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273 lines
7.4 KiB
273 lines
7.4 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_basehlplayer.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 "../hud_crosshair.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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// 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: Draws the zoom screen
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//-----------------------------------------------------------------------------
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class CHudZoom : public vgui::Panel, public CHudElement
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{
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DECLARE_CLASS_SIMPLE( CHudZoom, vgui::Panel );
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public:
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CHudZoom( const char *pElementName );
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bool ShouldDraw( void );
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void Init( void );
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void LevelInit( 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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bool m_bZoomOn;
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float m_flZoomStartTime;
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bool m_bPainted;
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CPanelAnimationVarAliasType( float, m_flCircle1Radius, "Circle1Radius", "66", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flCircle2Radius, "Circle2Radius", "74", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flDashGap, "DashGap", "16", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flDashHeight, "DashHeight", "4", "proportional_float" );
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CMaterialReference m_ZoomMaterial;
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};
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DECLARE_HUDELEMENT( CHudZoom );
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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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CHudZoom::CHudZoom( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudZoom")
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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_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
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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 CHudZoom::Init( void )
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{
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m_bZoomOn = false;
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m_bPainted = false;
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m_flZoomStartTime = -999.0f;
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m_ZoomMaterial.Init( "vgui/zoom", TEXTURE_GROUP_VGUI );
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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 CHudZoom::LevelInit( void )
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{
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Init();
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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 CHudZoom::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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SetFgColor(scheme->GetColor("ZoomReticleColor", GetFgColor()));
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SetForceStereoRenderToFrameBuffer( true );
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int x, y;
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int screenWide, screenTall;
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surface()->GetFullscreenViewport( x, y, screenWide, screenTall );
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SetBounds(0, 0, screenWide, screenTall);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Save CPU cycles by letting the HUD system early cull
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// costly traversal. Called per frame, return true if thinking and
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// painting need to occur.
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//-----------------------------------------------------------------------------
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bool CHudZoom::ShouldDraw( void )
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{
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bool bNeedsDraw = false;
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C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer *>(C_BasePlayer::GetLocalPlayer());
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if ( pPlayer == NULL )
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return false;
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if ( pPlayer->m_HL2Local.m_bZooming )
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{
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// need to paint
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bNeedsDraw = true;
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}
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else if ( m_bPainted )
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{
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// keep painting until state is finished
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bNeedsDraw = true;
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}
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return ( bNeedsDraw && CHudElement::ShouldDraw() );
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}
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#define ZOOM_FADE_TIME 0.4f
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//-----------------------------------------------------------------------------
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// Purpose: draws the zoom effect
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//-----------------------------------------------------------------------------
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void CHudZoom::Paint( void )
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{
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m_bPainted = false;
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// see if we're zoomed any
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C_BaseHLPlayer *pPlayer = dynamic_cast<C_BaseHLPlayer *>(C_BasePlayer::GetLocalPlayer());
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if ( pPlayer == NULL )
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return;
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if ( pPlayer->m_HL2Local.m_bZooming && m_bZoomOn == false )
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{
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m_bZoomOn = true;
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m_flZoomStartTime = gpGlobals->curtime;
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}
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else if ( pPlayer->m_HL2Local.m_bZooming == false && m_bZoomOn )
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{
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m_bZoomOn = false;
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m_flZoomStartTime = gpGlobals->curtime;
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}
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// draw the appropriately scaled zoom animation
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float deltaTime = ( gpGlobals->curtime - m_flZoomStartTime );
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float scale = clamp( deltaTime / ZOOM_FADE_TIME, 0.0f, 1.0f );
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float alpha;
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if ( m_bZoomOn )
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{
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alpha = scale;
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}
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else
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{
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if ( scale >= 1.0f )
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return;
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alpha = ( 1.0f - scale ) * 0.25f;
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scale = 1.0f - ( scale * 0.5f );
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}
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Color col = GetFgColor();
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col[3] = alpha * 64;
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surface()->DrawSetColor( col );
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// draw zoom circles
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float fX, fY;
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bool bBehindCamera = false;
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CHudCrosshair::GetDrawPosition( &fX, &fY, &bBehindCamera );
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if( bBehindCamera )
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return;
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int xCrosshair = (int)fX;
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int yCrosshair = (int)fY;
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int wide, tall;
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GetSize( wide, tall );
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surface()->DrawOutlinedCircle( xCrosshair, yCrosshair, m_flCircle1Radius * scale, 48);
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surface()->DrawOutlinedCircle( xCrosshair, yCrosshair, m_flCircle2Radius * scale, 64);
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// draw dashed lines
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int dashCount = 2;
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int ypos = yCrosshair - m_flDashHeight / 2.f;
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float fGap = m_flDashGap * MAX(scale,0.1f);
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int dashMax = Max(fX, (float)wide - fX ) / fGap;
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while ( dashCount < dashMax )
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{
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int xpos = (int)(fX - fGap * dashCount + 0.5f);
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surface()->DrawFilledRect(xpos, ypos, xpos + 1, ypos + m_flDashHeight);
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xpos = (int)(fX + fGap * dashCount + 0.5f);
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surface()->DrawFilledRect(xpos, ypos, xpos + 1, ypos + m_flDashHeight);
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dashCount++;
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}
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// draw the darkened edges, with a rotated texture in the four corners
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->Bind( m_ZoomMaterial );
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, NULL );
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float x0 = 0.0f, x1 = fX, x2 = wide;
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float y0 = 0.0f, y1 = fY, y2 = tall;
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float uv1 = 1.0f - (1.0f / 255.0f);
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float uv2 = 0.0f + (1.0f / 255.0f);
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struct coord_t
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{
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float x, y;
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float u, v;
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};
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coord_t coords[16] =
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{
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// top-left
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{ x0, y0, uv1, uv2 },
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{ x1, y0, uv2, uv2 },
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{ x1, y1, uv2, uv1 },
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{ x0, y1, uv1, uv1 },
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// top-right
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{ x1, y0, uv2, uv2 },
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{ x2, y0, uv1, uv2 },
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{ x2, y1, uv1, uv1 },
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{ x1, y1, uv2, uv1 },
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// bottom-right
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{ x1, y1, uv2, uv1 },
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{ x2, y1, uv1, uv1 },
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{ x2, y2, uv1, uv2 },
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{ x1, y2, uv2, uv2 },
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// bottom-left
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{ x0, y1, uv1, uv1 },
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{ x1, y1, uv2, uv1 },
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{ x1, y2, uv2, uv2 },
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{ x0, y2, uv1, uv2 },
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};
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CMeshBuilder meshBuilder;
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 4 );
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for (int i = 0; i < 16; i++)
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{
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meshBuilder.Color4f( 0.0, 0.0, 0.0, alpha );
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meshBuilder.TexCoord2f( 0, coords[i].u, coords[i].v );
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meshBuilder.Position3f( coords[i].x, coords[i].y, 0.0f );
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meshBuilder.AdvanceVertex();
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}
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meshBuilder.End();
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pMesh->Draw();
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m_bPainted = true;
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}
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