summaryrefslogtreecommitdiff
path: root/game/shared/Sprite.h
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/Sprite.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/shared/Sprite.h')
-rw-r--r--game/shared/Sprite.h297
1 files changed, 297 insertions, 0 deletions
diff --git a/game/shared/Sprite.h b/game/shared/Sprite.h
new file mode 100644
index 0000000..79d8c51
--- /dev/null
+++ b/game/shared/Sprite.h
@@ -0,0 +1,297 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef SPRITE_H
+#define SPRITE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "predictable_entity.h"
+#include "baseentity_shared.h"
+
+#define SF_SPRITE_STARTON 0x0001
+#define SF_SPRITE_ONCE 0x0002
+#define SF_SPRITE_TEMPORARY 0x8000
+
+class CBasePlayer;
+
+#if defined( CLIENT_DLL )
+#define CSprite C_Sprite
+#define CSpriteOriented C_SpriteOriented
+#include "c_pixel_visibility.h"
+class CEngineSprite;
+
+class C_SpriteRenderer
+{
+public:
+ //-----------------------------------------------------------------------------
+ // Purpose: Sprite orientations
+ // WARNING! Change these in common/MaterialSystem/Sprite.cpp if you change them here!
+ //-----------------------------------------------------------------------------
+ typedef enum
+ {
+ SPR_VP_PARALLEL_UPRIGHT = 0,
+ SPR_FACING_UPRIGHT = 1,
+ SPR_VP_PARALLEL = 2,
+ SPR_ORIENTED = 3,
+ SPR_VP_PARALLEL_ORIENTED = 4
+ } SPRITETYPE;
+
+ // Determine sprite orientation
+ static void GetSpriteAxes( SPRITETYPE type,
+ const Vector& origin,
+ const QAngle& angles,
+ Vector& forward,
+ Vector& right,
+ Vector& up );
+
+ // Sprites can alter blending amount
+ virtual float GlowBlend( CEngineSprite *psprite, const Vector& entorigin, int rendermode, int renderfx, int alpha, float *scale );
+
+ // Draws tempent as a sprite
+ int DrawSprite(
+ IClientEntity *entity,
+ const model_t *model,
+ const Vector& origin,
+ const QAngle& angles,
+ float frame,
+ IClientEntity *attachedto,
+ int attachmentindex,
+ int rendermode,
+ int renderfx,
+ int alpha,
+ int r,
+ int g,
+ int b,
+ float scale,
+ float flHDRColorScale = 1.0f
+ );
+
+protected:
+ pixelvis_handle_t m_queryHandle;
+ float m_flGlowProxySize;
+ float m_flHDRColorScale;
+};
+
+#endif
+
+class CSprite : public CBaseEntity
+#if defined( CLIENT_DLL )
+ , public C_SpriteRenderer
+#endif
+{
+ DECLARE_CLASS( CSprite, CBaseEntity );
+public:
+ DECLARE_PREDICTABLE();
+ DECLARE_NETWORKCLASS();
+
+ CSprite();
+ virtual void SetModel( const char *szModelName );
+
+ void Spawn( void );
+ void Precache( void );
+ virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
+
+ void SetGlowProxySize( float flSize ) { m_flGlowProxySize = flSize; }
+
+#if !defined( CLIENT_DLL )
+
+ virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
+ virtual int UpdateTransmitState( void );
+
+ void SetAsTemporary( void ) { AddSpawnFlags( SF_SPRITE_TEMPORARY ); }
+ bool IsTemporary( void ) { return ( HasSpawnFlags( SF_SPRITE_TEMPORARY ) ); }
+
+ int ObjectCaps( void )
+ {
+ int flags = 0;
+
+ if ( IsTemporary() )
+ {
+ flags = FCAP_DONT_SAVE;
+ }
+
+ return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
+ }
+
+ void OnRestore();
+#endif
+
+ void AnimateThink( void );
+ void ExpandThink( void );
+ void Animate( float frames );
+ void Expand( float scaleSpeed, float fadeSpeed );
+ void SpriteInit( const char *pSpriteName, const Vector &origin );
+
+#if !defined( CLIENT_DLL )
+ void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
+ // Input handlers
+ void InputHideSprite( inputdata_t &inputdata );
+ void InputShowSprite( inputdata_t &inputdata );
+ void InputToggleSprite( inputdata_t &inputdata );
+ void InputColorRedValue( inputdata_t &inputdata );
+ void InputColorBlueValue( inputdata_t &inputdata );
+ void InputColorGreenValue( inputdata_t &inputdata );
+#endif
+
+ inline void SetAttachment( CBaseEntity *pEntity, int attachment )
+ {
+ if ( pEntity )
+ {
+ m_hAttachedToEntity = pEntity;
+ m_nAttachment = attachment;
+ FollowEntity( pEntity );
+ }
+ }
+
+ void TurnOff( void );
+ void TurnOn( void );
+ bool IsOn() { return !IsEffectActive( EF_NODRAW ); }
+
+ inline float Frames( void ) { return m_flMaxFrame; }
+ inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
+ {
+ SetRenderMode( (RenderMode_t)rendermode );
+ SetColor( r, g, b );
+ SetBrightness( a );
+ m_nRenderFX = fx;
+ }
+ inline void SetTexture( int spriteIndex ) { SetModelIndex( spriteIndex ); }
+ inline void SetColor( int r, int g, int b ) { SetRenderColor( r, g, b, GetRenderColor().a ); }
+
+ void SetBrightness( int brightness, float duration = 0.0f );
+ void SetScale( float scale, float duration = 0.0f );
+ void SetSpriteScale( float scale );
+ void EnableWorldSpaceScale( bool bEnable );
+
+ float GetScale( void ) { return m_flSpriteScale; }
+ int GetBrightness( void ) { return m_nBrightness; }
+ float GetHDRColorScale( void ) { return m_flHDRColorScale; }
+
+ inline void FadeAndDie( float duration )
+ {
+ SetBrightness( 0, duration );
+ SetThink(&CSprite::AnimateUntilDead);
+ m_flDieTime = gpGlobals->curtime + duration;
+ SetNextThink( gpGlobals->curtime );
+ }
+
+ inline void AnimateAndDie( float framerate )
+ {
+ SetThink(&CSprite::AnimateUntilDead);
+ m_flSpriteFramerate = framerate;
+ m_flDieTime = gpGlobals->curtime + (m_flMaxFrame / m_flSpriteFramerate);
+ SetNextThink( gpGlobals->curtime );
+ }
+
+ inline void AnimateForTime( float framerate, float time )
+ {
+ SetThink(&CSprite::AnimateUntilDead);
+ m_flSpriteFramerate = framerate;
+ m_flDieTime = gpGlobals->curtime + time;
+ SetNextThink( gpGlobals->curtime );
+ }
+
+ // FIXME: This completely blows.
+ // Surely there's gotta be a better way.
+ void FadeOutFromSpawn( )
+ {
+ SetThink(&CSprite::BeginFadeOutThink);
+ SetNextThink( gpGlobals->curtime + 0.01f );
+ }
+
+ void BeginFadeOutThink( )
+ {
+ FadeAndDie( 0.25f );
+ }
+
+ void AnimateUntilDead( void );
+#if !defined( CLIENT_DLL )
+ DECLARE_DATADESC();
+
+ static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, bool animate );
+#endif
+ static CSprite *SpriteCreatePredictable( const char *module, int line, const char *pSpriteName, const Vector &origin, bool animate );
+
+#if defined( CLIENT_DLL )
+ virtual float GetRenderScale( void );
+ virtual int GetRenderBrightness( void );
+
+ virtual int DrawModel( int flags );
+ virtual const Vector& GetRenderOrigin();
+ virtual void GetRenderBounds( Vector &vecMins, Vector &vecMaxs );
+ virtual float GlowBlend( CEngineSprite *psprite, const Vector& entorigin, int rendermode, int renderfx, int alpha, float *scale );
+ virtual void GetToolRecordingState( KeyValues *msg );
+
+// Only supported in TF2 right now
+#if defined( INVASION_CLIENT_DLL )
+ virtual bool ShouldPredict( void )
+ {
+ return true;
+ }
+#endif
+
+ virtual void ClientThink( void );
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+
+#endif
+public:
+ CNetworkHandle( CBaseEntity, m_hAttachedToEntity );
+ CNetworkVar( int, m_nAttachment );
+ CNetworkVar( float, m_flSpriteFramerate );
+ CNetworkVar( float, m_flFrame );
+#ifdef PORTAL
+ CNetworkVar( bool, m_bDrawInMainRender );
+ CNetworkVar( bool, m_bDrawInPortalRender );
+#endif
+
+ float m_flDieTime;
+
+private:
+
+ CNetworkVar( int, m_nBrightness );
+ CNetworkVar( float, m_flBrightnessTime );
+
+ CNetworkVar( float, m_flSpriteScale );
+ CNetworkVar( float, m_flScaleTime );
+ CNetworkVar( bool, m_bWorldSpaceScale );
+ CNetworkVar( float, m_flGlowProxySize );
+ CNetworkVar( float, m_flHDRColorScale );
+
+ float m_flLastTime;
+ float m_flMaxFrame;
+
+ float m_flStartScale;
+ float m_flDestScale; //Destination scale
+ float m_flScaleTimeStart; //Real time for start of scale
+ int m_nStartBrightness;
+ int m_nDestBrightness; //Destination brightness
+ float m_flBrightnessTimeStart;//Real time for brightness
+};
+
+
+class CSpriteOriented : public CSprite
+{
+public:
+ DECLARE_CLASS( CSpriteOriented, CSprite );
+#if !defined( CLIENT_DLL )
+ DECLARE_SERVERCLASS();
+ void Spawn( void );
+#else
+ DECLARE_CLIENTCLASS();
+ virtual bool IsTransparent( void );
+#endif
+};
+
+
+
+// Macro to wrap creation
+#define SPRITE_CREATE_PREDICTABLE( name, origin, animate ) \
+ CSprite::SpriteCreatePredictable( __FILE__, __LINE__, name, origin, animate )
+
+#endif // SPRITE_H