hl2_src-leak-2017/src/game/client/hl2/hud_zoom.cpp

273 lines
7.4 KiB
C++

//========= Copyright 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_basehlplayer.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include "../hud_crosshair.h"
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/AnimationController.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Draws the zoom screen
//-----------------------------------------------------------------------------
class CHudZoom : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudZoom, vgui::Panel );
public:
CHudZoom( const char *pElementName );
bool ShouldDraw( void );
void Init( void );
void LevelInit( void );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
private:
bool m_bZoomOn;
float m_flZoomStartTime;
bool m_bPainted;
CPanelAnimationVarAliasType( float, m_flCircle1Radius, "Circle1Radius", "66", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flCircle2Radius, "Circle2Radius", "74", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flDashGap, "DashGap", "16", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flDashHeight, "DashHeight", "4", "proportional_float" );
CMaterialReference m_ZoomMaterial;
};
DECLARE_HUDELEMENT( CHudZoom );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudZoom::CHudZoom( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudZoom")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudZoom::Init( void )
{
m_bZoomOn = false;
m_bPainted = false;
m_flZoomStartTime = -999.0f;
m_ZoomMaterial.Init( "vgui/zoom", TEXTURE_GROUP_VGUI );
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudZoom::LevelInit( void )
{
Init();
}
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudZoom::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
SetFgColor(scheme->GetColor("ZoomReticleColor", GetFgColor()));
SetForceStereoRenderToFrameBuffer( true );
int x, y;
int screenWide, screenTall;
surface()->GetFullscreenViewport( x, y, screenWide, screenTall );
SetBounds(0, 0, screenWide, screenTall);
}
//-----------------------------------------------------------------------------
// 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 CHudZoom::ShouldDraw( void )
{
bool bNeedsDraw = false;
C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer *>(C_BasePlayer::GetLocalPlayer());
if ( pPlayer == NULL )
return false;
if ( pPlayer->m_HL2Local.m_bZooming )
{
// need to paint
bNeedsDraw = true;
}
else if ( m_bPainted )
{
// keep painting until state is finished
bNeedsDraw = true;
}
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
#define ZOOM_FADE_TIME 0.4f
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudZoom::Paint( void )
{
m_bPainted = false;
// see if we're zoomed any
C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer *>(C_BasePlayer::GetLocalPlayer());
if ( pPlayer == NULL )
return;
if ( pPlayer->m_HL2Local.m_bZooming && m_bZoomOn == false )
{
m_bZoomOn = true;
m_flZoomStartTime = gpGlobals->curtime;
}
else if ( pPlayer->m_HL2Local.m_bZooming == false && m_bZoomOn )
{
m_bZoomOn = false;
m_flZoomStartTime = gpGlobals->curtime;
}
// draw the appropriately scaled zoom animation
float deltaTime = ( gpGlobals->curtime - m_flZoomStartTime );
float scale = clamp( deltaTime / ZOOM_FADE_TIME, 0.0f, 1.0f );
float alpha;
if ( m_bZoomOn )
{
alpha = scale;
}
else
{
if ( scale >= 1.0f )
return;
alpha = ( 1.0f - scale ) * 0.25f;
scale = 1.0f - ( scale * 0.5f );
}
Color col = GetFgColor();
col[3] = alpha * 64;
surface()->DrawSetColor( col );
// draw zoom circles
float fX, fY;
bool bBehindCamera = false;
CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );
if( bBehindCamera )
return;
int xCrosshair = (int)fX;
int yCrosshair = (int)fY;
int wide, tall;
GetSize( wide, tall );
surface()->DrawOutlinedCircle( xCrosshair, yCrosshair, m_flCircle1Radius * scale, 48);
surface()->DrawOutlinedCircle( xCrosshair, yCrosshair, m_flCircle2Radius * scale, 64);
// draw dashed lines
int dashCount = 2;
int ypos = yCrosshair - m_flDashHeight / 2.f;
float fGap = m_flDashGap * MAX(scale,0.1f);
int dashMax = Max(fX, (float)wide - fX ) / fGap;
while ( dashCount < dashMax )
{
int xpos = (int)(fX - fGap * dashCount + 0.5f);
surface()->DrawFilledRect(xpos, ypos, xpos + 1, ypos + m_flDashHeight);
xpos = (int)(fX + fGap * dashCount + 0.5f);
surface()->DrawFilledRect(xpos, ypos, xpos + 1, ypos + m_flDashHeight);
dashCount++;
}
// draw the darkened edges, with a rotated texture in the four corners
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Bind( m_ZoomMaterial );
IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, NULL );
float x0 = 0.0f, x1 = fX, x2 = wide;
float y0 = 0.0f, y1 = fY, y2 = tall;
float uv1 = 1.0f - (1.0f / 255.0f);
float uv2 = 0.0f + (1.0f / 255.0f);
struct coord_t
{
float x, y;
float u, v;
};
coord_t coords[16] =
{
// top-left
{ x0, y0, uv1, uv2 },
{ x1, y0, uv2, uv2 },
{ x1, y1, uv2, uv1 },
{ x0, y1, uv1, uv1 },
// top-right
{ x1, y0, uv2, uv2 },
{ x2, y0, uv1, uv2 },
{ x2, y1, uv1, uv1 },
{ x1, y1, uv2, uv1 },
// bottom-right
{ x1, y1, uv2, uv1 },
{ x2, y1, uv1, uv1 },
{ x2, y2, uv1, uv2 },
{ x1, y2, uv2, uv2 },
// bottom-left
{ x0, y1, uv1, uv1 },
{ x1, y1, uv2, uv1 },
{ x1, y2, uv2, uv2 },
{ x0, y2, uv1, uv2 },
};
CMeshBuilder meshBuilder;
meshBuilder.Begin( pMesh, MATERIAL_QUADS, 4 );
for (int i = 0; i < 16; i++)
{
meshBuilder.Color4f( 0.0, 0.0, 0.0, alpha );
meshBuilder.TexCoord2f( 0, coords[i].u, coords[i].v );
meshBuilder.Position3f( coords[i].x, coords[i].y, 0.0f );
meshBuilder.AdvanceVertex();
}
meshBuilder.End();
pMesh->Draw();
m_bPainted = true;
}