Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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.
 
 
 
 
 
 

219 lines
6.2 KiB

//========= 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_tf_player.h"
#include "tf_hud_crosshair.h"
#include "hud_crosshair.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "tf_logic_halloween_2014.h"
#include "tf_gamerules.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_file( "cl_crosshair_file", "", FCVAR_ARCHIVE );
ConVar cl_crosshair_scale( "cl_crosshair_scale", "32.0", FCVAR_ARCHIVE );
using namespace vgui;
// Everything else is expecting to find "CHudCrosshair"
DECLARE_NAMED_HUDELEMENT( CHudTFCrosshair, CHudCrosshair );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTFCrosshair::CHudTFCrosshair( const char *pName ) :
CHudCrosshair ( pName )
{
m_szPreviousCrosshair[0] = '\0';
m_iCrosshairTextureID = -1;
m_flTimeToHideUntil = -1.f;
ListenForGameEvent( "restart_timer_time" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudTFCrosshair::~CHudTFCrosshair( void )
{
if ( vgui::surface() && m_iCrosshairTextureID != -1 )
{
vgui::surface()->DestroyTextureID( m_iCrosshairTextureID );
m_iCrosshairTextureID = -1;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudTFCrosshair::ShouldDraw( void )
{
// turn off for the minigames
if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
return false;
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
return false;
// turn off if the local player is a ghost
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pPlayer )
{
if ( pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
return false;
if ( pPlayer->IsTaunting() )
return false;
}
if ( m_flTimeToHideUntil > gpGlobals->curtime )
return false;
return BaseClass::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTFCrosshair::LevelShutdown( void )
{
m_szPreviousCrosshair[0] = '\0';
if ( m_pCrosshairMaterial )
{
delete m_pCrosshairMaterial;
m_pCrosshairMaterial = NULL;
}
m_flTimeToHideUntil = -1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTFCrosshair::Init()
{
if ( m_iCrosshairTextureID == -1 )
{
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
}
m_flTimeToHideUntil = -1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTFCrosshair::FireGameEvent( IGameEvent * event )
{
if ( FStrEq( "restart_timer_time", event->GetName() ) )
{
if ( TFGameRules() && TFGameRules()->IsCompetitiveMode() )
{
int nTime = event->GetInt( "time" );
if ( ( nTime <= 10 ) && ( nTime > 0 ) )
{
m_flTimeToHideUntil = gpGlobals->curtime + nTime;
return;
}
}
}
m_flTimeToHideUntil = -1.f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudTFCrosshair::Paint()
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if( !pPlayer )
return;
const char *crosshairfile = cl_crosshair_file.GetString();
if ( ( crosshairfile == NULL ) || ( Q_stricmp( m_szPreviousCrosshair, crosshairfile ) != 0 ) )
{
char buf[256];
Q_snprintf( buf, sizeof(buf), "vgui/crosshairs/%s", crosshairfile );
if ( m_iCrosshairTextureID != -1 )
{
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, buf, true, false );
}
if ( m_pCrosshairMaterial )
{
delete m_pCrosshairMaterial;
}
m_pCrosshairMaterial = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
if ( !m_pCrosshairMaterial )
return;
// save the name to compare with the cvar in the future
Q_strncpy( m_szPreviousCrosshair, crosshairfile, sizeof(m_szPreviousCrosshair) );
}
if ( m_szPreviousCrosshair[0] == '\0' )
{
return BaseClass::Paint();
}
// This is somewhat cut'n'paste from CHudCrosshair::Paint(). Would be nice to unify them some more.
float x, y;
bool bBehindCamera;
GetDrawPosition ( &x, &y, &bBehindCamera );
if( bBehindCamera )
return;
float flWeaponScale = 1.f;
int iTextureW = 32;
int iTextureH = 32;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->GetWeaponCrosshairScale( flWeaponScale );
}
float flPlayerScale = 1.0f;
#ifdef TF_CLIENT_DLL
Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
flPlayerScale = cl_crosshair_scale.GetFloat() / 32.0f; // the player can change the scale in the options/multiplayer tab
#else
Color clr = m_clrCrosshair;
#endif
float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
int iWidth = (int)( flWidth + 0.5f );
int iHeight = (int)( flHeight + 0.5f );
int iX = (int)( x + 0.5f );
int iY = (int)( y + 0.5f );
vgui::ISurface *pSurf = vgui::surface();
pSurf->DrawSetColor( clr );
pSurf->DrawSetTexture( m_iCrosshairTextureID );
pSurf->DrawTexturedRect( iX-iWidth, iY-iHeight, iX+iWidth, iY+iHeight );
pSurf->DrawSetTexture(0);
}