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:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "c_dod_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/AnimationController.h>
//for screenfade
#include "ivieweffects.h"
#include "shake.h"
#include "weapon_dodbasegun.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Draws the zoom screen
//-----------------------------------------------------------------------------
class CHudScope : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
public:
CHudScope( const char *pElementName );
void Init( void );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
private:
int m_iScopeSpringfield[4];
int m_iScopeK98[4];
};
DECLARE_HUDELEMENT_DEPTH( CHudScope, 100 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::Init( void )
{
int i;
for( i=0;i<4;i++ )
{
m_iScopeSpringfield[i] = vgui::surface()->CreateNewTextureID();
m_iScopeK98[i] = vgui::surface()->CreateNewTextureID();
}
vgui::surface()->DrawSetTextureFile(m_iScopeSpringfield[0], "sprites/scopes/scope_spring_ul", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeSpringfield[1], "sprites/scopes/scope_spring_ur", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeSpringfield[2], "sprites/scopes/scope_spring_lr", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeSpringfield[3], "sprites/scopes/scope_spring_ll", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeK98[0], "sprites/scopes/scope_k43_ul", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeK98[1], "sprites/scopes/scope_k43_ur", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeK98[2], "sprites/scopes/scope_k43_lr", true, false);
vgui::surface()->DrawSetTextureFile(m_iScopeK98[3], "sprites/scopes/scope_k43_ll", true, false);
}
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
SetBounds(0, 0, screenWide, screenTall);
}
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScope::Paint( void )
{
C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if ( pPlayer == NULL )
return;
if( pPlayer->GetFOV() >= 90.0f )
return;
CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
if( !pWeapon )
return;
Assert( m_iScopeSpringfield );
Assert( m_iScopeK98 );
int *piScopeTex = NULL;
switch( pWeapon->GetWeaponID() )
{
case WEAPON_SPRING:
piScopeTex = m_iScopeSpringfield;
break;
case WEAPON_K98_SCOPED:
piScopeTex = m_iScopeK98;
break;
default:
return;
}
if( !piScopeTex )
return;
// see if we're zoomed with a sniper rifle
if( pPlayer->GetFOV() < 90 &&
pWeapon->GetDODWpnData().m_WeaponType == WPN_TYPE_SNIPER )
{
int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
// calculate the bounds in which we should draw the scope
int xMid = screenWide / 2;
int yMid = screenTall / 2;
// width of the drawn scope. in widescreen, we draw the sides with primitives
int wide = ( screenTall / 3 ) * 4;
int xLeft = xMid - wide/2;
int xRight = xMid + wide/2;
int yTop = 0;
int yBottom = screenTall;
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);
//Draw the outline
//upper left
vgui::surface()->DrawSetTexture(piScopeTex[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
vgui::surface()->DrawSetTexture(piScopeTex[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(piScopeTex[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(piScopeTex[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 ( wide < screenWide )
{
// Left block
vgui::surface()->DrawFilledRect( 0, 0, xLeft, screenTall );
// Right block
vgui::surface()->DrawFilledRect( xRight, 0, screenWide, screenTall );
}
if ( pWeapon->GetWeaponID() == WEAPON_SPRING )
{
//Draw the reticle with primitives
vgui::surface()->DrawLine( 0, yMid, screenWide, yMid );
vgui::surface()->DrawLine( xMid, 0, xMid, screenTall );
}
}
}