summaryrefslogtreecommitdiff
path: root/vguimatsurface/MatSystemSurface.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'vguimatsurface/MatSystemSurface.cpp')
-rw-r--r--vguimatsurface/MatSystemSurface.cpp4614
1 files changed, 4614 insertions, 0 deletions
diff --git a/vguimatsurface/MatSystemSurface.cpp b/vguimatsurface/MatSystemSurface.cpp
new file mode 100644
index 0000000..7426590
--- /dev/null
+++ b/vguimatsurface/MatSystemSurface.cpp
@@ -0,0 +1,4614 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Implementation of the VGUI ISurface interface using the
+// material system to implement it
+//
+//=============================================================================//
+
+#if defined( WIN32) && !defined( _X360 )
+#include <windows.h>
+#endif
+#ifdef OSX
+#include <Carbon/Carbon.h>
+#endif
+
+#if defined( USE_SDL )
+#include <appframework/ilaunchermgr.h>
+ILauncherMgr *g_pLauncherMgr = NULL;
+#endif
+
+
+#include "tier1/strtools.h"
+#include "tier0/icommandline.h"
+#include "tier0/dbg.h"
+#include "filesystem.h"
+#include <vgui/VGUI.h>
+#include <Color.h>
+#include "utlbuffer.h"
+#include "utlvector.h"
+#include "Clip2D.h"
+#include <vgui_controls/Panel.h>
+#include <vgui/IInput.h>
+#include <vgui/Point.h>
+#include "bitmap/imageformat.h"
+#include "TextureDictionary.h"
+#include "Cursor.h"
+#include "Input.h"
+#include <vgui/IHTML.h>
+#include <vgui/IVGui.h>
+#include "vgui_surfacelib/FontManager.h"
+#include "FontTextureCache.h"
+#include "MatSystemSurface.h"
+#include "inputsystem/iinputsystem.h"
+#include <vgui_controls/Controls.h>
+#include <vgui/ISystem.h>
+#include "icvar.h"
+#include "mathlib/mathlib.h"
+#include <vgui/ILocalize.h>
+#include "mathlib/vmatrix.h"
+#include <tier0/vprof.h>
+#include "materialsystem/itexture.h"
+#include <malloc.h>
+#include "../vgui2/src/VPanel.h"
+#include <vgui/IInputInternal.h>
+#if defined( _X360 )
+#include "xbox/xbox_win32stubs.h"
+#endif
+#include "xbox/xboxstubs.h"
+#include "../vgui2/src/Memorybitmap.h"
+
+#pragma warning( disable : 4706 )
+
+#include <vgui/IVguiMatInfo.h>
+#include <vgui/IVguiMatInfoVar.h>
+#include "materialsystem/imaterialvar.h"
+
+#pragma warning( default : 4706 )
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+
+#define VPANEL_NORMAL ((vgui::SurfacePlat *) NULL)
+#define VPANEL_MINIMIZED ((vgui::SurfacePlat *) 0x00000001)
+
+using namespace vgui;
+
+static bool g_bSpewFocus = false;
+
+class CVguiMatInfoVar : public IVguiMatInfoVar
+{
+public:
+ CVguiMatInfoVar( IMaterialVar *pMaterialVar )
+ {
+ m_pMaterialVar = pMaterialVar;
+ }
+
+ // from IVguiMatInfoVar
+ virtual int GetIntValue ( void ) const
+ {
+ return m_pMaterialVar->GetIntValue();
+ }
+
+ virtual void SetIntValue ( int val )
+ {
+ m_pMaterialVar->SetIntValue( val );
+ }
+
+private:
+ IMaterialVar *m_pMaterialVar;
+};
+
+class CVguiMatInfo : public IVguiMatInfo
+{
+public:
+ CVguiMatInfo( IMaterial *pMaterial )
+ {
+ m_pMaterial = pMaterial;
+ }
+
+ // from IVguiMatInfo
+ virtual IVguiMatInfoVar* FindVarFactory( const char *varName, bool *found )
+ {
+ IMaterialVar *pMaterialVar = m_pMaterial->FindVar( varName, found );
+
+ if ( pMaterialVar == NULL )
+ return NULL;
+ return new CVguiMatInfoVar( pMaterialVar );
+ }
+
+ virtual int GetNumAnimationFrames( void )
+ {
+ return m_pMaterial->GetNumAnimationFrames();
+ }
+
+private:
+ IMaterial *m_pMaterial;
+};
+
+
+//-----------------------------------------------------------------------------
+// Globals...
+//-----------------------------------------------------------------------------
+vgui::IInputInternal *g_pIInput;
+static bool g_bInDrawing;
+static CFontTextureCache g_FontTextureCache;
+
+//-----------------------------------------------------------------------------
+// Singleton instance
+//-----------------------------------------------------------------------------
+CMatSystemSurface g_MatSystemSurface;
+EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMatSystemSurface, ISurface,
+ VGUI_SURFACE_INTERFACE_VERSION, g_MatSystemSurface );
+
+#ifdef LINUX
+CUtlDict< CMatSystemSurface::font_entry, unsigned short > CMatSystemSurface::m_FontData;
+#endif
+
+//-----------------------------------------------------------------------------
+// Make sure the panel is the same size as the viewport
+//-----------------------------------------------------------------------------
+CMatEmbeddedPanel::CMatEmbeddedPanel() : BaseClass( NULL, "MatSystemTopPanel" )
+{
+ SetPaintBackgroundEnabled( false );
+
+#if defined( _X360 )
+ SetPos( 0, 0 );
+ SetSize( GetSystemMetrics( SM_CXSCREEN ), GetSystemMetrics( SM_CYSCREEN ) );
+#endif
+}
+
+void CMatEmbeddedPanel::OnThink()
+{
+ int x, y, width, height;
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->GetViewport( x, y, width, height );
+ SetSize( width, height );
+ SetPos( x, y );
+ Repaint();
+}
+
+VPANEL CMatEmbeddedPanel::IsWithinTraverse(int x, int y, bool traversePopups)
+{
+ VPANEL retval = BaseClass::IsWithinTraverse( x, y, traversePopups );
+ if ( retval == GetVPanel() )
+ return 0;
+ return retval;
+}
+
+
+//-----------------------------------------------------------------------------
+// Constructor, destructor
+//-----------------------------------------------------------------------------
+CMatSystemSurface::CMatSystemSurface() : m_pEmbeddedPanel(NULL), m_pWhite(NULL)
+{
+ m_iBoundTexture = -1;
+ m_HWnd = NULL;
+ m_bIn3DPaintMode = false;
+ m_b3DPaintRenderToTexture = false;
+ m_bDrawingIn3DWorld = false;
+ m_PlaySoundFunc = NULL;
+ m_bInThink = false;
+ m_bAllowJavaScript = false;
+ m_bAppDrivesInput = false;
+ m_nLastInputPollCount = 0;
+
+ m_hCurrentFont = NULL;
+ m_pRestrictedPanel = NULL;
+
+ m_bNeedsKeyboard = true;
+ m_bNeedsMouse = true;
+ m_bUsingTempFullScreenBufferMaterial = false;
+ m_nFullScreenBufferMaterialId = -1;
+
+ memset( m_WorkSpaceInsets, 0, sizeof( m_WorkSpaceInsets ) );
+ m_nBatchedCharVertCount = 0;
+
+ m_nFullscreenViewportX = m_nFullscreenViewportY = 0;
+ m_nFullscreenViewportWidth = m_nFullscreenViewportHeight = 0;
+ m_pFullscreenRenderTarget = NULL;
+
+ m_cursorAlwaysVisible = false;
+}
+
+CMatSystemSurface::~CMatSystemSurface()
+{
+ if ( m_nFullScreenBufferMaterialId != -1 )
+ {
+ DestroyTextureID( m_nFullScreenBufferMaterialId );
+ m_nFullScreenBufferMaterialId = -1;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Connect, disconnect...
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::Connect( CreateInterfaceFn factory )
+{
+ if ( !BaseClass::Connect( factory ) )
+ return false;
+
+ if ( !g_pFullFileSystem )
+ {
+ Warning( "MatSystemSurface requires the file system to run!\n" );
+ return false;
+ }
+
+ if ( !g_pMaterialSystem )
+ {
+ Warning( "MatSystemSurface requires the material system to run!\n" );
+ return false;
+ }
+
+ if ( !g_pVGuiPanel )
+ {
+ Warning( "MatSystemSurface requires the vgui::IPanel system to run!\n" );
+ return false;
+ }
+
+ g_pIInput = (IInputInternal *)factory( VGUI_INPUTINTERNAL_INTERFACE_VERSION, NULL );
+ if ( !g_pIInput )
+ {
+ Warning( "MatSystemSurface requires the vgui::IInput system to run!\n" );
+ return false;
+ }
+
+ if ( !g_pVGui )
+ {
+ Warning( "MatSystemSurface requires the vgui::IVGUI system to run!\n" );
+ return false;
+ }
+
+ Assert( g_pVGuiSurface == this );
+
+ // initialize vgui_control interfaces
+ if ( !vgui::VGui_InitInterfacesList( "MATSURFACE", &factory, 1 ) )
+ return false;
+
+#ifdef USE_SDL
+ g_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL );
+#endif
+
+ return true;
+}
+
+void CMatSystemSurface::Disconnect()
+{
+ g_pIInput = NULL;
+ BaseClass::Disconnect();
+}
+
+
+//-----------------------------------------------------------------------------
+// Access to other interfaces...
+//-----------------------------------------------------------------------------
+void *CMatSystemSurface::QueryInterface( const char *pInterfaceName )
+{
+ // We also implement the IMatSystemSurface interface
+ if (!Q_strncmp( pInterfaceName, MAT_SYSTEM_SURFACE_INTERFACE_VERSION, Q_strlen(MAT_SYSTEM_SURFACE_INTERFACE_VERSION) + 1))
+ return (IMatSystemSurface*)this;
+
+ // We also implement the IMatSystemSurface interface
+ if (!Q_strncmp( pInterfaceName, VGUI_SURFACE_INTERFACE_VERSION, Q_strlen(VGUI_SURFACE_INTERFACE_VERSION) + 1))
+ return (vgui::ISurface*)this;
+
+ return BaseClass::QueryInterface( pInterfaceName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InitFullScreenBuffer( const char *pszRenderTargetName )
+{
+ if ( !IsPC() )
+ return;
+
+ char pTemp[512];
+ Q_snprintf( pTemp, sizeof(pTemp), "VGUI_3DPaint_FullScreen_%s", pszRenderTargetName );
+ m_FullScreenBufferMaterial.Shutdown();
+
+ // Set up a material with which to reference the final image for subsequent display using vgui
+ KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
+ pVMTKeyValues->SetString( "$basetexture", pszRenderTargetName );
+ pVMTKeyValues->SetInt( "$nocull", 1 );
+ pVMTKeyValues->SetInt( "$nofog", 1 );
+ pVMTKeyValues->SetInt( "$ignorez", 1 );
+ pVMTKeyValues->SetInt( "$translucent", 1 );
+ m_FullScreenBufferMaterial.Init( pTemp, TEXTURE_GROUP_OTHER, pVMTKeyValues );
+ m_FullScreenBufferMaterial->Refresh();
+
+ if ( m_nFullScreenBufferMaterialId != -1 )
+ {
+ DestroyTextureID( m_nFullScreenBufferMaterialId );
+ }
+ m_nFullScreenBufferMaterialId = -1;
+ m_FullScreenBuffer.Shutdown();
+
+ m_FullScreenBufferName = pszRenderTargetName;
+}
+
+//-----------------------------------------------------------------------------
+// Initialization and shutdown...
+//-----------------------------------------------------------------------------
+InitReturnVal_t CMatSystemSurface::Init( void )
+{
+ InitReturnVal_t nRetVal = BaseClass::Init();
+ if ( nRetVal != INIT_OK )
+ return nRetVal;
+
+ // Allocate a white material
+ KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
+ pVMTKeyValues->SetInt( "$vertexcolor", 1 );
+ pVMTKeyValues->SetInt( "$vertexalpha", 1 );
+ pVMTKeyValues->SetInt( "$ignorez", 1 );
+ pVMTKeyValues->SetInt( "$no_fullbright", 1 );
+
+ if ( ! (CommandLine()->FindParm("-disable_matsurf_noculls")) )
+ {
+ pVMTKeyValues->SetInt( "$nocull", 1 ); // skip this if user asks for the switch above
+ }
+
+ m_pWhite.Init( "VGUI_White", TEXTURE_GROUP_OTHER, pVMTKeyValues );
+
+ InitFullScreenBuffer( "_rt_FullScreen" );
+
+ m_DrawColor[0] = m_DrawColor[1] = m_DrawColor[2] = m_DrawColor[3] = 255;
+ m_nTranslateX = m_nTranslateY = 0;
+ EnableScissor( false );
+ SetScissorRect( 0, 0, 100000, 100000 );
+ m_flAlphaMultiplier = 1.0f;
+
+ // By default, use the default embedded panel
+ m_pDefaultEmbeddedPanel = new CMatEmbeddedPanel;
+ SetEmbeddedPanel( m_pDefaultEmbeddedPanel->GetVPanel() );
+
+ m_iBoundTexture = -1;
+
+ // Initialize font info..
+ m_pDrawTextPos[0] = m_pDrawTextPos[1] = 0;
+ m_DrawTextColor[0] = m_DrawTextColor[1] = m_DrawTextColor[2] = m_DrawTextColor[3] = 255;
+
+ m_bIn3DPaintMode = false;
+ m_b3DPaintRenderToTexture = false;
+ m_bDrawingIn3DWorld = false;
+ m_PlaySoundFunc = NULL;
+
+ // Input system
+ InitInput();
+
+ // Initialize cursors
+ InitCursors();
+
+ // fonts initialization
+ char language[64];
+ bool bValid;
+ if ( IsPC() )
+ {
+ bValid = system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Source\\Language", language, sizeof(language)-1 );
+ }
+ else
+ {
+ Q_strncpy( language, XBX_GetLanguageString(), sizeof( language ) );
+ bValid = true;
+ }
+
+ if ( bValid )
+ {
+ FontManager().SetLanguage( language );
+ }
+ else
+ {
+ FontManager().SetLanguage( "english" );
+ }
+
+#ifdef LINUX
+ FontManager().SetFontDataHelper( &CMatSystemSurface::FontDataHelper );
+#endif
+
+ // font manager needs the file system and material system for bitmap fonts
+ FontManager().SetInterfaces( g_pFullFileSystem, g_pMaterialSystem );
+
+ g_bSpewFocus = CommandLine()->FindParm( "-vguifocus" ) ? true : false;
+
+ return INIT_OK;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::Shutdown( void )
+{
+ for ( int i = m_FileTypeImages.First(); i != m_FileTypeImages.InvalidIndex(); i = m_FileTypeImages.Next( i ) )
+ {
+ delete m_FileTypeImages[ i ];
+ }
+ m_FileTypeImages.RemoveAll();
+
+ // Release all textures
+ TextureDictionary()->DestroyAllTextures();
+ m_iBoundTexture = -1;
+
+ // Release the standard materials
+ m_pWhite.Shutdown();
+ m_FullScreenBufferMaterial.Shutdown();
+ m_FullScreenBuffer.Shutdown();
+
+ m_Titles.Purge();
+ m_PaintStateStack.Purge();
+
+#if defined( WIN32 ) && !defined( _X360 )
+ // release any custom font files
+ // use newer function if possible
+ HMODULE gdiModule = ::LoadLibrary( "gdi32.dll" );
+ typedef int (WINAPI *RemoveFontResourceExProc)(LPCTSTR, DWORD, PVOID);
+ RemoveFontResourceExProc pRemoveFontResourceEx = NULL;
+ if ( gdiModule )
+ {
+ pRemoveFontResourceEx = (RemoveFontResourceExProc)::GetProcAddress(gdiModule, "RemoveFontResourceExA");
+ }
+
+ for (int i = 0; i < m_CustomFontFileNames.Count(); i++)
+ {
+ if (pRemoveFontResourceEx)
+ {
+ // dvs: Keep removing the font until we get an error back. After consulting with Microsoft, it appears
+ // that RemoveFontResourceEx must sometimes be called multiple times to work. Doing this insures that
+ // when we load the font next time we get the real font instead of Ariel.
+ int nRetries = 0;
+ while ( (*pRemoveFontResourceEx)(m_CustomFontFileNames[i].String(), 0x10, NULL) && ( nRetries < 10 ) )
+ {
+ nRetries++;
+ Msg( "Removed font resource %s on attempt %d.\n", m_CustomFontFileNames[i].String(), nRetries );
+ }
+ }
+ else
+ {
+ // dvs: Keep removing the font until we get an error back. After consulting with Microsoft, it appears
+ // that RemoveFontResourceEx must sometimes be called multiple times to work. Doing this insures that
+ // when we load the font next time we get the real font instead of Ariel.
+ int nRetries = 0;
+ while ( ::RemoveFontResource(m_CustomFontFileNames[i].String()) && ( nRetries < 10 ) )
+ {
+ nRetries++;
+ Msg( "Removed font resource %s on attempt %d.\n", m_CustomFontFileNames[i].String(), nRetries );
+ }
+ }
+ }
+#endif
+
+ m_CustomFontFileNames.RemoveAll();
+ m_BitmapFontFileNames.RemoveAll();
+ m_BitmapFontFileMapping.RemoveAll();
+
+ Cursor_ClearUserCursors();
+
+#if defined( WIN32 ) && !defined( _X360 )
+ if ( gdiModule )
+ {
+ ::FreeLibrary(gdiModule);
+ }
+#endif
+
+ BaseClass::Shutdown();
+}
+
+void CMatSystemSurface::SetEmbeddedPanel(VPANEL pEmbeddedPanel)
+{
+ m_pEmbeddedPanel = pEmbeddedPanel;
+ ((VPanel *)pEmbeddedPanel)->Client()->RequestFocus(0);
+}
+
+//-----------------------------------------------------------------------------
+// hierarchy root
+//-----------------------------------------------------------------------------
+VPANEL CMatSystemSurface::GetEmbeddedPanel()
+{
+ return m_pEmbeddedPanel;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: cap bits
+// Warning: if you change this, make sure the SurfaceV28 wrapper above reports
+// the correct capabilities.
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::SupportsFeature(SurfaceFeature_e feature)
+{
+ switch (feature)
+ {
+ case ISurface::ANTIALIASED_FONTS:
+ case ISurface::DROPSHADOW_FONTS:
+ return true;
+
+ case ISurface::OUTLINE_FONTS:
+ if ( IsX360() )
+ return false;
+ return true;
+
+ case ISurface::ESCAPE_KEY:
+ return true;
+
+ case ISurface::OPENING_NEW_HTML_WINDOWS:
+ case ISurface::FRAME_MINIMIZE_MAXIMIZE:
+ default:
+ return false;
+ };
+}
+
+//-----------------------------------------------------------------------------
+// Hook needed to Get input to work
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::AttachToWindow( void *hWnd, bool bLetAppDriveInput )
+{
+ InputDetachFromWindow( m_HWnd );
+ m_HWnd = hWnd;
+ if ( hWnd )
+ {
+ InputAttachToWindow( hWnd );
+ m_bAppDrivesInput = bLetAppDriveInput;
+ }
+ else
+ {
+ // Never call RunFrame stuff
+ m_bAppDrivesInput = true;
+ }
+}
+
+bool CMatSystemSurface::HandleInputEvent( const InputEvent_t &event )
+{
+ if ( !m_bAppDrivesInput )
+ {
+ g_pIInput->UpdateButtonState( event );
+ }
+
+ return InputHandleInputEvent( event );
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a panel in 3D space. Assumes view + projection are already set up
+// Also assumes the (x,y) coordinates of the panels are defined in 640xN coords
+// (N isn't necessary 480 because the panel may not be 4x3)
+// The width + height specified are the size of the panel in world coordinates
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int pw, int ph, float sw, float sh )
+{
+ Assert( pRootPanel );
+
+ // FIXME: When should such panels be solved?!?
+ SolveTraverse( pRootPanel, false );
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ // Force Z buffering to be on for all panels drawn...
+ pRenderContext->OverrideDepthEnable( true, false );
+
+ Assert(!m_bDrawingIn3DWorld);
+ m_bDrawingIn3DWorld = true;
+
+ StartDrawingIn3DSpace( panelCenterToWorld, pw, ph, sw, sh );
+
+ ((VPanel *)pRootPanel)->Client()->Repaint();
+ ((VPanel *)pRootPanel)->Client()->PaintTraverse(true, false);
+
+ FinishDrawing();
+
+ // Reset z buffering to normal state
+ pRenderContext->OverrideDepthEnable( false, true );
+
+ m_bDrawingIn3DWorld = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Setup rendering for vgui on a panel existing in 3D space
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::StartDrawingIn3DSpace( const VMatrix &screenToWorld, int pw, int ph, float sw, float sh )
+{
+ g_bInDrawing = true;
+ m_iBoundTexture = -1;
+
+ int px = 0;
+ int py = 0;
+
+ m_pSurfaceExtents[0] = px;
+ m_pSurfaceExtents[1] = py;
+ m_pSurfaceExtents[2] = px + pw;
+ m_pSurfaceExtents[3] = py + ph;
+
+ // In order for this to work, the model matrix must have its origin
+ // at the upper left corner of the screen. We must also scale down the
+ // rendering from pixel space to screen space. Let's construct a matrix
+ // transforming from pixel coordinates (640xN) to screen coordinates
+ // (wxh, with the origin at the upper left of the screen). Then we'll
+ // concatenate it with the panelCenterToWorld to produce pixelToWorld transform
+ VMatrix pixelToScreen;
+
+ // First, scale it so that 0->pw transforms to 0->sw
+ MatrixBuildScale( pixelToScreen, sw / pw, -sh / ph, 1.0f );
+
+ // Construct pixelToWorld
+ VMatrix pixelToWorld;
+ MatrixMultiply( screenToWorld, pixelToScreen, pixelToWorld );
+
+ // make sure there is no translation and rotation laying around
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ pRenderContext->MatrixMode( MATERIAL_MODEL );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadMatrix( pixelToWorld );
+
+ // These are only here so that FinishDrawing works...
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+
+ // Always enable scissoring (translate to origin because of the glTranslatef call above..)
+ EnableScissor( true );
+
+ m_nTranslateX = 0;
+ m_nTranslateY = 0;
+ m_flAlphaMultiplier = 1.0f;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Setup ortho for vgui
+//-----------------------------------------------------------------------------
+
+// we may need to offset by 0.5 texels to account for the different in pixel vs. texel centers in dx7-9
+// however, we do this fixup already when we set up the texture coordinates for all materials/fonts
+// so in theory we shouldn't need to do any adjustments for setting up the screen
+// HOWEVER, we must do the offset, else the driver will think the text is something that should
+// be antialiased, so the text will look broken if antialiasing is turned on (usually forced on in the driver)
+float g_flPixelOffsetX = 0.5f;
+float g_flPixelOffsetY = 0.5f;
+
+bool g_bCheckedCommandLine = false;
+
+extern void ___stop___( void );
+void CMatSystemSurface::StartDrawing( void )
+{
+ MAT_FUNC;
+
+ if ( !g_bCheckedCommandLine )
+ {
+ g_bCheckedCommandLine = true;
+
+ const char *pX = CommandLine()->ParmValue( "-pixel_offset_x", (const char*)NULL );
+ if ( pX )
+ g_flPixelOffsetX = atof( pX );
+
+ const char *pY = CommandLine()->ParmValue( "-pixel_offset_y", (const char*)NULL );
+ if ( pY )
+ g_flPixelOffsetY = atof( pY );
+ }
+
+ g_bInDrawing = true;
+ m_iBoundTexture = -1;
+
+ int x, y, width, height;
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->GetViewport( x, y, width, height);
+
+ // we don't want to include x and y from the viewport here. DX will
+ // automatically translate any drawing we do into that viewport.
+ m_pSurfaceExtents[0] = 0;
+ m_pSurfaceExtents[1] = 0;
+ m_pSurfaceExtents[2] = width;
+ m_pSurfaceExtents[3] = height;
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+ pRenderContext->Scale( 1, -1, 1 );
+
+ //___stop___();
+ pRenderContext->Ortho( g_flPixelOffsetX, g_flPixelOffsetY, width + g_flPixelOffsetX, height + g_flPixelOffsetY, -1.0f, 1.0f );
+
+ // make sure there is no translation and rotation laying around
+ pRenderContext->MatrixMode( MATERIAL_MODEL );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+
+ // Always enable scissoring (translate to origin because of the glTranslatef call above..)
+ EnableScissor( true );
+
+ m_nTranslateX = 0;
+ m_nTranslateY = 0;
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::FinishDrawing( void )
+{
+ MAT_FUNC;
+
+ // We're done with scissoring
+ EnableScissor( false );
+
+ // Restore the matrices
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_MODEL );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PopMatrix();
+
+ Assert( g_bInDrawing );
+ g_bInDrawing = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// frame
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::RunFrame()
+{
+ int nPollCount = g_pInputSystem->GetPollCount();
+ if ( m_nLastInputPollCount == nPollCount )
+ return;
+
+ // If this isn't true, we've lost input!
+ if ( !m_bAppDrivesInput && m_nLastInputPollCount != nPollCount - 1 )
+ {
+ Assert( 0 );
+ Warning( "Vgui is losing input messages! Call brian!\n" );
+ }
+
+ m_nLastInputPollCount = nPollCount;
+
+ if ( m_bAppDrivesInput )
+ return;
+
+ // Generate all input messages
+ int nEventCount = g_pInputSystem->GetEventCount();
+ const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
+ for ( int i = 0; i < nEventCount; ++i )
+ {
+ HandleInputEvent( pEvents[i] );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets up a particular painting state...
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetupPaintState( const PaintState_t &paintState )
+{
+ m_nTranslateX = paintState.m_iTranslateX;
+ m_nTranslateY = paintState.m_iTranslateY;
+ SetScissorRect( paintState.m_iScissorLeft, paintState.m_iScissorTop,
+ paintState.m_iScissorRight, paintState.m_iScissorBottom );
+}
+
+//-----------------------------------------------------------------------------
+// Indicates a particular panel is about to be rendered
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::PushMakeCurrent(VPANEL pPanel, bool useInSets)
+{
+ int inSets[4] = {0, 0, 0, 0};
+ int absExtents[4];
+ int clipRect[4];
+
+ if (useInSets)
+ {
+ g_pVGuiPanel->GetInset(pPanel, inSets[0], inSets[1], inSets[2], inSets[3]);
+ }
+
+ g_pVGuiPanel->GetAbsPos(pPanel, absExtents[0], absExtents[1]);
+ int wide, tall;
+ g_pVGuiPanel->GetSize(pPanel, wide, tall);
+ absExtents[2] = absExtents[0] + wide;
+ absExtents[3] = absExtents[1] + tall;
+
+ g_pVGuiPanel->GetClipRect(pPanel, clipRect[0], clipRect[1], clipRect[2], clipRect[3]);
+
+ int i = m_PaintStateStack.AddToTail();
+ PaintState_t &paintState = m_PaintStateStack[i];
+ paintState.m_pPanel = pPanel;
+
+ // Determine corrected top left origin
+ paintState.m_iTranslateX = inSets[0] + absExtents[0] - m_pSurfaceExtents[0];
+ paintState.m_iTranslateY = inSets[1] + absExtents[1] - m_pSurfaceExtents[1];
+
+ // Setup clipping rectangle for scissoring
+ paintState.m_iScissorLeft = clipRect[0] - m_pSurfaceExtents[0];
+ paintState.m_iScissorTop = clipRect[1] - m_pSurfaceExtents[1];
+ paintState.m_iScissorRight = clipRect[2] - m_pSurfaceExtents[0];
+ paintState.m_iScissorBottom = clipRect[3] - m_pSurfaceExtents[1];
+
+ SetupPaintState( paintState );
+}
+
+void CMatSystemSurface::PopMakeCurrent(VPANEL pPanel)
+{
+ //hushed MAT_FUNC;
+
+ // draw any remaining text
+ if ( m_nBatchedCharVertCount > 0 )
+ {
+ DrawFlushText();
+ }
+
+ int top = m_PaintStateStack.Count() - 1;
+
+ // More pops that pushes?
+ Assert( top >= 0 );
+
+ // Didn't pop in reverse order of push?
+ Assert( m_PaintStateStack[top].m_pPanel == pPanel );
+
+ m_PaintStateStack.Remove(top);
+
+ if (top > 0)
+ SetupPaintState( m_PaintStateStack[top-1] );
+
+// m_iBoundTexture = -1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Color Setting methods
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetColor(int r, int g, int b, int a)
+{
+ Assert( g_bInDrawing );
+ m_DrawColor[0]=(unsigned char)r;
+ m_DrawColor[1]=(unsigned char)g;
+ m_DrawColor[2]=(unsigned char)b;
+ m_DrawColor[3]=(unsigned char)(a * m_flAlphaMultiplier);
+}
+
+void CMatSystemSurface::DrawSetColor(Color col)
+{
+ Assert( g_bInDrawing );
+ DrawSetColor(col[0], col[1], col[2], col[3]);
+}
+
+
+//-----------------------------------------------------------------------------
+// material Setting methods
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InternalSetMaterial( IMaterial *pMaterial )
+{
+ if (!pMaterial)
+ {
+ pMaterial = m_pWhite;
+ }
+
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ m_pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
+}
+
+
+//-----------------------------------------------------------------------------
+// Helper method to initialize vertices (transforms them into screen space too)
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InitVertex( vgui::Vertex_t &vertex, int x, int y, float u, float v )
+{
+ vertex.m_Position.Init( x + m_nTranslateX, y + m_nTranslateY );
+ vertex.m_TexCoord.Init( u, v );
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a line!
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawTexturedLineInternal( const Vertex_t &a, const Vertex_t &b )
+{
+ MAT_FUNC;
+
+ Assert( !m_bIn3DPaintMode );
+
+ // Don't bother drawing fully transparent lines
+ if( m_DrawColor[3] == 0 )
+ return;
+
+ vgui::Vertex_t verts[2] = { a, b };
+
+ verts[0].m_Position.x += m_nTranslateX + g_flPixelOffsetX;
+ verts[0].m_Position.y += m_nTranslateY + g_flPixelOffsetY;
+
+ verts[1].m_Position.x += m_nTranslateX + g_flPixelOffsetX;
+ verts[1].m_Position.y += m_nTranslateY + g_flPixelOffsetY;
+
+ vgui::Vertex_t clippedVerts[2];
+
+ if (!ClipLine( verts, clippedVerts ))
+ return;
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_LINES, 1 );
+
+ meshBuilder.Position3f( clippedVerts[0].m_Position.x, clippedVerts[0].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, clippedVerts[0].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( clippedVerts[1].m_Position.x, clippedVerts[1].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, clippedVerts[1].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+void CMatSystemSurface::DrawLine( int x0, int y0, int x1, int y1 )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // Don't bother drawing fully transparent lines
+ if( m_DrawColor[3] == 0 )
+ return;
+
+ vgui::Vertex_t verts[2];
+ verts[0].Init( Vector2D( x0, y0 ), Vector2D( 0, 0 ) );
+ verts[1].Init( Vector2D( x1, y1 ), Vector2D( 1, 1 ) );
+
+ InternalSetMaterial( );
+ DrawTexturedLineInternal( verts[0], verts[1] );
+}
+
+
+void CMatSystemSurface::DrawTexturedLine( const Vertex_t &a, const Vertex_t &b )
+{
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
+ InternalSetMaterial( pMaterial );
+ DrawTexturedLineInternal( a, b );
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a line!
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawPolyLine( int *px, int *py ,int n )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ Assert( !m_bIn3DPaintMode );
+
+ // Don't bother drawing fully transparent lines
+ if( m_DrawColor[3] == 0 )
+ return;
+
+ InternalSetMaterial( );
+ meshBuilder.Begin( m_pMesh, MATERIAL_LINES, n );
+
+ for ( int i = 0; i < n ; i++ )
+ {
+ int inext = ( i + 1 ) % n;
+
+ vgui::Vertex_t verts[2];
+ vgui::Vertex_t clippedVerts[2];
+
+ int x0, y0, x1, y1;
+
+ x0 = px[ i ];
+ x1 = px[ inext ];
+ y0 = py[ i ];
+ y1 = py[ inext ];
+
+ InitVertex( verts[0], x0, y0, 0, 0 );
+ InitVertex( verts[1], x1, y1, 1, 1 );
+
+ if (!ClipLine( verts, clippedVerts ))
+ continue;
+
+ meshBuilder.Position3f( clippedVerts[0].m_Position.x+ g_flPixelOffsetX, clippedVerts[0].m_Position.y + g_flPixelOffsetY, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, clippedVerts[0].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( clippedVerts[1].m_Position.x+ g_flPixelOffsetX, clippedVerts[1].m_Position.y + g_flPixelOffsetY, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, clippedVerts[1].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+ }
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+
+void CMatSystemSurface::DrawTexturedPolyLine( const vgui::Vertex_t *p,int n )
+{
+ MAT_FUNC;
+
+ int iPrev = n - 1;
+ for ( int i=0; i < n; i++ )
+ {
+ DrawTexturedLine( p[iPrev], p[i] );
+ iPrev = i;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a quad:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawQuad( const vgui::Vertex_t &ul, const vgui::Vertex_t &lr, unsigned char *pColor )
+{
+ MAT_FUNC;
+
+ Assert( !m_bIn3DPaintMode );
+
+ if ( !m_pMesh )
+ return;
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Position3f( ul.m_Position.x, ul.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, ul.m_TexCoord.x, ul.m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( lr.m_Position.x, ul.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, lr.m_TexCoord.x, ul.m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( lr.m_Position.x, lr.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, lr.m_TexCoord.x, lr.m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( ul.m_Position.x, lr.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, ul.m_TexCoord.x, lr.m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws an array of quads
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawQuadArray( int quadCount, vgui::Vertex_t *pVerts, unsigned char *pColor, bool bShouldClip )
+{
+ MAT_FUNC;
+
+ Assert( !m_bIn3DPaintMode );
+
+ if ( !m_pMesh )
+ return;
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, quadCount );
+
+ vgui::Vertex_t ulc;
+ vgui::Vertex_t lrc;
+ vgui::Vertex_t *pulc;
+ vgui::Vertex_t *plrc;
+
+ if ( bShouldClip )
+ {
+ for ( int i = 0; i < quadCount; ++i )
+ {
+ PREFETCH360( &pVerts[ 2 * ( i + 1 ) ], 0 );
+
+ if ( !ClipRect( pVerts[2*i], pVerts[2*i + 1], &ulc, &lrc ) )
+ {
+ continue;
+ }
+ pulc = &ulc;
+ plrc = &lrc;
+
+ meshBuilder.Position3f( pulc->m_Position.x, pulc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, pulc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( plrc->m_Position.x, pulc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, pulc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( plrc->m_Position.x, plrc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, plrc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( pulc->m_Position.x, plrc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, plrc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+ }
+ }
+ else
+ {
+ for ( int i = 0; i < quadCount; ++i )
+ {
+ PREFETCH360( &pVerts[ 2 * ( i + 1 ) ], 0 );
+
+ pulc = &pVerts[2*i];
+ plrc = &pVerts[2*i + 1];
+
+ meshBuilder.Position3f( pulc->m_Position.x, pulc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, pulc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( plrc->m_Position.x, pulc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, pulc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( plrc->m_Position.x, plrc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, plrc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( pulc->m_Position.x, plrc->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( pColor );
+ meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, plrc->m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+ }
+ }
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws a rectangle colored with the current drawcolor
+// using the white material
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawFilledRect( int x0, int y0, int x1, int y1 )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // Don't even bother drawing fully transparent junk
+ if( m_DrawColor[3]!=0 )
+ {
+ vgui::Vertex_t rect[2];
+ vgui::Vertex_t clippedRect[2];
+ InitVertex( rect[0], x0, y0, 0, 0 );
+ InitVertex( rect[1], x1, y1, 0, 0 );
+
+ // Fully clipped?
+ if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
+ return;
+
+ InternalSetMaterial();
+ DrawQuad( clippedRect[0], clippedRect[1], m_DrawColor );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws an array of rectangles colored with the current drawcolor
+// using the white material
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawFilledRectArray( IntRect *pRects, int numRects )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // Don't even bother drawing fully transparent junk
+ if( m_DrawColor[3]==0 )
+ return;
+
+ if ( !m_pMesh )
+ return;
+
+ InternalSetMaterial( );
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, numRects );
+
+ for (int i = 0; i < numRects; ++i )
+ {
+ vgui::Vertex_t rect[2];
+ vgui::Vertex_t clippedRect[2];
+ InitVertex( rect[0], pRects[i].x0, pRects[i].y0, 0, 0 );
+ InitVertex( rect[1], pRects[i].x1, pRects[i].y1, 0, 0 );
+
+ ClipRect( rect[0], rect[1], &clippedRect[0], &clippedRect[1] );
+
+ vgui::Vertex_t &ul = clippedRect[0];
+ vgui::Vertex_t &lr = clippedRect[1];
+
+ meshBuilder.Position3f( ul.m_Position.x, ul.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
+
+ meshBuilder.Position3f( lr.m_Position.x, ul.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
+
+ meshBuilder.Position3f( lr.m_Position.x, lr.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
+
+ meshBuilder.Position3f( ul.m_Position.x, lr.m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
+ }
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+//-----------------------------------------------------------------------------
+// Draws a fade between the fadeStartPt and fadeEndPT with the current draw color oriented according to argument
+// Example: DrawFilledRectFastFade( 10, 10, 100, 20, 50, 60, 255, 128, true );
+// -this will draw
+// a solid rect (10,10,50,20) //alpha 255
+// a solid rect (50,10,60,20) //alpha faded from 255 to 128
+// a solid rect (60,10,100,20) //alpha 128
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawFilledRectFastFade( int x0, int y0, int x1, int y1, int fadeStartPt, int fadeEndPt, unsigned int alpha0, unsigned int alpha1, bool bHorizontal )
+{
+ if( bHorizontal )
+ {
+ if( alpha0 )
+ {
+ DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha0 );
+ DrawFilledRect( x0, y0, fadeStartPt, y1 );
+ }
+ DrawFilledRectFade( fadeStartPt, y0, fadeEndPt, y1, alpha0, alpha1, true );
+ if( alpha1 )
+ {
+ DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha1 );
+ DrawFilledRect( fadeEndPt, y0, x1, y1 );
+ }
+ }
+ else
+ {
+ if( alpha0 )
+ {
+ DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha0 );
+ DrawFilledRect( x0, y0, x1, fadeStartPt );
+ }
+ DrawFilledRectFade( x0, fadeStartPt, x1, fadeEndPt, alpha0, alpha1, false );
+ if( alpha1 )
+ {
+ DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha1 );
+ DrawFilledRect( x0, fadeEndPt, x1, y1 );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Draws a fade with the current draw color oriented according to argument
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // Scale the desired alphas by the surface alpha
+ float alphaScale = m_DrawColor[3] / 255.f;
+ alpha0 *= alphaScale;
+ alpha1 *= alphaScale;
+
+ // Don't even bother drawing fully transparent junk
+ if ( alpha0 == 0 && alpha1 == 0 )
+ return;
+
+ vgui::Vertex_t rect[2];
+ vgui::Vertex_t clippedRect[2];
+ InitVertex( rect[0], x0, y0, 0, 0 );
+ InitVertex( rect[1], x1, y1, 0, 0 );
+
+ // Fully clipped?
+ if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
+ return;
+
+ InternalSetMaterial();
+
+ unsigned char colors[4][4] = {{0}};
+ for ( int i=0; i<4; i++ )
+ {
+ // copy the rgb and leave the alpha at zero
+ Q_memcpy( colors[i], m_DrawColor, 3 );
+ }
+
+ unsigned char nAlpha0 = (alpha0 & 0xFF);
+ unsigned char nAlpha1 = (alpha1 & 0xFF);
+
+ if ( bHorizontal )
+ {
+ // horizontal fade
+ colors[0][3] = nAlpha0;
+ colors[1][3] = nAlpha1;
+ colors[2][3] = nAlpha1;
+ colors[3][3] = nAlpha0;
+ }
+ else
+ {
+ // vertical fade
+ colors[0][3] = nAlpha0;
+ colors[1][3] = nAlpha0;
+ colors[2][3] = nAlpha1;
+ colors[3][3] = nAlpha1;
+ }
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, 1 );
+
+ meshBuilder.Position3f( clippedRect[0].m_Position.x, clippedRect[0].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( colors[0] );
+ meshBuilder.TexCoord2f( 0, clippedRect[0].m_TexCoord.x, clippedRect[0].m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( clippedRect[1].m_Position.x, clippedRect[0].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( colors[1] );
+ meshBuilder.TexCoord2f( 0, clippedRect[1].m_TexCoord.x, clippedRect[0].m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( clippedRect[1].m_Position.x, clippedRect[1].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( colors[2] );
+ meshBuilder.TexCoord2f( 0, clippedRect[1].m_TexCoord.x, clippedRect[1].m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( clippedRect[0].m_Position.x, clippedRect[1].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( colors[3] );
+ meshBuilder.TexCoord2f( 0, clippedRect[0].m_TexCoord.x, clippedRect[1].m_TexCoord.y );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws an unfilled rectangle in the current drawcolor
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawOutlinedRect(int x0,int y0,int x1,int y1)
+{
+ MAT_FUNC;
+
+ // Don't even bother drawing fully transparent junk
+ if ( m_DrawColor[3] == 0 )
+ return;
+
+ DrawFilledRect(x0,y0,x1,y0+1); //top
+ DrawFilledRect(x0,y1-1,x1,y1); //bottom
+ DrawFilledRect(x0,y0+1,x0+1,y1-1); //left
+ DrawFilledRect(x1-1,y0+1,x1,y1-1); //right
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws an outlined circle in the current drawcolor
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawOutlinedCircle(int x, int y, int radius, int segments)
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ Assert( !m_bIn3DPaintMode );
+
+ // Don't even bother drawing fully transparent junk
+ if( m_DrawColor[3]==0 )
+ return;
+
+ // NOTE: Gotta use lines instead of linelist or lineloop due to clipping
+ InternalSetMaterial( );
+ meshBuilder.Begin( m_pMesh, MATERIAL_LINES, segments );
+
+ vgui::Vertex_t renderVertex[2];
+ vgui::Vertex_t vertex[2];
+ vertex[0].m_Position.Init( m_nTranslateX + x + radius, m_nTranslateY + y );
+ vertex[0].m_TexCoord.Init( 1.0f, 0.5f );
+
+ float invDelta = 2.0f * M_PI / segments;
+ for ( int i = 1; i <= segments; ++i )
+ {
+ float flRadians = i * invDelta;
+ float ca = cos( flRadians );
+ float sa = sin( flRadians );
+
+ // Rotate it around the circle
+ vertex[1].m_Position.x = m_nTranslateX + x + (radius * ca);
+ vertex[1].m_Position.y = m_nTranslateY + y + (radius * sa);
+ vertex[1].m_TexCoord.x = 0.5f * (ca + 1.0f);
+ vertex[1].m_TexCoord.y = 0.5f * (sa + 1.0f);
+
+ if (ClipLine( vertex, renderVertex ))
+ {
+ meshBuilder.Position3f( renderVertex[0].m_Position.x, renderVertex[0].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, renderVertex[0].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+
+ meshBuilder.Position3f( renderVertex[1].m_Position.x, renderVertex[1].m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, renderVertex[1].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+ }
+
+ vertex[0].m_Position = vertex[1].m_Position;
+ vertex[0].m_TexCoord = vertex[1].m_TexCoord;
+ }
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Loads a particular texture (material)
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::CreateNewTextureID( bool procedural /*=false*/ )
+{
+ return TextureDictionary()->CreateTexture( procedural );
+}
+
+void CMatSystemSurface::DestroyTextureID( int id )
+{
+ TextureDictionary()->DestroyTexture( id );
+}
+
+bool CMatSystemSurface::DeleteTextureByID(int id)
+{
+ TextureDictionary()->DestroyTexture( id );
+ return false;
+}
+
+#ifdef _X360
+void CMatSystemSurface::UncacheUnusedMaterials()
+{
+ // unbind any currently set texture (which may be uncached)
+ DrawSetTexture( -1 );
+
+ // X360TBD: Need to only destroy "marked" textures
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : id -
+// *filename -
+// maxlen -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::DrawGetTextureFile(int id, char *filename, int maxlen )
+{
+ if ( !TextureDictionary()->IsValidId( id ) )
+ return false;
+
+ IMaterial *texture = TextureDictionary()->GetTextureMaterial(id);
+ if ( !texture )
+ return false;
+
+ Q_strncpy( filename, texture->GetName(), maxlen );
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : id - texture id
+// Output : returns IMaterial for the referenced texture
+//-----------------------------------------------------------------------------
+IVguiMatInfo *CMatSystemSurface::DrawGetTextureMatInfoFactory(int id)
+{
+ if ( !TextureDictionary()->IsValidId( id ) )
+ return NULL;
+
+ IMaterial *texture = TextureDictionary()->GetTextureMaterial(id);
+
+ if ( texture == NULL )
+ return NULL;
+
+ return new CVguiMatInfo(texture);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *filename -
+// Output : int
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::DrawGetTextureId( char const *filename )
+{
+ return TextureDictionary()->FindTextureIdForTextureFile( filename );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pTexture
+// Output : int
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::DrawGetTextureId( ITexture *pTexture )
+{
+ return TextureDictionary()->CreateTextureByTexture( pTexture );
+}
+
+
+//-----------------------------------------------------------------------------
+// Associates a texture with a material file (also binds it)
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextureFile(int id, const char *pFileName, int hardwareFilter, bool forceReload /*= false*/)
+{
+ TextureDictionary()->BindTextureToFile( id, pFileName );
+ DrawSetTexture( id );
+}
+
+
+//-----------------------------------------------------------------------------
+// Associates a texture with a material file (also binds it)
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextureMaterial(int id, IMaterial *pMaterial)
+{
+ TextureDictionary()->BindTextureToMaterial( id, pMaterial );
+ DrawSetTexture( id );
+}
+
+IMaterial *CMatSystemSurface::DrawGetTextureMaterial( int id )
+{
+ return TextureDictionary()->GetTextureMaterial( id );
+}
+
+
+void CMatSystemSurface::ReferenceProceduralMaterial( int id, int referenceId, IMaterial *pMaterial )
+{
+ TextureDictionary()->BindTextureToMaterialReference( id, referenceId, pMaterial );
+}
+
+
+//-----------------------------------------------------------------------------
+// Binds a texture
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTexture( int id )
+{
+ // if we're switching textures, flush any batched text
+ if ( id != m_iBoundTexture )
+ {
+ DrawFlushText();
+ m_iBoundTexture = id;
+
+ if ( IsX360() && id == -1 )
+ {
+ // ensure we unbind current material that may go away
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->Bind( m_pWhite );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns texture size
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawGetTextureSize(int id, int &iWide, int &iTall)
+{
+ TextureDictionary()->GetTextureSize( id, iWide, iTall );
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a textured rectangle
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawTexturedRect( int x0, int y0, int x1, int y1 )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // Don't even bother drawing fully transparent junk
+ if( m_DrawColor[3] == 0 )
+ return;
+
+ float s0, t0, s1, t1;
+ TextureDictionary()->GetTextureTexCoords( m_iBoundTexture, s0, t0, s1, t1 );
+
+ vgui::Vertex_t rect[2];
+ vgui::Vertex_t clippedRect[2];
+ InitVertex( rect[0], x0, y0, s0, t0 );
+ InitVertex( rect[1], x1, y1, s1, t1 );
+
+ // Fully clipped?
+ if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
+ return;
+
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
+ InternalSetMaterial( pMaterial );
+ DrawQuad( clippedRect[0], clippedRect[1], m_DrawColor );
+}
+
+//-----------------------------------------------------------------------------
+// Draws a textured rectangle
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // Don't even bother drawing fully transparent junk
+ if( m_DrawColor[3] == 0 )
+ return;
+
+ float s0, t0, s1, t1;
+ TextureDictionary()->GetTextureTexCoords( m_iBoundTexture, s0, t0, s1, t1 );
+
+ float ssize = s1 - s0;
+ float tsize = t1 - t0;
+
+ // Rescale tex values into range of s0 to s1 ,etc.
+ texs0 = s0 + texs0 * ( ssize );
+ texs1 = s0 + texs1 * ( ssize );
+ text0 = t0 + text0 * ( tsize );
+ text1 = t0 + text1 * ( tsize );
+
+ vgui::Vertex_t rect[2];
+ vgui::Vertex_t clippedRect[2];
+ InitVertex( rect[0], x0, y0, texs0, text0 );
+ InitVertex( rect[1], x1, y1, texs1, text1 );
+
+ // Fully clipped?
+ if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
+ return;
+
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
+ InternalSetMaterial( pMaterial );
+ DrawQuad( clippedRect[0], clippedRect[1], m_DrawColor );
+}
+
+//-----------------------------------------------------------------------------
+// Draws a textured polygon
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawTexturedPolygon(int n, Vertex_t *pVertices, bool bClipVertices /*= true*/ )
+{
+ MAT_FUNC;
+
+ Assert( !m_bIn3DPaintMode );
+
+ Assert( g_bInDrawing );
+
+ // Don't even bother drawing fully transparent junk
+ if( (n == 0) || (m_DrawColor[3]==0) )
+ return;
+
+ if ( bClipVertices )
+ {
+ int iCount;
+ Vertex_t **ppClippedVerts = NULL;
+ iCount = ClipPolygon( n, pVertices, m_nTranslateX, m_nTranslateY, &ppClippedVerts );
+ if (iCount <= 0)
+ return;
+
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
+ InternalSetMaterial( pMaterial );
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_POLYGON, iCount );
+
+ for (int i = 0; i < iCount; ++i)
+ {
+ meshBuilder.Position3f( ppClippedVerts[i]->m_Position.x, ppClippedVerts[i]->m_Position.y, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, ppClippedVerts[i]->m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+ }
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+ }
+ else
+ {
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
+ InternalSetMaterial( pMaterial );
+
+ meshBuilder.Begin( m_pMesh, MATERIAL_POLYGON, n );
+
+ for (int i = 0; i < n; ++i)
+ {
+ meshBuilder.Position3f( pVertices[i].m_Position.x + m_nTranslateX, pVertices[i].m_Position.y + m_nTranslateY, m_flZPos );
+ meshBuilder.Color4ubv( m_DrawColor );
+ meshBuilder.TexCoord2fv( 0, pVertices[i].m_TexCoord.Base() );
+ meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
+ }
+
+ meshBuilder.End();
+ m_pMesh->Draw();
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+//
+// Font-related methods begin here
+//
+//-----------------------------------------------------------------------------
+
+
+//-----------------------------------------------------------------------------
+// Purpose: creates a new empty font
+//-----------------------------------------------------------------------------
+HFont CMatSystemSurface::CreateFont()
+{
+ MAT_FUNC;
+
+ return FontManager().CreateFont();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: adds glyphs to a font created by CreateFont()
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin, int nRangeMax)
+{
+ return FontManager().SetFontGlyphSet(font, windowsFontName, tall, weight, blur, scanlines, flags, nRangeMin, nRangeMax);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: adds glyphs to a font created by CreateFont()
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::SetBitmapFontGlyphSet(HFont font, const char *windowsFontName, float scalex, float scaley, int flags)
+{
+ return FontManager().SetBitmapFontGlyphSet(font, windowsFontName, scalex, scaley, flags);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the max height of a font
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::GetFontTall(HFont font)
+{
+ return FontManager().GetFontTall(font);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the requested height of a font
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::GetFontTallRequested(HFont font)
+{
+ return FontManager().GetFontTallRequested(font);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the max height of a font
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::GetFontAscent(HFont font, wchar_t wch)
+{
+ return FontManager().GetFontAscent(font,wch);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : font -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::IsFontAdditive(HFont font)
+{
+ return FontManager().IsFontAdditive(font);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the abc widths of a single character
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetCharABCwide(HFont font, int ch, int &a, int &b, int &c)
+{
+ FontManager().GetCharABCwide(font, ch, a, b, c);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the pixel width of a single character
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::GetCharacterWidth(HFont font, int ch)
+{
+ return FontManager().GetCharacterWidth(font, ch);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the kerned width of this char
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetKernedCharWidth( HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA ) //, float &abcC )
+{
+ float abcC = 0.0f;
+ FontManager().GetKernedCharWidth(font, ch, chBefore, chAfter, wide, abcA, abcC );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: returns the area of a text string, including newlines
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall)
+{
+ FontManager().GetTextSize(font, text, wide, tall);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: adds a custom font file (only supports true type font files (.ttf) for now)
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::AddCustomFontFile( const char *fontName, const char *fontFileName )
+{
+ if ( IsX360() )
+ {
+ // custom fonts are not supported (not needed) on xbox, all .vfonts are offline converted to ttfs
+ // ttfs are mounted/handled elsewhere
+ return true;
+ }
+ MAT_FUNC;
+
+ char fullPath[MAX_PATH];
+ bool bFound = false;
+ // windows needs an absolute path for ttf
+ bFound = g_pFullFileSystem->GetLocalPath( fontFileName, fullPath, sizeof( fullPath ) );
+ if ( !bFound )
+ {
+ Warning( "Couldn't find custom font file '%s'\n", fontFileName );
+ return false;
+ }
+
+ // only add if it's not already in the list
+ Q_strlower( fullPath );
+ CUtlSymbol sym(fullPath);
+ int i;
+ for ( i = 0; i < m_CustomFontFileNames.Count(); i++ )
+ {
+ if ( m_CustomFontFileNames[i] == sym )
+ break;
+ }
+ if ( !m_CustomFontFileNames.IsValidIndex( i ) )
+ {
+ m_CustomFontFileNames.AddToTail( fullPath );
+
+ if ( IsPC() )
+ {
+ // make sure it's on disk
+ // only do this once for each font since in steam it will overwrite the
+ // registered font file, causing windows to invalidate the font
+ g_pFullFileSystem->GetLocalCopy( fullPath );
+ }
+ }
+
+ // try and use the optimal custom font loader, will makes sure fonts are unloaded properly
+ // this function is in a newer version of the gdi library (win2k+), so need to try get it directly
+#if defined( WIN32 ) && !defined( _X360 )
+ bool successfullyAdded = false;
+ HMODULE gdiModule = ::LoadLibrary("gdi32.dll");
+ if (gdiModule)
+ {
+ typedef int (WINAPI *AddFontResourceExProc)(LPCTSTR, DWORD, PVOID);
+ AddFontResourceExProc pAddFontResourceEx = (AddFontResourceExProc)::GetProcAddress(gdiModule, "AddFontResourceExA");
+ if (pAddFontResourceEx)
+ {
+ int result = (*pAddFontResourceEx)(fullPath, 0x10, NULL);
+ if (result > 0)
+ {
+ successfullyAdded = true;
+ }
+ }
+ ::FreeLibrary(gdiModule);
+ }
+
+ // add to windows
+ bool success = successfullyAdded || (::AddFontResource(fullPath) > 0);
+ if ( !success )
+ {
+ Msg( "Failed to load custom font file '%s'\n", fullPath );
+ }
+ Assert( success );
+ return success;
+#elif OSX
+
+ FSRef ref;
+ OSStatus err = FSPathMakeRef( (const UInt8*)fullPath, &ref, NULL );
+ if ( err == noErr )
+ err = ATSFontActivateFromFileReference( &ref, kATSFontContextLocal, kATSFontFormatUnspecified, NULL, kATSOptionFlagsDefault, NULL );
+
+ return err == noErr;
+
+#elif LINUX
+
+ int size;
+ if ( CMatSystemSurface::FontDataHelper( fontName, size, fontFileName ) )
+ return true;
+ return false;
+
+#elif defined( _X360 )
+#include "xbox/xbox_win32stubs.h"
+#else
+#error
+#endif
+}
+
+#ifdef LINUX
+
+static void RemoveSpaces( CUtlString &str )
+{
+ char *dst = str.GetForModify();
+
+ for( int i = 0; i < str.Length(); i++ )
+ {
+ if( ( str[ i ] != ' ' ) && ( str[ i ] != '-' ) )
+ {
+ *dst++ = str[ i ];
+ }
+ }
+
+ *dst = 0;
+}
+
+void *CMatSystemSurface::FontDataHelper( const char *pchFontName, int &size, const char *fontFileName )
+{
+ size = 0;
+
+ if( fontFileName )
+ {
+ // If we were given a fontFileName, then load that bugger and shove it in the cache.
+
+ // Just load the font data, decrypt in memory and register for this process
+ CUtlBuffer buf;
+ if ( !g_pFullFileSystem->ReadFile( fontFileName, NULL, buf ) )
+ {
+ Msg( "Failed to load custom font file '%s'\n", fontFileName );
+ return NULL;
+ }
+
+ FT_Face face;
+ const FT_Error error = FT_New_Memory_Face( FontManager().GetFontLibraryHandle(), (FT_Byte *)buf.Base(), buf.TellPut(), 0, &face );
+
+ if ( error )
+ {
+ // FT_Err_Unknown_File_Format, etc.
+ Msg( "ERROR %d: UNABLE TO LOAD FONT FILE %s\n", error, fontFileName );
+ return NULL;
+ }
+
+ if( !pchFontName )
+ {
+ // If we weren't passed a font name for this thing, then use the one from the face.
+ pchFontName = face->family_name;
+ if ( !pchFontName || !pchFontName[ 0 ] )
+ {
+ pchFontName = FT_Get_Postscript_Name( face );
+ }
+ }
+
+ // Replace spaces and dashes with underscores.
+ CUtlString strFontName( pchFontName );
+ RemoveSpaces( strFontName );
+
+ font_entry entry;
+ entry.size = buf.TellPut();
+ entry.data = malloc( entry.size );
+ memcpy( entry.data, buf.Base(), entry.size );
+ m_FontData.Insert( strFontName.Get(), entry );
+
+ FT_Done_Face( face );
+
+ size = entry.size;
+ return entry.data;
+ }
+ else
+ {
+ // Replace spaces and dashes with underscores.
+ CUtlString strFontName( pchFontName );
+ RemoveSpaces( strFontName );
+
+ int iIndex = m_FontData.Find( strFontName.Get() );
+ if ( iIndex != m_FontData.InvalidIndex() )
+ {
+ size = m_FontData[ iIndex ].size;
+ return m_FontData[ iIndex ].data;
+ }
+ }
+
+ return NULL;
+}
+
+#endif // LINUX
+
+//-----------------------------------------------------------------------------
+// Purpose: adds a bitmap font file
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::AddBitmapFontFile( const char *fontFileName )
+{
+ MAT_FUNC;
+
+ bool bFound = false;
+ bFound = ( ( g_pFullFileSystem->GetDVDMode() == DVDMODE_STRICT ) || g_pFullFileSystem->FileExists( fontFileName, IsX360() ? "GAME" : NULL ) );
+ if ( !bFound )
+ {
+ Msg( "Couldn't find bitmap font file '%s'\n", fontFileName );
+ return false;
+ }
+ char path[MAX_PATH];
+ Q_strncpy( path, fontFileName, MAX_PATH );
+
+ // only add if it's not already in the list
+ Q_strlower( path );
+ CUtlSymbol sym( path );
+ int i;
+ for ( i = 0; i < m_BitmapFontFileNames.Count(); i++ )
+ {
+ if ( m_BitmapFontFileNames[i] == sym )
+ break;
+ }
+ if ( !m_BitmapFontFileNames.IsValidIndex( i ) )
+ {
+ m_BitmapFontFileNames.AddToTail( path );
+
+ if ( IsPC() )
+ {
+ // make sure it's on disk
+ // only do this once for each font since in steam it will overwrite the
+ // registered font file, causing windows to invalidate the font
+ g_pFullFileSystem->GetLocalCopy( path );
+ }
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetBitmapFontName( const char *pName, const char *pFontFilename )
+{
+ char fontPath[MAX_PATH];
+ Q_strncpy( fontPath, pFontFilename, MAX_PATH );
+ Q_strlower( fontPath );
+
+ CUtlSymbol sym( fontPath );
+ int i;
+ for (i = 0; i < m_BitmapFontFileNames.Count(); i++)
+ {
+ if ( m_BitmapFontFileNames[i] == sym )
+ {
+ // found it, update the mapping
+ int index = m_BitmapFontFileMapping.Find( pName );
+ if ( !m_BitmapFontFileMapping.IsValidIndex( index ) )
+ {
+ index = m_BitmapFontFileMapping.Insert( pName );
+ }
+ m_BitmapFontFileMapping.Element( index ) = i;
+ break;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+const char *CMatSystemSurface::GetBitmapFontName( const char *pName )
+{
+ // find it in the mapping symbol table
+ int index = m_BitmapFontFileMapping.Find( pName );
+ if ( index == m_BitmapFontFileMapping.InvalidIndex() )
+ {
+ return "";
+ }
+
+ return m_BitmapFontFileNames[m_BitmapFontFileMapping.Element( index )].String();
+}
+
+void CMatSystemSurface::ClearTemporaryFontCache( void )
+{
+ FontManager().ClearTemporaryFontCache();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Force a set of characters to be rendered into the font page.
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::PrecacheFontCharacters( HFont font, const wchar_t *pCharacterString )
+{
+ wchar_t *pCommonChars = L"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789,.!:-/%";
+ MAT_FUNC;
+
+ if ( !pCharacterString || !pCharacterString[0] )
+ {
+ // use the common chars, alternate languages are not handled
+ pCharacterString = pCommonChars;
+ }
+
+ StartDrawing();
+ DrawSetTextFont( font );
+
+ int numChars = 0;
+ while( pCharacterString[ numChars ] )
+ {
+ numChars++;
+ }
+ int *pTextureIDs_ignored = (int *)_alloca( numChars*sizeof( int ) );
+ float **pTexCoords_ignored = (float **)_alloca( numChars*sizeof( float * ) );
+ g_FontTextureCache.GetTextureForChars( m_hCurrentFont, FONT_DRAW_DEFAULT, pCharacterString, pTextureIDs_ignored, pTexCoords_ignored, numChars );
+
+ FinishDrawing();
+}
+
+const char *CMatSystemSurface::GetFontName( HFont font )
+{
+ return FontManager().GetFontName( font );
+}
+
+const char *CMatSystemSurface::GetFontFamilyName( HFont font )
+{
+ return FontManager().GetFontFamilyName( font );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextFont(HFont font)
+{
+ Assert( g_bInDrawing );
+
+ m_hCurrentFont = font;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Renders any batched up text
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawFlushText()
+{
+ if ( !m_nBatchedCharVertCount )
+ return;
+
+ {
+ // don't log entry unless actual work happens..
+ MAT_FUNC;
+
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
+ InternalSetMaterial( pMaterial );
+ DrawQuadArray( m_nBatchedCharVertCount / 2, m_BatchedCharVerts, m_DrawTextColor );
+ m_nBatchedCharVertCount = 0;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Sets the text color
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextColor(int r, int g, int b, int a)
+{
+ int adjustedAlpha = (a * m_flAlphaMultiplier);
+
+ if ( r != m_DrawTextColor[0] || g != m_DrawTextColor[1] || b != m_DrawTextColor[2] || adjustedAlpha != m_DrawTextColor[3] )
+ {
+ // text color changed, flush any existing text
+ DrawFlushText();
+
+ m_DrawTextColor[0] = (unsigned char)r;
+ m_DrawTextColor[1] = (unsigned char)g;
+ m_DrawTextColor[2] = (unsigned char)b;
+ m_DrawTextColor[3] = (unsigned char)adjustedAlpha;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: alternate color set
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextColor(Color col)
+{
+ DrawSetTextColor(col[0], col[1], col[2], col[3]);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: change the scale of a bitmap font
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextScale(float sx, float sy)
+{
+ FontManager().SetFontScale( m_hCurrentFont, sx, sy );
+}
+
+//-----------------------------------------------------------------------------
+// Text rendering location
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetTextPos(int x, int y)
+{
+ Assert( g_bInDrawing );
+
+ m_pDrawTextPos[0] = x;
+ m_pDrawTextPos[1] = y;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawGetTextPos(int& x,int& y)
+{
+ Assert( g_bInDrawing );
+
+ x = m_pDrawTextPos[0];
+ y = m_pDrawTextPos[1];
+}
+
+#pragma warning( disable : 4706 )
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawUnicodeString( const wchar_t *pString, FontDrawType_t drawType /*= FONT_DRAW_DEFAULT */ )
+{
+ // skip fully transparent characters
+ if ( m_DrawTextColor[3] == 0 )
+ return;
+
+ //hushed MAT_FUNC;
+#ifdef POSIX
+ DrawPrintText( pString, V_wcslen( pString ) , drawType );
+#else
+ wchar_t ch;
+
+ while ( ( ch = *pString++ ) )
+ {
+ DrawUnicodeChar( ch );
+ }
+#endif
+}
+#pragma warning( default : 4706 )
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawUnicodeChar(wchar_t ch, FontDrawType_t drawType /*= FONT_DRAW_DEFAULT */ )
+{
+ // skip fully transparent characters
+ if ( m_DrawTextColor[3] == 0 )
+ return;
+ //hushed MAT_FUNC;
+
+ CharRenderInfo info;
+ info.drawType = drawType;
+ if ( DrawGetUnicodeCharRenderInfo( ch, info ) )
+ {
+ DrawRenderCharFromInfo( info );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info )
+{
+ //hushed MAT_FUNC;
+
+ Assert( g_bInDrawing );
+ info.valid = false;
+
+ if ( !m_hCurrentFont )
+ {
+ return info.valid;
+ }
+
+ PREFETCH360( &m_BatchedCharVerts[ m_nBatchedCharVertCount ], 0 );
+
+ info.valid = true;
+ info.ch = ch;
+ DrawGetTextPos(info.x, info.y);
+
+ info.currentFont = m_hCurrentFont;
+ info.fontTall = GetFontTall(m_hCurrentFont);
+
+ GetCharABCwide(m_hCurrentFont, ch, info.abcA, info.abcB, info.abcC);
+ bool bUnderlined = FontManager().GetFontUnderlined( m_hCurrentFont );
+
+ // Do prestep before generating texture coordinates, etc.
+ if ( !bUnderlined )
+ {
+ info.x += info.abcA;
+ }
+
+ // get the character texture from the cache
+ info.textureId = 0;
+ float *texCoords = NULL;
+ if (!g_FontTextureCache.GetTextureForChar(m_hCurrentFont, info.drawType, ch, &info.textureId, &texCoords))
+ {
+ info.valid = false;
+ return info.valid;
+ }
+
+ int fontWide = info.abcB;
+ if ( bUnderlined )
+ {
+ fontWide += ( info.abcA + info.abcC );
+ info.x-= info.abcA;
+ }
+
+ // Because CharRenderInfo has a pointer to the verts, we need to keep m_BatchedCharVerts in sync, so if we
+ // will be flushing the text when we get to this char, flush it now instead.
+ if ( info.textureId != m_iBoundTexture )
+ {
+ DrawFlushText();
+ }
+
+ // This avoid copying the data in the nonclipped case!!! (X360)
+ info.verts = &m_BatchedCharVerts[ m_nBatchedCharVertCount ];
+ InitVertex( info.verts[0], info.x, info.y, texCoords[0], texCoords[1] );
+ InitVertex( info.verts[1], info.x + fontWide, info.y + info.fontTall, texCoords[2], texCoords[3] );
+
+ info.shouldclip = true;
+
+ return info.valid;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: batches up characters for rendering
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawRenderCharInternal( const CharRenderInfo& info )
+{
+ //hushed MAT_FUNC;
+
+ Assert( g_bInDrawing );
+
+ // xbox opts out of pricey/pointless text clipping
+ if ( IsPC() && info.shouldclip )
+ {
+ Vertex_t clip[ 2 ];
+ clip[ 0 ] = info.verts[ 0 ];
+ clip[ 1 ] = info.verts[ 1 ];
+ if ( !ClipRect( clip[0], clip[1], &info.verts[0], &info.verts[1] ) )
+ {
+ // Fully clipped
+ return;
+ }
+ }
+
+ m_nBatchedCharVertCount += 2;
+
+ if ( m_nBatchedCharVertCount >= MAX_BATCHED_CHAR_VERTS - 2 )
+ {
+ DrawFlushText();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawRenderCharFromInfo( const CharRenderInfo& info )
+{
+ //hushed MAT_FUNC;
+
+ if ( !info.valid )
+ return;
+
+ int x = info.x;
+
+ // get the character texture from the cache
+ DrawSetTexture( info.textureId );
+
+ DrawRenderCharInternal( info );
+
+ // Only do post step
+ x += ( info.abcB + info.abcC );
+
+ // Update cursor pos
+ DrawSetTextPos(x, info.y);
+}
+
+//-----------------------------------------------------------------------------
+// Renders a text buffer
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawPrintText(const wchar_t *text, int iTextLen, FontDrawType_t drawType /*= FONT_DRAW_DEFAULT */ )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+ if (!text)
+ return;
+
+ if (!m_hCurrentFont)
+ return;
+
+ int x = m_pDrawTextPos[0] + m_nTranslateX;
+ int y = m_pDrawTextPos[1] + m_nTranslateY;
+
+ int iTall = GetFontTall(m_hCurrentFont);
+ int iLastTexId = -1;
+
+ int iCount = 0;
+ vgui::Vertex_t *pQuads = (vgui::Vertex_t*)stackalloc((2 * iTextLen) * sizeof(vgui::Vertex_t) );
+ bool bUnderlined = FontManager().GetFontUnderlined( m_hCurrentFont );
+
+ int iTotalWidth = 0;
+ for (int i=0; i<iTextLen; ++i)
+ {
+ wchar_t ch = text[i];
+
+#if USE_GETKERNEDCHARWIDTH
+ //iTotalWidth += abcA;
+ float flWide;
+ float flabcA;
+ float flabcC;
+ wchar_t chBefore = 0;
+ wchar_t chAfter = 0;
+ if ( i > 0 )
+ chBefore = text[i-1];
+ if ( i < (iTextLen-1) )
+ chAfter = text[i+1];
+ FontManager().GetKernedCharWidth( m_hCurrentFont, ch, chBefore, chAfter, flWide, flabcA, flabcC );
+
+ int abcA,abcB,abcC;
+ // also grab the single char dimensions so we match the texture size to the one in the font page,
+ // different to the amount we step ahead once rendered
+ GetCharABCwide(m_hCurrentFont, ch, abcA, abcB, abcC);
+
+ int textureWide = abcB;
+ if ( bUnderlined )
+ {
+ textureWide += ( abcA + abcC );
+ x-= flabcA;
+ }
+#else
+ int abcA,abcB,abcC;
+ GetCharABCwide(m_hCurrentFont, ch, abcA, abcB, abcC);
+ int textureWide = abcB;
+ if ( bUnderlined )
+ {
+ textureWide += ( abcA + abcC );
+ x-= abcA;
+ }
+ float flabcA = abcA;
+ float flWide = abcA + abcB + abcC;
+#endif
+
+ if ( !iswspace( ch ) || bUnderlined )
+ {
+ // get the character texture from the cache
+ int iTexId = 0;
+ float *texCoords = NULL;
+ if (!g_FontTextureCache.GetTextureForChar(m_hCurrentFont, drawType, ch, &iTexId, &texCoords))
+ continue;
+
+ Assert( texCoords );
+
+ if (iTexId != iLastTexId)
+ {
+ // FIXME: At the moment, we just draw all the batched up
+ // text when the font changes. We Should batch up per material
+ // and *then* draw
+ if (iCount)
+ {
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(iLastTexId);
+ InternalSetMaterial( pMaterial );
+ DrawQuadArray( iCount, pQuads, m_DrawTextColor, IsPC() );
+ iCount = 0;
+ }
+
+ iLastTexId = iTexId;
+ }
+
+ vgui::Vertex_t &ul = pQuads[2*iCount];
+ vgui::Vertex_t &lr = pQuads[2*iCount + 1];
+ ++iCount;
+
+ ul.m_Position.x = x + iTotalWidth + floor(flabcA + 0.6);
+ ul.m_Position.y = y;
+ lr.m_Position.x = ul.m_Position.x + textureWide;
+ lr.m_Position.y = ul.m_Position.y + iTall;
+
+ // Gets at the texture coords for this character in its texture page
+ /*
+ float tex_U0_bias = prc->Knob("tex-U0-bias");
+ float tex_V0_bias = prc->Knob("tex-V0-bias");
+ float tex_U1_bias = prc->Knob("tex-U1-bias");
+ float tex_V1_bias = prc->Knob("tex-V1-bias");
+
+ ul.m_TexCoord[0] = texCoords[0] + tex_U0_bias;
+ ul.m_TexCoord[1] = texCoords[1] + tex_V0_bias;
+ lr.m_TexCoord[0] = texCoords[2] + tex_U1_bias;
+ lr.m_TexCoord[1] = texCoords[3] + tex_V1_bias;
+ */
+
+ ul.m_TexCoord[0] = texCoords[0];
+ ul.m_TexCoord[1] = texCoords[1];
+ lr.m_TexCoord[0] = texCoords[2];
+ lr.m_TexCoord[1] = texCoords[3];
+ }
+
+ iTotalWidth += floor(flWide+0.6);
+ }
+
+ // Draw any left-over characters
+ if (iCount)
+ {
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(iLastTexId);
+ InternalSetMaterial( pMaterial );
+ DrawQuadArray( iCount, pQuads, m_DrawTextColor, IsPC() );
+ }
+
+ m_pDrawTextPos[0] += iTotalWidth;
+
+ stackfree(pQuads);
+}
+
+
+//-----------------------------------------------------------------------------
+// Returns the screen size
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetScreenSize(int &iWide, int &iTall)
+{
+ if ( m_ScreenSizeOverride.m_bActive )
+ {
+ iWide = m_ScreenSizeOverride.m_nValue[ 0 ];
+ iTall = m_ScreenSizeOverride.m_nValue[ 1 ];
+ return;
+ }
+
+ int x, y;
+
+ // mikesart: This is just sticking in unnecessary BeginRender/EndRender calls to the queue.
+ // CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ IMatRenderContext *pRenderContext = g_pMaterialSystem->GetRenderContext();
+ pRenderContext->GetViewport( x, y, iWide, iTall );
+}
+
+bool CMatSystemSurface::ForceScreenSizeOverride( bool bState, int wide, int tall )
+{
+ bool bWasSet = m_ScreenSizeOverride.m_bActive;
+ m_ScreenSizeOverride.m_bActive = bState;
+ m_ScreenSizeOverride.m_nValue[ 0 ] = wide;
+ m_ScreenSizeOverride.m_nValue[ 1 ] = tall;
+ return bWasSet;
+}
+
+// LocalToScreen, ParentLocalToScreen fixups for explicit PaintTraverse calls on Panels not at 0, 0 position
+bool CMatSystemSurface::ForceScreenPosOffset( bool bState, int x, int y )
+{
+ bool bWasSet = m_ScreenPosOverride.m_bActive;
+ m_ScreenPosOverride.m_bActive = bState;
+ m_ScreenPosOverride.m_nValue[ 0 ] = x;
+ m_ScreenPosOverride.m_nValue[ 1 ] = y;
+ return bWasSet;
+}
+
+void CMatSystemSurface::OffsetAbsPos( int &x, int &y )
+{
+ if ( !m_ScreenPosOverride.m_bActive )
+ return;
+
+ x += m_ScreenPosOverride.m_nValue[ 0 ];
+ y += m_ScreenPosOverride.m_nValue[ 1 ];
+}
+
+
+bool CMatSystemSurface::IsScreenSizeOverrideActive( void )
+{
+ return ( m_ScreenSizeOverride.m_bActive );
+}
+
+bool CMatSystemSurface::IsScreenPosOverrideActive( void )
+{
+ return ( m_ScreenPosOverride.m_bActive );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Notification of a new screen size
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::OnScreenSizeChanged( int nOldWidth, int nOldHeight )
+{
+ int iNewWidth, iNewHeight;
+ GetScreenSize( iNewWidth, iNewHeight );
+
+ Msg( "Changing resolutions from (%d, %d) -> (%d, %d)\n", nOldWidth, nOldHeight, iNewWidth, iNewHeight );
+
+ // update the root panel size
+ ipanel()->SetSize(m_pEmbeddedPanel, iNewWidth, iNewHeight);
+
+ // notify every panel
+ VPANEL panel = GetEmbeddedPanel();
+ ivgui()->PostMessage(panel, new KeyValues("OnScreenSizeChanged", "oldwide", nOldWidth, "oldtall", nOldHeight), NULL);
+
+ // Run a frame of the GUI to notify all subwindows of the message size change
+ ivgui()->RunFrame();
+
+ // clear font texture cache
+ ResetFontCaches();
+}
+
+// Causes fonts to get reloaded, etc.
+void CMatSystemSurface::ResetFontCaches()
+{
+ // Don't do this on x360!!!
+ if ( IsX360() )
+ return;
+
+ // clear font texture cache
+ g_FontTextureCache.Clear();
+ m_iBoundTexture = -1;
+
+ // reload fonts
+ FontManager().ClearAllFonts();
+ scheme()->ReloadFonts();
+
+ // Run a frame of the GUI to notify all subwindows of the message size change
+ ivgui()->RunFrame();
+}
+
+//-----------------------------------------------------------------------------
+// Returns the size of the embedded panel
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetWorkspaceBounds(int &x, int &y, int &iWide, int &iTall)
+{
+ if ( m_ScreenSizeOverride.m_bActive )
+ {
+ x = y = 0;
+ iWide = m_ScreenSizeOverride.m_nValue[ 0 ];
+ iTall = m_ScreenSizeOverride.m_nValue[ 1 ];
+ return;
+ }
+ // NOTE: This is equal to the viewport size by default,
+ // but other embedded panels can be used
+ x = m_WorkSpaceInsets[0];
+ y = m_WorkSpaceInsets[1];
+ g_pVGuiPanel->GetSize(m_pEmbeddedPanel, iWide, iTall);
+
+ iWide -= m_WorkSpaceInsets[2];
+ iTall -= m_WorkSpaceInsets[3];
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetWorkspaceInsets( int left, int top, int right, int bottom )
+{
+ m_WorkSpaceInsets[0] = left;
+ m_WorkSpaceInsets[1] = top;
+ m_WorkSpaceInsets[2] = right;
+ m_WorkSpaceInsets[3] = bottom;
+}
+
+//-----------------------------------------------------------------------------
+// A bunch of methods needed for the windows version only
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetAsTopMost(VPANEL panel, bool state)
+{
+}
+
+void CMatSystemSurface::SetAsToolBar(VPANEL panel, bool state) // removes the window's task bar entry (for context menu's, etc.)
+{
+}
+
+void CMatSystemSurface::SetForegroundWindow (VPANEL panel)
+{
+ BringToFront(panel);
+}
+
+void CMatSystemSurface::SetPanelVisible(VPANEL panel, bool state)
+{
+}
+
+void CMatSystemSurface::SetMinimized(VPANEL panel, bool state)
+{
+ if (state)
+ {
+ g_pVGuiPanel->SetPlat(panel, VPANEL_MINIMIZED);
+ g_pVGuiPanel->SetVisible(panel, false);
+ }
+ else
+ {
+ g_pVGuiPanel->SetPlat(panel, VPANEL_NORMAL);
+ }
+}
+
+bool CMatSystemSurface::IsMinimized(vgui::VPANEL panel)
+{
+ return (g_pVGuiPanel->Plat(panel) == VPANEL_MINIMIZED);
+
+}
+
+void CMatSystemSurface::FlashWindow(VPANEL panel, bool state)
+{
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetTitle(VPANEL panel, const wchar_t *title)
+{
+ int entry = GetTitleEntry( panel );
+ if ( entry == -1 )
+ {
+ entry = m_Titles.AddToTail();
+ }
+
+ TitleEntry *e = &m_Titles[ entry ];
+ Assert( e );
+ wcsncpy( e->title, title, sizeof( e->title )/ sizeof( wchar_t ) );
+ e->panel = panel;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+wchar_t const *CMatSystemSurface::GetTitle( VPANEL panel )
+{
+ int entry = GetTitleEntry( panel );
+ if ( entry != -1 )
+ {
+ TitleEntry *e = &m_Titles[ entry ];
+ return e->title;
+ }
+
+ return NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Private lookup method
+// Input : *panel -
+// Output : TitleEntry
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::GetTitleEntry( vgui::VPANEL panel )
+{
+ for ( int i = 0; i < m_Titles.Count(); i++ )
+ {
+ TitleEntry* entry = &m_Titles[ i ];
+ if ( entry->panel == panel )
+ return i;
+ }
+ return -1;
+}
+
+void CMatSystemSurface::SwapBuffers(VPANEL panel)
+{
+}
+
+void CMatSystemSurface::Invalidate(VPANEL panel)
+{
+}
+
+void CMatSystemSurface::ApplyChanges()
+{
+}
+
+// notify icons?!?
+VPANEL CMatSystemSurface::GetNotifyPanel()
+{
+ return NULL;
+}
+
+void CMatSystemSurface::SetNotifyIcon(VPANEL context, HTexture icon, VPANEL panelToReceiveMessages, const char *text)
+{
+}
+
+bool CMatSystemSurface::IsWithin(int x, int y)
+{
+ return true;
+}
+
+bool CMatSystemSurface::ShouldPaintChildPanel(VPANEL childPanel)
+{
+ if ( m_pRestrictedPanel && ( m_pRestrictedPanel != childPanel ) &&
+ !g_pVGuiPanel->HasParent( childPanel, m_pRestrictedPanel ) )
+ {
+ return false;
+ }
+
+ bool isPopup = ipanel()->IsPopup(childPanel);
+ return !isPopup;
+}
+
+bool CMatSystemSurface::RecreateContext(VPANEL panel)
+{
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Focus-related methods
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::HasFocus()
+{
+ return true;
+}
+
+void CMatSystemSurface::BringToFront(VPANEL panel)
+{
+ // move panel to top of list
+ g_pVGuiPanel->MoveToFront(panel);
+
+ // move panel to top of popup list
+ if ( g_pVGuiPanel->IsPopup( panel ) )
+ {
+ MovePopupToFront( panel );
+ }
+}
+
+
+// engine-only focus handling (replacing WM_FOCUS windows handling)
+void CMatSystemSurface::SetTopLevelFocus(VPANEL pSubFocus)
+{
+ // walk up the hierarchy until we find what popup panel belongs to
+ while (pSubFocus)
+ {
+ if (ipanel()->IsPopup(pSubFocus) && ipanel()->IsMouseInputEnabled(pSubFocus))
+ {
+ BringToFront(pSubFocus);
+ break;
+ }
+
+ pSubFocus = ipanel()->GetParent(pSubFocus);
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Installs a function to play sounds
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InstallPlaySoundFunc( PlaySoundFunc_t soundFunc )
+{
+ m_PlaySoundFunc = soundFunc;
+}
+
+
+//-----------------------------------------------------------------------------
+// plays a sound
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::PlaySound(const char *pFileName)
+{
+ if (m_PlaySoundFunc)
+ m_PlaySoundFunc( pFileName );
+}
+
+
+//-----------------------------------------------------------------------------
+// handles mouse movement
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetCursorPos(int x, int y)
+{
+ CursorSetPos( m_HWnd, x, y );
+}
+
+void CMatSystemSurface::GetCursorPos(int &x, int &y)
+{
+ CursorGetPos( m_HWnd, x, y );
+}
+
+void CMatSystemSurface::SetCursor(HCursor hCursor)
+{
+ if ( IsCursorLocked() )
+ return;
+
+ if ( _currentCursor != hCursor )
+ {
+ _currentCursor = hCursor;
+ CursorSelect( hCursor );
+ }
+}
+
+void CMatSystemSurface::EnableMouseCapture( VPANEL panel, bool state )
+{
+#ifdef WIN32
+ if ( state )
+ {
+ ::SetCapture( reinterpret_cast< HWND >( m_HWnd ) );
+ }
+ else
+ {
+ ::ReleaseCapture();
+ }
+#elif defined( POSIX )
+ // SetCapture on Win32 makes all the mouse messages (move and button up/down) head to
+ // the captured window. From what I can tell, this routine is called for modal dialogs
+ // when you click down on a button. However the current behavior is to highlight the
+ // buttons when you're over them, and trigger when you mouse up over the top - so I
+ // don't believe that SetCapture is needed on Windows, and Linux is behaving exactly
+ // the same as Win32 in all the tests I've run so far. (I've clicked on a lot of dialogs).
+ // I talked with Alfred about this and we haven't done any SetCapture stuff on OSX ever
+ // and he says nobody has ever reported any regressions.
+ // So I've removed the Assert. 8/32/2012 - mikesart.
+#else
+#error
+#endif
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Turns the panel into a standalone window
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::CreatePopup(VPANEL panel, bool minimized, bool showTaskbarIcon, bool disabled , bool mouseInput , bool kbInput)
+{
+ if (!g_pVGuiPanel->GetParent(panel))
+ {
+ g_pVGuiPanel->SetParent(panel, GetEmbeddedPanel());
+ }
+ ((VPanel *)panel)->SetPopup(true);
+ ((VPanel *)panel)->SetKeyBoardInputEnabled(kbInput);
+ ((VPanel *)panel)->SetMouseInputEnabled(mouseInput);
+
+ HPanel p = ivgui()->PanelToHandle( panel );
+
+ if ( m_PopupList.Find( p ) == m_PopupList.InvalidIndex() )
+ {
+ m_PopupList.AddToTail( p );
+ }
+ else
+ {
+ MovePopupToFront( panel );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Create/destroy panels..
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::AddPanel(VPANEL panel)
+{
+ if (g_pVGuiPanel->IsPopup(panel))
+ {
+ // turn it into a popup menu
+ CreatePopup(panel, false);
+ }
+}
+
+void CMatSystemSurface::ReleasePanel(VPANEL panel)
+{
+ // Remove from popup list if needed and remove any dead popups while we're at it
+ RemovePopup( panel );
+
+ int entry = GetTitleEntry( panel );
+ if ( entry != -1 )
+ {
+ m_Titles.Remove( entry );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Popup accessors used by VGUI
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::GetPopupCount( )
+{
+ return m_PopupList.Count();
+}
+
+VPANEL CMatSystemSurface::GetPopup( int index )
+{
+ HPanel p = m_PopupList[ index ];
+ VPANEL panel = ivgui()->HandleToPanel( p );
+ return panel;
+}
+
+void CMatSystemSurface::ResetPopupList( )
+{
+ m_PopupList.RemoveAll();
+}
+
+void CMatSystemSurface::AddPopup( VPANEL panel )
+{
+ HPanel p = ivgui()->PanelToHandle( panel );
+
+ if ( m_PopupList.Find( p ) == m_PopupList.InvalidIndex() )
+ {
+ m_PopupList.AddToTail( p );
+ }
+}
+
+
+void CMatSystemSurface::RemovePopup( vgui::VPANEL panel )
+{
+ // Remove from popup list if needed and remove any dead popups while we're at it
+ int c = GetPopupCount();
+
+ for ( int i = c - 1; i >= 0 ; i-- )
+ {
+ VPANEL popup = GetPopup(i );
+ if ( popup && ( popup != panel ) )
+ continue;
+
+ m_PopupList.Remove( i );
+ break;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Methods associated with iterating + drawing the panel tree
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::AddPopupsToList( VPANEL panel )
+{
+ if (!g_pVGuiPanel->IsVisible(panel))
+ return;
+
+ // Add to popup list as we visit popups
+ // Note: popup list is cleared in RunFrame which occurs before this call!!!
+ if ( g_pVGuiPanel->IsPopup( panel ) )
+ {
+ AddPopup( panel );
+ }
+
+ int count = g_pVGuiPanel->GetChildCount(panel);
+ for (int i = 0; i < count; ++i)
+ {
+ VPANEL child = g_pVGuiPanel->GetChild(panel, i);
+ AddPopupsToList( child );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: recurses the panels calculating absolute positions
+// parents must be solved before children
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InternalSolveTraverse(VPANEL panel)
+{
+ VPanel * RESTRICT vp = (VPanel *)panel;
+
+ vp->TraverseLevel( 1 );
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - %s", __FUNCTION__, vp->GetName() );
+
+ // solve the parent
+ vp->Solve();
+
+ CUtlVector< VPanel * > &children = vp->GetChildren();
+
+ // WARNING: Some of the think functions add/remove children, so make sure we
+ // explicitly check for children.Count().
+ for ( int i = 0; i < children.Count(); ++i )
+ {
+ VPanel *child = children[ i ];
+ if (child->IsVisible())
+ {
+ InternalSolveTraverse( (VPANEL)child );
+ }
+ }
+
+ vp->TraverseLevel( -1 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: recurses the panels giving them a chance to do a user-defined think,
+// PerformLayout and ApplySchemeSettings
+// must be done child before parent
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InternalThinkTraverse(VPANEL panel)
+{
+ VPanel * RESTRICT vp = (VPanel *)panel;
+
+ vp->TraverseLevel( 1 );
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - %s", __FUNCTION__, vp->GetName() );
+
+ // think the parent
+ vp->Client()->Think();
+
+ CUtlVector< VPanel * > &children = vp->GetChildren();
+
+ // WARNING: Some of the think functions add/remove children, so make sure we
+ // explicitly check for children.Count().
+ for ( int i = 0; i < children.Count(); ++i )
+ {
+ VPanel *child = children[ i ];
+ if ( child->IsVisible() )
+ {
+ InternalThinkTraverse( (VPANEL)child );
+ }
+ }
+
+ vp->TraverseLevel( -1 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: recurses the panels giving them a chance to do apply settings,
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::InternalSchemeSettingsTraverse(VPANEL panel, bool forceApplySchemeSettings)
+{
+ VPanel * RESTRICT vp = (VPanel *)panel;
+
+ vp->TraverseLevel( 1 );
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - %s", __FUNCTION__, vp->GetName() );
+
+ CUtlVector< VPanel * > &children = vp->GetChildren();
+
+ // apply to the children...
+ for ( int i = 0; i < children.Count(); ++i )
+ {
+ VPanel *child = children[ i ];
+ if ( forceApplySchemeSettings || child->IsVisible() )
+ {
+ InternalSchemeSettingsTraverse((VPANEL)child, forceApplySchemeSettings);
+ }
+ }
+ // and then the parent
+ vp->Client()->PerformApplySchemeSettings();
+
+ vp->TraverseLevel( -1 );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Walks through the panel tree calling Solve() on them all, in order
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SolveTraverse(VPANEL panel, bool forceApplySchemeSettings)
+{
+ {
+ VPROF( "InternalSchemeSettingsTraverse" );
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - InternalSchemeSettingsTraverse", __FUNCTION__ );
+ InternalSchemeSettingsTraverse(panel, forceApplySchemeSettings);
+ }
+
+ {
+ VPROF( "InternalThinkTraverse" );
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - InternalThinkTraverse", __FUNCTION__ );
+ InternalThinkTraverse(panel);
+ }
+
+ {
+ VPROF( "InternalSolveTraverse" );
+ tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - InternalSolveTraverse", __FUNCTION__ );
+ InternalSolveTraverse(panel);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Restricts rendering to a single panel
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::RestrictPaintToSinglePanel(VPANEL panel)
+{
+ if ( panel && m_pRestrictedPanel && m_pRestrictedPanel == input()->GetAppModalSurface() )
+ {
+ return; // don't restrict drawing to a panel other than the modal one - that's a good way to hang the game.
+ }
+
+ m_pRestrictedPanel = panel;
+
+ if ( !input()->GetAppModalSurface() )
+ {
+ input()->SetAppModalSurface( panel ); // if painting is restricted to this panel, it had better be modal, or else you can get in some bad state...
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Is a panel under the restricted panel?
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::IsPanelUnderRestrictedPanel( VPANEL panel )
+{
+ if ( !m_pRestrictedPanel )
+ return true;
+
+ while ( panel )
+ {
+ if ( panel == m_pRestrictedPanel )
+ return true;
+
+ panel = ipanel()->GetParent( panel );
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Main entry point for painting
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::PaintTraverseEx(VPANEL panel, bool paintPopups /*= false*/ )
+{
+ MAT_FUNC;
+
+ if ( !ipanel()->IsVisible( panel ) )
+ return;
+
+ VPROF( "CMatSystemSurface::PaintTraverse" );
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ bool bTopLevelDraw = false;
+
+ if ( g_bInDrawing == false )
+ {
+ // only set the 2d ortho mode once
+ bTopLevelDraw = true;
+ StartDrawing();
+
+ // clear z + stencil buffer
+ // NOTE: Stencil is used to get 3D painting in vgui panels working correctly
+ pRenderContext->ClearBuffers( false, true, true );
+ pRenderContext->SetStencilEnable( true );
+ pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
+ pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_GREATEREQUAL );
+ pRenderContext->SetStencilReferenceValue( 0 );
+ pRenderContext->SetStencilTestMask( 0xFFFFFFFF );
+ pRenderContext->SetStencilWriteMask( 0xFFFFFFFF );
+ }
+
+ float flOldZPos = m_flZPos;
+
+ // NOTE You might expect we'd have to draw these under the popups so they would occlude
+ // them, but there are a few things we do have to draw on top of, esp. the black
+ // panel that draws over the top of the engine to darken everything.
+ m_flZPos = 0.0f;
+ if ( panel == GetEmbeddedPanel() )
+ {
+ if ( m_pRestrictedPanel )
+ {
+ // Paint the restricted panel, and its parent.
+ // NOTE: This call has guards to not draw popups. If the restricted panel
+ // is a popup, it won't draw here.
+ ipanel()->PaintTraverse( ipanel()->GetParent( m_pRestrictedPanel ), true );
+ }
+ else
+ {
+ // paint traverse the root panel, painting all children
+ VPROF( "ipanel()->PaintTraverse" );
+ ipanel()->PaintTraverse( panel, true );
+ }
+ }
+ else
+ {
+ // If it's a popup, it should already have been painted above
+ VPROF( "ipanel()->PaintTraverse" );
+ if ( !paintPopups || !ipanel()->IsPopup( panel ) )
+ {
+ ipanel()->PaintTraverse( panel, true );
+ }
+ }
+
+ // draw the popups
+ if ( paintPopups )
+ {
+ // now draw the popups front to back
+ // since depth-test and depth-write are on, the front panels will occlude the underlying ones
+ {
+ VPROF( "CMatSystemSurface::PaintTraverse popups loop" );
+ int popups = GetPopupCount();
+ if ( popups > 254 )
+ {
+ Warning( "Too many popups! Rendering will be bad!\n" );
+ }
+
+ // HACK! Using stencil ref 254 so drag/drop helper can use 255.
+ int nStencilRef = 254;
+ for ( int i = popups - 1; i >= 0; --i )
+ {
+ VPANEL popupPanel = GetPopup( i );
+
+ if ( !popupPanel )
+ continue;
+
+ if ( !ipanel()->IsFullyVisible( popupPanel ) )
+ continue;
+
+ if ( !IsPanelUnderRestrictedPanel( popupPanel ) )
+ continue;
+
+ // This makes sure the drag/drop helper is always the first thing drawn
+ bool bIsTopmostPopup = ( (VPanel *)popupPanel )->IsTopmostPopup();
+
+ // set our z position
+ pRenderContext->SetStencilReferenceValue( bIsTopmostPopup ? 255 : nStencilRef );
+ --nStencilRef;
+
+ m_flZPos = ((float)(i) / (float)popups);
+ ipanel()->PaintTraverse( popupPanel, true );
+ }
+ }
+ }
+
+ // Restore the old Z Pos
+ m_flZPos = flOldZPos;
+
+ if ( bTopLevelDraw )
+ {
+ // only undo the 2d ortho mode once
+ VPROF( "FinishDrawing" );
+
+ // Reset stencil to normal state
+ pRenderContext->SetStencilEnable( false );
+
+ FinishDrawing();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Draw a panel
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::PaintTraverse(VPANEL panel)
+{
+ PaintTraverseEx( panel, false );
+}
+
+
+//-----------------------------------------------------------------------------
+// Begins, ends 3D painting from within a panel paint() method
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture )
+{
+ MAT_FUNC;
+
+ if ( IsX360() )
+ {
+ Assert( 0 );
+ return;
+ }
+
+ Assert( iRight > iLeft );
+ Assert( iBottom > iTop );
+
+ // Can't use this while drawing in the 3D world since it relies on
+ // whacking the shared depth buffer
+ Assert( !m_bDrawingIn3DWorld );
+ if ( m_bDrawingIn3DWorld )
+ return;
+
+ m_n3DLeft = iLeft;
+ m_n3DRight = iRight;
+ m_n3DTop = iTop;
+ m_n3DBottom = iBottom;
+
+ // Can't use this feature when drawing into the 3D world
+ Assert( !m_bDrawingIn3DWorld );
+ Assert( !m_bIn3DPaintMode );
+ m_bIn3DPaintMode = true;
+ m_b3DPaintRenderToTexture = bRenderToTexture;
+
+ // Save off the matrices in case the painting method changes them.
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ pRenderContext->MatrixMode( MATERIAL_MODEL );
+ pRenderContext->PushMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PushMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+
+ if ( bRenderToTexture )
+ {
+
+ // For 3d painting, use the off-screen render target the material system allocates
+ // NOTE: We have to grab it here, as opposed to during init,
+ // because the mode hasn't been set by now.
+ if ( !m_FullScreenBuffer )
+ {
+ m_FullScreenBuffer.Init( materials->FindTexture( m_FullScreenBufferName, "render targets" ) );
+ }
+
+ // FIXME: Set the viewport to match the clip rectangle?
+ // Set the viewport to match the scissor rectangle
+ pRenderContext->PushRenderTargetAndViewport( m_FullScreenBuffer,
+ 0, 0, iRight - iLeft, iBottom - iTop );
+
+ // NOTE: Stencil is used to get 3D painting in vgui panels working correctly
+ pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
+ pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
+
+ // Don't draw the 3D scene w/ stencil
+ pRenderContext->SetStencilEnable( false );
+ }
+ else
+ {
+ int clipLeft, clipTop, clipRight, clipBottom;
+ bool clipEnabled;
+ GetScissorRect( clipLeft, clipTop, clipRight, clipBottom, clipEnabled );
+ pRenderContext->PushRenderTargetAndViewport();
+ pRenderContext->Viewport( clipLeft + iLeft, clipTop + iTop, iRight - iLeft, iBottom - iTop );
+ }
+
+ pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
+
+ pRenderContext->Flush();
+}
+
+void CMatSystemSurface::End3DPaint()
+{
+ MAT_FUNC;
+
+ if ( IsX360() )
+ {
+ Assert( 0 );
+ return;
+ }
+
+ // Can't use this feature when drawing into the 3D world
+ Assert( !m_bDrawingIn3DWorld );
+ Assert( m_bIn3DPaintMode );
+ m_bIn3DPaintMode = false;
+
+ // Reset stencil to set stencil everywhere we draw
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+
+ pRenderContext->SetStencilEnable( true );
+ pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
+ pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
+ pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_GREATEREQUAL );
+
+ // Restore the matrices
+ pRenderContext->MatrixMode( MATERIAL_MODEL );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_VIEW );
+ pRenderContext->PopMatrix();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+
+ // Restore the viewport (it was stored off in StartDrawing)
+ pRenderContext->PopRenderTargetAndViewport();
+ pRenderContext->CullMode(MATERIAL_CULLMODE_CCW);
+
+ // Draw the full-screen buffer into the panel, if we rendering
+ // to a texture
+ if ( m_b3DPaintRenderToTexture )
+ DrawFullScreenBuffer( m_n3DLeft, m_n3DTop, m_n3DRight, m_n3DBottom );
+
+ // ReSet the material state
+ InternalSetMaterial( NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// skin composition, force drawing
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::BeginSkinCompositionPainting()
+{
+ g_bInDrawing = true;
+}
+
+
+//-----------------------------------------------------------------------------
+// end drawing when finish skin composition
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::EndSkinCompositionPainting()
+{
+ g_bInDrawing = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Gets texture coordinates for drawing the full screen buffer
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetFullScreenTexCoords( int x, int y, int w, int h, float *pMinU, float *pMinV, float *pMaxU, float *pMaxV )
+{
+ int nTexWidth = m_FullScreenBuffer->GetActualWidth();
+ int nTexHeight = m_FullScreenBuffer->GetActualHeight();
+ float flOOWidth = 1.0f / nTexWidth;
+ float flOOHeight = 1.0f / nTexHeight;
+
+ *pMinU = ( (float)x + 0.5f ) * flOOWidth;
+ *pMinV = ( (float)y + 0.5f ) * flOOHeight;
+ *pMaxU = ( (float)(x+w) - 0.5f ) * flOOWidth;
+ *pMaxV = ( (float)(y+h) - 0.5f ) * flOOHeight;
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws the fullscreen buffer into the panel
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawFullScreenBuffer( int nLeft, int nTop, int nRight, int nBottom )
+{
+ MAT_FUNC;
+
+ // Draw a textured rectangle over the area
+ if ( m_nFullScreenBufferMaterialId == -1 )
+ {
+ m_nFullScreenBufferMaterialId = CreateNewTextureID();
+ DrawSetTextureMaterial( m_nFullScreenBufferMaterialId, m_FullScreenBufferMaterial );
+ }
+
+ float flGetAlphaMultiplier = DrawGetAlphaMultiplier();
+ unsigned char oldColor[4];
+ oldColor[0] = m_DrawColor[0];
+ oldColor[1] = m_DrawColor[1];
+ oldColor[2] = m_DrawColor[2];
+ oldColor[3] = m_DrawColor[3];
+
+ DrawSetAlphaMultiplier( 1.0f );
+ DrawSetColor( 255, 255, 255, 255 );
+
+ DrawSetTexture( m_nFullScreenBufferMaterialId );
+
+ float u0, u1, v0, v1;
+ GetFullScreenTexCoords( 0, 0, nRight - nLeft, nBottom - nTop, &u0, &v0, &u1, &v1 );
+ DrawTexturedSubRect( nLeft, nTop, nRight, nBottom, u0, v0, u1, v1 );
+
+ m_DrawColor[0] = oldColor[0];
+ m_DrawColor[1] = oldColor[1];
+ m_DrawColor[2] = oldColor[2];
+ m_DrawColor[3] = oldColor[3];
+ DrawSetAlphaMultiplier( flGetAlphaMultiplier );
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws a rectangle, setting z to the current value
+//-----------------------------------------------------------------------------
+float CMatSystemSurface::GetZPos() const
+{
+ return m_flZPos;
+}
+
+
+//-----------------------------------------------------------------------------
+// Some drawing methods that cannot be accomplished under Win32
+//-----------------------------------------------------------------------------
+#define CIRCLE_POINTS 360
+
+void CMatSystemSurface::DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+ // Draw a circle
+ int iDegrees = 0;
+ Vector vecPoint, vecLastPoint(0,0,0);
+ vecPoint.z = 0.0f;
+ Color clr;
+ clr.SetColor( r, g, b, a );
+ DrawSetColor( clr );
+
+ for ( int i = 0; i < CIRCLE_POINTS; i++ )
+ {
+ float flRadians = DEG2RAD( iDegrees );
+ iDegrees += (360 / CIRCLE_POINTS);
+
+ float ca = cos( flRadians );
+ float sa = sin( flRadians );
+
+ // Rotate it around the circle
+ vecPoint.x = centerx + (radius * sa);
+ vecPoint.y = centery - (radius * ca);
+
+ // Draw the point, if it's not on the previous point, to avoid smaller circles being brighter
+ if ( vecLastPoint != vecPoint )
+ {
+ DrawFilledRect( vecPoint.x, vecPoint.y, vecPoint.x + 1, vecPoint.y + 1 );
+ }
+
+ vecLastPoint = vecPoint;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draws colored text to a vgui panel
+// Input : *font - font to use
+// x - position of text
+// y -
+// r - color of text
+// g -
+// b -
+// a - alpha ( 255 = opaque, 0 = transparent )
+// *fmt - va_* text string
+// ... -
+// Output : int - horizontal # of pixels drawn
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, va_list argptr )
+{
+ MAT_FUNC;
+ Assert( g_bInDrawing );
+ int len;
+ char data[1024];
+
+ DrawSetTextPos( x, y );
+ DrawSetTextColor( r, g, b, a );
+
+ len = Q_vsnprintf(data, sizeof( data ), fmt, argptr);
+
+ DrawSetTextFont( font );
+
+ wchar_t szconverted[ 1024 ];
+ g_pVGuiLocalize->ConvertANSIToUnicode( data, szconverted, 1024 );
+ DrawPrintText( szconverted, wcslen(szconverted ) );
+
+ int totalLength = DrawTextLen( font, data );
+
+ return x + totalLength;
+}
+
+int CMatSystemSurface::DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, ... )
+{
+ MAT_FUNC;
+
+ va_list argptr;
+ va_start( argptr, fmt );
+ int ret = DrawColoredText( font, x, y, r, g, b, a, fmt, argptr );
+ va_end(argptr);
+ return ret;
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws text with current font at position and wordwrapped to the rect using color values specified
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SearchForWordBreak( vgui::HFont font, char *text, int& chars, int& pixels )
+{
+ chars = pixels = 0;
+ while ( 1 )
+ {
+ char ch = text[ chars ];
+ int a, b, c;
+ GetCharABCwide( font, ch, a, b, c );
+
+ if ( ch == 0 || ch <= 32 )
+ {
+ if ( ch == 32 && chars == 0 )
+ {
+ pixels += ( b + c );
+ chars++;
+ }
+ break;
+ }
+
+ pixels += ( b + c );
+ chars++;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: If text width is specified, reterns height of text at that width
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawTextHeight( vgui::HFont font, int w, int& h, const char *fmt, ... )
+{
+ if ( !font )
+ return;
+
+ int len;
+ char data[8192];
+
+ va_list argptr;
+ va_start( argptr, fmt );
+ len = Q_vsnprintf( data, sizeof( data ), fmt, argptr );
+ va_end( argptr );
+
+ int x = 0;
+ int y = 0;
+
+ int ystep = GetFontTall( font );
+ int startx = x;
+ int endx = x + w;
+ //int endy = y + h;
+ int endy = 0;
+
+ int chars = 0;
+ int pixels = 0;
+ for ( int i = 0 ; i < len; i += chars )
+ {
+ SearchForWordBreak( font, &data[ i ], chars, pixels );
+
+ if ( data[ i ] == '\n' )
+ {
+ x = startx;
+ y += ystep;
+ chars = 1;
+ continue;
+ }
+
+ if ( x + ( pixels ) >= endx )
+ {
+ x = startx;
+ // No room even on new line!!!
+ if ( x + pixels >= endx )
+ break;
+
+ y += ystep;
+ }
+
+ for ( int j = 0 ; j < chars; j++ )
+ {
+ int a, b, c;
+ char ch = data[ i + j ];
+
+ GetCharABCwide( font, ch, a, b, c );
+
+ x += a + b + c;
+ }
+ }
+
+ endy = y+ystep;
+
+ h = endy;
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws text with current font at position and wordwrapped to the rect using color values specified
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, const char *fmt, ... )
+{
+ MAT_FUNC;
+
+ Assert( g_bInDrawing );
+ if ( !font )
+ return;
+
+ int len;
+ char data[8192];
+
+ va_list argptr;
+ va_start( argptr, fmt );
+ len = Q_vsnprintf( data, sizeof( data ), fmt, argptr );
+ va_end( argptr );
+
+ DrawSetTextPos( x, y );
+ DrawSetTextColor( r, g, b, a );
+ DrawSetTextFont( font );
+
+ int ystep = GetFontTall( font );
+ int startx = x;
+ int endx = x + w;
+ int endy = y + h;
+
+ int chars = 0;
+ int pixels = 0;
+
+ char word[ 512 ];
+ char space[ 2 ];
+ space[1] = 0;
+ space[0] = ' ';
+
+ for ( int i = 0 ; i < len; i += chars )
+ {
+ SearchForWordBreak( font, &data[ i ], chars, pixels );
+
+ if ( data[ i ] == '\n' )
+ {
+ x = startx;
+ y += ystep;
+ chars = 1;
+ continue;
+ }
+
+ if ( x + ( pixels ) >= endx )
+ {
+ x = startx;
+ // No room even on new line!!!
+ if ( x + pixels >= endx )
+ break;
+
+ y += ystep;
+ }
+
+ if ( y + ystep >= endy )
+ break;
+
+
+ if ( chars <= 0 )
+ continue;
+
+ Q_strncpy( word, &data[ i ], chars + 1 );
+
+ DrawSetTextPos( x, y );
+
+ wchar_t szconverted[ 1024 ];
+ g_pVGuiLocalize->ConvertANSIToUnicode( word, szconverted, 1024 );
+ DrawPrintText( szconverted, wcslen(szconverted ) );
+
+ // Leave room for space, too
+ x += DrawTextLen( font, word );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Determine length of text string
+//-----------------------------------------------------------------------------
+int CMatSystemSurface::DrawTextLen( vgui::HFont font, const char *fmt, ... )
+{
+ va_list argptr;
+ char data[1024];
+ int len;
+
+ va_start(argptr, fmt);
+ len = Q_vsnprintf(data, sizeof( data ), fmt, argptr);
+ va_end(argptr);
+
+ int i;
+ int x = 0;
+
+ for ( i = 0 ; i < len; i++ )
+ {
+ int a, b, c;
+ GetCharABCwide( font, data[i], a, b, c );
+
+ // Ignore a
+ // x += a;
+ x += b;
+ x += c;
+ }
+
+ return x;
+}
+
+//-----------------------------------------------------------------------------
+// Disable clipping during rendering
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DisableClipping( bool bDisable )
+{
+ // when the clipping rules change. flush any text we've
+ // queued up to draw so it gets clipped appropriatesly
+ DrawFlushText();
+
+ EnableScissor( !bDisable );
+}
+
+
+//-----------------------------------------------------------------------------
+// Fetch current clipping rectangle
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled )
+{
+ bool bEnabled = true;
+ GetScissorRect( left, top, right, bottom, bEnabled );
+ bClippingDisabled = !bEnabled;
+}
+
+//-----------------------------------------------------------------------------
+// Set clipping rectangle
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetClippingRect( int left, int top, int right, int bottom )
+{
+ SetScissorRect( left, top, right, bottom );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: unlocks the cursor state
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::IsCursorLocked() const
+{
+ return ::IsCursorLocked();
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets the mouse Get + Set callbacks
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetMouseCallbacks( GetMouseCallback_t GetFunc, SetMouseCallback_t SetFunc )
+{
+ // FIXME: Remove! This is obsolete
+ Assert(0);
+}
+
+
+//-----------------------------------------------------------------------------
+// Tells the surface to ignore windows messages
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::EnableWindowsMessages( bool bEnable )
+{
+ EnableInput( bEnable );
+}
+
+void CMatSystemSurface::MovePopupToFront(VPANEL panel)
+{
+ HPanel p = ivgui()->PanelToHandle( panel );
+
+ int index = m_PopupList.Find( p );
+ if ( index == m_PopupList.InvalidIndex() )
+ return;
+
+ m_PopupList.Remove( index );
+ m_PopupList.AddToTail( p );
+
+ if ( g_bSpewFocus )
+ {
+ char const *pName = ipanel()->GetName( panel );
+ Msg( "%s moved to front\n", pName ? pName : "(no name)" );
+ }
+
+ // If the modal panel isn't a parent, restore it to the top, to prevent a hard lock
+ if ( input()->GetAppModalSurface() )
+ {
+ if ( !g_pVGuiPanel->HasParent(panel, input()->GetAppModalSurface()) )
+ {
+ HPanel p = ivgui()->PanelToHandle( input()->GetAppModalSurface() );
+ index = m_PopupList.Find( p );
+ if ( index != m_PopupList.InvalidIndex() )
+ {
+ m_PopupList.Remove( index );
+ m_PopupList.AddToTail( p );
+ }
+ }
+ }
+
+ ivgui()->PostMessage(panel, new KeyValues("OnMovedPopupToFront"), NULL);
+}
+
+void CMatSystemSurface::MovePopupToBack(VPANEL panel)
+{
+ HPanel p = ivgui()->PanelToHandle( panel );
+
+ int index = m_PopupList.Find( p );
+ if ( index == m_PopupList.InvalidIndex() )
+ {
+ return;
+ }
+
+ m_PopupList.Remove( index );
+ m_PopupList.AddToHead( p );
+}
+
+
+bool CMatSystemSurface::IsInThink( VPANEL panel)
+{
+ if ( m_bInThink )
+ {
+ if ( panel == m_CurrentThinkPanel ) // HasParent() returns true if you pass yourself in
+ {
+ return false;
+ }
+
+ return ipanel()->HasParent( panel, m_CurrentThinkPanel);
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool CMatSystemSurface::IsCursorVisible()
+{
+ return m_cursorAlwaysVisible || (_currentCursor != dc_none);
+}
+
+void CMatSystemSurface::SetCursorAlwaysVisible( bool visible )
+{
+ m_cursorAlwaysVisible = visible;
+ CursorSelect( visible ? dc_alwaysvisible_push : dc_alwaysvisible_pop );
+}
+
+bool CMatSystemSurface::IsTextureIDValid(int id)
+{
+ // FIXME:
+ return true;
+}
+
+void CMatSystemSurface::SetAllowHTMLJavaScript( bool state )
+{
+ m_bAllowJavaScript = state;
+}
+
+IHTML *CMatSystemSurface::CreateHTMLWindow(vgui::IHTMLEvents *events,VPANEL context)
+{
+ Assert( !"CMatSystemSurface::CreateHTMLWindow" );
+ return NULL;
+}
+
+
+void CMatSystemSurface::DeleteHTMLWindow(IHTML *htmlwin)
+{
+}
+
+
+
+void CMatSystemSurface::PaintHTMLWindow(IHTML *htmlwin)
+{
+}
+
+bool CMatSystemSurface::BHTMLWindowNeedsPaint(IHTML *htmlwin)
+{
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+/*void CMatSystemSurface::DrawSetTextureRGBA( int id, const unsigned char* rgba, int wide, int tall )
+{
+ TextureDictionary()->SetTextureRGBAEx( id, (const char *)rgba, wide, tall, IMAGE_FORMAT_RGBA8888 );
+}*/
+
+void CMatSystemSurface::DrawSetTextureRGBA(int id, const unsigned char* rgba, int wide, int tall, int hardwareFilter, bool forceUpload)
+{
+ TextureDictionary()->SetTextureRGBAEx( id, (const char *)rgba, wide, tall, IMAGE_FORMAT_RGBA8888, false );
+}
+
+void CMatSystemSurface::DrawSetTextureRGBAEx( int id, const unsigned char* rgba, int wide, int tall, ImageFormat format )
+{
+ TextureDictionary()->SetTextureRGBAEx( id, (const char *)rgba, wide, tall, format, true );
+}
+
+void CMatSystemSurface::DrawSetSubTextureRGBA(int textureID, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall)
+{
+ TextureDictionary()->SetSubTextureRGBA( textureID, drawX, drawY, rgba, subTextureWide, subTextureTall );
+}
+
+void CMatSystemSurface::DrawUpdateRegionTextureRGBA( int nTextureID, int x, int y, const unsigned char *pchData, int wide, int tall, ImageFormat imageFormat )
+{
+ TextureDictionary()->UpdateSubTextureRGBA( nTextureID, x, y, pchData, wide, tall, imageFormat );
+}
+
+void CMatSystemSurface::SetModalPanel(VPANEL )
+{
+}
+
+VPANEL CMatSystemSurface::GetModalPanel()
+{
+ return 0;
+}
+
+void CMatSystemSurface::UnlockCursor()
+{
+ ::LockCursor( false );
+}
+
+void CMatSystemSurface::LockCursor()
+{
+ ::LockCursor( true );
+}
+
+void CMatSystemSurface::SetTranslateExtendedKeys(bool state)
+{
+}
+
+VPANEL CMatSystemSurface::GetTopmostPopup()
+{
+ return 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: gets the absolute coordinates of the screen (in screen space)
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall)
+{
+ // always work in full window screen space
+ x = 0;
+ y = 0;
+ GetScreenSize(wide, tall);
+}
+
+// returns true if the specified panel is a child of the current modal panel
+// if no modal panel is set, then this always returns TRUE
+static bool IsChildOfModalSubTree(VPANEL panel)
+{
+ if ( !panel )
+ return true;
+
+ VPANEL modalSubTree = input()->GetModalSubTree();
+
+ if ( modalSubTree )
+ {
+ bool restrictMessages = input()->ShouldModalSubTreeReceiveMessages();
+
+ // If panel is child of modal subtree, the allow messages to route to it if restrict messages is set
+ bool isChildOfModal = ipanel()->HasParent( panel, modalSubTree );
+ if ( isChildOfModal )
+ {
+ return restrictMessages;
+ }
+ // If panel is not a child of modal subtree, then only allow messages if we're not restricting them to the modal subtree
+ else
+ {
+ return !restrictMessages;
+ }
+ }
+
+ return true;
+}
+
+void CMatSystemSurface::CalculateMouseVisible()
+{
+ int i;
+ m_bNeedsMouse = false;
+ m_bNeedsKeyboard = false;
+
+ if ( input()->GetMouseCapture() != 0 )
+ return;
+
+ int c = surface()->GetPopupCount();
+
+ VPANEL modalSubTree = input()->GetModalSubTree();
+ if ( modalSubTree )
+ {
+ for (i = 0 ; i < c ; i++ )
+ {
+ VPanel *pop = (VPanel *)surface()->GetPopup(i) ;
+ bool isChildOfModalSubPanel = IsChildOfModalSubTree( (VPANEL)pop );
+ if ( !isChildOfModalSubPanel )
+ continue;
+
+ bool isVisible=pop->IsVisible();
+ VPanel *p= pop->GetParent();
+
+ while (p && isVisible)
+ {
+ if( p->IsVisible()==false)
+ {
+ isVisible=false;
+ break;
+ }
+ p=p->GetParent();
+ }
+
+ if ( isVisible )
+ {
+ m_bNeedsMouse = m_bNeedsMouse || pop->IsMouseInputEnabled();
+ m_bNeedsKeyboard = m_bNeedsKeyboard || pop->IsKeyBoardInputEnabled();
+
+ // Seen enough!!!
+ if ( m_bNeedsMouse && m_bNeedsKeyboard )
+ break;
+ }
+ }
+ }
+ else
+ {
+ for (i = 0 ; i < c ; i++ )
+ {
+ VPanel *pop = (VPanel *)surface()->GetPopup(i) ;
+
+ bool isVisible=pop->IsVisible();
+ VPanel *p= pop->GetParent();
+
+ while (p && isVisible)
+ {
+ if( p->IsVisible()==false)
+ {
+ isVisible=false;
+ break;
+ }
+ p=p->GetParent();
+ }
+
+ if ( isVisible )
+ {
+ m_bNeedsMouse = m_bNeedsMouse || pop->IsMouseInputEnabled();
+ m_bNeedsKeyboard = m_bNeedsKeyboard || pop->IsKeyBoardInputEnabled();
+
+ // Seen enough!!!
+ if ( m_bNeedsMouse && m_bNeedsKeyboard )
+ break;
+ }
+ }
+ }
+
+ if (m_bNeedsMouse)
+ {
+ // NOTE: We must unlock the cursor *before* the set call here.
+ // Failing to do this causes s_bCursorVisible to not be set correctly
+ // (UnlockCursor fails to set it correctly)
+ UnlockCursor();
+ if ( _currentCursor == vgui::dc_none )
+ {
+ SetCursor(vgui::dc_arrow);
+ }
+ }
+ else
+ {
+ SetCursor(vgui::dc_none);
+ LockCursor();
+ }
+}
+
+bool CMatSystemSurface::NeedKBInput()
+{
+ return m_bNeedsKeyboard;
+}
+
+void CMatSystemSurface::SurfaceGetCursorPos(int &x, int &y)
+{
+ GetCursorPos( x, y );
+}
+void CMatSystemSurface::SurfaceSetCursorPos(int x, int y)
+{
+ SetCursorPos( x, y );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: global alpha setting functions
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::DrawSetAlphaMultiplier( float alpha /* [0..1] */ )
+{
+ m_flAlphaMultiplier = clamp(alpha, 0.0f, 1.0f);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: data accessor
+//-----------------------------------------------------------------------------
+float CMatSystemSurface::DrawGetAlphaMultiplier()
+{
+ return m_flAlphaMultiplier;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *curOrAniFile -
+// Output : vgui::HCursor
+//-----------------------------------------------------------------------------
+vgui::HCursor CMatSystemSurface::CreateCursorFromFile( char const *curOrAniFile, char const *pPathID )
+{
+ return Cursor_CreateCursorFromFile( curOrAniFile, pPathID );
+}
+
+void CMatSystemSurface::SetPanelForInput( VPANEL vpanel )
+{
+ g_pIInput->AssociatePanelWithInputContext( DEFAULT_INPUT_CONTEXT, vpanel );
+ if ( vpanel )
+ {
+ m_bNeedsKeyboard = true;
+ }
+ else
+ {
+ m_bNeedsKeyboard = false;
+ }
+}
+
+#if defined( WIN32 ) && !defined( _X360 )
+static bool GetIconSize( ICONINFO& iconInfo, int& w, int& h )
+{
+ w = h = 0;
+
+ HBITMAP bitmap = iconInfo.hbmColor;
+ BITMAP bm;
+ if ( 0 == GetObject((HGDIOBJ)bitmap, sizeof(BITMAP), (LPVOID)&bm) )
+ {
+ return false;
+ }
+
+ w = bm.bmWidth;
+ h = bm.bmHeight;
+
+ return true;
+}
+
+// If rgba is NULL, bufsize gets filled in w/ # of bytes required
+static bool GetIconBits( HDC hdc, ICONINFO& iconInfo, int& w, int& h, unsigned char *rgba, size_t& bufsize )
+{
+ if ( !iconInfo.hbmColor || !iconInfo.hbmMask )
+ return false;
+
+ if ( !rgba )
+ {
+ if ( !GetIconSize( iconInfo, w, h ) )
+ return false;
+
+ bufsize = (size_t)( ( w * h ) << 2 );
+ return true;
+ }
+
+ bool bret = false;
+
+ Assert( w > 0 );
+ Assert( h > 0 );
+ Assert( bufsize == (size_t)( ( w * h ) << 2 ) );
+
+ DWORD *maskData = new DWORD[ w * h ];
+ DWORD *colorData = new DWORD[ w * h ];
+ DWORD *output = (DWORD *)rgba;
+
+ BITMAPINFO bmInfo;
+
+ memset( &bmInfo, 0, sizeof( bmInfo ) );
+ bmInfo.bmiHeader.biSize = sizeof( bmInfo.bmiHeader );
+ bmInfo.bmiHeader.biWidth = w;
+ bmInfo.bmiHeader.biHeight = h;
+ bmInfo.bmiHeader.biPlanes = 1;
+ bmInfo.bmiHeader.biBitCount = 32;
+ bmInfo.bmiHeader.biCompression = BI_RGB;
+
+ // Get the info about the bits
+ if ( GetDIBits( hdc, iconInfo.hbmMask, 0, h, maskData, &bmInfo, DIB_RGB_COLORS ) == h &&
+ GetDIBits( hdc, iconInfo.hbmColor, 0, h, colorData, &bmInfo, DIB_RGB_COLORS ) == h )
+ {
+ bret = true;
+
+ for ( int row = 0; row < h; ++row )
+ {
+ // Invert
+ int r = ( h - row - 1 );
+ int rowstart = r * w;
+
+ DWORD *color = &colorData[ rowstart ];
+ DWORD *mask = &maskData[ rowstart ];
+ DWORD *outdata = &output[ row * w ];
+
+ for ( int col = 0; col < w; ++col )
+ {
+ unsigned char *cr = ( unsigned char * )&color[ col ];
+
+ // Set alpha
+ cr[ 3 ] = mask[ col ] == 0 ? 0xff : 0x00;
+
+ // Swap blue and red
+ unsigned char t = cr[ 2 ];
+ cr[ 2 ] = cr[ 0 ];
+ cr[ 0 ] = t;
+
+ *( unsigned int *)&outdata[ col ] = *( unsigned int * )cr;
+ }
+ }
+ }
+
+ delete[] colorData;
+ delete[] maskData;
+
+ return bret;
+}
+
+static bool ShouldMakeUnique( char const *extension )
+{
+ if ( !Q_stricmp( extension, "cur" ) )
+ return true;
+ if ( !Q_stricmp( extension, "ani" ) )
+ return true;
+ return false;
+}
+#endif // !_X360
+
+vgui::IImage *CMatSystemSurface::GetIconImageForFullPath( char const *pFullPath )
+{
+ vgui::IImage *newIcon = NULL;
+
+#if defined( WIN32 ) && !defined( _X360 )
+ SHFILEINFO info = { 0 };
+ DWORD_PTR dwResult = SHGetFileInfo(
+ pFullPath,
+ 0,
+ &info,
+ sizeof( info ),
+ SHGFI_TYPENAME | SHGFI_ICON | SHGFI_SMALLICON | SHGFI_SHELLICONSIZE
+ );
+ if ( dwResult )
+ {
+ if ( info.szTypeName[ 0 ] != 0 )
+ {
+ char ext[ 32 ];
+ Q_ExtractFileExtension( pFullPath, ext, sizeof( ext ) );
+
+ char lookup[ 512 ];
+ Q_snprintf( lookup, sizeof( lookup ), "%s", ShouldMakeUnique( ext ) ? pFullPath : info.szTypeName );
+
+ // Now check the dictionary
+ unsigned short idx = m_FileTypeImages.Find( lookup );
+ if ( idx == m_FileTypeImages.InvalidIndex() )
+ {
+ ICONINFO iconInfo;
+ if ( 0 != GetIconInfo( info.hIcon, &iconInfo ) )
+ {
+ int w, h;
+ size_t bufsize = 0;
+
+ HDC hdc = ::GetDC(reinterpret_cast<HWND>(m_HWnd));
+
+ if ( GetIconBits( hdc, iconInfo, w, h, NULL, bufsize ) )
+ {
+ byte *bits = new byte[ bufsize ];
+ if ( bits && GetIconBits( hdc, iconInfo, w, h, bits, bufsize ) )
+ {
+ newIcon = new MemoryBitmap( bits, w, h );
+ }
+ delete[] bits;
+ }
+
+ ::ReleaseDC( reinterpret_cast<HWND>(m_HWnd), hdc );
+ }
+
+ idx = m_FileTypeImages.Insert( lookup, newIcon );
+ }
+
+ newIcon = m_FileTypeImages[ idx ];
+ }
+
+ DestroyIcon( info.hIcon );
+ }
+#endif
+ return newIcon;
+}
+
+const char *CMatSystemSurface::GetResolutionKey( void ) const
+{
+ Assert( !IsPC() );
+ int x, y, width, height;
+ CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
+ pRenderContext->GetViewport( x, y, width, height );
+ if( height <= 480 )
+ {
+ return "_lodef";
+ }
+ else
+ {
+ return "_hidef";
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::Set3DPaintTempRenderTarget( const char *pRenderTargetName )
+{
+ MAT_FUNC;
+
+ Assert( !m_bUsingTempFullScreenBufferMaterial );
+ m_bUsingTempFullScreenBufferMaterial = true;
+
+ InitFullScreenBuffer( pRenderTargetName );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::Reset3DPaintTempRenderTarget( void )
+{
+ MAT_FUNC;
+
+ Assert( m_bUsingTempFullScreenBufferMaterial );
+ m_bUsingTempFullScreenBufferMaterial = false;
+
+ InitFullScreenBuffer( "_rt_FullScreen" );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets the origin of the viewport to render into if we were
+// rendering into the frame buffer. This version of the function is
+// mostly here for backward compatibility and always uses a NULL
+// render target (i.e. the frame buffer.)
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetFullscreenViewport( int x, int y, int w, int h )
+{
+ SetFullscreenViewportAndRenderTarget( x, y, w, h, NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets the origin of the viewport to render into if we were
+// rendering into the frame buffer. We might actually be generally
+// using a render target but need to switch back to the frame buffer
+// for some panels.
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget )
+{
+ m_nFullscreenViewportX = x;
+ m_nFullscreenViewportY = y;
+ m_nFullscreenViewportWidth = w;
+ m_nFullscreenViewportHeight = h;
+ m_pFullscreenRenderTarget = pRenderTarget;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Gets the origin of the viewport to render into if we were
+// rendering into the frame buffer. We might actually be generally
+// using a render target but need to switch back to the frame buffer
+// for some panels.
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget )
+{
+ if( m_nFullscreenViewportHeight == 0 )
+ {
+ // this can't actually be zero. If it is, use the height of the screen instead
+ x = y = 0;
+ GetScreenSize( w, h );
+ if( ppRenderTarget)
+ *ppRenderTarget = NULL;
+ }
+ else
+ {
+ x = m_nFullscreenViewportX;
+ y = m_nFullscreenViewportY;
+ w = m_nFullscreenViewportWidth;
+ h = m_nFullscreenViewportHeight;
+ if( ppRenderTarget)
+ *ppRenderTarget = m_pFullscreenRenderTarget;
+ }
+}
+void CMatSystemSurface::GetFullscreenViewport( int & x, int & y, int & w, int & h )
+{
+ GetFullscreenViewportAndRenderTarget( x, y, w, h, NULL );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle switching in and out of "render to fullscreen" mode. We don't
+// actually support this mode in tools.
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::PushFullscreenViewport()
+{
+ CMatRenderContextPtr pRenderContext( materials );
+
+ // the viewport x/y will be wrong because the render target is only for one eye.
+ // Ask the surface for that information instead.
+ int vx, vy, vw, vh;
+ ITexture *pRenderTarget;
+ GetFullscreenViewportAndRenderTarget( vx, vy, vw, vh, &pRenderTarget );
+ pRenderContext->PushRenderTargetAndViewport( pRenderTarget, NULL, vx, vy, vw, vh );
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PushMatrix();
+ pRenderContext->LoadIdentity();
+ pRenderContext->Scale( 1, -1, 1 );
+
+ //___stop___();
+ pRenderContext->Ortho( g_flPixelOffsetX, g_flPixelOffsetY, vw + g_flPixelOffsetX, vh + g_flPixelOffsetY, -1.0f, 1.0f );
+
+ DisableClipping( true );
+}
+
+void CMatSystemSurface::PopFullscreenViewport()
+{
+ CMatRenderContextPtr pRenderContext( materials );
+
+ pRenderContext->PopRenderTargetAndViewport();
+
+ pRenderContext->MatrixMode( MATERIAL_PROJECTION );
+ pRenderContext->PopMatrix();
+
+ DisableClipping( false );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handle switching in and out of "render to fullscreen" mode. We don't
+// actually support this mode in tools.
+//-----------------------------------------------------------------------------
+void CMatSystemSurface::SetSoftwareCursor( bool bUseSoftwareCursor )
+{
+ EnableSoftwareCursor( bUseSoftwareCursor );
+}
+
+void CMatSystemSurface::PaintSoftwareCursor()
+{
+ if( !ShouldDrawSoftwareCursor() )
+ return;
+
+ // this asks Windows for the position RIGHT NOW, which should be the least
+ // latent notion we have of where to draw the cursor
+ int x, y;
+ GetCursorPos( x, y );
+
+ Color clr( 255, 255, 255, 255 );
+
+ float uOffset, vOffset;
+ int nTextureID = GetSoftwareCursorTexture( &uOffset, &vOffset );
+ if( nTextureID <= 0 )
+ return;
+
+ int w, h;
+ DrawGetTextureSize( nTextureID, w, h );
+
+ // the cursors are actually pretty big. Make them smaller.
+ w /= 2;
+ h /= 2;
+
+ int xOffset = (int)(uOffset * (float)w);
+ int yOffset = (int)(vOffset * (float)h);
+
+ Assert( !g_bInDrawing );
+ StartDrawing();
+
+ PaintState_t paintState;
+ paintState.m_iTranslateX = paintState.m_iTranslateY = 0;
+ paintState.m_iScissorLeft = paintState.m_iScissorTop = 0;
+ GetScreenSize( paintState.m_iScissorRight, paintState.m_iScissorBottom );
+
+ SetupPaintState( paintState );
+
+ DrawSetColor( clr );
+ DrawSetTexture( nTextureID );
+ DrawTexturedRect( x + xOffset, y + yOffset, x + xOffset + w, y + yOffset + h );
+ DrawSetTexture(0);
+
+ FinishDrawing();
+}
+
+int CMatSystemSurface::GetTextureNumFrames( int id )
+{
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial( id );
+ if ( !pMaterial )
+ {
+ return 0;
+ }
+ return pMaterial->GetNumAnimationFrames();
+}
+
+void CMatSystemSurface::DrawSetTextureFrame( int id, int nFrame, unsigned int *pFrameCache )
+{
+ IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial( id );
+ if ( !pMaterial )
+ {
+ return;
+ }
+
+ int nTotalFrames = pMaterial->GetNumAnimationFrames();
+ if ( !nTotalFrames )
+ {
+ return;
+ }
+
+ IMaterialVar *pFrameVar = pMaterial->FindVarFast( "$frame", pFrameCache );
+ if ( pFrameVar )
+ {
+ pFrameVar->SetIntValue( nFrame % nTotalFrames );
+ }
+}