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//========= 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
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