mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
151 lines
4.4 KiB
C++
151 lines
4.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "portal_hud_crosshair.h"
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#include "iclientmode.h"
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#include "c_portal_player.h"
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#include "view.h"
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#include "weapon_portalbase.h"
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#include "vgui_controls/Controls.h"
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#include "vgui/ISurface.h"
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#include "ivrenderview.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar crosshair;
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extern ConVar cl_observercrosshair;
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using namespace vgui;
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int ScreenTransform( const Vector& point, Vector& screen );
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DECLARE_HUDELEMENT( CHudPortalCrosshair );
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CHudPortalCrosshair::CHudPortalCrosshair( const char *pElementName ) :
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CHudElement( pElementName ), BaseClass( NULL, "HudPortalCrosshair" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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m_pCrosshair = 0;
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m_clrCrosshair = Color( 0, 0, 0, 0 );
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m_vecCrossHairOffsetAngle.Init();
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SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
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}
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void CHudPortalCrosshair::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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m_pDefaultCrosshair = gHUD.GetIcon("crosshair_default");
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SetPaintBackgroundEnabled( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudPortalCrosshair::ShouldDraw()
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{
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// 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
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return false;
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C_Portal_Player *pPlayer = C_Portal_Player::GetLocalPortalPlayer();
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if ( !pPlayer )
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return false;
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CWeaponPortalBase *pWeapon = dynamic_cast<CWeaponPortalBase*>( pPlayer->GetActiveWeapon() );
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if ( !pWeapon )
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return false;
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bool bNeedsDraw = m_pCrosshair &&
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crosshair.GetInt() &&
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!engine->IsDrawingLoadingImage() &&
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!engine->IsPaused() &&
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g_pClientMode->ShouldDrawCrosshair() &&
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!( pPlayer->GetFlags() & FL_FROZEN ) &&
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( pPlayer->entindex() == render->GetViewEntity() ) &&
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!pPlayer->IsInVGuiInputMode() &&
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( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
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return ( bNeedsDraw && CHudElement::ShouldDraw() );
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}
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void CHudPortalCrosshair::Paint( void )
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{
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if ( !m_pCrosshair )
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return;
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if ( !IsCurrentViewAccessAllowed() )
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return;
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m_curViewAngles = CurrentViewAngles();
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m_curViewOrigin = CurrentViewOrigin();
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float x, y;
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x = ScreenWidth()/2;
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y = ScreenHeight()/2;
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// MattB - m_vecCrossHairOffsetAngle is the autoaim angle.
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// if we're not using autoaim, just draw in the middle of the
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// screen
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if ( m_vecCrossHairOffsetAngle != vec3_angle )
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{
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QAngle angles;
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Vector forward;
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Vector point, screen;
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// this code is wrong
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angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
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AngleVectors( angles, &forward );
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VectorAdd( m_curViewOrigin, forward, point );
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ScreenTransform( point, screen );
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x += 0.5f * screen[0] * ScreenWidth() + 0.5f;
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y += 0.5f * screen[1] * ScreenHeight() + 0.5f;
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}
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m_pCrosshair->DrawSelf(
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x - 0.5f * m_pCrosshair->Width(),
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y - 0.5f * m_pCrosshair->Height(),
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m_clrCrosshair );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudPortalCrosshair::SetCrosshairAngle( const QAngle& angle )
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{
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VectorCopy( angle, m_vecCrossHairOffsetAngle );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudPortalCrosshair::SetCrosshair( CHudTexture *texture, Color& clr )
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{
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m_pCrosshair = texture;
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m_clrCrosshair = clr;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resets the crosshair back to the default
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//-----------------------------------------------------------------------------
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void CHudPortalCrosshair::ResetCrosshair()
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{
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Color white(255, 255, 255, 255);
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SetCrosshair( m_pDefaultCrosshair, white );
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}
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