You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
184 lines
4.3 KiB
184 lines
4.3 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
|
||
|
#include "cbase.h"
|
||
|
#include "hudelement.h"
|
||
|
#include <vgui_controls/Panel.h>
|
||
|
#include <vgui/ISurface.h>
|
||
|
#include "clientmode.h"
|
||
|
#include "c_dod_player.h"
|
||
|
#include "dod_hud_crosshair.h"
|
||
|
#include "materialsystem/imaterial.h"
|
||
|
#include "materialsystem/imesh.h"
|
||
|
#include "materialsystem/imaterialvar.h"
|
||
|
#include "mathlib/mathlib.h"
|
||
|
|
||
|
ConVar cl_crosshair_red( "cl_crosshair_red", "200", FCVAR_ARCHIVE );
|
||
|
ConVar cl_crosshair_green( "cl_crosshair_green", "200", FCVAR_ARCHIVE );
|
||
|
ConVar cl_crosshair_blue( "cl_crosshair_blue", "200", FCVAR_ARCHIVE );
|
||
|
ConVar cl_crosshair_alpha( "cl_crosshair_alpha", "200", FCVAR_ARCHIVE );
|
||
|
|
||
|
ConVar cl_crosshair_file( "cl_crosshair_file", "crosshair1", FCVAR_ARCHIVE );
|
||
|
|
||
|
ConVar cl_crosshair_scale( "cl_crosshair_scale", "32.0", FCVAR_ARCHIVE );
|
||
|
ConVar cl_crosshair_approach_speed( "cl_crosshair_approach_speed", "0.015" );
|
||
|
|
||
|
ConVar cl_dynamic_crosshair( "cl_dynamic_crosshair", "1", FCVAR_ARCHIVE );
|
||
|
|
||
|
using namespace vgui;
|
||
|
|
||
|
DECLARE_HUDELEMENT( CHudDODCrosshair );
|
||
|
|
||
|
CHudDODCrosshair::CHudDODCrosshair( const char *pName ) :
|
||
|
vgui::Panel( NULL, "HudDODCrosshair" ), CHudElement( pName )
|
||
|
{
|
||
|
SetParent( g_pClientMode->GetViewport() );
|
||
|
|
||
|
SetHiddenBits( HIDEHUD_PLAYERDEAD );
|
||
|
|
||
|
m_szPreviousCrosshair[0] = '\0';
|
||
|
m_pFrameVar = NULL;
|
||
|
m_flAccuracy = 0.1;
|
||
|
}
|
||
|
|
||
|
void CHudDODCrosshair::ApplySchemeSettings( IScheme *scheme )
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings( scheme );
|
||
|
|
||
|
SetSize( ScreenWidth(), ScreenHeight() );
|
||
|
}
|
||
|
|
||
|
void CHudDODCrosshair::LevelShutdown( void )
|
||
|
{
|
||
|
// forces m_pFrameVar to recreate next map
|
||
|
m_szPreviousCrosshair[0] = '\0';
|
||
|
|
||
|
if ( m_pCrosshair )
|
||
|
{
|
||
|
delete m_pCrosshair;
|
||
|
m_pCrosshair = NULL;
|
||
|
}
|
||
|
|
||
|
if ( m_pFrameVar )
|
||
|
{
|
||
|
delete m_pFrameVar;
|
||
|
m_pFrameVar = NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHudDODCrosshair::Init()
|
||
|
{
|
||
|
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
|
||
|
}
|
||
|
|
||
|
bool CHudDODCrosshair::ShouldDraw()
|
||
|
{
|
||
|
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
|
||
|
|
||
|
if ( !pPlayer )
|
||
|
return false;
|
||
|
|
||
|
CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
|
||
|
|
||
|
if ( !pWeapon )
|
||
|
return false;
|
||
|
|
||
|
return pWeapon->ShouldDrawCrosshair();
|
||
|
}
|
||
|
|
||
|
void CHudDODCrosshair::Paint()
|
||
|
{
|
||
|
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
|
||
|
|
||
|
if( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
const char *crosshairfile = cl_crosshair_file.GetString();
|
||
|
|
||
|
if ( !crosshairfile )
|
||
|
return;
|
||
|
|
||
|
if ( Q_stricmp( m_szPreviousCrosshair, crosshairfile ) != 0 )
|
||
|
{
|
||
|
char buf[256];
|
||
|
Q_snprintf( buf, sizeof(buf), "vgui/crosshairs/%s", crosshairfile );
|
||
|
|
||
|
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, buf, true, false );
|
||
|
|
||
|
if ( m_pCrosshair )
|
||
|
{
|
||
|
delete m_pCrosshair;
|
||
|
}
|
||
|
|
||
|
m_pCrosshair = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
|
||
|
|
||
|
if ( !m_pCrosshair )
|
||
|
return;
|
||
|
|
||
|
if ( m_pFrameVar )
|
||
|
{
|
||
|
delete m_pFrameVar;
|
||
|
}
|
||
|
|
||
|
bool bFound = false;
|
||
|
m_pFrameVar = m_pCrosshair->FindVarFactory( "$frame", &bFound );
|
||
|
Assert( bFound );
|
||
|
|
||
|
m_nNumFrames = m_pCrosshair->GetNumAnimationFrames();
|
||
|
|
||
|
// save the name to compare with the cvar in the future
|
||
|
Q_strncpy( m_szPreviousCrosshair, crosshairfile, sizeof(m_szPreviousCrosshair) );
|
||
|
}
|
||
|
|
||
|
if ( m_pFrameVar )
|
||
|
{
|
||
|
if ( cl_dynamic_crosshair.GetBool() == false )
|
||
|
{
|
||
|
m_pFrameVar->SetIntValue( 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
|
||
|
|
||
|
if ( !pWeapon )
|
||
|
return;
|
||
|
|
||
|
float accuracy = pWeapon->GetWeaponAccuracy( pPlayer->GetAbsVelocity().Length2D() );
|
||
|
|
||
|
float flMin = 0.02;
|
||
|
|
||
|
float flMax = 0.125;
|
||
|
|
||
|
accuracy = clamp( accuracy, flMin, flMax );
|
||
|
|
||
|
// approach this accuracy from our current accuracy
|
||
|
m_flAccuracy = Approach( accuracy, m_flAccuracy, cl_crosshair_approach_speed.GetFloat() );
|
||
|
|
||
|
float flFrame = RemapVal( m_flAccuracy, flMin, flMax, 0, m_nNumFrames-1 );
|
||
|
|
||
|
m_pFrameVar->SetIntValue( (int)flFrame );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
|
||
|
|
||
|
int screenWide, screenTall;
|
||
|
GetHudSize(screenWide, screenTall);
|
||
|
|
||
|
int iX = screenWide / 2;
|
||
|
int iY = screenTall / 2;
|
||
|
|
||
|
int iWidth, iHeight;
|
||
|
|
||
|
iWidth = iHeight = cl_crosshair_scale.GetInt();
|
||
|
|
||
|
vgui::surface()->DrawSetColor( clr );
|
||
|
vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
|
||
|
vgui::surface()->DrawTexturedRect( iX-iWidth, iY-iHeight, iX+iWidth, iY+iHeight );
|
||
|
vgui::surface()->DrawSetTexture(0);
|
||
|
}
|
||
|
|