source-engine/game/client/swarm/vgui/asw_hud_crosshair.cpp
2023-10-03 17:23:56 +03:00

875 lines
27 KiB
C++

#include "cbase.h"
#include "hud.h"
#include "asw_hud_crosshair.h"
#include "iclientmode.h"
#include "view.h"
#include "vgui_controls/controls.h"
#include "vgui/ISurface.h"
#include "vgui/Cursor.h"
#include "IVRenderView.h"
#include "iinput.h" // asw
#include "asw_input.h"
#include "c_asw_player.h"
#include "c_asw_marine.h"
#include "c_asw_weapon.h"
#include "asw_hud_minimap.h" // asw
#include "tier0/vprof.h"
#include <vgui/ILocalize.h>
#include "vguimatsurface/imatsystemsurface.h"
#include <vgui/ISurface.h>
#include "idebugoverlaypanel.h"
#include "engine/IVDebugOverlay.h"
#include "asw_remote_turret_shared.h"
#include "iasw_client_aim_target.h"
#include "c_asw_alien.h"
#include "fmtstr.h"
#include "cdll_bounded_cvars.h"
#include "materialsystem/imaterialvar.h"
#include "asw_vgui_hack_wire_tile.h"
#include "asw_vgui_computer_tumbler_hack.h"
#include "asw_vgui_computer_frame.h"
#include "asw_vgui_computer_menu.h"
#include "vgui/radialmenu.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar asw_crosshair_use_perspective("asw_crosshair_use_perspective", "1", FCVAR_CHEAT, "Show the crosshair that has perspective or the old version?");
extern ConVar cl_observercrosshair;
extern ConVar asw_crosshair_progress_size;
extern ConVar asw_fast_reload_enabled;
using namespace vgui;
int ScreenTransform( const Vector& point, Vector& screen );
ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE );
DECLARE_HUDELEMENT( CASWHudCrosshair );
CASWHudCrosshair::CASWHudCrosshair( const char *pElementName ) :
CASW_HudElement( pElementName ), BaseClass( NULL, "ASWHudCrosshair" )
{
vgui::Panel *pParent = GetClientMode()->GetViewport();
SetParent( pParent );
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFile("resource/SwarmSchemeNew.res", "SwarmSchemeNew");
SetScheme(scheme);
m_pAmmoProgress = new vgui::ASWCircularProgressBar( this, "ASWCircularAmmoProgress" );
m_pFastReloadBar = new vgui::ASWCircularProgressBar( this, "ASWFastReloadBar" );
m_iShowGiveAmmoType = -1;
m_bShowGiveAmmo = m_bShowGiveHealth = false;
m_bIsReloading = false;
m_clrCrosshair = Color( 255, 255, 255, 255 );
m_vecCrossHairOffsetAngle.Init();
SetHiddenBits( HIDEHUD_CROSSHAIR );
// asw - make sure crosshair is above all the other HUD elements
SetZPos(5);
m_nCrosshairTexture = -1;
m_nMinimapDrawCrosshairTexture = -1;
m_pTurretTextTopLeft = new vgui::Label( this, "TurretTextTopLeft", "#asw_turret_text_top_left");
m_pTurretTextTopLeft->SetContentAlignment( vgui::Label::a_northwest );
m_pTurretTextTopRight = new vgui::Label( this, "TurretTextTopRight", "#asw_turret_text_top_right");
m_pTurretTextTopRight->SetContentAlignment( vgui::Label::a_northeast );
m_pTurretTextTopLeftGlow = new vgui::Label( this, "TurretTextTopLeftGlow", "#asw_turret_text_top_left");
m_pTurretTextTopLeftGlow->SetContentAlignment( vgui::Label::a_northwest );
m_pTurretTextTopRightGlow = new vgui::Label( this, "TurretTextTopRightGlow", "#asw_turret_text_top_right");
m_pTurretTextTopRightGlow->SetContentAlignment( vgui::Label::a_northeast );
}
void CASWHudCrosshair::PerformLayout()
{
BaseClass::PerformLayout();
m_pTurretTextTopLeft->SetBounds( YRES( 5 ), YRES( 5 ), YRES( 200 ), YRES( 100 ) );
m_pTurretTextTopRight->SetBounds( ScreenWidth() - YRES( 205 ), YRES( 5 ), YRES( 200 ), YRES( 100 ) );
m_pTurretTextTopLeftGlow->SetBounds( YRES( 5 ), YRES( 5 ), YRES( 200 ), YRES( 100 ) );
m_pTurretTextTopRightGlow->SetBounds( ScreenWidth() - YRES( 205 ), YRES( 5 ), YRES( 200 ), YRES( 100 ) );
}
void CASWHudCrosshair::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
SetPaintBackgroundEnabled( false );
m_pAmmoProgress->SetVisible( false );
m_pAmmoProgress->SetBounds( 0, 0, ScreenWidth(), ScreenWidth() );
m_pAmmoProgress->SetFgImage( "hud/AmmoProgressCircle" );
m_pAmmoProgress->SetIsOnCursor( true );
m_pFastReloadBar->SetVisible( false );
m_pFastReloadBar->SetBounds( 0, 0, ScreenWidth(), ScreenWidth() );
m_pFastReloadBar->SetFgImage( "hud/AmmoProgressCircle" );
m_pFastReloadBar->SetIsOnCursor( true );
m_pTurretTextTopLeft->SetFont( scheme->GetFont( "Default", true ) );
m_pTurretTextTopLeft->SetFgColor( Color( 255, 255, 255, 255 ) );
m_pTurretTextTopLeft->SetPaintBackgroundEnabled( false );
m_pTurretTextTopRight->SetFont( scheme->GetFont( "Default", true ) );
m_pTurretTextTopRight->SetFgColor( Color( 255, 255, 255, 255 ) );
m_pTurretTextTopRight->SetPaintBackgroundEnabled( false );
m_pTurretTextTopLeftGlow->SetFont( scheme->GetFont( "DefaultBlur", true ) );
m_pTurretTextTopLeftGlow->SetFgColor(scheme->GetColor("LightBlue", Color(128,128,128,255)));
m_pTurretTextTopLeftGlow->SetPaintBackgroundEnabled( false );
m_pTurretTextTopRightGlow->SetFont( scheme->GetFont( "DefaultBlur", true ) );
m_pTurretTextTopLeftGlow->SetFgColor(scheme->GetColor("LightBlue", Color(128,128,128,255)));
m_pTurretTextTopRightGlow->SetPaintBackgroundEnabled( false );
}
void CASWHudCrosshair::Paint( void )
{
VPROF_BUDGET( "CASWHudCrosshair::Paint", VPROF_BUDGETGROUP_ASW_CLIENT );
if ( !crosshair.GetInt() )
return;
if ( engine->IsDrawingLoadingImage() || engine->IsPaused() || !engine->IsActiveApp() )
return;
C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
/*
// draw a crosshair only if alive or spectating in eye
bool shouldDraw = false;
if ( pPlayer->IsAlive() )
shouldDraw = true;
if ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE )
shouldDraw = true;
if ( pPlayer->GetObserverMode() == OBS_MODE_ROAMING && cl_observercrosshair.GetBool() )
shouldDraw = true;
shouldDraw = true; // asw: always draw a crosshair
if ( !shouldDraw )
return;
*/
if ( pPlayer->GetFlags() & FL_FROZEN )
return;
if ( pPlayer->entindex() != render->GetViewEntity() )
return;
m_curViewAngles = CurrentViewAngles();
m_curViewOrigin = CurrentViewOrigin();
bool bControllingTurret = (pPlayer->GetMarine() && pPlayer->GetMarine()->IsControllingTurret());
if ( bControllingTurret )
{
PaintTurretTextures();
return; // don't draw the normal cross hair in addition
}
int x, y;
GetCurrentPos( x, y );
int nCrosshair = GetCurrentCrosshair( x, y );
if ( nCrosshair == m_nCrosshairTexture )
{
if ( pPlayer->IsSniperScopeActive() )
{
DrawSniperScope( x, y );
}
else
{
DrawDirectionalCrosshair( x, y, YRES( asw_crosshair_progress_size.GetInt() ) );
}
}
else if ( nCrosshair != -1 )
{
const float fCrosshairScale = 1.0f;
int w = YRES( 20 ) * fCrosshairScale;
int h = YRES( 20 ) * fCrosshairScale;
surface()->DrawSetColor( m_clrCrosshair );
surface()->DrawSetTexture( nCrosshair );
surface()->DrawTexturedRect( x - w, y - h, x + w, y + h );
}
// icons attached to the cursor
x += 32; y += 16; // move them down and to the right a bit
if ( m_bShowGiveAmmo )
{
// todo: this text should in the ammo report tooltip?
const wchar_t *ammoName = g_pVGuiLocalize->Find(GetAmmoName(m_iShowGiveAmmoType));
DrawAttachedIcon(m_nGiveAmmoTexture, x, y, ammoName);
}
else if (m_bShowGiveHealth)
{
DrawAttachedIcon(m_nGiveHealthTexture, x, y);
}
}
void CASWHudCrosshair::DrawAttachedIcon( int iTexture, int &x, int &y, const wchar_t *text )
{
if ( iTexture == -1 )
{
return;
}
surface()->DrawSetColor(Color(255,255,255,255));
surface()->DrawSetTexture(iTexture);
int w = 32;
int h = 32;
surface()->DrawTexturedRect( x - w, y - h, x + w, y + h );
x += w;
if (text != 0)
{
char ansi[64];
g_pVGuiLocalize->ConvertUnicodeToANSI(text, ansi, sizeof(ansi));
g_pMatSystemSurface->DrawColoredText( m_hGiveAmmoFont, x, y, 255, 255, 255, 255, ansi );
//surface()->DrawColoredText( m_hGiveAmmoFont, x, y, Color(255,255,255,255), text );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CASWHudCrosshair::SetCrosshairAngle( const QAngle& angle )
{
VectorCopy( angle, m_vecCrossHairOffsetAngle );
}
// find localized name for this ammo type - this must be kept in sync with the ammodefs in gamerules!!!
const char* CASWHudCrosshair::GetAmmoName(int iAmmoType)
{
//Msg("Finding ammo name for ammo type %d\n", iAmmoType);
switch (iAmmoType)
{
case 2: return "#asw_give_rifle_ammo"; break;
case 4: return "#asw_give_autogun_ammo"; break;
case 5: return "#asw_give_shotgun_ammo"; break;
case 6: return "#asw_give_vindicator_ammo"; break;
case 7: return "#asw_give_flamer_ammo"; break;
case 8: return "#asw_give_pistol_ammo"; break;
case 10: return "#asw_give_railgun_ammo"; break;
case 21: return "#asw_give_pdw_ammo"; break;
case 0:
default: Msg("unknown ammo type: %d\n", iAmmoType); return "#asw_unknown_ammo_type"; break;
}
return "#asw_unknown_ammo_type";
}
extern ConVar asw_weapon_max_shooting_distance;
void CASWHudCrosshair::PaintTurretTextures()
{
// draw border in centre of screen
//int h = ScreenHeight();
//int w = h * 1.333333f;
//int x = (ScreenWidth() * 0.5f) - (w * 0.5f);
//int y = 0;
surface()->DrawSetColor(Color(255,255,255,255));
/*
int tx = YRES( 5 );
int ty = YRES( 5 );
vgui::surface()->DrawSetTextFont( m_hTurretFont );
vgui::surface()->DrawSetTextColor( 255, 255, 255, 200 );
vgui::surface()->DrawSetTextPos( tx, ty );
int nFontTall = vgui::surface()->GetFontTall( m_hTurretFont );
wchar_t szconverted[ 1024 ];
g_pVGuiLocalize->ConvertANSIToUnicode( "#asw_turret_text_top_left", szconverted, sizeof( szconverted ) );
vgui::surface()->DrawPrintText( szconverted, wcslen( szconverted ) );
ty = ScreenHeight() - nFontTall * 8 - YRES( 100 );
vgui::surface()->DrawSetTextPos( tx, ty );
g_pVGuiLocalize->ConvertANSIToUnicode( "#asw_turret_text_lower_left", szconverted, sizeof( szconverted ) );
vgui::surface()->DrawPrintText( szconverted, wcslen( szconverted ) );
*/
// draw black boxes either side
//if (m_nBlackBarTexture != -1)
//{
//surface()->DrawSetTexture(m_nBlackBarTexture);
//surface()->DrawTexturedRect(0, y, x, y + h);
//surface()->DrawTexturedRect(x + w, y, x, y + h);
//}
// draw fancy brackets over all turret targets
float fScale = (ScreenHeight() / 768.0f);
int iBSize = fScale * 32.0f;
for (int i=0;i<ASW_MAX_TURRET_TARGETS;i++)
{
C_BaseEntity *pEnt = m_TurretTarget[i];
if (!pEnt)
continue;
// distance of each bracket part from the ent
float fDist = fScale * 200.0f * (1.0f - m_fTurretTargetLock[i]);
Vector pos = (pEnt->WorldSpaceCenter() - pEnt->GetAbsOrigin()) + pEnt->GetRenderOrigin();
Vector screenPos;
debugoverlay->ScreenPosition( pos, screenPos );
surface()->DrawSetColor(Color(255,255,255,255.0f * m_fTurretTargetLock[i] ));
surface()->DrawSetTexture(m_nLeftBracketTexture);
int bx = screenPos[0] - fDist;
int by = screenPos[1] - fDist;
surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);
surface()->DrawSetTexture(m_nRightBracketTexture);
bx = screenPos[0] + fDist;
by = screenPos[1] - fDist;
surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);
surface()->DrawSetTexture(m_nLowerBracketTexture);
bx = screenPos[0];
by = screenPos[1] + fDist;
surface()->DrawTexturedRect(bx - iBSize, by - iBSize, bx + iBSize, by + iBSize);
}
// draw crosshair
C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( pPlayer )
{
bool bControllingTurret = (pPlayer->GetMarine() && pPlayer->GetMarine()->IsControllingTurret());
if (bControllingTurret)
{
C_ASW_Remote_Turret *pTurret = pPlayer->GetMarine()->GetRemoteTurret();
if (pTurret)
{
Vector vecWeaponSrc = pTurret->GetTurretMuzzlePosition();
QAngle angFacing = pTurret->EyeAngles();
Vector vecWeaponDir;
AngleVectors(angFacing, &vecWeaponDir);
// trace along until we hit something
trace_t tr;
UTIL_TraceLine(vecWeaponSrc, vecWeaponSrc + vecWeaponDir * 1200, // fog range of the turret
MASK_SHOT, pTurret, COLLISION_GROUP_NONE, &tr);
//Msg("Tracing from %s ", VecToString(vecWeaponSrc));
//Msg("at angle %s\n", VecToString(angFacing));
Vector pos = tr.DidHit() ? tr.endpos : vecWeaponSrc + vecWeaponDir * 1200;
Vector screenPos;
debugoverlay->ScreenPosition( pos, screenPos );
// paint a crosshair at that spot
surface()->DrawSetColor(Color(255,255,255,255));
surface()->DrawSetTexture(m_nTurretCrosshair);
surface()->DrawTexturedRect(screenPos[0] - iBSize, screenPos[1] - iBSize, // shift it up a bit to match where the gun actually fires (not sure why it's not matched already!)
screenPos[0] + iBSize, screenPos[1] + iBSize);
}
}
}
// draw interlace/noise overlay
if (m_nTurretTexture!=-1)
{
surface()->DrawSetColor(Color(255,255,255,255));
surface()->DrawSetTexture(m_nTurretTexture);
surface()->DrawTexturedRect(0, 0, ScreenWidth(), ScreenHeight());
}
}
#define ASW_TURRET_TARGET_RANGE 800
ConVar asw_turret_dot("asw_turret_dot", "0.9", FCVAR_CHEAT, "Dot angle above which potential targets are shown in the remote turret view");
void CASWHudCrosshair::PaintReloadProgressBar( void )
{
if ( !engine->IsActiveApp() )
{
m_pAmmoProgress->SetVisible( false );
m_pFastReloadBar->SetVisible( false );
return;
}
C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
C_ASW_Marine* pMarine = pPlayer->GetMarine();
if ( !pMarine )
return;
C_ASW_Weapon* pWeapon = pMarine->GetActiveASWWeapon();
if ( !pWeapon || !asw_crosshair_use_perspective.GetBool() )
{
m_pAmmoProgress->SetVisible( false );
m_pFastReloadBar->SetVisible( false );
return;
}
int x, y;
GetCurrentPos( x, y );
int nCrosshair = GetCurrentCrosshair( x, y );
if ( pWeapon && pWeapon->IsReloading() )
{
m_bIsReloading = true;
float flProgress = 0.0;
float fStart = pWeapon->m_fReloadStart;
float fNext = pWeapon->m_flNextPrimaryAttack;
float fTotalTime = fNext - fStart;
if (fTotalTime <= 0)
fTotalTime = 0.1f;
// if we're in single player, the progress code in the weapon doesn't run on the client because we aren't predicting
if ( !cl_predict->GetInt() )
flProgress = RescaleProgessForArt( (gpGlobals->curtime - fStart) / fTotalTime );
else
flProgress = RescaleProgessForArt( pWeapon->m_fReloadProgress );
if ((int(gpGlobals->curtime*10) % 2) == 0)
m_pAmmoProgress->SetFgColor( Color( 215, 205, 80, 255) );
else
m_pAmmoProgress->SetFgColor( Color( 175, 80, 80, 255) );
if ( asw_fast_reload_enabled.GetBool() )
{
m_pFastReloadBar->SetFgColor( Color( 235, 235, 235, 100) );
m_pFastReloadBar->SetBgColor( Color( 0, 0, 0, 0 ) );
// fractions of ammo wide for fast reload start/end
float fFastStart = RescaleProgessForArt( (pWeapon->m_fFastReloadStart - fStart) / fTotalTime );
float fFastEnd = RescaleProgessForArt( (pWeapon->m_fFastReloadEnd - fStart) / fTotalTime );
m_pFastReloadBar->SetStartProgress( fFastStart );
m_pFastReloadBar->SetProgress( fFastEnd );
m_pFastReloadBar->SetVisible( true );
}
m_pAmmoProgress->SetProgress( flProgress );
m_pAmmoProgress->SetAlpha( 255 );
m_pAmmoProgress->SetBgColor( Color( 100, 100, 100, 160*m_pAmmoProgress->GetScale() ) );
m_pAmmoProgress->SetVisible( true );
}
/*else if ( m_bIsReloading )
{
m_bIsReloading = false;
m_pAmmoProgress->SetFgColor( Color( 200, 200, 200, 255 ) );
m_pAmmoProgress->SetProgress( 1.0 );
vgui::GetAnimationController()->RunAnimationCommand( m_pAmmoProgress, "alpha", 0, 0, 0.5f, vgui::AnimationController::INTERPOLATOR_ACCEL );
}
*/
else
{
float flScale = m_pAmmoProgress->GetScale();
m_bIsReloading = false;
m_pAmmoProgress->SetFgColor( Color( 220, 220, 220, 140*flScale ) );
m_pFastReloadBar->SetVisible( false );
int nClip1 = pWeapon->Clip1();
if ( nClip1 < 0 )
{
m_pAmmoProgress->SetVisible( false );
return;
}
float flProgress = RescaleProgessForArt( float(nClip1) / float(pWeapon->GetMaxClip1()) );
m_pAmmoProgress->SetProgress( flProgress );
if ( flProgress < 0.25 && (int(gpGlobals->curtime*10) % 2) == 0 )
{
m_pAmmoProgress->SetBgColor( Color( 130, 90, 50, 160*flScale ) );
}
else
{
m_pAmmoProgress->SetBgColor( Color( 80, 80, 80, 130*flScale ) );
}
m_pAmmoProgress->SetVisible( !pPlayer->IsSniperScopeActive() && nCrosshair == m_nCrosshairTexture );
}
};
float CASWHudCrosshair::RescaleProgessForArt( float flProgress )
{
float flModdedProgress = flProgress;
flModdedProgress *= 0.748;
flModdedProgress += 0.126;
return flModdedProgress;
}
void CASWHudCrosshair::OnThink()
{
C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
PaintReloadProgressBar();
bool bControllingTurret = (pPlayer->GetMarine() && pPlayer->GetMarine()->IsControllingTurret());
if (!bControllingTurret)
return;
C_ASW_Remote_Turret *pTurret = pPlayer->GetMarine()->GetRemoteTurret();
if (!pTurret)
return;
Vector vecWeaponPos = pTurret->GetAbsOrigin();
QAngle angWeapon = pTurret->EyeAngles();
Vector vecWeaponDir;
AngleVectors(angWeapon, &vecWeaponDir);
// increase lock time of all targets and discard out of range/facing ones
for (int k=0;k<ASW_MAX_TURRET_TARGETS;k++)
{
C_BaseEntity *pEnt = m_TurretTarget[k].Get();
if (pEnt)
{
// validate the target
bool bValid = true;
Vector diff = pEnt->GetAbsOrigin() - vecWeaponPos;
if (diff.Length() > ASW_TURRET_TARGET_RANGE || !pEnt->ShouldDraw())
{
bValid = false;
}
else
{
diff.NormalizeInPlace();
float flDot = diff.Dot(vecWeaponDir);
if (flDot < asw_turret_dot.GetFloat())
bValid = false;
}
// fade it in or out appropriately
if (bValid)
{
if (m_fTurretTargetLock[k] < 1.0f)
{
m_fTurretTargetLock[k] += gpGlobals->frametime * 2;
if (m_fTurretTargetLock[k] > 1.0f)
m_fTurretTargetLock[k] = 1.0f;
}
}
else
{
if (m_fTurretTargetLock[k] <= 0)
{
m_TurretTarget[k] = NULL;
}
else
{
m_fTurretTargetLock[k] -= gpGlobals->frametime * 2;
if (m_fTurretTargetLock[k] < 0.0f)
m_fTurretTargetLock[k] = 0.0f;
}
}
}
}
// check for adding new targets to the array
for ( int i = 0; i < IASW_Client_Aim_Target::AutoList().Count(); i++ )
{
IASW_Client_Aim_Target *pAimTarget = static_cast< IASW_Client_Aim_Target* >( IASW_Client_Aim_Target::AutoList()[ i ] );
C_BaseEntity *pEnt = pAimTarget->GetEntity();
if (!pEnt || !pAimTarget->IsAimTarget() || !pEnt->ShouldDraw())
continue;
// check he's in range
Vector vecAlienPos = pEnt->WorldSpaceCenter();
float flAlienDist = vecAlienPos.DistTo(vecWeaponPos);
if (flAlienDist > ASW_TURRET_TARGET_RANGE)
continue;
// check it's in front of us
Vector dir = vecAlienPos - vecWeaponPos;
dir.NormalizeInPlace();
if (dir.Dot(vecWeaponDir) <= asw_turret_dot.GetFloat())
continue;
// we've got a possible target, add him to the list if he's not in there already
bool bAlreadyInArray = false;
int iSpace = -1;
for (int k=0;k<ASW_MAX_TURRET_TARGETS;k++)
{
if (m_TurretTarget[k].Get() == pEnt)
{
bAlreadyInArray = true;
break;
}
if (iSpace == -1 && m_TurretTarget[k].Get() == NULL)
iSpace = k;
}
if (bAlreadyInArray)
continue;
if (iSpace != -1)
{
m_TurretTarget[iSpace] = pEnt;
m_fTurretTargetLock[iSpace] = 0;
}
}
}
void CASWHudCrosshair::DrawDirectionalCrosshair( int x, int y, int iSize )
{
C_ASW_Player *local = C_ASW_Player::GetLocalASWPlayer();
if (!local)
return;
C_ASW_Marine *pMarine = local->GetMarine();
if (!pMarine)
return;
Vector MarinePos = pMarine->GetRenderOrigin();
Vector screenPos;
debugoverlay->ScreenPosition( MarinePos + Vector( 0, 0, 45 ), screenPos );
int cx, cy, dx, dy;
ASWInput()->ASW_GetWindowCenter(cx, cy);
dx = x - cx;
dy = y - cy;
float flDistance = FastSqrt( dx * dx + dy * dy );
//CASWScriptCreatedItem *pItem = static_cast<CASWScriptCreatedItem*>( pMarine->GetActiveASWWeapon()->GetAttributeContainer()->GetItem() );
//if ( !m_bIsCastingSuitAbility )//pItem && pItem->IsMeleeWeapon() &&
//{
// here is where we do the crosshair scaling
int iMax = YRES(54);
int iMin = YRES(16);
// clamp the min and max distance the cursor is from the marine on screen
float flSizeDist = clamp( flDistance, iMin, iMax );
// this is the full percentage to scale by
float flTemp = (flSizeDist - iMin) / ( iMax - iMin );
float flMinTexScale = 0.8;
float flMaxTexScale = 1.0;
// this is the final percentage to scale by based on the clamping we want for the min and max texture scaling
float flAdjust = flTemp * (flMaxTexScale - flMinTexScale) + flMinTexScale;
iSize *= flAdjust;
m_pAmmoProgress->SetScale( flAdjust );
//}
iSize *= 2;
int iXHairHalfSize = iSize / 2;
// draw a red pointing, potentially blinking, arrow
//Vector vecFacing(screenPos.x - (ScreenWidth() * 0.5f), screenPos.y - (ScreenHeight() * 0.5f), 0);
//float fFacingYaw = -UTIL_VecToYaw(vecFacing);
Vector2D vXHairCenter( x , y );
Vector vecCornerTL(-iXHairHalfSize, -iXHairHalfSize, 0);
Vector vecCornerTR(iXHairHalfSize, -iXHairHalfSize, 0);
Vector vecCornerBR(iXHairHalfSize, iXHairHalfSize, 0);
Vector vecCornerBL(-iXHairHalfSize, iXHairHalfSize, 0);
Vector vecCornerTL_rotated, vecCornerTR_rotated, vecCornerBL_rotated, vecCornerBR_rotated;
int current_posx = 0;
int current_posy = 0;
ASWInput()->GetSimulatedFullscreenMousePos( &current_posx, &current_posy );
Vector vecFacing( 0, 0, 0 );
vecFacing.x = screenPos.x - current_posx;
vecFacing.y = screenPos.y - current_posy;
float fFacingYaw = -UTIL_VecToYaw( vecFacing );
/*
if ( ASWInput()->ControllerModeActive() )
{
int current_posx = 0;
int current_posy = 0;
ASWInput()->GetSimulatedFullscreenMousePos( &current_posx, &current_posy );
vecFacing.x = screenPos.x - current_posx;
vecFacing.y = screenPos.y - current_posy;
fFacingYaw = -UTIL_VecToYaw( vecFacing );
}
*/
// rotate it by our facing yaw
QAngle angFacing(0, -fFacingYaw + 90.0, 0);
VectorRotate(vecCornerTL, angFacing, vecCornerTL_rotated);
VectorRotate(vecCornerTR, angFacing, vecCornerTR_rotated);
VectorRotate(vecCornerBR, angFacing, vecCornerBR_rotated);
VectorRotate(vecCornerBL, angFacing, vecCornerBL_rotated);
//
float flAlpha = 245;
// fade the crosshair out when it is very close to the marine
float flAdjust2 = flDistance / YRES(28);
flAdjust2 = clamp( flAdjust2, 0.1f, 1.0f );
bool bShotWarn = false;
Color colorCross = Color(255,255,255,flAlpha*flAdjust2);
C_ASW_Weapon* pWeapon = pMarine->GetActiveASWWeapon();
if ( pWeapon && pWeapon->IsOffensiveWeapon() )
{
C_BaseEntity *pEnt = pWeapon->GetLaserTargetEntity();
if ( pEnt && pEnt->Classify() == CLASS_ASW_MARINE )
{
bShotWarn = true;
colorCross = Color(255,0,0,flAlpha*flAdjust2);
}
}
surface()->DrawSetColor( colorCross );
if ( !asw_crosshair_use_perspective.GetBool() )
{
surface()->DrawSetTexture( m_nDirectCrosshairTexture2 );
}
else
{
if ( bShotWarn )
surface()->DrawSetTexture( m_nDirectCrosshairTextureX );
else
surface()->DrawSetTexture( m_nDirectCrosshairTexture );
}
Vertex_t points[4] =
{
Vertex_t( Vector2D(vXHairCenter.x + vecCornerTL_rotated.x, vXHairCenter.y + vecCornerTL_rotated.y),
Vector2D(0,0) ),
Vertex_t( Vector2D(vXHairCenter.x + vecCornerTR_rotated.x, vXHairCenter.y + vecCornerTR_rotated.y),
Vector2D(1,0) ),
Vertex_t( Vector2D(vXHairCenter.x + vecCornerBR_rotated.x, vXHairCenter.y + vecCornerBR_rotated.y),
Vector2D(1,1) ),
Vertex_t( Vector2D(vXHairCenter.x + vecCornerBL_rotated.x, vXHairCenter.y + vecCornerBL_rotated.y),
Vector2D(0,1) )
};
surface()->DrawTexturedPolygon( 4, points );
// draw the center
if ( !asw_crosshair_use_perspective.GetBool() )
{
surface()->DrawSetColor( colorCross );
surface()->DrawSetTexture( m_nCrosshairTexture );
surface()->DrawTexturedRect(vXHairCenter.x - iXHairHalfSize, vXHairCenter.y - iXHairHalfSize, vXHairCenter.x + iXHairHalfSize, vXHairCenter.y + iXHairHalfSize);
}
}
void CASWHudCrosshair::GetCurrentPos( int &x, int &y )
{
C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
bool bControllingTurret = (pPlayer->GetMarine() && pPlayer->GetMarine()->IsControllingTurret());
m_pTurretTextTopLeft->SetVisible( bControllingTurret );
m_pTurretTextTopRight->SetVisible( bControllingTurret );
m_pTurretTextTopLeftGlow->SetVisible( bControllingTurret );
m_pTurretTextTopRightGlow->SetVisible( bControllingTurret );
if (::input->CAM_IsThirdPerson() && !bControllingTurret)
{
int mx, my, ux, uy;
mx = 1;
my = 1;
ASWInput()->GetSimulatedFullscreenMousePos(&mx, &my, &ux, &uy);
x = mx;
y = my;
}
else
{
x = ScreenWidth()/2;
y = ScreenHeight()/2;
if ( bControllingTurret )
{
PaintTurretTextures();
return; // don't draw the normal cross hair in addition
}
}
}
int CASWHudCrosshair::GetCurrentCrosshair( int x, int y )
{
CRadialMenu *pRadialMenu = GET_HUDELEMENT( CRadialMenu );
if ( !pRadialMenu->IsFading() && pRadialMenu->GetAlpha() > 0 )
{
return m_nHackActiveCrosshairTexture;
}
CASWHudMinimap *pMap = GET_HUDELEMENT( CASWHudMinimap );
bool bMouseIsOverMinimap = ( pMap && pMap->UseDrawCrosshair( x, y ) );
if ( bMouseIsOverMinimap )
{
return m_nMinimapDrawCrosshairTexture;
}
CASW_VGUI_Computer_Frame *pComputerFrame = dynamic_cast< CASW_VGUI_Computer_Frame* >( GetClientMode()->GetPanelFromViewport( "ComputerContainer/VGUIComputerFrame" ) );
if ( pComputerFrame )
{
if ( pComputerFrame->m_pMenuPanel )
{
CASW_VGUI_Computer_Tumbler_Hack *pTumbler = dynamic_cast< CASW_VGUI_Computer_Tumbler_Hack* >( pComputerFrame->m_pMenuPanel->m_hCurrentPage.Get() );
if ( pTumbler )
{
if ( pTumbler->m_iMouseOverTumblerControl != -1 )
{
return m_nHackActiveCrosshairTexture;
}
}
}
}
else
{
CASW_VGUI_Hack_Wire_Tile *pWireTile = dynamic_cast< CASW_VGUI_Hack_Wire_Tile* >( GetClientMode()->GetPanelFromViewport( "WireTileContainer/HackWireTile" ) );
if ( pWireTile )
{
if ( pWireTile->IsCursorOverWireTile( x, y ) )
{
return m_nHackActiveCrosshairTexture;
}
}
}
Panel *pPanel = GetClientMode()->GetPanelFromViewport( "ComputerContainer" );
if ( !pPanel )
{
pPanel = GetClientMode()->GetPanelFromViewport( "WireTileContainer" );
}
if ( pPanel && pPanel->IsCursorOver() )
{
return m_nHackCrosshairTexture;
}
return m_nCrosshairTexture;
}
ConVar asw_sniper_scope_radius( "asw_sniper_scope_radius", "100" );
void CASWHudCrosshair::DrawSniperScope( int x, int y )
{
C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
if ( !pPlayer )
return;
C_ASW_Marine *pMarine = pPlayer->GetMarine();
if ( !pMarine )
return;
const int NUM_CIRCLE_POINTS = 40;
static vgui::Vertex_t points[ NUM_CIRCLE_POINTS ];
float width = YRES( asw_sniper_scope_radius.GetFloat() );
float height = YRES( asw_sniper_scope_radius.GetFloat() );
for ( int i = 0; i < NUM_CIRCLE_POINTS; i++ )
{
float flAngle = 2.0f * M_PI * ( (float) i / (float) NUM_CIRCLE_POINTS );
points[ i ].Init( Vector2D( x + width * cos( flAngle ), y + height * sin( flAngle ) ), Vector2D( 0.5f + 0.5f * cos( flAngle ), 0.5f + 0.5f * sin( flAngle ) ) );
}
surface()->DrawSetColor( Color(255,255,255,255) );
surface()->DrawSetTexture( m_nSniperMagnifyTexture );
IMaterial *pMaterial = materials->FindMaterial( "effects/magnifyinglens", TEXTURE_GROUP_OTHER );
IMaterialVar *pMagnificationCenterVar = pMaterial->FindVar( "$magnifyCenter", NULL );
float flCenterX = ( ( float )x / ( float )ScreenWidth() ) - 0.5f;
float flCenterY = ( ( float )y / ( float )ScreenHeight() ) - 0.5f;
pMagnificationCenterVar->SetVecValue( flCenterX, flCenterY, 0, 0 );
vgui::surface()->DrawTexturedPolygon( NUM_CIRCLE_POINTS, points );
}