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path: root/game/client/cstrike/cs_hud_scope.cpp
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-rw-r--r--game/client/cstrike/cs_hud_scope.cpp203
1 files changed, 203 insertions, 0 deletions
diff --git a/game/client/cstrike/cs_hud_scope.cpp b/game/client/cstrike/cs_hud_scope.cpp
new file mode 100644
index 0000000..13f51ac
--- /dev/null
+++ b/game/client/cstrike/cs_hud_scope.cpp
@@ -0,0 +1,203 @@
+//========= 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_cs_player.h"
+#include "VGuiMatSurface/IMatSystemSurface.h"
+#include "materialsystem/imaterial.h"
+#include "materialsystem/imesh.h"
+#include "materialsystem/imaterialvar.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 CHudScope : public vgui::Panel, public CHudElement
+{
+ DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
+
+public:
+ CHudScope( const char *pElementName );
+
+ void Init( void );
+ void LevelInit( void );
+
+protected:
+ virtual void ApplySchemeSettings(vgui::IScheme *scheme);
+ virtual void Paint( void );
+
+private:
+ CMaterialReference m_ScopeMaterial;
+ CMaterialReference m_DustOverlayMaterial;
+
+ int m_iScopeArcTexture;
+ int m_iScopeDustTexture;
+};
+
+DECLARE_HUDELEMENT_DEPTH( CHudScope, 70 );
+
+using namespace vgui;
+
+//-----------------------------------------------------------------------------
+// Purpose: Constructor
+//-----------------------------------------------------------------------------
+CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
+{
+ vgui::Panel *pParent = g_pClientMode->GetViewport();
+ SetParent( pParent );
+
+ SetHiddenBits( HIDEHUD_PLAYERDEAD );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: standard hud element init function
+//-----------------------------------------------------------------------------
+void CHudScope::Init( void )
+{
+ m_iScopeArcTexture = vgui::surface()->CreateNewTextureID();
+ vgui::surface()->DrawSetTextureFile(m_iScopeArcTexture, "sprites/scope_arc", true, false);
+
+ m_iScopeDustTexture = vgui::surface()->CreateNewTextureID();
+ vgui::surface()->DrawSetTextureFile(m_iScopeDustTexture, "overlays/scope_lens", true, false);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: standard hud element init function
+//-----------------------------------------------------------------------------
+void CHudScope::LevelInit( void )
+{
+ Init();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets scheme colors
+//-----------------------------------------------------------------------------
+void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
+{
+ BaseClass::ApplySchemeSettings(scheme);
+
+ SetPaintBackgroundEnabled(false);
+ SetPaintBorderEnabled(false);
+
+ int screenWide, screenTall;
+ GetHudSize(screenWide, screenTall);
+ SetBounds(0, 0, screenWide, screenTall);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: draws the zoom effect
+//-----------------------------------------------------------------------------
+void CHudScope::Paint( void )
+{
+ C_CSPlayer *pPlayer = dynamic_cast<C_CSPlayer *>(C_BasePlayer::GetLocalPlayer());
+
+ if ( pPlayer == NULL )
+ return;
+
+ CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
+
+ if( !pWeapon )
+ return;
+
+ Assert( m_iScopeArcTexture );
+ Assert( m_iScopeDustTexture );
+
+ // see if we're zoomed with a sniper rifle
+ if( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() &&
+ pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE )
+ {
+ int screenWide, screenTall;
+ GetHudSize(screenWide, screenTall);
+
+ // calculate the bounds in which we should draw the scope
+ int inset = screenTall / 16;
+ int y1 = inset;
+ int x1 = (screenWide - screenTall) / 2 + inset;
+ int y2 = screenTall - inset;
+ int x2 = screenWide - x1;
+
+ int x = screenWide / 2;
+ int y = screenTall / 2;
+
+ float uv1 = 0.5f / 256.0f, uv2 = 1.0f - uv1;
+
+ vgui::Vertex_t vert[4];
+
+ Vector2D uv11( uv1, uv1 );
+ Vector2D uv12( uv1, uv2 );
+ Vector2D uv21( uv2, uv1 );
+ Vector2D uv22( uv2, uv2 );
+
+ int xMod = ( screenWide / 2 );
+ int yMod = ( screenTall / 2 );
+
+ int iMiddleX = (screenWide / 2 );
+ int iMiddleY = (screenTall / 2 );
+
+ vgui::surface()->DrawSetTexture( m_iScopeDustTexture );
+ vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
+
+ vert[0].Init( Vector2D( iMiddleX + xMod, iMiddleY + yMod ), uv21 );
+ vert[1].Init( Vector2D( iMiddleX - xMod, iMiddleY + yMod ), uv11 );
+ vert[2].Init( Vector2D( iMiddleX - xMod, iMiddleY - yMod ), uv12 );
+ vert[3].Init( Vector2D( iMiddleX + xMod, iMiddleY - yMod ), uv22 );
+ vgui::surface()->DrawTexturedPolygon( 4, vert );
+
+ vgui::surface()->DrawSetColor(0,0,0,255);
+
+ //Draw the reticle with primitives
+ vgui::surface()->DrawLine( 0, y, screenWide, y );
+ vgui::surface()->DrawLine( x, 0, x, screenTall );
+
+ //Draw the outline
+ vgui::surface()->DrawSetTexture(m_iScopeArcTexture);
+
+ // bottom right
+ vert[0].Init( Vector2D( x, y ), uv11 );
+ vert[1].Init( Vector2D( x2, y ), uv21 );
+ vert[2].Init( Vector2D( x2, y2 ), uv22 );
+ vert[3].Init( Vector2D( x, y2 ), uv12 );
+ vgui::surface()->DrawTexturedPolygon( 4, vert );
+
+ // top right
+ vert[0].Init( Vector2D( x - 1, y1 ), uv12 );
+ vert[1].Init( Vector2D ( x2, y1 ), uv22 );
+ vert[2].Init( Vector2D( x2, y + 1 ), uv21 );
+ vert[3].Init( Vector2D( x - 1, y + 1 ), uv11 );
+ vgui::surface()->DrawTexturedPolygon(4, vert);
+
+ // bottom left
+ vert[0].Init( Vector2D( x1, y ), uv21 );
+ vert[1].Init( Vector2D( x, y ), uv11 );
+ vert[2].Init( Vector2D( x, y2 ), uv12 );
+ vert[3].Init( Vector2D( x1, y2), uv22 );
+ vgui::surface()->DrawTexturedPolygon(4, vert);
+
+ // top left
+ vert[0].Init( Vector2D( x1, y1 ), uv22 );
+ vert[1].Init( Vector2D( x, y1 ), uv12 );
+ vert[2].Init( Vector2D( x, y ), uv11 );
+ vert[3].Init( Vector2D( x1, y ), uv21 );
+ vgui::surface()->DrawTexturedPolygon(4, vert);
+
+ vgui::surface()->DrawFilledRect(0, 0, screenWide, y1); // top
+ vgui::surface()->DrawFilledRect(0, y2, screenWide, screenTall); // bottom
+ vgui::surface()->DrawFilledRect(0, y1, x1, screenTall); // left
+ vgui::surface()->DrawFilledRect(x2, y1, screenWide, screenTall); // right
+ }
+}