summaryrefslogtreecommitdiff
path: root/game/client/cstrike/cs_hud_scope.cpp
blob: 13f51ac6196a922315a7e1d971d29fd0dbc04699 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "c_cs_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"

#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/AnimationController.h>

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

//-----------------------------------------------------------------------------
// Purpose: Draws the zoom screen
//-----------------------------------------------------------------------------
class CHudScope : public vgui::Panel, public CHudElement
{
	DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );

public:
			CHudScope( const char *pElementName );
	
	void	Init( void );
	void	LevelInit( void );

protected:
	virtual void ApplySchemeSettings(vgui::IScheme *scheme);
	virtual void Paint( void );

private:
	CMaterialReference m_ScopeMaterial;	
	CMaterialReference m_DustOverlayMaterial;

	int m_iScopeArcTexture;
	int m_iScopeDustTexture;
};

DECLARE_HUDELEMENT_DEPTH( CHudScope, 70 );

using namespace vgui;

//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
{
	vgui::Panel *pParent = g_pClientMode->GetViewport();
	SetParent( pParent );
	
	SetHiddenBits( HIDEHUD_PLAYERDEAD );
}

//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::Init( void )
{
	m_iScopeArcTexture = vgui::surface()->CreateNewTextureID();
	vgui::surface()->DrawSetTextureFile(m_iScopeArcTexture, "sprites/scope_arc", true, false);

	m_iScopeDustTexture = vgui::surface()->CreateNewTextureID();
	vgui::surface()->DrawSetTextureFile(m_iScopeDustTexture, "overlays/scope_lens", true, false);
}

//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::LevelInit( void )
{
	Init();
}

//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
	BaseClass::ApplySchemeSettings(scheme);

	SetPaintBackgroundEnabled(false);
	SetPaintBorderEnabled(false);

	int screenWide, screenTall;
	GetHudSize(screenWide, screenTall);
	SetBounds(0, 0, screenWide, screenTall);
}

//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScope::Paint( void )
{
	C_CSPlayer *pPlayer = dynamic_cast<C_CSPlayer *>(C_BasePlayer::GetLocalPlayer());
	
	if ( pPlayer == NULL )
		return;

	CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon();
		
	if( !pWeapon )
		return;

	Assert( m_iScopeArcTexture );
	Assert( m_iScopeDustTexture );

	// see if we're zoomed with a sniper rifle
	if( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() &&
		pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE )
	{
		int screenWide, screenTall;
		GetHudSize(screenWide, screenTall);

		// calculate the bounds in which we should draw the scope
		int inset = screenTall / 16;
		int y1 = inset;
		int x1 = (screenWide - screenTall) / 2 + inset; 
		int y2 = screenTall - inset;
		int x2 = screenWide - x1;

		int x = screenWide / 2;
		int y = screenTall / 2;

		float uv1 = 0.5f / 256.0f, uv2 = 1.0f - uv1;

		vgui::Vertex_t vert[4];	
		
		Vector2D uv11( uv1, uv1 );
		Vector2D uv12( uv1, uv2 );
		Vector2D uv21( uv2, uv1 );
		Vector2D uv22( uv2, uv2 );

		int xMod = ( screenWide / 2 );
		int yMod = ( screenTall / 2 );

		int iMiddleX = (screenWide / 2 );
		int iMiddleY = (screenTall / 2 );

		vgui::surface()->DrawSetTexture( m_iScopeDustTexture );
		vgui::surface()->DrawSetColor( 255, 255, 255, 255 );

		vert[0].Init( Vector2D( iMiddleX + xMod, iMiddleY + yMod ), uv21 );
		vert[1].Init( Vector2D( iMiddleX - xMod, iMiddleY + yMod ), uv11 );
		vert[2].Init( Vector2D( iMiddleX - xMod, iMiddleY - yMod ), uv12 );
		vert[3].Init( Vector2D( iMiddleX + xMod, iMiddleY - yMod ), uv22 );
		vgui::surface()->DrawTexturedPolygon( 4, vert );
		
		vgui::surface()->DrawSetColor(0,0,0,255);

		//Draw the reticle with primitives
		vgui::surface()->DrawLine( 0, y, screenWide, y );
		vgui::surface()->DrawLine( x, 0, x, screenTall );

		//Draw the outline
		vgui::surface()->DrawSetTexture(m_iScopeArcTexture);

		// bottom right
		vert[0].Init( Vector2D( x, y ), uv11 );
		vert[1].Init( Vector2D( x2, y ), uv21 );
		vert[2].Init( Vector2D( x2, y2 ), uv22 );
		vert[3].Init( Vector2D( x, y2 ), uv12 );
		vgui::surface()->DrawTexturedPolygon( 4, vert );

		// top right
		vert[0].Init( Vector2D( x - 1, y1 ), uv12 );
		vert[1].Init( Vector2D ( x2, y1 ), uv22 );
		vert[2].Init( Vector2D( x2, y + 1 ), uv21 );
		vert[3].Init( Vector2D( x - 1, y + 1 ), uv11 );
		vgui::surface()->DrawTexturedPolygon(4, vert);

		// bottom left
		vert[0].Init( Vector2D( x1, y ), uv21 );
		vert[1].Init( Vector2D( x, y ), uv11 );
		vert[2].Init( Vector2D( x, y2 ), uv12 );
		vert[3].Init( Vector2D( x1, y2), uv22 );
		vgui::surface()->DrawTexturedPolygon(4, vert);

		// top left
		vert[0].Init( Vector2D( x1, y1 ), uv22 );
		vert[1].Init( Vector2D( x, y1 ), uv12 );
		vert[2].Init( Vector2D( x, y ), uv11 );
		vert[3].Init( Vector2D( x1, y ), uv21 );
		vgui::surface()->DrawTexturedPolygon(4, vert);
	
		vgui::surface()->DrawFilledRect(0, 0, screenWide, y1);				// top
		vgui::surface()->DrawFilledRect(0, y2, screenWide, screenTall);		// bottom
		vgui::surface()->DrawFilledRect(0, y1, x1, screenTall);				// left
		vgui::surface()->DrawFilledRect(x2, y1, screenWide, screenTall);	// right
	}
}