Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "clientmode_tfbase.h"
#include "hud.h"
#include "c_tf_basecombatweapon.h"
#include "keydefs.h"
#include "c_tf_hintmanager.h"
#include <vgui_controls/Controls.h>
#include <vgui/IScheme.h>
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CMinimapPanel *ClientModeTFBase::m_pMinimap = NULL;
vgui::HScheme g_hVGuiObjectScheme = 0;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ClientModeTFBase::ClientModeTFBase( void )
{
m_bInitialized = false;
m_pCVDrawFullSkybox = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ClientModeTFBase::~ClientModeTFBase( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : CMinimapPanel
//-----------------------------------------------------------------------------
CMinimapPanel *ClientModeTFBase::GetMinimap( void )
{
return m_pMinimap;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
// FIXME: Remove if this ever becomes true for HL2 (I expect it will)
ConVar r_radiosity ( "r_radiosity", "2" ); // do full radiosity calc?
// FIXME: Remove when we reactivate detail props
extern ConVar r_DrawDetailProps;
void ClientModeTFBase::Init()
{
BaseClass::Init();
C_BaseTFCombatWeapon::CreateCrosshairPanels();
// FIXME: For playtests, turn off detail props. They're causing perf problems
r_DrawDetailProps.SetValue("0");
// Turn lighting into a mode where we use better computation for the ambient
// cube on static props, and a cheap one for dynamic entities.
r_radiosity.SetValue("3");
if ( !m_pMinimap )
{
m_pMinimap = GET_HUDELEMENT( CMinimapPanel );
}
// Load up the object control panel scheme
g_hVGuiObjectScheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ObjectControlPanelScheme.res", "TFBase" );
if (!g_hVGuiObjectScheme)
{
Warning( "Couldn't load control panel scheme!\n" );
}
// Load the objects.txt file.
LoadObjectInfos( ::filesystem );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeTFBase::Shutdown()
{
C_BaseTFCombatWeapon::DestroyCrosshairPanels();
BaseClass::Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeTFBase::Enable( void )
{
BaseClass::Enable();
// Hook the minimap traces into the minimap
if ( GetMinimap() )
{
GetMinimap()->Activate();
}
}
void ClientModeTFBase::LevelInit( const char *newmap )
{
BaseClass::LevelInit( newmap );
// Tell the radar to load the radar's overlay map
//g_Radar.LoadMap( newmap );
if ( GetMinimap() )
{
GetMinimap()->LevelInit( newmap );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeTFBase::LevelShutdown( void )
{
BaseClass::LevelShutdown();
if ( GetMinimap() )
{
GetMinimap()->LevelShutdown();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSetup -
//-----------------------------------------------------------------------------
void ClientModeTFBase::PreRender( CViewSetup *pSetup )
{
Initialize();
if ( !m_pCVDrawFullSkybox )
{
assert( 0 );
return;
}
m_flOldDrawFullSkybox = m_pCVDrawFullSkybox->GetFloat();
m_pCVDrawFullSkybox->SetValue( 1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeTFBase::PostRender( void )
{
C_BaseTFPlayer *pl = C_BaseTFPlayer::GetLocalPlayer();
if ( pl )
{
pl->UpdateTargetReticles();
}
if ( !m_pCVDrawFullSkybox )
{
assert( 0 );
return;
}
m_pCVDrawFullSkybox->SetValue( m_flOldDrawFullSkybox );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeTFBase::Initialize( void )
{
if ( m_bInitialized )
return;
m_bInitialized = true;
m_pCVDrawFullSkybox = (ConVar *)cvar->FindVar( "r_drawfullskybox" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ClientModeTFBase::Update( void )
{
BaseClass::Update();
MapData().Update();
}
//-----------------------------------------------------------------------------
// Purpose: We've received a keypress from the engine. Return 1 if the engine is allowed to handle it.
//-----------------------------------------------------------------------------
int ClientModeTFBase::KeyInput( int down, ButtonCode_t keynum, const char *pszCurrentBinding )
{
if ( engine->Con_IsVisible() == false )
{
// Let hint system snag first escape key release
if ( down && ( keynum == KEY_ENTER ) && HintSystemEscapeKey() )
{
return 0;
}
// Has the player hit one of his Order keys?
if ( pszCurrentBinding && strncmp( pszCurrentBinding, "order", 5 ) == 0 )
{
if ( down )
{
//int iOrderNumber = (pszCurrentBinding[6] - '0') - 1;
//GetHudOrderList()->SelectOrder( iOrderNumber );
}
return 0;
}
}
return BaseClass::KeyInput( down, keynum, pszCurrentBinding );
}