineprotected

Definition at line 1089 of file IngameHud.c.

1090 {
1091 m_QuickbarHideUI = !show;
1093 }

References RefreshQuickbarVisibility().

◆ ShowVehicleInfo() [1/2]

void Hud::ShowVehicleInfo ( )
private

◆ ShowVehicleInfo() [2/2]

override void Hud::ShowVehicleInfo ( )
inlineprotected

Definition at line 832 of file IngameHud.c.

833 {
835 if (player)
836 {
837 HumanCommandVehicle hcv = player.GetCommand_Vehicle();
838 if (hcv)
839 {
840 m_CurrentVehicle = CarScript.Cast(hcv.GetTransport());
842 {
843 m_InVehicleAsDriver = true;
844 m_VehicleGearCount = m_CurrentVehicle.GetGearsCount();
846
847 float rpm_value_red = m_CurrentVehicle.EngineGetRPMRedline() / m_CurrentVehicle.EngineGetRPMMax();
848 m_VehicleRPMDial.SetMaskProgress(rpm_value_red);
849 m_VehicleRPMRedline.SetMaskProgress(1 - rpm_value_red);
850
851 m_HudPanelWidget.FindAnyWidget("PlayerPanel").Show(false);
852 m_Presence.Show(false);
853 m_StancePanel.Show(false);
854
855 m_VehiclePanel.Show(true);
856 }
857 }
858 }
859 }
bool m_VehicleHasOil
Definition IngameHud.c:829

References GetGame(), and GetPlayer().

◆ ShowWalkieTalkie() [1/4]

void Hud::ShowWalkieTalkie ( bool show)
inlineprivate

Definition at line 635 of file gameplay.c.

635{ }

◆ ShowWalkieTalkie() [2/4]

override void Hud::ShowWalkieTalkie ( bool show)
inlineprotected

Definition at line 419 of file IngameHud.c.

420 {
423 m_WalkieTalkie.Show(show);
424 }

◆ ShowWalkieTalkie() [3/4]

void Hud::ShowWalkieTalkie ( int fadeOutSeconds)
inlineprivate

Definition at line 636 of file gameplay.c.

636{ }

◆ ShowWalkieTalkie() [4/4]

override void Hud::ShowWalkieTalkie ( int fadeOutSeconds)
inlineprotected

Definition at line 426 of file IngameHud.c.

427 {
428 m_WalkieTalkie.Show(true);
431 m_FadeTimerWalkieTalkie.FadeOut(m_WalkieTalkie.FindAnyWidget("Icon"), fadeOutSeconds);
432 m_FadeTimerWalkieTalkieText.FadeOut(m_WalkieTalkie.FindAnyWidget("Text"), fadeOutSeconds);
433 }

◆ SpawnHitDirEffect() [1/2]

void Hud::SpawnHitDirEffect ( DayZPlayer player,
float hit_direction,
float intensity_max )
private

◆ SpawnHitDirEffect() [2/2]

override void Hud::SpawnHitDirEffect ( DayZPlayer player,
float hit_direction,
float intensity_max )
inlineprotected

◆ ToggleHeatBufferPlusSign() [1/2]

void Hud::ToggleHeatBufferPlusSign ( bool show)
private

Referenced by ManBase::EOnFrame().

◆ ToggleHeatBufferPlusSign() [2/2]

override void Hud::ToggleHeatBufferPlusSign ( bool show)
inlineprotected

Definition at line 1121 of file IngameHud.c.

1122 {
1123 m_HeatBufferPlus.Show(show);
1124 }

◆ Update() [1/2]

void Hud::Update ( float timeslice)
inlineprivate

Definition at line 643 of file gameplay.c.

643{}

Referenced by ManBase::EOnFrame().

◆ Update() [2/2]

override void Hud::Update ( float timeslice)
inlineprotected

Definition at line 1363 of file IngameHud.c.

1364 {
1365 super.Update(timeslice);
1366
1369 //
1370 //modifiers - tendency status (critical)
1372 {
1373 //get color & alpha
1374 if (m_TendencyStatusCritical.Count() > 0)
1375 {
1376 for (int i = 0; i < m_TendencyStatusCritical.Count(); ++i)
1377 {
1378
1380 int alpha = widget.GetAlpha() * 255;
1381 int color;
1382 int colorA = ARGB(alpha, 255, 255, 255);
1384
1385 //set new color to different color
1386 if (widget.GetColor() == colorA)
1387 color = colorB;
1388 else
1389 color = colorA;
1390
1391 widget.SetColor(color);
1392 }
1393 }
1394
1395 m_BlinkTime = 0; //reset
1396 }
1397 else
1399
1401 {
1405 }
1406
1407 if (!m_IsStaminaVisible)
1408 {
1412
1413 }
1414
1415 if (m_HitDirEffectArray && m_HitDirEffectArray.Count() > 0)
1416 {
1419 }
1420
1422
1423#ifdef PLATFORM_PS4
1426#endif
1427 }
void RefreshVehicleHud(float timeslice)
Definition IngameHud.c:873
void ShowPlayerTag(float timeslice)
Definition IngameHud.c:1321
float m_BlinkTime
Definition IngameHud.c:12
void DisplayPresence()
Definition gameplay.c:628
const float TENDENCY_BLINK_TIME
Definition IngameHud.c:11
void RefreshPlayerTags()
Definition IngameHud.c:1278
float m_StaminaShowTime
Definition IngameHud.c:26
void HideTemperature()
Definition IngameHud.c:671
void SetStaminaBarVisibility(bool show)
float m_TemperatureShowTime
Definition IngameHud.c:21
void UpdateHitDirEffects(float timeslice)
Definition IngameHud.c:1441
void CleanupHitDirEffects()
Definition IngameHud.c:1447

References ARGB(), CleanupHitDirEffects(), DisplayPresence(), HideTemperature(), RefreshPlayerTags(), RefreshVehicleHud(), SetStaminaBarVisibility(), ShowPlayerTag(), ActionTargetsCursor::Update(), and UpdateHitDirEffects().

◆ UpdateBloodName() [1/2]

void Hud::UpdateBloodName ( )
inlineprivate

Definition at line 640 of file gameplay.c.

640{}

Referenced by ManBase::OnPlayerLoaded().

◆ UpdateBloodName() [2/2]

override void Hud::UpdateBloodName ( )
inlineprotected

Definition at line 1250 of file IngameHud.c.

1251 {
1254
1255 if (player)
1256 {
1257 string blood_name;
1258 bool positive;
1260 bool blood_type_visible = player.HasBloodTypeVisible();
1261
1263 {
1264 m_BloodType.SetText(blood_name);
1265 if (positive)
1266 m_BloodPosType.SetText("+");
1267 else
1268 m_BloodPosType.SetText("-");
1269 }
1270 else
1271 {
1272 m_BloodType.SetText("");
1273 m_BloodPosType.SetText("");
1274 }
1275 }
1276 }
static string GetBloodTypeName(int bloodtype, out string type, out bool positive)
Definition BloodType.c:82

References Class::CastTo(), BloodTypes::GetBloodTypeName(), GetGame(), GetPlayer(), and m_BloodType.

◆ UpdateHitDirEffects()

void Hud::UpdateHitDirEffects ( float timeslice)
inlineprotected

Definition at line 1441 of file IngameHud.c.

1442 {
1443 for (int i = 0; i < m_HitDirEffectArray.Count(); i++)
1445 }
proto native volatile void Update()

References Update().

Referenced by Update().

◆ UpdateQuickbarGlobalVisibility() [1/2]

void Hud::UpdateQuickbarGlobalVisibility ( )
private

Referenced by ManBase::OnPlayerLoaded().

◆ UpdateQuickbarGlobalVisibility() [2/2]

override void Hud::UpdateQuickbarGlobalVisibility ( )
inlineprotected

Definition at line 1042 of file IngameHud.c.

1043 {
1044#ifdef PLATFORM_CONSOLE
1045 ShowQuickBar(GetGame().GetInput().IsEnabledMouseAndKeyboardEvenOnServer());
1046#else
1047 ShowQuickBar(g_Game.GetProfileOption(EDayZProfilesOptions.QUICKBAR));
1048#endif
1049 }
ActionInput GetInput()
Definition ActionBase.c:989
void ShowQuickBar(bool show)

References g_Game, GetGame(), GetInput(), and ShowQuickBar().

◆ UpdateSpecialtyMeter()

void Hud::UpdateSpecialtyMeter ( float x,
float y )
inlineprotected

Definition at line 1072 of file IngameHud.c.

1073 {
1074#ifdef PLATFORM_CONSOLE
1075 m_SpecializationIcon.SetPos(x, y, true);
1076#endif
1077 }

References m_SpecializationIcon, x, and y.

◆ ZeroingKeyPress()

void Hud::ZeroingKeyPress ( )
inlineprotected

Definition at line 754 of file IngameHud.c.

755 {
756 m_ZeroingKeyPressed = true;
757 }
bool m_ZeroingKeyPressed
Definition IngameHud.c:147

Referenced by MissionBase::OnUpdate().

Member Data Documentation

◆ FADE_IN_TIME

const float Hud::FADE_IN_TIME = 0.3
protected

Definition at line 3 of file IngameHud.c.

◆ FADE_OUT_TIME

const float Hud::FADE_OUT_TIME = 0.3
protected

Definition at line 4 of file IngameHud.c.

◆ HIDE_MENU_TIME

const float Hud::HIDE_MENU_TIME = 5
protected

Definition at line 5 of file IngameHud.c.

◆ m_ActionButtonText

TextWidget Hud::m_ActionButtonText
protected

Definition at line 126 of file IngameHud.c.

◆ m_ActionDesc

TextWidget Hud::m_ActionDesc
protected

Definition at line 118 of file IngameHud.c.

◆ m_ActionHealthMark

ImageWidget Hud::m_ActionHealthMark
protected

Definition at line 121 of file IngameHud.c.

◆ m_ActionIcon

ImageWidget Hud::m_ActionIcon
protected

Definition at line 125 of file IngameHud.c.

◆ m_ActionIconFrame

Widget Hud::m_ActionIconFrame
protected

Definition at line 128 of file IngameHud.c.

◆ m_ActionItemDesc

TextWidget Hud::m_ActionItemDesc
protected

Definition at line 119 of file IngameHud.c.

◆ m_ActionMultipleItemsFrame

Widget Hud::m_ActionMultipleItemsFrame
protected

Definition at line 129 of file IngameHud.c.

◆ m_ActionQuantityBar

ProgressBarWidget Hud::m_ActionQuantityBar
protected

Definition at line 122 of file IngameHud.c.

◆ m_ActionQuantityBox

Widget Hud::m_ActionQuantityBox
protected

Definition at line 123 of file IngameHud.c.

◆ m_ActionQuantityBoxText

TextWidget Hud::m_ActionQuantityBoxText
protected

Definition at line 124 of file IngameHud.c.

◆ m_ActionTarget

Widget Hud::m_ActionTarget
protected

Definition at line 131 of file IngameHud.c.

◆ m_ActionTargetsCursor

ActionTargetsCursor Hud::m_ActionTargetsCursor
protected

Definition at line 132 of file IngameHud.c.

◆ m_ActionWidget

Widget Hud::m_ActionWidget
protected

Definition at line 117 of file IngameHud.c.

◆ m_AnyBadgeVisible

bool Hud::m_AnyBadgeVisible
protected

Definition at line 18 of file IngameHud.c.

◆ m_BadgeNotifierDivider

Widget Hud::m_BadgeNotifierDivider
protected

Definition at line 77 of file IngameHud.c.

◆ m_Badges

Widget Hud::m_Badges
protected

Definition at line 78 of file IngameHud.c.

◆ m_BadgesSupportedLevels

ref map<int, int> Hud::m_BadgesSupportedLevels
protected

Definition at line 15 of file IngameHud.c.

◆ m_BadgesWidgetDisplay

ref map<int, int> Hud::m_BadgesWidgetDisplay
protected

Definition at line 16 of file IngameHud.c.

Referenced by Debug().

◆ m_BadgesWidgetNames

ref map<int, string> Hud::m_BadgesWidgetNames
protected

Definition at line 14 of file IngameHud.c.

◆ m_BadgesWidgets

ref map<int, ImageWidget> Hud::m_BadgesWidgets
protected

Definition at line 17 of file IngameHud.c.

◆ m_BlinkTime

float Hud::m_BlinkTime
protected

Definition at line 12 of file IngameHud.c.

◆ m_BloodPosType

TextWidget Hud::m_BloodPosType
protected

Definition at line 76 of file IngameHud.c.

◆ m_BloodType

TextWidget Hud::m_BloodType
protected

Definition at line 75 of file IngameHud.c.

◆ m_ConnectionLost

ImageWidget Hud::m_ConnectionLost
protected

Definition at line 72 of file IngameHud.c.

◆ m_CurrentTaggedPlayer

PlayerBase Hud::m_CurrentTaggedPlayer
protected

Definition at line 1317 of file IngameHud.c.

◆ m_CurrentVehicle

CarScript Hud::m_CurrentVehicle
protected

Definition at line 64 of file IngameHud.c.

◆ m_CursorIcon

ImageWidget Hud::m_CursorIcon
protected

Definition at line 114 of file IngameHud.c.

◆ m_CursorWidget

Widget Hud::m_CursorWidget
protected

Definition at line 113 of file IngameHud.c.

◆ m_Faded

bool Hud::m_Faded
protected

Definition at line 146 of file IngameHud.c.

◆ m_FadeTimerActionCursor

ref WidgetFadeTimer Hud::m_FadeTimerActionCursor
protected

Definition at line 81 of file IngameHud.c.

◆ m_FadeTimerCrosshair

ref WidgetFadeTimer Hud::m_FadeTimerCrosshair
protected

Definition at line 80 of file IngameHud.c.

◆ m_FadeTimerMagazineName

ref WidgetFadeTimer Hud::m_FadeTimerMagazineName
protected

Definition at line 85 of file IngameHud.c.

◆ m_FadeTimerQuickbar

ref WidgetFadeTimer Hud::m_FadeTimerQuickbar
protected

Definition at line 88 of file IngameHud.c.

◆ m_FadeTimers

ref array<ref WidgetFadeTimer> Hud::m_FadeTimers = new array<ref WidgetFadeTimer>
protected

Definition at line 107 of file IngameHud.c.

◆ m_FadeTimerWalkieTalkie

ref WidgetFadeTimer Hud::m_FadeTimerWalkieTalkie
protected

Definition at line 89 of file IngameHud.c.

◆ m_FadeTimerWalkieTalkieText

ref WidgetFadeTimer Hud::m_FadeTimerWalkieTalkieText
protected

Definition at line 90 of file IngameHud.c.

◆ m_FadeTimerWeaponName

ref WidgetFadeTimer Hud::m_FadeTimerWeaponName
protected

Definition at line 86 of file IngameHud.c.

◆ m_FadeTimerWeaponStats

ref WidgetFadeTimer Hud::m_FadeTimerWeaponStats
protected

Definition at line 87 of file IngameHud.c.

◆ m_FadeTimerZeroingOld

ref WidgetFadeTimer Hud::m_FadeTimerZeroingOld
protected

Definition at line 84 of file IngameHud.c.

◆ m_GameStatusIconsPanel

Widget Hud::m_GameStatusIconsPanel
protected

Definition at line 67 of file IngameHud.c.

◆ m_HeatBufferPlus

ImageWidget Hud::m_HeatBufferPlus
protected

Definition at line 22 of file IngameHud.c.

◆ m_HideTimer

ref Timer Hud::m_HideTimer
protected

Definition at line 79 of file IngameHud.c.

◆ m_HighPingA

ImageWidget Hud::m_HighPingA
protected

Definition at line 68 of file IngameHud.c.

◆ m_HighPingB

ImageWidget Hud::m_HighPingB
protected

Definition at line 69 of file IngameHud.c.

◆ m_HitDirEffectArray

ref array<ref HitDirectionEffectBase> Hud::m_HitDirEffectArray
protected

Definition at line 157 of file IngameHud.c.

◆ m_HitIndicatorDown

Widget Hud::m_HitIndicatorDown
protected

Definition at line 150 of file IngameHud.c.

◆ m_HitIndicatorLeft

Widget Hud::m_HitIndicatorLeft
protected

Definition at line 151 of file IngameHud.c.

◆ m_HitIndicatorRight

Widget Hud::m_HitIndicatorRight
protected

Definition at line 152 of file IngameHud.c.

◆ m_HitIndicatorSingle

Widget Hud::m_HitIndicatorSingle
protected

Definition at line 153 of file IngameHud.c.

◆ m_HitIndicatorUp

Widget Hud::m_HitIndicatorUp
protected

Definition at line 149 of file IngameHud.c.

◆ m_HudHidePlayer

bool Hud::m_HudHidePlayer
protected

Definition at line 138 of file IngameHud.c.

Referenced by IsHideHudPlayer().

◆ m_HudHideUI

bool Hud::m_HudHideUI
protected

Definition at line 137 of file IngameHud.c.

◆ m_HudInventory

bool Hud::m_HudInventory
protected

Definition at line 139 of file IngameHud.c.

◆ m_HudPanelWidget

Widget Hud::m_HudPanelWidget
protected

Definition at line 31 of file IngameHud.c.

Referenced by GetHudPanelWidget().

◆ m_HudState

bool Hud::m_HudState
protected

Definition at line 140 of file IngameHud.c.

Referenced by GetHudState(), and RefreshHudVisibility().

◆ m_InVehicleAsDriver

bool Hud::m_InVehicleAsDriver
protected

Definition at line 63 of file IngameHud.c.

◆ m_IsHudVisible

bool Hud::m_IsHudVisible
protected

Definition at line 145 of file IngameHud.c.

Referenced by IsHudVisible().

◆ m_IsQuickbarVisible

bool Hud::m_IsQuickbarVisible
protected

Definition at line 144 of file IngameHud.c.

Referenced by IsQuickbarVisible().

◆ m_IsStaminaVisible

bool Hud::m_IsStaminaVisible
protected

Definition at line 24 of file IngameHud.c.

◆ m_IsTemperatureVisible

bool Hud::m_IsTemperatureVisible
protected

Definition at line 19 of file IngameHud.c.

◆ m_LeftHudPanelWidget

Widget Hud::m_LeftHudPanelWidget
protected

Definition at line 32 of file IngameHud.c.

◆ m_LowServerPerfA

ImageWidget Hud::m_LowServerPerfA
protected

Definition at line 70 of file IngameHud.c.

◆ m_LowServerPerfB

ImageWidget Hud::m_LowServerPerfB
protected

Definition at line 71 of file IngameHud.c.

◆ m_MouseContinuousAction

Widget Hud::m_MouseContinuousAction
protected

Definition at line 109 of file IngameHud.c.

◆ m_MouseSingleAction

Widget Hud::m_MouseSingleAction
protected

Definition at line 108 of file IngameHud.c.

◆ m_Notifiers

Widget Hud::m_Notifiers
protected

Definition at line 74 of file IngameHud.c.

◆ m_PermanentCrossHair

ImageWidget Hud::m_PermanentCrossHair
protected

Definition at line 135 of file IngameHud.c.

◆ m_PlayerSpineIndex

int Hud::m_PlayerSpineIndex
protected

Definition at line 1316 of file IngameHud.c.

◆ m_PlayerTag

Widget Hud::m_PlayerTag
protected

Definition at line 1318 of file IngameHud.c.

◆ m_PlayerTagText

TextWidget Hud::m_PlayerTagText
protected

Definition at line 1319 of file IngameHud.c.

◆ m_Presence

Widget Hud::m_Presence
protected

Definition at line 94 of file IngameHud.c.

◆ m_PresenceLevel0

Widget Hud::m_PresenceLevel0
protected

Definition at line 101 of file IngameHud.c.

◆ m_PresenceLevel1

Widget Hud::m_PresenceLevel1
protected

Definition at line 102 of file IngameHud.c.

◆ m_PresenceLevel2

Widget Hud::m_PresenceLevel2
protected

Definition at line 103 of file IngameHud.c.

◆ m_PresenceLevel3

Widget Hud::m_PresenceLevel3
protected

Definition at line 104 of file IngameHud.c.

◆ m_PresenceLevel4

Widget Hud::m_PresenceLevel4
protected

Definition at line 105 of file IngameHud.c.

◆ m_Quickbar

ref InventoryQuickbar Hud::m_Quickbar
protected

Definition at line 34 of file IngameHud.c.

Referenced by GetQuickbar().

◆ m_QuickbarHidePlayer

bool Hud::m_QuickbarHidePlayer
protected

Definition at line 142 of file IngameHud.c.

Referenced by IsHideQuickbarPlayer().

◆ m_QuickbarHideUI

bool Hud::m_QuickbarHideUI
protected

Definition at line 141 of file IngameHud.c.

◆ m_QuickbarState

bool Hud::m_QuickbarState
protected

Definition at line 143 of file IngameHud.c.

Referenced by GetQuickBarState(), and RefreshQuickbarVisibility().

◆ m_QuickbarWidget

Widget Hud::m_QuickbarWidget
protected

Definition at line 33 of file IngameHud.c.

◆ m_RadialProgressBar

Widget Hud::m_RadialProgressBar
protected

Definition at line 112 of file IngameHud.c.

◆ m_RadialProgressBar1

Widget Hud::m_RadialProgressBar1
protected

Definition at line 110 of file IngameHud.c.

◆ m_RadialProgressBarCrossHair

Widget Hud::m_RadialProgressBarCrossHair
protected

Definition at line 111 of file IngameHud.c.

◆ m_SpecializationIcon

Widget Hud::m_SpecializationIcon
protected

Definition at line 155 of file IngameHud.c.

◆ m_SpecializatonPanel

Widget Hud::m_SpecializatonPanel
protected

Definition at line 154 of file IngameHud.c.

◆ m_Stamina

ProgressBarWidget Hud::m_Stamina
protected

Definition at line 92 of file IngameHud.c.

◆ m_StaminaBackground

Widget Hud::m_StaminaBackground
protected

Definition at line 93 of file IngameHud.c.

◆ m_StaminaShowTime

float Hud::m_StaminaShowTime = 0.15
protected

Definition at line 26 of file IngameHud.c.

◆ m_StaminaTimer

float Hud::m_StaminaTimer
protected

Definition at line 25 of file IngameHud.c.

◆ m_StanceCar

Widget Hud::m_StanceCar
protected

Definition at line 99 of file IngameHud.c.

◆ m_StanceCrouch

Widget Hud::m_StanceCrouch
protected

Definition at line 98 of file IngameHud.c.

◆ m_StancePanel

Widget Hud::m_StancePanel
protected

Definition at line 100 of file IngameHud.c.

◆ m_StanceProne

Widget Hud::m_StanceProne
protected

Definition at line 95 of file IngameHud.c.

◆ m_StanceStand

Widget Hud::m_StanceStand
protected

Definition at line 96 of file IngameHud.c.

◆ m_StanceStandWalk

Widget Hud::m_StanceStandWalk
protected

Definition at line 97 of file IngameHud.c.

◆ m_StatesWidgetNames

ref map<int, string> Hud::m_StatesWidgetNames
protected

Definition at line 7 of file IngameHud.c.

◆ m_StatesWidgets

ref map<int, ImageWidget> Hud::m_StatesWidgets
protected

Definition at line 8 of file IngameHud.c.

◆ m_TemperatureShowTime

float Hud::m_TemperatureShowTime = 30
protected

Definition at line 21 of file IngameHud.c.

◆ m_TemperatureTimer

float Hud::m_TemperatureTimer
protected

Definition at line 20 of file IngameHud.c.

◆ m_TendencyStatusCritical

ref map<ImageWidget, int> Hud::m_TendencyStatusCritical
protected

Definition at line 10 of file IngameHud.c.

◆ m_Timer

ref Timer Hud::m_Timer
private

Definition at line 622 of file gameplay.c.

◆ m_TimeSinceLastEngineLightChange

float Hud::m_TimeSinceLastEngineLightChange
protected

Definition at line 828 of file IngameHud.c.

◆ m_VehicleBatteryLight

ImageWidget Hud::m_VehicleBatteryLight
protected

Definition at line 54 of file IngameHud.c.

◆ m_VehicleCurrentGearValue

TextWidget Hud::m_VehicleCurrentGearValue
protected

Definition at line 50 of file IngameHud.c.

◆ m_VehicleDamageZoneHitEngineState

bool Hud::m_VehicleDamageZoneHitEngineState
protected

Definition at line 60 of file IngameHud.c.

◆ m_VehicleDamageZonesHitTimer

float Hud::m_VehicleDamageZonesHitTimer
protected

Definition at line 61 of file IngameHud.c.

◆ m_VehicleEngineLight

ImageWidget Hud::m_VehicleEngineLight
protected

Definition at line 55 of file IngameHud.c.

◆ m_VehicleFuelLight

ImageWidget Hud::m_VehicleFuelLight
protected

Definition at line 46 of file IngameHud.c.

◆ m_VehicleFuelPointer

ImageWidget Hud::m_VehicleFuelPointer
protected

Definition at line 45 of file IngameHud.c.

◆ m_VehicleGearCount

int Hud::m_VehicleGearCount = -1
protected

Definition at line 827 of file IngameHud.c.

◆ m_VehicleGearTable

ref map<int, string> Hud::m_VehicleGearTable
protected

Definition at line 28 of file IngameHud.c.

◆ m_VehicleGearTableAuto

ref map<int, string> Hud::m_VehicleGearTableAuto
protected

Definition at line 29 of file IngameHud.c.

◆ m_VehicleHandBrakeLight

ImageWidget Hud::m_VehicleHandBrakeLight
protected

Definition at line 57 of file IngameHud.c.

◆ m_VehicleHasCoolant

bool Hud::m_VehicleHasCoolant
protected

Definition at line 830 of file IngameHud.c.

◆ m_VehicleHasOil

bool Hud::m_VehicleHasOil
protected

Definition at line 829 of file IngameHud.c.

◆ m_VehicleNextGearValue

TextWidget Hud::m_VehicleNextGearValue
protected

Definition at line 51 of file IngameHud.c.

◆ m_VehicleOilLight

ImageWidget Hud::m_VehicleOilLight
protected

Definition at line 56 of file IngameHud.c.

◆ m_VehiclePanel

Widget Hud::m_VehiclePanel
protected

Definition at line 36 of file IngameHud.c.

◆ m_VehiclePrevGearValue

TextWidget Hud::m_VehiclePrevGearValue
protected

Definition at line 52 of file IngameHud.c.

◆ m_VehicleRPMDial

ImageWidget Hud::m_VehicleRPMDial
protected

Definition at line 39 of file IngameHud.c.

◆ m_VehicleRPMPointer

ImageWidget Hud::m_VehicleRPMPointer
protected

Definition at line 38 of file IngameHud.c.

◆ m_VehicleRPMRedline

ImageWidget Hud::m_VehicleRPMRedline
protected

Definition at line 40 of file IngameHud.c.

◆ m_VehicleSpeedPointer

ImageWidget Hud::m_VehicleSpeedPointer
protected

Definition at line 41 of file IngameHud.c.

◆ m_VehicleSpeedValue

TextWidget Hud::m_VehicleSpeedValue
protected

Definition at line 48 of file IngameHud.c.

◆ m_VehicleTemperatureIndicator

Widget Hud::m_VehicleTemperatureIndicator
protected

Definition at line 42 of file IngameHud.c.

◆ m_VehicleTemperatureLight

ImageWidget Hud::m_VehicleTemperatureLight
protected

Definition at line 44 of file IngameHud.c.

◆ m_VehicleTemperaturePointer

ImageWidget Hud::m_VehicleTemperaturePointer
protected

Definition at line 43 of file IngameHud.c.

◆ m_VehicleWheelLight

ImageWidget Hud::m_VehicleWheelLight
protected

Definition at line 58 of file IngameHud.c.

◆ m_WalkieTalkie

Widget Hud::m_WalkieTalkie
protected

Definition at line 115 of file IngameHud.c.

◆ m_ZeroingKeyPressed

bool Hud::m_ZeroingKeyPressed
protected

Definition at line 147 of file IngameHud.c.

◆ myTimer

ref Timer Hud::myTimer
protected

Definition at line 106 of file IngameHud.c.

◆ TENDENCY_BLINK_TIME

const float Hud::TENDENCY_BLINK_TIME = 0.25
protected

Definition at line 11 of file IngameHud.c.


The documentation for this class was generated from the following files: