diff options
| 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/shared/Sprite.h | |
| download | archived-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.h | 297 |
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 |