Hud AngleSplit

This code is like the two image split for the ammo and health icons in ep1 (near the cross hair) but does it on an angle both on the left side and right side and allows for them to be rotated. 
This uses a lot of trig and the code could be simplified a bit.
==How it works==
==Result==
==Code==
This assumes you already have a HUD panel set up and ready to use.
First thing to do is to define the two images:
Header:
public:
	void VidInit(void);
private:
	CHudTexture	*m_icon_lb;		// left bracket, full
	CHudTexture	*m_icon_lbe;		// left bracket, empty
Cpp File:
void CLASSNAME::VidInit( void )
{
	m_icon_lb = gHUD.GetIcon( "health_full" );
	m_icon_lbe = gHUD.GetIcon( "health_empty" );
	BaseClass::VidInit();
}
The names here refer to the textures defined in mod_textures.txt
Once we have this we need to add some code to the paint function:
	int scaledW, scaledH, scaledDis, screenWide, screenTall, X,Y, offset;
	offset = scheme()->GetProportionalScaledValue(100);
		
	//image width
	scaledW = scheme()->GetProportionalScaledValue(25);
	//image height
	scaledH = scheme()->GetProportionalScaledValue(100);
	//image indentation
	scaledDis = scheme()->GetProportionalScaledValue(200);
	GetHudSize(screenWide, screenTall);
	X = screenWide/2 - scaledDis - scaledW;
	Y = screenTall/2 - scaledH/2;
	m_icon_lbe->DrawScew_Left(X, Y, scaledW, scaledH, 1-HealthPer, true, offset);
	m_icon_lb->DrawScew_Left(X, Y, scaledW, scaledH, 1-HealthPer, false, offset);
This draws each element at pos X,Y with size scaledW, scaledH. Since these are health bars a health percentage is already defined.
The true/false refers to which image they are (true for empty image and false for full) and the offset is the horizontal distance between the edge and the pivot point (see picture above).
We need to add the new functions into hud.cpp/hud.h
For the header add:
	void DrawScew_Left(int x, int y, int w, int h, float per, bool isTop, int offset) const;
	void DrawScew_Left(int x, int y, int w, int h, float per, bool isTop, int offset, float ang) const;
	void DrawScew_Right(int x, int y, int w, int h, float per, bool isTop, int offset) const;
	void DrawScew_Right(int x, int y, int w, int h, float per, bool isTop, int offset, float ang) const;
And the cpp file add:
#include <maths.h>
#define PI 3.14159265
Up the top after the other includes and the following after all the other functions:
void MatixMulti(float m1[][2], int a, int b, float m2[][2], int c, int d, float m3[][2], int e, int f)
{
	if (b!=c || a!=e || d!=f)
		return;
	for (int x=0; x<a; x++)
	{
		for (int y=0; y<d; y++)
		{
			int res =0;
			for (int z=0; zDrawSetTexture( textureId );
	vgui::surface()->DrawSetColor( Color(125,125,125,125) );
	float x = (float)(tx);
	float y = (float)(ty);
	float w = (float)(tw);
	float h = (float)(th);
	float rotMat[2][2];
	rotMat[0][0] = cos(ang*PI/180);
	rotMat[0][1] = sin(ang*PI/180);
	rotMat[1][0] = -sin(ang*PI/180);
	rotMat[1][1] = cos(ang*PI/180);
	if (per > 0 && per < 1)
	{
		bool perCheck = false;
		if (per > 0.5)
		{
			per = 1.0-per;
			perCheck = true;
		}
	
		float sy = per*h;
		float sx = w;
		float dis_sp = h/2 - sy;
		float dis_pq = offset;
		float dis_oe = sy;
		float dis_ds = dis_oe*dis_pq/dis_sp;
		float ax = w-dis_ds;
		float ay = 0;
		float dis_gq = dis_pq + w;
		float dis_eg = dis_sp * dis_gq / dis_pq;
		float ex = 0; 
		float ey = h/2-dis_eg;
		if (perCheck)
		{
			ay = h-ay;
			ey = h-ey;
			sy = h-sy;
			per = 1.0 - per;
		}
		float ratio_1 = ey/h;	//ratio of ey to height
		float ratio_2 =	per;	//ratio of sy to height
		float ratio_3 = ax/w;	//ratio of ax to width
		if ( ey < 0)
		{
			if (isTop)
			{
				float pMat[10][2];
				pMat[0][0] = ax;
				pMat[0][1] = ay;
				pMat[1][0] = w;
				pMat[1][1] = 0;
				pMat[2][0] = sx;
				pMat[2][1] = sy;
				float rMat[10][2];
				MatixMulti(pMat,3,2, rotMat, 2,2, rMat, 3,2);
				vgui::Vertex_t points[3] =
				{
					vgui::Vertex_t( Vector2D((rMat[0][0]+x), (rMat[0][1])+y), Vector2D(ratio_3,0)),
					vgui::Vertex_t( Vector2D((rMat[1][0]+x), (rMat[1][1])+y), Vector2D(1,0) ),
					vgui::Vertex_t( Vector2D((rMat[2][0]+x), (rMat[2][1])+y), Vector2D(1,ratio_2) )
				};
				vgui::surface()->DrawTexturedPolygon( 3, points);
			}
			else
			{
				float pMat[10][2];
				pMat[0][0] = 0;
				pMat[0][1] = 0;
				pMat[1][0] = ax;
				pMat[1][1] = ay;
				pMat[2][0] = sx;
				pMat[2][1] = sy;
				pMat[3][0] = w;
				pMat[3][1] = h;
				pMat[4][0] = 0;
				pMat[4][1] = h;
				float rMat[10][2];
				MatixMulti(pMat,5,2, rotMat, 2,2, rMat, 5,2);
				vgui::Vertex_t points[5] =
				{
					vgui::Vertex_t( Vector2D((int)(rMat[0][0]+x),	(int)(rMat[0][1]+y)), Vector2D(0,0) ),			//top left
					vgui::Vertex_t( Vector2D((int)(rMat[1][0]+x),	(int)(rMat[1][1]+y)), Vector2D(ratio_3,0) ),	//top right
					vgui::Vertex_t( Vector2D((int)(rMat[2][0]+x),	(int)(rMat[2][1]+y)), Vector2D(1,ratio_2) ),	//bottom right
					vgui::Vertex_t( Vector2D((int)(rMat[3][0]+x),	(int)(rMat[3][1]+y)), Vector2D(1,1) ),		//bottom center
					vgui::Vertex_t( Vector2D((int)(rMat[4][0]+x),	(int)(rMat[4][1]+y)), Vector2D(0,1) )		//bottom left
				};
				vgui::surface()->DrawTexturedPolygon( 5, points);
			}
		}
		else if ( ey > h)
		{
			if (isTop)
			{
				float pMat[10][2];
				pMat[0][0] = 0;
				pMat[0][1] = 0;
				pMat[1][0] = w;
				pMat[1][1] = 0;
				pMat[2][0] = sx;
				pMat[2][1] = sy;
				pMat[3][0] = ax;
				pMat[3][1] = ay;
				pMat[4][0] = 0;
				pMat[4][1] = h;
				float rMat[10][2];
				MatixMulti(pMat,5,2, rotMat, 2,2, rMat, 5,2);
				vgui::Vertex_t points[5] =
				{
					vgui::Vertex_t( Vector2D((int)(rMat[0][0]+x),	(int)(rMat[0][1]+y)), Vector2D(0,0) ),			//top left
					vgui::Vertex_t( Vector2D((int)(rMat[1][0]+x),	(int)(rMat[1][1]+y)), Vector2D(1,0) ),			//top right
					vgui::Vertex_t( Vector2D((int)(rMat[2][0]+x),	(int)(rMat[2][1]+y)), Vector2D(1,ratio_2) ),	//bottom right
					vgui::Vertex_t( Vector2D((int)(rMat[3][0]+x),	(int)(rMat[3][1]+y)), Vector2D(ratio_3,1) ),	//bottom center
					vgui::Vertex_t( Vector2D((int)(rMat[4][0]+x),	(int)(rMat[4][1]+y)), Vector2D(0,1) )		//bottom left
				};
				vgui::surface()->DrawTexturedPolygon( 5, points);
			}
			else
			{
				float pMat[10][2];
				pMat[0][0] = sx;
				pMat[0][1] = sy;
				pMat[1][0] = w;
				pMat[1][1] = h;
				pMat[2][0] = ax;
				pMat[2][1] = ay;
				float rMat[10][2];
				MatixMulti(pMat,3,2, rotMat, 2,2, rMat, 3,2);
				vgui::Vertex_t points[3] =
				{
					vgui::Vertex_t( Vector2D((rMat[0][0]+x), (rMat[0][1])+y), Vector2D(1,ratio_2)),
					vgui::Vertex_t( Vector2D((rMat[1][0]+x), (rMat[1][1])+y), Vector2D(1,1)),
					vgui::Vertex_t( Vector2D((rMat[2][0]+x), (rMat[2][1])+y), Vector2D(ratio_3,1))
				};
				vgui::surface()->DrawTexturedPolygon( 3, points);
			}
		}
		else
		{
			if (isTop)
			{
				float pMat[4][2];
				pMat[0][0] = 0;
				pMat[0][1] = 0;
				pMat[1][0] = w;
				pMat[1][1] = 0;
				pMat[2][0] = sx;
				pMat[2][1] = sy;
				pMat[3][0] = ex;
				pMat[3][1] = ey;
				float rMat[4][2];
				MatixMulti(pMat,4,2, rotMat, 2,2, rMat, 4,2);
				vgui::Vertex_t points[4] =
				{
					vgui::Vertex_t( Vector2D((int)(rMat[0][0]+x),	(int)(rMat[0][1]+y)), Vector2D(0,0) ),
					vgui::Vertex_t( Vector2D((int)(rMat[1][0]+x),	(int)(rMat[1][1]+y)), Vector2D(1,0) ),
					vgui::Vertex_t( Vector2D((int)(rMat[2][0]+x),	(int)(rMat[2][1]+y)), Vector2D(1,ratio_2) ),
					vgui::Vertex_t( Vector2D((int)(rMat[3][0]+x),	(int)(rMat[3][1]+y)), Vector2D(0,ratio_1) )
				};
				vgui::surface()->DrawTexturedPolygon( 4, points);
			}
			else
			{
				float pMat[4][2];
				pMat[0][0] = ex;
				pMat[0][1] = ey;
				pMat[1][0] = sx;
				pMat[1][1] = sy;
				pMat[2][0] = w;
				pMat[2][1] = h;
				pMat[3][0] = 0;
				pMat[3][1] = h;
				float rMat[4][2];
				MatixMulti(pMat,4,2, rotMat, 2,2, rMat, 4,2);
				vgui::Vertex_t points[4] =
				{
					vgui::Vertex_t( Vector2D((int)(rMat[0][0]+x),	(int)(rMat[0][1]+y)), Vector2D(0,ratio_1)),
					vgui::Vertex_t( Vector2D((int)(rMat[1][0]+x),	(int)(rMat[1][1]+y)), Vector2D(1,ratio_2)),
					vgui::Vertex_t( Vector2D((int)(rMat[2][0]+x),	(int)(rMat[2][1]+y)), Vector2D(1,1) ),
					vgui::Vertex_t( Vector2D((int)(rMat[3][0]+x),	(int)(rMat[3][1]+y)), Vector2D(0,1) )
				};
				vgui::surface()->DrawTexturedPolygon( 4, points);
			}
		}
	}
	else
	{
		float pMat[4][2];
		pMat[0][0] = 0;
		pMat[0][1] = 0;
		pMat[1][0] = w;
		pMat[1][1] = 0;
		pMat[2][0] = w;
		pMat[2][1] = h;
		pMat[3][0] = 0;
		pMat[3][1] = h;
		float rMat[4][2];
		MatixMulti(pMat,4,2, rotMat, 2,2, rMat, 4,2);
		vgui::Vertex_t points[4] =
		{
			vgui::Vertex_t( Vector2D((int)(rMat[0][0]+x), (int)(rMat[0][1]+y)), Vector2D(0,0) ),
			vgui::Vertex_t( Vector2D((int)(rMat[1][0]+x), (int)(rMat[1][1]+y)), Vector2D(1,0) ),
			vgui::Vertex_t( Vector2D((int)(rMat[2][0]+x), (int)(rMat[2][1]+y)), Vector2D(1,1) ),
			vgui::Vertex_t( Vector2D((int)(rMat[3][0]+x), (int)(rMat[3][1]+y)), Vector2D(0,1) )
		};
		vgui::surface()->DrawTexturedPolygon( 4, points);
	}
}
void CHudTexture::DrawScew_Right(int tx, int ty, int tw, int th, float per, bool isTop, int offset) const
{
	DrawScew_Right(tx, ty, tw, th, per, isTop, offset, 0.0);
}
void CHudTexture::DrawScew_Right(int tx, int ty, int tw, int th, float per, bool isTop, int offset, float ang) const
{
	DrawScew_Left(tx+tw, ty+th, tw, th, 1.0-per, !isTop, offset, ang+180.0);
}
Category:Hud
Category:Free source code