source-engine/game/client/game_controls/basemodel_panel.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

254 lines
6.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef BASEMODEL_PANEL_H
#define BASEMODEL_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "matsys_controls/mdlpanel.h"
//-----------------------------------------------------------------------------
// Resource file data used in posing the model inside of the model panel.
//-----------------------------------------------------------------------------
struct BMPResAnimData_t
{
const char *m_pszName;
const char *m_pszSequence;
const char *m_pszActivity;
KeyValues *m_pPoseParameters;
bool m_bDefault;
BMPResAnimData_t()
{
m_pszName = NULL;
m_pszSequence = NULL;
m_pszActivity = NULL;
m_pPoseParameters = NULL;
m_bDefault = false;
}
~BMPResAnimData_t()
{
if ( m_pszName && m_pszName[0] )
{
delete [] m_pszName;
m_pszName = NULL;
}
if ( m_pszSequence && m_pszSequence[0] )
{
delete [] m_pszSequence;
m_pszSequence = NULL;
}
if ( m_pszActivity && m_pszActivity[0] )
{
delete [] m_pszActivity;
m_pszActivity = NULL;
}
if ( m_pPoseParameters )
{
m_pPoseParameters->deleteThis();
m_pPoseParameters = NULL;
}
}
};
struct BMPResAttachData_t
{
const char *m_pszModelName;
int m_nSkin;
BMPResAttachData_t()
{
m_pszModelName = NULL;
m_nSkin = 0;
}
~BMPResAttachData_t()
{
if ( m_pszModelName && m_pszModelName[0] )
{
delete [] m_pszModelName;
m_pszModelName = NULL;
}
}
};
struct BMPResData_t
{
float m_flFOV;
const char *m_pszModelName;
const char *m_pszModelName_HWM;
const char *m_pszVCD;
QAngle m_angModelPoseRot;
Vector m_vecOriginOffset;
Vector m_vecFramedOriginOffset;
Vector2D m_vecViewportOffset;
int m_nSkin;
bool m_bUseSpotlight;
CUtlVector<BMPResAnimData_t> m_aAnimations;
CUtlVector<BMPResAttachData_t> m_aAttachModels;
BMPResData_t()
{
m_flFOV = 0.0f;
m_pszModelName = NULL;
m_pszModelName_HWM = NULL;
m_pszVCD = NULL;
m_angModelPoseRot.Init();
m_vecOriginOffset.Init();
m_vecFramedOriginOffset.Init();
m_vecViewportOffset.Init();
m_nSkin = 0;
m_bUseSpotlight = false;
}
~BMPResData_t()
{
if ( m_pszModelName && m_pszModelName[0] )
{
delete [] m_pszModelName;
m_pszModelName = NULL;
}
if ( m_pszModelName_HWM && m_pszModelName_HWM[0] )
{
delete [] m_pszModelName_HWM;
m_pszModelName_HWM = NULL;
}
if ( m_pszVCD && m_pszVCD[0] )
{
delete [] m_pszVCD;
m_pszVCD = NULL;
}
m_aAnimations.Purge();
m_aAttachModels.Purge();
}
};
//-----------------------------------------------------------------------------
// Base Model Panel
//
// ...vgui::Panel |--> vgui
// +->vgui::EditablePanel |
// +->PotterWheelPanel |--> matsys_controls
// +->MDLPanel |
// +->BaseModelPanel |--> game_controls, client.dll
//
//-----------------------------------------------------------------------------
class CBaseModelPanel : public CMDLPanel
{
DECLARE_CLASS_SIMPLE( CBaseModelPanel, CMDLPanel );
public:
// Constructor, Destructor.
CBaseModelPanel( vgui::Panel *pParent, const char *pName );
virtual ~CBaseModelPanel();
// Overridden mdlpanel.h
virtual void SetMDL( MDLHandle_t handle, void *pProxyData = NULL );
virtual void SetMDL( const char *pMDLName, void *pProxyData = NULL );
virtual void SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos );
// Overridden methods of vgui::Panel
virtual void ApplySettings( KeyValues *inResourceData );
virtual void PerformLayout();
virtual void OnTick() OVERRIDE;
// Animation.
int FindDefaultAnim( void );
int FindAnimByName( const char *pszName );
void SetModelAnim( int iAnim );
// Manipulation.
virtual void OnKeyCodePressed ( vgui::KeyCode code );
virtual void OnKeyCodeReleased( vgui::KeyCode code );
virtual void OnMousePressed ( vgui::MouseCode code );
virtual void OnMouseReleased( vgui::MouseCode code );
virtual void OnCursorMoved( int x, int y );
virtual void OnMouseWheeled( int delta );
studiohdr_t* GetStudioHdr( void ) { return m_RootMDL.m_MDL.GetStudioHdr(); }
void SetBody( unsigned int nBody ) { m_RootMDL.m_MDL.m_nBody = nBody; }
void RotateYaw( float flDelta );
void RotatePitch( float flDelta );
Vector GetPlayerPos() const;
QAngle GetPlayerAngles() const;
void PlaySequence( const char *pszSequenceName );
void LookAtBounds( const Vector &vecBoundsMin, const Vector &vecBoundsMax );
// Set to true if external code has set a specific camera position that shouldn't be clobbered by layout
void SetForcedCameraPosition( bool bForcedCameraPosition ) { m_bForcedCameraPosition = bForcedCameraPosition; }
int FindSequenceFromActivity( CStudioHdr *pStudioHdr, const char *pszActivity );
protected:
// Resource file data.
void ParseModelResInfo( KeyValues *inResourceData );
void ParseModelAnimInfo( KeyValues *inResourceData );
void ParseModelAttachInfo( KeyValues *inResourceData );
void SetupModelDefaults( void );
void SetupModelAnimDefaults( void );
public:
BMPResData_t m_BMPResData; // Base model panel data set in the .res file.
QAngle m_angPlayer;
Vector m_vecPlayerPos;
protected:
bool m_bForcePos;
bool m_bMousePressed;
bool m_bAllowRotation;
bool m_bAllowPitch;
bool m_bAllowFullManipulation;
bool m_bApplyManipulators;
bool m_bForcedCameraPosition;
int m_nActiveSequence;
float m_flActiveSequenceDuration;
// VGUI script accessible variables.
CPanelAnimationVar( bool, m_bStartFramed, "start_framed", "0" );
CPanelAnimationVar( bool, m_bDisableManipulation, "disable_manipulation", "0" );
CPanelAnimationVar( bool, m_bUseParticle, "use_particle", "0" );
CPanelAnimationVar( float, m_flMaxPitch, "max_pitch", "90" );
struct particle_data_t
{
~particle_data_t();
void UpdateControlPoints( CStudioHdr *pStudioHdr, matrix3x4_t *pWorldMatrix, const CUtlVector< int >& vecAttachments, int iDefaultBone = 0, const Vector& vecParticleOffset = vec3_origin );
bool m_bIsUpdateToDate;
CParticleCollection *m_pParticleSystem;
};
CUtlVector< particle_data_t* > m_particleList;
particle_data_t *CreateParticleData( const char *pszParticleName );
bool SafeDeleteParticleData( particle_data_t **pData );
virtual void PrePaint3D( IMatRenderContext *pRenderContext ) OVERRIDE;
virtual void PostPaint3D( IMatRenderContext *pRenderContext ) OVERRIDE;
};
#endif // BASEMODEL_PANEL_H