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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/tf/tf_hud_crosshair.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/tf/tf_hud_crosshair.cpp')
-rw-r--r--game/client/tf/tf_hud_crosshair.cpp219
1 files changed, 219 insertions, 0 deletions
diff --git a/game/client/tf/tf_hud_crosshair.cpp b/game/client/tf/tf_hud_crosshair.cpp
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+++ b/game/client/tf/tf_hud_crosshair.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "hudelement.h"
+#include <vgui_controls/Panel.h>
+#include <vgui/ISurface.h>
+#include "clientmode.h"
+#include "c_tf_player.h"
+#include "tf_hud_crosshair.h"
+#include "hud_crosshair.h"
+#include "materialsystem/imaterial.h"
+#include "materialsystem/imesh.h"
+#include "materialsystem/imaterialvar.h"
+#include "VGuiMatSurface/IMatSystemSurface.h"
+#include "tf_logic_halloween_2014.h"
+#include "tf_gamerules.h"
+#include "mathlib/mathlib.h"
+
+ConVar cl_crosshair_red( "cl_crosshair_red", "200", FCVAR_ARCHIVE );
+ConVar cl_crosshair_green( "cl_crosshair_green", "200", FCVAR_ARCHIVE );
+ConVar cl_crosshair_blue( "cl_crosshair_blue", "200", FCVAR_ARCHIVE );
+
+ConVar cl_crosshair_file( "cl_crosshair_file", "", FCVAR_ARCHIVE );
+
+ConVar cl_crosshair_scale( "cl_crosshair_scale", "32.0", FCVAR_ARCHIVE );
+
+using namespace vgui;
+
+// Everything else is expecting to find "CHudCrosshair"
+DECLARE_NAMED_HUDELEMENT( CHudTFCrosshair, CHudCrosshair );
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHudTFCrosshair::CHudTFCrosshair( const char *pName ) :
+ CHudCrosshair ( pName )
+{
+ m_szPreviousCrosshair[0] = '\0';
+ m_iCrosshairTextureID = -1;
+ m_flTimeToHideUntil = -1.f;
+
+ ListenForGameEvent( "restart_timer_time" );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CHudTFCrosshair::~CHudTFCrosshair( void )
+{
+ if ( vgui::surface() && m_iCrosshairTextureID != -1 )
+ {
+ vgui::surface()->DestroyTextureID( m_iCrosshairTextureID );
+ m_iCrosshairTextureID = -1;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CHudTFCrosshair::ShouldDraw( void )
+{
+ // turn off for the minigames
+ if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
+ return false;
+
+ if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
+ return false;
+
+ // turn off if the local player is a ghost
+ C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
+ if ( pPlayer )
+ {
+ if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
+ return false;
+
+ if ( pPlayer->IsTaunting() )
+ return false;
+ }
+
+ if ( m_flTimeToHideUntil > gpGlobals->curtime )
+ return false;
+
+ return BaseClass::ShouldDraw();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudTFCrosshair::LevelShutdown( void )
+{
+ m_szPreviousCrosshair[0] = '\0';
+
+ if ( m_pCrosshairMaterial )
+ {
+ delete m_pCrosshairMaterial;
+ m_pCrosshairMaterial = NULL;
+ }
+
+ m_flTimeToHideUntil = -1.f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudTFCrosshair::Init()
+{
+ if ( m_iCrosshairTextureID == -1 )
+ {
+ m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
+ }
+
+ m_flTimeToHideUntil = -1.f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudTFCrosshair::FireGameEvent( IGameEvent * event )
+{
+ if ( FStrEq( "restart_timer_time", event->GetName() ) )
+ {
+ if ( TFGameRules() && TFGameRules()->IsCompetitiveMode() )
+ {
+ int nTime = event->GetInt( "time" );
+ if ( ( nTime <= 10 ) && ( nTime > 0 ) )
+ {
+ m_flTimeToHideUntil = gpGlobals->curtime + nTime;
+ return;
+ }
+ }
+ }
+
+ m_flTimeToHideUntil = -1.f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CHudTFCrosshair::Paint()
+{
+ C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
+
+ if( !pPlayer )
+ return;
+
+ const char *crosshairfile = cl_crosshair_file.GetString();
+ if ( ( crosshairfile == NULL ) || ( Q_stricmp( m_szPreviousCrosshair, crosshairfile ) != 0 ) )
+ {
+ char buf[256];
+ Q_snprintf( buf, sizeof(buf), "vgui/crosshairs/%s", crosshairfile );
+
+ if ( m_iCrosshairTextureID != -1 )
+ {
+ vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, buf, true, false );
+ }
+
+ if ( m_pCrosshairMaterial )
+ {
+ delete m_pCrosshairMaterial;
+ }
+
+ m_pCrosshairMaterial = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
+
+ if ( !m_pCrosshairMaterial )
+ return;
+
+ // save the name to compare with the cvar in the future
+ Q_strncpy( m_szPreviousCrosshair, crosshairfile, sizeof(m_szPreviousCrosshair) );
+ }
+
+ if ( m_szPreviousCrosshair[0] == '\0' )
+ {
+ return BaseClass::Paint();
+ }
+
+
+ // This is somewhat cut'n'paste from CHudCrosshair::Paint(). Would be nice to unify them some more.
+ float x, y;
+ bool bBehindCamera;
+ GetDrawPosition ( &x, &y, &bBehindCamera );
+
+ if( bBehindCamera )
+ return;
+
+ float flWeaponScale = 1.f;
+ int iTextureW = 32;
+ int iTextureH = 32;
+ C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
+ if ( pWeapon )
+ {
+ pWeapon->GetWeaponCrosshairScale( flWeaponScale );
+ }
+
+ float flPlayerScale = 1.0f;
+#ifdef TF_CLIENT_DLL
+ Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
+ flPlayerScale = cl_crosshair_scale.GetFloat() / 32.0f; // the player can change the scale in the options/multiplayer tab
+#else
+ Color clr = m_clrCrosshair;
+#endif
+ float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
+ float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
+ int iWidth = (int)( flWidth + 0.5f );
+ int iHeight = (int)( flHeight + 0.5f );
+ int iX = (int)( x + 0.5f );
+ int iY = (int)( y + 0.5f );
+
+ vgui::ISurface *pSurf = vgui::surface();
+ pSurf->DrawSetColor( clr );
+ pSurf->DrawSetTexture( m_iCrosshairTextureID );
+ pSurf->DrawTexturedRect( iX-iWidth, iY-iHeight, iX+iWidth, iY+iHeight );
+ pSurf->DrawSetTexture(0);
+}
+
+