summaryrefslogtreecommitdiff
path: root/game/client/tf/vgui/tf_playermodelpanel.h
blob: e14375bf0935b2621ff7813fa97bc3b333f2c5cf (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
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//=============================================================================//

#ifndef TF_PLAYERMODELPANEL_H
#define TF_PLAYERMODELPANEL_H
#ifdef _WIN32
#pragma once
#endif

#include "basemodel_panel.h"
#include "ichoreoeventcallback.h"

class CChoreoScene;

extern CMouthInfo g_ClientUIMouth;

// A model panel that knows how to imitate a TF2 player, including wielding/wearing unlockable items.
class CTFPlayerModelPanel : public CBaseModelPanel, public IChoreoEventCallback, public IHasLocalToGlobalFlexSettings, public IModelLoadCallback
{
	DECLARE_CLASS_SIMPLE( CTFPlayerModelPanel, CBaseModelPanel );
public:
	CTFPlayerModelPanel( vgui::Panel *pParent, const char *pName );
	~CTFPlayerModelPanel( void );

	void	ApplySettings( KeyValues *inResourceData );

	void	SetToPlayerClass( int iClass, bool bIsRobot, bool bForceRefresh = false );
	bool	HoldItemInSlot( int iSlot );
	bool	HoldItem( int iItemNumber );
	void	SwitchHeldItemTo( CEconItemView *pItem );
	void	EquipRequiredLoadoutSlot( int iRequiredLoadoutSlot );
	CEconItemView	*GetHeldItem() { return m_pHeldItem; }

	int		AddCarriedItem( CEconItemView *pItem );
	void	ClearCarriedItems( void );

	void	PlayVCD( const char *pszVCD, const char *pszWeaponEntityRequired = NULL, bool bLoopVCD = true, bool bFileNameOnly = true );

	// Handle animation events
	virtual void FireEvent( const char *pszEventName, const char *pszEventOptions );

	const CUtlVector<CEconItemView*> &GetCarriedItems() { return m_ItemsToCarry; }
	int		GetNumCarriedItems() const { return m_ItemsToCarry.Count(); }
	int		GetPlayerClass() const	{ return m_iCurrentClassIndex; }
	Vector	GetZoomOffset();

	void	ToggleZoom();
	bool	IsZoomed()		{ return m_bZoomedToHead; }

	void	SetTeam( int iTeam );
	int		GetTeam( void ) { return m_iTeam; }

	void	UpdatePreviewVisuals( void );

	// From IChoreoEventCallback
	virtual void	StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
	virtual void	EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
	virtual void	ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
	virtual bool	CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
	virtual void	SetupFlexWeights( void );

	// IHasLocalToGlobalFlexSettings
	virtual void	EnsureTranslations( const flexsettinghdr_t *pSettinghdr );
	int				FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key );

	// IModelLoadCallback
	virtual void	OnModelLoadComplete( const model_t *pModel );

	void			SetEyeGlowEffect ( const char *pEffectName, Vector vColor1, Vector vColor2, bool bForceUpdate, bool bPlaySparks );

	void	InvalidateParticleEffects();

protected:
	// From CBaseModelPanel
	virtual void	PrePaint3D( IMatRenderContext *pRenderContext ) OVERRIDE;
	virtual void	PostPaint3D( IMatRenderContext *pRenderContext ) OVERRIDE;
	virtual void	RenderingRootModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix );
	virtual void	RenderingMergedModel( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix );
	virtual IMaterial* GetOverrideMaterial( MDLHandle_t mdlHandle ) OVERRIDE;

private:

	enum modelpanel_particle_system_t
	{
		SYSTEM_HEAD = 0,
		SYSTEM_MISC1,
		SYSTEM_MISC2,
		SYSTEM_WEAPON, // there can only be one weapon equipped
		SYSTEM_ACTIONSLOT,
		SYSTEM_EYEGLOW_LEFT,
		SYSTEM_EYEGLOW_RIGHT,
		SYSTEM_EYESPARK_LEFT,
		SYSTEM_EYESPARK_RIGHT,
		SYSTEM_TAUNT,
		SYSTEM_COUNT,
	};

	// Choreo Scene handling
	void	ClearScene( void );
	void	ProcessSequence( CChoreoScene *scene, CChoreoEvent *event );
	void	ProcessExpression( CChoreoScene *scene, CChoreoEvent *event );
	void	ProcessFlexSettingSceneEvent( CChoreoScene *scene, CChoreoEvent *event );
	void	ProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
	void	AddFlexSetting( const char *expr, float scale, const flexsettinghdr_t *pSettinghdr );
	void	ProcessFlexAnimation( CChoreoScene *scene, CChoreoEvent *event );
	void	SetFlexWeight( LocalFlexController_t index, float value );
	float	GetFlexWeight( LocalFlexController_t index );

	LocalFlexController_t GetNumFlexControllers( void );
	const char *GetFlexDescFacs( int iFlexDesc );
	const char *GetFlexControllerName( LocalFlexController_t iFlexController );
	const char *GetFlexControllerType( LocalFlexController_t iFlexController );
	LocalFlexController_t		FindFlexController( const char *szName );

	// Mouth processing
	CMouthInfo&	MouthInfo() { return g_ClientUIMouth; }
	void	ProcessVisemes( Emphasized_Phoneme *classes );
	void	AddVisemesForSentence( Emphasized_Phoneme *classes, float emphasis_intensity, CSentence *sentence, float t, float dt, bool juststarted );
	void	AddViseme( Emphasized_Phoneme *classes, float emphasis_intensity, int phoneme, float scale, bool newexpression );
	bool	SetupEmphasisBlend( Emphasized_Phoneme *classes, int phoneme );
	void	ComputeBlendedSetting( Emphasized_Phoneme *classes, float emphasis_intensity );
	void	InitPhonemeMappings( void );
	void	SetupMappings( char const *pchFileRoot );

	void	HoldFirstValidItem( void );
	void	EquipAllWearables( CEconItemView *pHeldItem );
	void	EquipItem( CEconItemView *pItem );
	bool	UpdateHeldItem( int iDesiredSlot );
	void	UpdateWeaponBodygroups( bool bModifyDeployedOnlyBodygroups );
	void	UpdateHiddenBodyGroups( CEconItemView* pItem );
	CEconItemView *GetItemInSlot( int iSlot );
	CEconItemView *GetPreviewItem( CEconItemView *pMatchItem );

	// Use this instead of SetMergeModel() - handles dynamic asset allocation
	void	LoadAndAttachAdditionalModel( const char *pMDLName, CEconItemView *pItem );
	bool	FinishAttachAdditionalModel( const model_t *pModel );
	void	RemoveAdditionalModels( void );

	bool	UpdateCosmeticParticles( 
		IMatRenderContext				*pRenderContext, 
		CStudioHdr						*pStudioHdr, 
		MDLHandle_t						mdlHandle, 
		matrix3x4_t						*pWorldMatrix, 
		modelpanel_particle_system_t	iSystem,
		CEconItemView					*pEconItem
	);

	void	UpdateEyeGlows( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix, bool bIsRightEye );
	void	UpdateActionSlotEffects( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix );
	void	UpdateTauntEffects( IMatRenderContext *pRenderContext, CStudioHdr *pStudioHdr, MDLHandle_t mdlHandle, matrix3x4_t *pWorldMatrix );

	int				m_iCurrentClassIndex;
	int				m_iCurrentSlotIndex;
	CUtlVector<CEconItemView*>	m_ItemsToCarry;		// Items that our player should be seen carrying
	QAngle			m_angPlayerOrg;

	int				m_nBody;
	int				m_iTeam;
	bool			m_bZoomedToHead;

	MDLHandle_t		m_MergeMDL;

	CEconItemView	*m_pHeldItem;

	const char		*m_pszVCD;
	const char		*m_pszWeaponEntityRequired;
	bool			m_bLoopVCD;
	bool			m_bVCDFileNameOnly;

	CChoreoScene	*m_pScene;
	float			m_flSceneTime;
	float			m_flSceneEndTime;
	float			m_flLastTickTime;
	bool			m_bLoopScene;

	CUtlVector< CRefCountedModelIndex > m_vecDynamicAssetsLoaded;
	CUtlVector< CEconItemView* > m_vecItemsLoaded;

	struct CustomClassData_t
	{
		float m_flFOV;
		Vector m_vPosition;
		QAngle m_vAngles;
	};
	CUtlVector< CustomClassData_t > m_customClassData;

	// Choreo scenes
	bool				m_bShouldRunFlexEvents;
	float				m_flexWeight[ MAXSTUDIOFLEXCTRL ];
	Emphasized_Phoneme	m_PhonemeClasses[ NUM_PHONEME_CLASSES ];
	CUtlRBTree< FS_LocalToGlobal_t, unsigned short > m_LocalToGlobal;

	// The particle system to draw
	particle_data_t *m_aParticleSystems[ SYSTEM_COUNT ];

	bool m_bUpdateEyeGlows;
	bool m_bPlaySparks;

	char m_pszEyeGlowParticleName[MAX_PATH];
	Vector m_vEyeGlowColor1;
	Vector m_vEyeGlowColor2;
	bool m_bDrawActionSlotEffects;
	bool m_bDrawTauntParticles;

	float m_flTauntParticleRefireTime;
	float m_flTauntParticleRefireRate;

	bool m_bIsRobot;

	CPanelAnimationVar( bool, m_bDisableSpeakEvent, "disable_speak_event", "0" );

	CEconItemView			*GetLoadoutItemFromMDLHandle( loadout_positions_t iPosition, MDLHandle_t mdlHandle );
	bool					RenderStatTrack( CStudioHdr *pStudioHdr, matrix3x4_t *pWorldMatrix );
	MDLData_t				m_StatTrackModel;
	float					m_flStatTrackScale;
};

#endif // TF_PLAYERMODELPANEL_H