source-engine/game/client/portal/portal_hud_crosshair.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

151 lines
4.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "portal_hud_crosshair.h"
#include "iclientmode.h"
#include "c_portal_player.h"
#include "view.h"
#include "weapon_portalbase.h"
#include "vgui_controls/Controls.h"
#include "vgui/ISurface.h"
#include "ivrenderview.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern ConVar crosshair;
extern ConVar cl_observercrosshair;
using namespace vgui;
int ScreenTransform( const Vector& point, Vector& screen );
DECLARE_HUDELEMENT( CHudPortalCrosshair );
CHudPortalCrosshair::CHudPortalCrosshair( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudPortalCrosshair" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_pCrosshair = 0;
m_clrCrosshair = Color( 0, 0, 0, 0 );
m_vecCrossHairOffsetAngle.Init();
SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
}
void CHudPortalCrosshair::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_pDefaultCrosshair = gHUD.GetIcon("crosshair_default");
SetPaintBackgroundEnabled( false );
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudPortalCrosshair::ShouldDraw()
{
// NOTE: Portal crosshair should no longer be in use, but I'm leaving the code here until X360 lock down... we don't want to draw this ever. -Jeep
return false;
C_Portal_Player *pPlayer = C_Portal_Player::GetLocalPortalPlayer();
if ( !pPlayer )
return false;
CWeaponPortalBase *pWeapon = dynamic_cast<CWeaponPortalBase*>( pPlayer->GetActiveWeapon() );
if ( !pWeapon )
return false;
bool bNeedsDraw = m_pCrosshair &&
crosshair.GetInt() &&
!engine->IsDrawingLoadingImage() &&
!engine->IsPaused() &&
g_pClientMode->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->entindex() == render->GetViewEntity() ) &&
!pPlayer->IsInVGuiInputMode() &&
( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
void CHudPortalCrosshair::Paint( void )
{
if ( !m_pCrosshair )
return;
if ( !IsCurrentViewAccessAllowed() )
return;
m_curViewAngles = CurrentViewAngles();
m_curViewOrigin = CurrentViewOrigin();
float x, y;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
// MattB - m_vecCrossHairOffsetAngle is the autoaim angle.
// if we're not using autoaim, just draw in the middle of the
// screen
if ( m_vecCrossHairOffsetAngle != vec3_angle )
{
QAngle angles;
Vector forward;
Vector point, screen;
// this code is wrong
angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
AngleVectors( angles, &forward );
VectorAdd( m_curViewOrigin, forward, point );
ScreenTransform( point, screen );
x += 0.5f * screen[0] * ScreenWidth() + 0.5f;
y += 0.5f * screen[1] * ScreenHeight() + 0.5f;
}
m_pCrosshair->DrawSelf(
x - 0.5f * m_pCrosshair->Width(),
y - 0.5f * m_pCrosshair->Height(),
m_clrCrosshair );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudPortalCrosshair::SetCrosshairAngle( const QAngle& angle )
{
VectorCopy( angle, m_vecCrossHairOffsetAngle );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudPortalCrosshair::SetCrosshair( CHudTexture *texture, Color& clr )
{
m_pCrosshair = texture;
m_clrCrosshair = clr;
}
//-----------------------------------------------------------------------------
// Purpose: Resets the crosshair back to the default
//-----------------------------------------------------------------------------
void CHudPortalCrosshair::ResetCrosshair()
{
Color white(255, 255, 255, 255);
SetCrosshair( m_pDefaultCrosshair, white );
}