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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/hl2/hud_zoom.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/hl2/hud_zoom.cpp')
| -rw-r--r-- | game/client/hl2/hud_zoom.cpp | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/game/client/hl2/hud_zoom.cpp b/game/client/hl2/hud_zoom.cpp new file mode 100644 index 0000000..8b47e87 --- /dev/null +++ b/game/client/hl2/hud_zoom.cpp @@ -0,0 +1,272 @@ +//========= 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; +} |