From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/vguiscreen.cpp | 838 +++++++++++++++++++------------------- 1 file changed, 419 insertions(+), 419 deletions(-) (limited to 'mp/src/game/server/vguiscreen.cpp') diff --git a/mp/src/game/server/vguiscreen.cpp b/mp/src/game/server/vguiscreen.cpp index e42ed179..e049da22 100644 --- a/mp/src/game/server/vguiscreen.cpp +++ b/mp/src/game/server/vguiscreen.cpp @@ -1,419 +1,419 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: This is an entity that represents a vgui screen -// -// $NoKeywords: $ -//===========================================================================// - -#include "cbase.h" -#include "vguiscreen.h" -#include "networkstringtable_gamedll.h" -#include "saverestore_stringtable.h" - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -//----------------------------------------------------------------------------- -// This is an entity that represents a vgui screen -//----------------------------------------------------------------------------- - -IMPLEMENT_SERVERCLASS_ST(CVGuiScreen, DT_VGuiScreen) - SendPropFloat(SENDINFO(m_flWidth), 0, SPROP_NOSCALE ), - SendPropFloat(SENDINFO(m_flHeight), 0, SPROP_NOSCALE ), - SendPropInt(SENDINFO(m_nAttachmentIndex), 5, SPROP_UNSIGNED ), - SendPropInt(SENDINFO(m_nPanelName), MAX_VGUI_SCREEN_STRING_BITS, SPROP_UNSIGNED ), - SendPropInt(SENDINFO(m_fScreenFlags), VGUI_SCREEN_MAX_BITS, SPROP_UNSIGNED ), - SendPropInt(SENDINFO(m_nOverlayMaterial), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ), - SendPropEHandle(SENDINFO(m_hPlayerOwner)), -END_SEND_TABLE(); - -LINK_ENTITY_TO_CLASS( vgui_screen, CVGuiScreen ); -LINK_ENTITY_TO_CLASS( vgui_screen_team, CVGuiScreen ); -PRECACHE_REGISTER( vgui_screen ); - - -//----------------------------------------------------------------------------- -// Save/load -//----------------------------------------------------------------------------- -BEGIN_DATADESC( CVGuiScreen ) - - DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ), - DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ), -// DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ), - DEFINE_FIELD( m_fScreenFlags, FIELD_INTEGER ), - DEFINE_KEYFIELD( m_flWidth, FIELD_FLOAT, "width" ), - DEFINE_KEYFIELD( m_flHeight, FIELD_FLOAT, "height" ), - DEFINE_KEYFIELD( m_strOverlayMaterial, FIELD_STRING, "overlaymaterial" ), - DEFINE_FIELD( m_hPlayerOwner, FIELD_EHANDLE ), - - DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), - DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), - -END_DATADESC() - - -//----------------------------------------------------------------------------- -// Constructor -//----------------------------------------------------------------------------- -CVGuiScreen::CVGuiScreen() -{ - m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING; - m_hPlayerOwner = NULL; -} - - -//----------------------------------------------------------------------------- -// Read in worldcraft data... -//----------------------------------------------------------------------------- -bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue ) -{ - //!! temp hack, until worldcraft is fixed - // strip the # tokens from (duplicate) key names - char *s = (char *)strchr( szKeyName, '#' ); - if ( s ) - { - *s = '\0'; - } - - if ( FStrEq( szKeyName, "panelname" )) - { - SetPanelName( szValue ); - return true; - } - - // NOTE: Have to do these separate because they set two values instead of one - if( FStrEq( szKeyName, "angles" ) ) - { - Assert( GetMoveParent() == NULL ); - QAngle angles; - UTIL_StringToVector( angles.Base(), szValue ); - - // Because the vgui screen basis is strange (z is front, y is up, x is right) - // we need to rotate the typical basis before applying it - VMatrix mat, rotation, tmp; - MatrixFromAngles( angles, mat ); - MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 ); - MatrixMultiply( mat, rotation, tmp ); - MatrixBuildRotateZ( rotation, 90 ); - MatrixMultiply( tmp, rotation, mat ); - MatrixToAngles( mat, angles ); - SetAbsAngles( angles ); - - return true; - } - - return BaseClass::KeyValue( szKeyName, szValue ); -} - - -//----------------------------------------------------------------------------- -// Precache... -//----------------------------------------------------------------------------- -void CVGuiScreen::Precache() -{ - BaseClass::Precache(); - if ( m_strOverlayMaterial != NULL_STRING ) - { - PrecacheMaterial( STRING(m_strOverlayMaterial) ); - } -} - - -//----------------------------------------------------------------------------- -// Spawn... -//----------------------------------------------------------------------------- -void CVGuiScreen::Spawn() -{ - Precache(); - - // This has no model, but we want it to transmit if it's in the PVS anyways - AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); - m_nAttachmentIndex = 0; - SetSolid( SOLID_OBB ); - AddSolidFlags( FSOLID_NOT_SOLID ); - SetActualSize( m_flWidth, m_flHeight ); - m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE ); - - m_takedamage = DAMAGE_NO; - AddFlag( FL_NOTARGET ); -} - -//----------------------------------------------------------------------------- -// Spawn... -//----------------------------------------------------------------------------- -void CVGuiScreen::Activate() -{ - BaseClass::Activate(); - - if ( m_nOverlayMaterial == OVERLAY_MATERIAL_INVALID_STRING && m_strOverlayMaterial != NULL_STRING ) - { - SetOverlayMaterial( STRING(m_strOverlayMaterial) ); - } -} - -void CVGuiScreen::OnRestore() -{ - UpdateTransmitState(); - - BaseClass::OnRestore(); -} - -void CVGuiScreen::SetAttachmentIndex( int nIndex ) -{ - m_nAttachmentIndex = nIndex; -} - -void CVGuiScreen::SetOverlayMaterial( const char *pMaterial ) -{ - int iMaterial = GetMaterialIndex( pMaterial ); - - if ( iMaterial == 0 ) - { - m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING; - } - else - { - m_nOverlayMaterial = iMaterial; - } -} - -bool CVGuiScreen::IsActive() const -{ - return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0; -} - -void CVGuiScreen::SetActive( bool bActive ) -{ - if (bActive != IsActive()) - { - if (!bActive) - { - m_fScreenFlags &= ~VGUI_SCREEN_ACTIVE; - } - else - { - m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ACTIVE ); - } - } -} - -//----------------------------------------------------------------------------- -// Purpose: -// Output : Returns true on success, false on failure. -//----------------------------------------------------------------------------- -bool CVGuiScreen::IsAttachedToViewModel() const -{ - return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Input : bAttached - -//----------------------------------------------------------------------------- -void CVGuiScreen::SetAttachedToViewModel( bool bAttached ) -{ - if (bAttached != IsActive()) - { - if (!bAttached) - { - m_fScreenFlags &= ~VGUI_SCREEN_ATTACHED_TO_VIEWMODEL; - } - else - { - m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ATTACHED_TO_VIEWMODEL ); - - // attached screens have different transmit rules - DispatchUpdateTransmitState(); - } - - // attached screens have different transmit rules - DispatchUpdateTransmitState(); - } -} - -void CVGuiScreen::SetTransparency( bool bTransparent ) -{ - if (!bTransparent) - { - m_fScreenFlags &= ~VGUI_SCREEN_TRANSPARENT; - } - else - { - m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_TRANSPARENT ); - } -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CVGuiScreen::InputSetActive( inputdata_t &inputdata ) -{ - SetActive( true ); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CVGuiScreen::InputSetInactive( inputdata_t &inputdata ) -{ - SetActive( false ); -} - -bool CVGuiScreen::IsVisibleOnlyToTeammates() const -{ - return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0; -} - -void CVGuiScreen::MakeVisibleOnlyToTeammates( bool bActive ) -{ - if (bActive != IsVisibleOnlyToTeammates()) - { - if (!bActive) - { - m_fScreenFlags &= ~VGUI_SCREEN_VISIBLE_TO_TEAMMATES; - } - else - { - m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_VISIBLE_TO_TEAMMATES ); - } - } -} - -bool CVGuiScreen::IsVisibleToTeam( int nTeam ) -{ - // FIXME: Should this maybe go into a derived class of some sort? - // Don't bother with screens on the wrong team - if ( IsVisibleOnlyToTeammates() && (nTeam > 0) ) - { - // Hmmm... sort of a hack... - CBaseEntity *pOwner = GetOwnerEntity(); - if ( pOwner && (nTeam != pOwner->GetTeamNumber()) ) - return false; - } - - return true; -} - -//----------------------------------------------------------------------------- -// Purpose: Screens attached to view models only go to client if viewmodel is being sent, too. -// Input : *recipient - -// *pvs - -// clientArea - -// Output : Returns true on success, false on failure. -//----------------------------------------------------------------------------- -int CVGuiScreen::UpdateTransmitState() -{ - if ( IsAttachedToViewModel() ) - { - // only send to the owner, or someone spectating the owner. - return SetTransmitState( FL_EDICT_FULLCHECK ); - } - else if ( GetMoveParent() ) - { - // Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit - // for all the vgui screens in the map. - return SetTransmitState( FL_EDICT_PVSCHECK ); - } - else - { - return BaseClass::UpdateTransmitState(); - } -} - -int CVGuiScreen::ShouldTransmit( const CCheckTransmitInfo *pInfo ) -{ - Assert( IsAttachedToViewModel() ); - - CBaseEntity *pViewModel = GetOwnerEntity(); - - if ( pViewModel ) - { - return pViewModel->ShouldTransmit( pInfo ); - } - - return BaseClass::ShouldTransmit( pInfo ); -} - -//----------------------------------------------------------------------------- -// Convert the panel name into an integer -//----------------------------------------------------------------------------- -void CVGuiScreen::SetPanelName( const char *pPanelName ) -{ - m_nPanelName = g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pPanelName ); -} - -const char *CVGuiScreen::GetPanelName() const -{ - return g_pStringTableVguiScreen->GetString( m_nPanelName ); -} - - -//----------------------------------------------------------------------------- -// Sets the screen size + resolution -//----------------------------------------------------------------------------- -void CVGuiScreen::SetActualSize( float flWidth, float flHeight ) -{ - m_flWidth = flWidth; - m_flHeight = flHeight; - - Vector mins, maxs; - mins.Init( 0.0f, 0.0f, -0.1f ); - maxs.Init( 0.0f, 0.0f, 0.1f ); - if (flWidth > 0) - maxs.x = flWidth; - else - mins.x = flWidth; - if (flHeight > 0) - maxs.y = flHeight; - else - mins.y = flHeight; - - UTIL_SetSize( this, mins, maxs ); -} - -//----------------------------------------------------------------------------- -// -//----------------------------------------------------------------------------- -void CVGuiScreen::SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput /* = false */ ) -{ - m_hPlayerOwner = pPlayer; - - if ( bOwnerOnlyInput ) - { - m_fScreenFlags.Set( VGUI_SCREEN_ONLY_USABLE_BY_OWNER ); - } -} - - -//----------------------------------------------------------------------------- -// Precaches a vgui screen -//----------------------------------------------------------------------------- -void PrecacheVGuiScreen( const char *pScreenType ) -{ - g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pScreenType ); -} - - -//----------------------------------------------------------------------------- -// Creates a vgui screen, attaches it to another player -//----------------------------------------------------------------------------- -CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex ) -{ - Assert( pAttachedTo ); - CVGuiScreen *pScreen = (CVGuiScreen *)CBaseEntity::Create( pScreenClassname, vec3_origin, vec3_angle, pAttachedTo ); - - pScreen->SetPanelName( pScreenType ); - pScreen->FollowEntity( pAttachedTo ); - pScreen->SetOwnerEntity( pOwner ); - pScreen->SetAttachmentIndex( nAttachmentIndex ); - - return pScreen; -} - -void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen ) -{ - if (pVGuiScreen) - { - UTIL_Remove( pVGuiScreen ); - } -} +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: This is an entity that represents a vgui screen +// +// $NoKeywords: $ +//===========================================================================// + +#include "cbase.h" +#include "vguiscreen.h" +#include "networkstringtable_gamedll.h" +#include "saverestore_stringtable.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +//----------------------------------------------------------------------------- +// This is an entity that represents a vgui screen +//----------------------------------------------------------------------------- + +IMPLEMENT_SERVERCLASS_ST(CVGuiScreen, DT_VGuiScreen) + SendPropFloat(SENDINFO(m_flWidth), 0, SPROP_NOSCALE ), + SendPropFloat(SENDINFO(m_flHeight), 0, SPROP_NOSCALE ), + SendPropInt(SENDINFO(m_nAttachmentIndex), 5, SPROP_UNSIGNED ), + SendPropInt(SENDINFO(m_nPanelName), MAX_VGUI_SCREEN_STRING_BITS, SPROP_UNSIGNED ), + SendPropInt(SENDINFO(m_fScreenFlags), VGUI_SCREEN_MAX_BITS, SPROP_UNSIGNED ), + SendPropInt(SENDINFO(m_nOverlayMaterial), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ), + SendPropEHandle(SENDINFO(m_hPlayerOwner)), +END_SEND_TABLE(); + +LINK_ENTITY_TO_CLASS( vgui_screen, CVGuiScreen ); +LINK_ENTITY_TO_CLASS( vgui_screen_team, CVGuiScreen ); +PRECACHE_REGISTER( vgui_screen ); + + +//----------------------------------------------------------------------------- +// Save/load +//----------------------------------------------------------------------------- +BEGIN_DATADESC( CVGuiScreen ) + + DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ), + DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ), +// DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ), + DEFINE_FIELD( m_fScreenFlags, FIELD_INTEGER ), + DEFINE_KEYFIELD( m_flWidth, FIELD_FLOAT, "width" ), + DEFINE_KEYFIELD( m_flHeight, FIELD_FLOAT, "height" ), + DEFINE_KEYFIELD( m_strOverlayMaterial, FIELD_STRING, "overlaymaterial" ), + DEFINE_FIELD( m_hPlayerOwner, FIELD_EHANDLE ), + + DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), + DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), + +END_DATADESC() + + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- +CVGuiScreen::CVGuiScreen() +{ + m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING; + m_hPlayerOwner = NULL; +} + + +//----------------------------------------------------------------------------- +// Read in worldcraft data... +//----------------------------------------------------------------------------- +bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue ) +{ + //!! temp hack, until worldcraft is fixed + // strip the # tokens from (duplicate) key names + char *s = (char *)strchr( szKeyName, '#' ); + if ( s ) + { + *s = '\0'; + } + + if ( FStrEq( szKeyName, "panelname" )) + { + SetPanelName( szValue ); + return true; + } + + // NOTE: Have to do these separate because they set two values instead of one + if( FStrEq( szKeyName, "angles" ) ) + { + Assert( GetMoveParent() == NULL ); + QAngle angles; + UTIL_StringToVector( angles.Base(), szValue ); + + // Because the vgui screen basis is strange (z is front, y is up, x is right) + // we need to rotate the typical basis before applying it + VMatrix mat, rotation, tmp; + MatrixFromAngles( angles, mat ); + MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 ); + MatrixMultiply( mat, rotation, tmp ); + MatrixBuildRotateZ( rotation, 90 ); + MatrixMultiply( tmp, rotation, mat ); + MatrixToAngles( mat, angles ); + SetAbsAngles( angles ); + + return true; + } + + return BaseClass::KeyValue( szKeyName, szValue ); +} + + +//----------------------------------------------------------------------------- +// Precache... +//----------------------------------------------------------------------------- +void CVGuiScreen::Precache() +{ + BaseClass::Precache(); + if ( m_strOverlayMaterial != NULL_STRING ) + { + PrecacheMaterial( STRING(m_strOverlayMaterial) ); + } +} + + +//----------------------------------------------------------------------------- +// Spawn... +//----------------------------------------------------------------------------- +void CVGuiScreen::Spawn() +{ + Precache(); + + // This has no model, but we want it to transmit if it's in the PVS anyways + AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); + m_nAttachmentIndex = 0; + SetSolid( SOLID_OBB ); + AddSolidFlags( FSOLID_NOT_SOLID ); + SetActualSize( m_flWidth, m_flHeight ); + m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE ); + + m_takedamage = DAMAGE_NO; + AddFlag( FL_NOTARGET ); +} + +//----------------------------------------------------------------------------- +// Spawn... +//----------------------------------------------------------------------------- +void CVGuiScreen::Activate() +{ + BaseClass::Activate(); + + if ( m_nOverlayMaterial == OVERLAY_MATERIAL_INVALID_STRING && m_strOverlayMaterial != NULL_STRING ) + { + SetOverlayMaterial( STRING(m_strOverlayMaterial) ); + } +} + +void CVGuiScreen::OnRestore() +{ + UpdateTransmitState(); + + BaseClass::OnRestore(); +} + +void CVGuiScreen::SetAttachmentIndex( int nIndex ) +{ + m_nAttachmentIndex = nIndex; +} + +void CVGuiScreen::SetOverlayMaterial( const char *pMaterial ) +{ + int iMaterial = GetMaterialIndex( pMaterial ); + + if ( iMaterial == 0 ) + { + m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING; + } + else + { + m_nOverlayMaterial = iMaterial; + } +} + +bool CVGuiScreen::IsActive() const +{ + return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0; +} + +void CVGuiScreen::SetActive( bool bActive ) +{ + if (bActive != IsActive()) + { + if (!bActive) + { + m_fScreenFlags &= ~VGUI_SCREEN_ACTIVE; + } + else + { + m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ACTIVE ); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +bool CVGuiScreen::IsAttachedToViewModel() const +{ + return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : bAttached - +//----------------------------------------------------------------------------- +void CVGuiScreen::SetAttachedToViewModel( bool bAttached ) +{ + if (bAttached != IsActive()) + { + if (!bAttached) + { + m_fScreenFlags &= ~VGUI_SCREEN_ATTACHED_TO_VIEWMODEL; + } + else + { + m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ATTACHED_TO_VIEWMODEL ); + + // attached screens have different transmit rules + DispatchUpdateTransmitState(); + } + + // attached screens have different transmit rules + DispatchUpdateTransmitState(); + } +} + +void CVGuiScreen::SetTransparency( bool bTransparent ) +{ + if (!bTransparent) + { + m_fScreenFlags &= ~VGUI_SCREEN_TRANSPARENT; + } + else + { + m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_TRANSPARENT ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVGuiScreen::InputSetActive( inputdata_t &inputdata ) +{ + SetActive( true ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CVGuiScreen::InputSetInactive( inputdata_t &inputdata ) +{ + SetActive( false ); +} + +bool CVGuiScreen::IsVisibleOnlyToTeammates() const +{ + return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0; +} + +void CVGuiScreen::MakeVisibleOnlyToTeammates( bool bActive ) +{ + if (bActive != IsVisibleOnlyToTeammates()) + { + if (!bActive) + { + m_fScreenFlags &= ~VGUI_SCREEN_VISIBLE_TO_TEAMMATES; + } + else + { + m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_VISIBLE_TO_TEAMMATES ); + } + } +} + +bool CVGuiScreen::IsVisibleToTeam( int nTeam ) +{ + // FIXME: Should this maybe go into a derived class of some sort? + // Don't bother with screens on the wrong team + if ( IsVisibleOnlyToTeammates() && (nTeam > 0) ) + { + // Hmmm... sort of a hack... + CBaseEntity *pOwner = GetOwnerEntity(); + if ( pOwner && (nTeam != pOwner->GetTeamNumber()) ) + return false; + } + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: Screens attached to view models only go to client if viewmodel is being sent, too. +// Input : *recipient - +// *pvs - +// clientArea - +// Output : Returns true on success, false on failure. +//----------------------------------------------------------------------------- +int CVGuiScreen::UpdateTransmitState() +{ + if ( IsAttachedToViewModel() ) + { + // only send to the owner, or someone spectating the owner. + return SetTransmitState( FL_EDICT_FULLCHECK ); + } + else if ( GetMoveParent() ) + { + // Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit + // for all the vgui screens in the map. + return SetTransmitState( FL_EDICT_PVSCHECK ); + } + else + { + return BaseClass::UpdateTransmitState(); + } +} + +int CVGuiScreen::ShouldTransmit( const CCheckTransmitInfo *pInfo ) +{ + Assert( IsAttachedToViewModel() ); + + CBaseEntity *pViewModel = GetOwnerEntity(); + + if ( pViewModel ) + { + return pViewModel->ShouldTransmit( pInfo ); + } + + return BaseClass::ShouldTransmit( pInfo ); +} + +//----------------------------------------------------------------------------- +// Convert the panel name into an integer +//----------------------------------------------------------------------------- +void CVGuiScreen::SetPanelName( const char *pPanelName ) +{ + m_nPanelName = g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pPanelName ); +} + +const char *CVGuiScreen::GetPanelName() const +{ + return g_pStringTableVguiScreen->GetString( m_nPanelName ); +} + + +//----------------------------------------------------------------------------- +// Sets the screen size + resolution +//----------------------------------------------------------------------------- +void CVGuiScreen::SetActualSize( float flWidth, float flHeight ) +{ + m_flWidth = flWidth; + m_flHeight = flHeight; + + Vector mins, maxs; + mins.Init( 0.0f, 0.0f, -0.1f ); + maxs.Init( 0.0f, 0.0f, 0.1f ); + if (flWidth > 0) + maxs.x = flWidth; + else + mins.x = flWidth; + if (flHeight > 0) + maxs.y = flHeight; + else + mins.y = flHeight; + + UTIL_SetSize( this, mins, maxs ); +} + +//----------------------------------------------------------------------------- +// +//----------------------------------------------------------------------------- +void CVGuiScreen::SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput /* = false */ ) +{ + m_hPlayerOwner = pPlayer; + + if ( bOwnerOnlyInput ) + { + m_fScreenFlags.Set( VGUI_SCREEN_ONLY_USABLE_BY_OWNER ); + } +} + + +//----------------------------------------------------------------------------- +// Precaches a vgui screen +//----------------------------------------------------------------------------- +void PrecacheVGuiScreen( const char *pScreenType ) +{ + g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pScreenType ); +} + + +//----------------------------------------------------------------------------- +// Creates a vgui screen, attaches it to another player +//----------------------------------------------------------------------------- +CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex ) +{ + Assert( pAttachedTo ); + CVGuiScreen *pScreen = (CVGuiScreen *)CBaseEntity::Create( pScreenClassname, vec3_origin, vec3_angle, pAttachedTo ); + + pScreen->SetPanelName( pScreenType ); + pScreen->FollowEntity( pAttachedTo ); + pScreen->SetOwnerEntity( pOwner ); + pScreen->SetAttachmentIndex( nAttachmentIndex ); + + return pScreen; +} + +void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen ) +{ + if (pVGuiScreen) + { + UTIL_Remove( pVGuiScreen ); + } +} -- cgit v1.2.3