source-engine/game/client/tf2base/tf_hud_scope.cpp
2022-08-10 19:52:28 +03:00

297 lines
9.4 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "c_tf_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/AnimationController.h>
//for screenfade
#include "ivieweffects.h"
#include "shake.h"
#include "view_scene.h"
#include "tf_weapon_sniperrifle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Draws the sniper chargeup meter
//-----------------------------------------------------------------------------
class CHudScopeCharge : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudScopeCharge, vgui::Panel );
public:
CHudScopeCharge( const char *pElementName );
void Init( void );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
private:
int m_iChargeupTexture;
int m_iChargeupTextureWidth;
CPanelAnimationVarAliasType( float, m_iChargeup_xpos, "chargeup_xpos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iChargeup_ypos, "chargeup_ypos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iChargeup_wide, "chargeup_wide", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iChargeup_tall, "chargeup_tall", "0", "proportional_float" );
};
DECLARE_HUDELEMENT_DEPTH( CHudScopeCharge, 100 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScopeCharge::CHudScopeCharge( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScopeCharge")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScopeCharge::Init( void )
{
m_iChargeupTexture = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers", true, false);
// Get the texture size
int ignored;
surface()->DrawGetTextureSize( m_iChargeupTexture, m_iChargeupTextureWidth, ignored );
}
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScopeCharge::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
}
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScopeCharge::Paint( void )
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
{
pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
}
if ( !pPlayer )
return;
if ( !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
return;
// Make sure the current weapon is a sniper rifle
CTFSniperRifle *pWeapon = assert_cast<CTFSniperRifle*>(pPlayer->GetActiveTFWeapon());
if ( !pWeapon )
return;
// Actual charge value is set through a material proxy in the sniper rifle class
int wide, tall;
GetSize( wide, tall );
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawSetTexture(m_iChargeupTexture);
vgui::surface()->DrawTexturedRect( 0, 0, wide, tall );
}
//-----------------------------------------------------------------------------
// Purpose: Draws the zoom screen
//-----------------------------------------------------------------------------
class CHudScope : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
public:
CHudScope( const char *pElementName );
void Init( void );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
virtual bool ShouldDraw( void );
private:
int m_iScopeTexture[4];
};
DECLARE_HUDELEMENT_DEPTH( CHudScope, 100 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::Init( void )
{
int i;
for( i=0;i<4;i++ )
{
m_iScopeTexture[i] = vgui::surface()->CreateNewTextureID();
}
vgui::surface()->DrawSetTextureFile(m_iScopeTexture[0], "HUD/scope_sniper_ul", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeTexture[1], "HUD/scope_sniper_ur", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeTexture[2], "HUD/scope_sniper_lr", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeTexture[3], "HUD/scope_sniper_ll", true, false);
// remove ourselves from the global group so the scoreboard doesn't hide us
UnregisterForRenderGroup( "global" );
}
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
SetBounds(0, 0, screenWide, screenTall);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudScope::ShouldDraw( void )
{
// Because our spectator gui is drawn before this in the viewport hierarchy
// don't draw the scope ring and refraction when in spectator
if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
{
return false;
}
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( !pPlayer || !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
return false;
return CHudElement::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScope::Paint( void )
{
// We need to update the refraction texture so the scope can refract it
UpdateRefractTexture();
int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
// calculate the bounds in which we should draw the scope
int xMid = screenWide / 2;
int yMid = screenTall / 2;
// width of the drawn scope. in widescreen, we draw the sides with primitives
int wide = ( screenTall / 3 ) * 4;
int xLeft = xMid - wide/2;
int xRight = xMid + wide/2;
int yTop = 0;
int yBottom = screenTall;
float uv1 = 0.5f / 256.0f, uv2 = 1.0f - uv1;
vgui::Vertex_t vert[4];
Vector2D uv11( uv1, uv1 );
Vector2D uv12( uv1, uv2 );
Vector2D uv21( uv2, uv1 );
Vector2D uv22( uv2, uv2 );
vgui::surface()->DrawSetColor(0,0,0,255);
//upper left
vgui::surface()->DrawSetTexture(m_iScopeTexture[0]);
vert[0].Init( Vector2D( xLeft, yTop ), uv11 );
vert[1].Init( Vector2D( xMid, yTop ), uv21 );
vert[2].Init( Vector2D( xMid, yMid ), uv22 );
vert[3].Init( Vector2D( xLeft, yMid ), uv12 );
vgui::surface()->DrawTexturedPolygon(4, vert);
// top right
vgui::surface()->DrawSetTexture(m_iScopeTexture[1]);
vert[0].Init( Vector2D( xMid - 1, yTop ), uv11 );
vert[1].Init( Vector2D( xRight, yTop ), uv21 );
vert[2].Init( Vector2D( xRight, yMid + 1 ), uv22 );
vert[3].Init( Vector2D( xMid - 1, yMid + 1 ), uv12 );
vgui::surface()->DrawTexturedPolygon(4, vert);
// bottom right
vgui::surface()->DrawSetTexture(m_iScopeTexture[2]);
vert[0].Init( Vector2D( xMid, yMid ), uv11 );
vert[1].Init( Vector2D( xRight, yMid ), uv21 );
vert[2].Init( Vector2D( xRight, yBottom ), uv22 );
vert[3].Init( Vector2D( xMid, yBottom ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
// bottom left
vgui::surface()->DrawSetTexture(m_iScopeTexture[3]);
vert[0].Init( Vector2D( xLeft, yMid ), uv11 );
vert[1].Init( Vector2D( xMid, yMid ), uv21 );
vert[2].Init( Vector2D( xMid, yBottom ), uv22 );
vert[3].Init( Vector2D( xLeft, yBottom), uv12 );
vgui::surface()->DrawTexturedPolygon(4, vert);
if ( wide < screenWide )
{
// Left block
vgui::surface()->DrawFilledRect( 0, 0, xLeft, screenTall );
// Right block
vgui::surface()->DrawFilledRect( xRight, 0, screenWide, screenTall );
}
}