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527 lines
16 KiB
527 lines
16 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "hud_macros.h"
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#include "hud_numericdisplay.h"
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#include "iclientmode.h"
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#include "c_tf_player.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterialvar.h"
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#include "client_virtualreality.h"
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#include "sourcevr/isourcevirtualreality.h"
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <KeyValues.h>
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#include <vgui_controls/AnimationController.h>
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//for screenfade
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#include "ivieweffects.h"
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#include "shake.h"
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#include "view_scene.h"
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#include "tf_weapon_sniperrifle.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Figure out where the sniper scope should be drawn.
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//-----------------------------------------------------------------------------
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void WhereToDrawSniperScope ( int *pX, int *pY, int screenWide, int screenTall )
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{
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C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( pPlayer != NULL )
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{
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// These are the correct values to use, but they lag the high-speed view data...
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Vector vecStart = pPlayer->Weapon_ShootPosition();
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Vector vecAimDirection = pPlayer->GetAutoaimVector( 1.0f );
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// ...so in some aim modes, they get zapped by something completely up-to-date.
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g_ClientVirtualReality.OverrideWeaponHudAimVectors ( &vecStart, &vecAimDirection );
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Vector vAimPoint;
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// Here we just put the aim point a set distance from the viewer - same depth as the HUD.
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float fVrHudDistance = g_ClientVirtualReality.GetHUDDistance();
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vAimPoint = vecStart + vecAimDirection * fVrHudDistance;
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Vector screen;
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screen.Init();
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ScreenTransform(vAimPoint, screen);
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// screen[0][1] are in range (-1, 1)
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float x = 0.5 * ( 1.0f + screen[0] ) * screenWide + 0.5;
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float y = 0.5 * ( 1.0f - screen[1] ) * screenTall + 0.5;
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*pX = (int)( x + 0.5f );
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*pY = (int)( y + 0.5f );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws the sniper chargeup meter
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//-----------------------------------------------------------------------------
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class CHudScopeCharge : public vgui::Panel, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudScopeCharge, vgui::Panel );
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public:
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CHudScopeCharge( const char *pElementName );
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virtual ~CHudScopeCharge( void );
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void Init( void );
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protected:
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virtual void ApplySchemeSettings(vgui::IScheme *scheme);
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virtual void Paint( void );
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private:
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int m_iChargeupTexture;
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int m_iChargeupTextureWidth;
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CPanelAnimationVarAliasType( float, m_iChargeup_xpos, "chargeup_xpos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_iChargeup_ypos, "chargeup_ypos", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_iChargeup_wide, "chargeup_wide", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_iChargeup_tall, "chargeup_tall", "0", "proportional_float" );
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bool m_bJarateMode;
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};
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DECLARE_HUDELEMENT_DEPTH( CHudScopeCharge, 100 );
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudScopeCharge::CHudScopeCharge( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScopeCharge")
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_PLAYERDEAD );
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m_bJarateMode = false;
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m_iChargeupTexture = -1;
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}
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CHudScopeCharge::~CHudScopeCharge( void )
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{
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if ( vgui::surface() && m_iChargeupTexture != -1 )
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{
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vgui::surface()->DestroyTextureID( m_iChargeupTexture );
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m_iChargeupTexture = -1;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: standard hud element init function
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//-----------------------------------------------------------------------------
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void CHudScopeCharge::Init( void )
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{
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if ( m_iChargeupTexture == -1 )
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{
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m_iChargeupTexture = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers", true, false);
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}
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// Get the texture size
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int ignored;
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surface()->DrawGetTextureSize( m_iChargeupTexture, m_iChargeupTextureWidth, ignored );
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets scheme colors
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//-----------------------------------------------------------------------------
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void CHudScopeCharge::ApplySchemeSettings( vgui::IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings(scheme);
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SetPaintBackgroundEnabled(false);
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SetPaintBorderEnabled(false);
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if ( UseVR() )
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{
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// Force it to go direct to the framebuffer.
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SetForceStereoRenderToFrameBuffer( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws the zoom effect
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//-----------------------------------------------------------------------------
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void CHudScopeCharge::Paint( void )
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{
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
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{
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pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
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}
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if ( !pPlayer )
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return;
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if ( !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
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return;
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// Make sure the current weapon is a sniper rifle
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CTFSniperRifle *pWeapon = assert_cast<CTFSniperRifle*>(pPlayer->GetActiveTFWeapon());
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if ( !pWeapon )
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return;
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if ( pWeapon->IsJarateRifle() && !m_bJarateMode )
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{
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vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers_jar", true, false);
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m_bJarateMode = true;
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}
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else if ( !pWeapon->IsJarateRifle() && m_bJarateMode )
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{
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vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers", true, false);
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m_bJarateMode = false;
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}
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// Actual charge value is set through a material proxy in the sniper rifle class
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int wide, tall;
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GetSize( wide, tall );
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int x = 0;
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int y = 0;
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bool bDisableClipping = false;
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if ( UseVR() )
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{
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int vx, vy, vw, vh;
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vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
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int screenWide = vw;
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int screenTall = vh;
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bDisableClipping = true;
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WhereToDrawSniperScope ( &x, &y, screenWide, screenTall );
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// The origin is wherever the property file put it, so (0,0) means "the right place, if the scope is in the middle of the screen"
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// So offset from there. But additional fun - the rendering coordinates are in the UI space, not the actual screen space.
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int UiScreenWide, UiScreenTall;
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GetHudSize(UiScreenWide, UiScreenTall);
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x -= ( UiScreenWide / 2 );
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y -= ( UiScreenTall / 2 );
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}
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if( bDisableClipping )
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g_pMatSystemSurface->DisableClipping( true );
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vgui::surface()->DrawSetColor(255,255,255,255);
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vgui::surface()->DrawSetTexture(m_iChargeupTexture);
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vgui::surface()->DrawTexturedRect( x, y, x+wide, y+tall );
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if( bDisableClipping )
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g_pMatSystemSurface->DisableClipping( false );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draws the zoom screen
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//-----------------------------------------------------------------------------
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class CHudScope : public vgui::Panel, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
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public:
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CHudScope( const char *pElementName );
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virtual ~CHudScope( void );
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void Init( void );
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protected:
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virtual void ApplySchemeSettings(vgui::IScheme *scheme);
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virtual void Paint( void );
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virtual bool ShouldDraw( void );
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private:
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int m_iScopeTexture[4];
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int m_iScopeTextureAlt[4];
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bool m_bAltScopeMode;
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};
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DECLARE_HUDELEMENT_DEPTH( CHudScope, 100 );
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_PLAYERDEAD );
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for ( int i = 0; i < ARRAYSIZE( m_iScopeTexture ); i++ )
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{
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m_iScopeTexture[ i ] = -1;
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}
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for ( int i = 0; i < ARRAYSIZE( m_iScopeTextureAlt ); i++ )
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{
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m_iScopeTextureAlt[i] = -1;
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}
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m_bAltScopeMode = false;
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}
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CHudScope::~CHudScope( void )
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{
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if ( vgui::surface() )
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{
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for ( int i = 0; i < ARRAYSIZE( m_iScopeTexture ); i++ )
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{
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if ( m_iScopeTexture[ i ] != -1 )
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{
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vgui::surface()->DestroyTextureID( m_iScopeTexture[ i ] );
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m_iScopeTexture[ i ] = -1;
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}
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}
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for ( int i = 0; i < ARRAYSIZE( m_iScopeTextureAlt ); i++ )
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{
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if ( m_iScopeTextureAlt[i] != -1 )
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{
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vgui::surface()->DestroyTextureID( m_iScopeTextureAlt[i] );
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m_iScopeTextureAlt[i] = -1;
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: standard hud element init function
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//-----------------------------------------------------------------------------
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void CHudScope::Init( void )
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{
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for ( int i = 0; i < ARRAYSIZE( m_iScopeTexture ); i++ )
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{
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if ( m_iScopeTexture[ i ] == -1 )
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{
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m_iScopeTexture[ i ] = vgui::surface()->CreateNewTextureID();
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}
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}
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vgui::surface()->DrawSetTextureFile( m_iScopeTexture[0], "HUD/scope_sniper_ul", true, false );
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vgui::surface()->DrawSetTextureFile( m_iScopeTexture[1], "HUD/scope_sniper_ur", true, false );
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vgui::surface()->DrawSetTextureFile( m_iScopeTexture[2], "HUD/scope_sniper_lr", true, false );
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vgui::surface()->DrawSetTextureFile( m_iScopeTexture[3], "HUD/scope_sniper_ll", true, false );
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for ( int i = 0; i < ARRAYSIZE( m_iScopeTextureAlt ); i++ )
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{
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if ( m_iScopeTextureAlt[i] == -1 )
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{
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m_iScopeTextureAlt[i] = vgui::surface()->CreateNewTextureID();
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}
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}
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vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[0], "HUD/scope_sniper_alt_ul", true, false );
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vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[1], "HUD/scope_sniper_alt_ur", true, false );
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vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[2], "HUD/scope_sniper_alt_lr", true, false );
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vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[3], "HUD/scope_sniper_alt_ll", true, false );
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// remove ourselves from the global group so the scoreboard doesn't hide us
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UnregisterForRenderGroup( "global" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets scheme colors
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//-----------------------------------------------------------------------------
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void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings(scheme);
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SetPaintBackgroundEnabled(false);
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SetPaintBorderEnabled(false);
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if ( UseVR() )
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{
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// Make it fill the screen.
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int iViewportWidth, iViewportHeight;
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g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Left, NULL, NULL, &iViewportWidth, &iViewportHeight );
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SetSize ( iViewportWidth, iViewportHeight );
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SetBounds ( 0, 0, iViewportWidth, iViewportHeight );
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// Force it to go direct to the framebuffer.
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SetForceStereoRenderToFrameBuffer( true );
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}
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else
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{
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int screenWide, screenTall;
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GetHudSize(screenWide, screenTall);
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SetBounds(0, 0, screenWide, screenTall);
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}
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// Move behind the spectator GUI, so we can be visible at the same time.
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SetZPos( -1 );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudScope::ShouldDraw( void )
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{
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
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{
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pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
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}
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if ( !pPlayer || !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
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return false;
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if ( pPlayer->GetActiveTFWeapon() )
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{
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m_bAltScopeMode = ( pPlayer->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_SNIPERRIFLE_CLASSIC );
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}
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return CHudElement::ShouldDraw();
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws the zoom effect
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//-----------------------------------------------------------------------------
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void CHudScope::Paint( void )
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{
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// We need to update the refraction texture so the scope can refract it
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UpdateRefractTexture();
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int screenWide;
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int screenTall;
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GetHudSize(screenWide, screenTall);
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// calculate the bounds in which we should draw the scope
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int xMid = screenWide / 2;
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int yMid = screenTall / 2;
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// width of the drawn scope. in widescreen, we draw the sides with primitives
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int wide, tall;
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if( screenWide > screenTall )
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{
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wide = ( screenTall * 4 ) / 3;
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tall = screenTall;
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}
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else
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{
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wide = screenWide;
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tall = ( screenWide * 3 ) / 4;
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}
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bool bDisableClipping = false;
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if ( UseVR() )
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{
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int vx, vy, vw, vh;
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vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
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screenWide = vw;
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screenTall = vh;
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// This is actually awful - the scope is drawn in HUD-space, which is this completely
|
||
|
// artifical 640*480 space that we invent for VR and which doesn't even have square pixels. Ugh.
|
||
|
// Hacked good enough to ship. TODO: don't hack it.
|
||
|
float fMagnification = 1.0f / g_ClientVirtualReality.GetZoomedModeMagnification();
|
||
|
wide = (int)( fMagnification * (float)screenWide );
|
||
|
tall = ( wide * 3 ) / 4;
|
||
|
|
||
|
bDisableClipping = true;
|
||
|
WhereToDrawSniperScope ( &xMid, &yMid, screenWide, screenTall );
|
||
|
}
|
||
|
|
||
|
int xLeft = xMid - wide/2;
|
||
|
int xRight = xMid + wide/2;
|
||
|
int yTop = yMid - tall/2;
|
||
|
int yBottom = yMid + tall/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 );
|
||
|
|
||
|
vgui::surface()->DrawSetColor(0,0,0,255);
|
||
|
|
||
|
if( bDisableClipping )
|
||
|
g_pMatSystemSurface->DisableClipping( true );
|
||
|
|
||
|
//upper left
|
||
|
vgui::surface()->DrawSetTexture( m_bAltScopeMode ? m_iScopeTextureAlt[0] : m_iScopeTexture[0] );
|
||
|
vert[0].Init( Vector2D( xLeft, yTop ), uv11 );
|
||
|
vert[1].Init( Vector2D( xMid, yTop ), uv21 );
|
||
|
vert[2].Init( Vector2D( xMid, yMid ), uv22 );
|
||
|
vert[3].Init( Vector2D( xLeft, yMid ), uv12 );
|
||
|
vgui::surface()->DrawTexturedPolygon( 4, vert );
|
||
|
|
||
|
// top right
|
||
|
if ( m_bAltScopeMode )
|
||
|
{
|
||
|
vgui::surface()->DrawSetTexture( m_iScopeTextureAlt[1] );
|
||
|
vert[0].Init( Vector2D( xMid, yTop ), uv11 );
|
||
|
vert[1].Init( Vector2D( xRight, yTop ), uv21 );
|
||
|
vert[2].Init( Vector2D( xRight, yMid ), uv22 );
|
||
|
vert[3].Init( Vector2D( xMid, yMid ), uv12 );
|
||
|
vgui::surface()->DrawTexturedPolygon( 4, vert );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
vgui::surface()->DrawSetTexture( m_iScopeTexture[1] );
|
||
|
vert[0].Init( Vector2D( xMid - 1, yTop ), uv11 );
|
||
|
vert[1].Init( Vector2D( xRight, yTop ), uv21 );
|
||
|
vert[2].Init( Vector2D( xRight, yMid + 1 ), uv22 );
|
||
|
vert[3].Init( Vector2D( xMid - 1, yMid + 1 ), uv12 );
|
||
|
vgui::surface()->DrawTexturedPolygon( 4, vert );
|
||
|
}
|
||
|
|
||
|
// bottom right
|
||
|
vgui::surface()->DrawSetTexture( m_bAltScopeMode ? m_iScopeTextureAlt[2] : m_iScopeTexture[2] );
|
||
|
vert[0].Init( Vector2D( xMid, yMid ), uv11 );
|
||
|
vert[1].Init( Vector2D( xRight, yMid ), uv21 );
|
||
|
vert[2].Init( Vector2D( xRight, yBottom ), uv22 );
|
||
|
vert[3].Init( Vector2D( xMid, yBottom ), uv12 );
|
||
|
vgui::surface()->DrawTexturedPolygon( 4, vert );
|
||
|
|
||
|
// bottom left
|
||
|
vgui::surface()->DrawSetTexture( m_bAltScopeMode ? m_iScopeTextureAlt[3] : m_iScopeTexture[3] );
|
||
|
vert[0].Init( Vector2D( xLeft, yMid ), uv11 );
|
||
|
vert[1].Init( Vector2D( xMid, yMid ), uv21 );
|
||
|
vert[2].Init( Vector2D( xMid, yBottom ), uv22 );
|
||
|
vert[3].Init( Vector2D( xLeft, yBottom), uv12 );
|
||
|
vgui::surface()->DrawTexturedPolygon( 4, vert );
|
||
|
|
||
|
if ( xLeft > 0 )
|
||
|
{
|
||
|
// Left block
|
||
|
vgui::surface()->DrawFilledRect( 0, 0, xLeft, screenTall );
|
||
|
}
|
||
|
if ( screenWide > xRight )
|
||
|
{
|
||
|
// Right block
|
||
|
vgui::surface()->DrawFilledRect( xRight, 0, screenWide, screenTall );
|
||
|
}
|
||
|
if ( yTop > 0 )
|
||
|
{
|
||
|
// top block
|
||
|
vgui::surface()->DrawFilledRect( 0, 0, screenWide, yTop );
|
||
|
}
|
||
|
if ( screenTall > yBottom )
|
||
|
{
|
||
|
// bottom block
|
||
|
vgui::surface()->DrawFilledRect( 0, yBottom, screenWide, screenTall );
|
||
|
}
|
||
|
|
||
|
if( bDisableClipping )
|
||
|
g_pMatSystemSurface->DisableClipping( false );
|
||
|
|
||
|
}
|