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 "drawing_panel.h"
#include "softline.h"
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include "voice_status.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
extern ConVar cl_mute_all_comms;
Color g_DrawPanel_TeamColors[TF_TEAM_COUNT] =
{
COLOR_TF_SPECTATOR, // unassigned
COLOR_TF_SPECTATOR, // spectator
COLOR_TF_RED, // red
COLOR_TF_BLUE, // blue
};
DECLARE_BUILD_FACTORY( CDrawingPanel );
CDrawingPanel::CDrawingPanel( Panel *parent, const char*name ) : Panel( parent, name )
{
m_bDrawingLines = false;
m_fLastMapLine = 0;
m_iMouseX = 0;
m_iMouseY = 0;
m_iPanelType = DRAWING_PANEL_TYPE_NONE;
m_bTeamColors = false;
m_nWhiteTexture = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_nWhiteTexture, "vgui/white", true, false );
ListenForGameEvent( "cl_drawline" );
}
void CDrawingPanel::SetVisible( bool bState )
{
ClearAllLines();
BaseClass::SetVisible( bState );
}
void CDrawingPanel::ReadColor( const char* pszToken, Color& color )
{
if ( pszToken && *pszToken )
{
int r = 0, g = 0, b = 0, a = 255;
if ( sscanf( pszToken, "%d %d %d %d", &r, &g, &b, &a ) >= 3 )
{
// it's a direct color
color = Color( r, g, b, a );
}
else
{
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
color = pScheme->GetColor( pszToken, Color( 0, 0, 0, 0 ) );
}
}
}
void CDrawingPanel::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
ReadColor( inResourceData->GetString( "linecolor", "" ), m_colorLine );
m_bTeamColors = inResourceData->GetBool( "team_colors", false );
}
void CDrawingPanel::Paint()
{
for ( int iIndex = 0; iIndex < ARRAYSIZE( m_vecDrawnLines ); iIndex++ )
{
//Draw the lines
for ( int i = 0; i < m_vecDrawnLines[iIndex].Count(); i++ )
{
if ( !m_vecDrawnLines[iIndex][i].bSetBlipCentre )
{
Vector vecBlipPos;
vecBlipPos.x = m_vecDrawnLines[iIndex][i].worldpos.x;
vecBlipPos.y = m_vecDrawnLines[iIndex][i].worldpos.y;
vecBlipPos.z = 0;
//Msg("drawing line with blippos %f, %f\n", vecBlipPos.x, vecBlipPos.y);
m_vecDrawnLines[iIndex][i].blipcentre = m_vecDrawnLines[iIndex][i].worldpos;
//Msg(" which is blipcentre=%f, %f\n", m_MapLines[i].blipcentre.x, m_MapLines[i].blipcentre.y);
m_vecDrawnLines[iIndex][i].bSetBlipCentre = true;
}
float x = m_vecDrawnLines[iIndex][i].blipcentre.x;
float y = m_vecDrawnLines[iIndex][i].blipcentre.y;
if ( m_vecDrawnLines[iIndex][i].bLink )
{
if ( i > 1 )
{
m_vecDrawnLines[iIndex][i].linkpos = m_vecDrawnLines[iIndex][i-1].worldpos;
if ( !m_vecDrawnLines[iIndex][i].bSetLinkBlipCentre )
{
Vector vecBlipPos2;
vecBlipPos2.x = m_vecDrawnLines[iIndex][i].linkpos.x;
vecBlipPos2.y = m_vecDrawnLines[iIndex][i].linkpos.y;
vecBlipPos2.z = 0;
m_vecDrawnLines[iIndex][i].linkblipcentre = m_vecDrawnLines[iIndex][i].linkpos;
m_vecDrawnLines[iIndex][i].bSetLinkBlipCentre = true;
}
float x2 = m_vecDrawnLines[iIndex][i].linkblipcentre.x;
float y2 = m_vecDrawnLines[iIndex][i].linkblipcentre.y;
int alpha = 255;
if ( m_iPanelType == DRAWING_PANEL_TYPE_MATCH_SUMMARY )
{
float t = gpGlobals->curtime - m_vecDrawnLines[iIndex][i].created_time;
if ( t < DRAWN_LINE_SOLID_TIME )
{
}
else if ( t < DRAWN_LINE_SOLID_TIME + DRAWN_LINE_FADE_TIME )
{
alpha = 255 - ( ( t - DRAWN_LINE_SOLID_TIME ) / DRAWN_LINE_FADE_TIME ) * 255.0f;
}
else
{
continue;
}
}
//Msg("drawing line from %f,%f to %f,%f\n", x, y, x2, y2);
vgui::surface()->DrawSetTexture( m_nWhiteTexture );
vgui::Vertex_t start, end;
Color drawColor = m_colorLine;
if ( m_bTeamColors )
{
C_BasePlayer *pPlayer = UTIL_PlayerByIndex( iIndex );
if ( pPlayer )
{
drawColor = g_DrawPanel_TeamColors[ pPlayer->GetTeamNumber() ];
}
}
// draw main line
vgui::surface()->DrawSetColor( Color( drawColor.r(), drawColor.g(), drawColor.b(), alpha ) );
start.Init( Vector2D( x, y ), Vector2D( 0, 0 ) );
end.Init( Vector2D( x2, y2 ), Vector2D( 1, 1 ) );
SoftLine::DrawPolygonLine( start, end );
// draw translucent ones around it to give it some softness
vgui::surface()->DrawSetColor( Color( drawColor.r(), drawColor.g(), drawColor.b(), 0.5f * alpha ) );
start.Init( Vector2D( x - 0.50f, y - 0.50f ), Vector2D( 0, 0 ) );
end.Init( Vector2D( x2 - 0.50f, y2 - 0.50f ), Vector2D( 1, 1 ) );
SoftLine::DrawPolygonLine( start, end );
start.Init( Vector2D( x + 0.50f, y - 0.50f ), Vector2D( 0, 0 ) );
end.Init( Vector2D( x2 + 0.50f, y2 - 0.50f ), Vector2D( 1, 1 ) );
SoftLine::DrawPolygonLine( start, end );
start.Init( Vector2D( x - 0.50f, y + 0.50f ), Vector2D( 0, 0 ) );
end.Init( Vector2D( x2 - 0.50f, y2 + 0.50f ), Vector2D( 1, 1 ) );
SoftLine::DrawPolygonLine( start, end );
start.Init( Vector2D( x + 0.50f, y + 0.50f ), Vector2D( 0, 0 ) );
end.Init( Vector2D( x2 + 0.50f, y2 + 0.50f ), Vector2D( 1, 1 ) );
SoftLine::DrawPolygonLine( start, end );
}
}
}
}
}
void CDrawingPanel::OnMousePressed( vgui::MouseCode code )
{
if ( code != MOUSE_LEFT )
return;
SendMapLine( m_iMouseX, m_iMouseY, true );
m_bDrawingLines = true;
}
void CDrawingPanel::OnMouseReleased( vgui::MouseCode code )
{
if ( code != MOUSE_LEFT )
return;
m_bDrawingLines = false;
}
void CDrawingPanel::OnCursorExited()
{
//Msg("CDrawingPanel::OnCursorExited\n");
m_bDrawingLines = false;
}
void CDrawingPanel::OnThink()
{
if ( m_iPanelType == DRAWING_PANEL_TYPE_MATCH_SUMMARY )
{
// clean up any segments that have faded out
for ( int iIndex = 0; iIndex < ARRAYSIZE( m_vecDrawnLines ); iIndex++ )
{
for ( int i = m_vecDrawnLines[iIndex].Count() - 1; i >= 0; i-- )
{
if ( gpGlobals->curtime - m_vecDrawnLines[iIndex][i].created_time > DRAWN_LINE_SOLID_TIME + DRAWN_LINE_FADE_TIME )
{
m_vecDrawnLines[iIndex].Remove( i );
}
}
}
}
}
void CDrawingPanel::OnCursorMoved( int x, int y )
{
//Msg("CDrawingPanel::OnCursorMoved %d,%d\n", x, y);
m_iMouseX = x;
m_iMouseY = y;
const float flLineInterval = 1.f / 60.f;
if ( m_bDrawingLines && gpGlobals->curtime >= m_fLastMapLine + flLineInterval )
{
SendMapLine( x, y, false );
}
}
void CDrawingPanel::SendMapLine( int x, int y, bool bInitial )
{
if ( engine->IsPlayingDemo() )
return;
int iIndex = GetLocalPlayerIndex();
int nMaxLines = 750; // 12.5 seconds of drawing at 60fps
if ( m_iPanelType == DRAWING_PANEL_TYPE_MATCH_SUMMARY )
{
nMaxLines = 120; // 2 seconds of drawing at 60fps
}
// Stop adding lines after this much
if ( m_vecDrawnLines[iIndex].Count() >= nMaxLines )
return;
int linetype = bInitial ? 0 : 1;
m_fLastMapLine = gpGlobals->curtime;
// short circuit add it to your own list
MapLine line;
line.worldpos.x = x;
line.worldpos.y = y;
line.created_time = gpGlobals->curtime;
if ( linetype == 1 ) // links to a previous
{
line.bLink = true;
}
m_vecDrawnLines[iIndex].AddToTail( line );
if ( m_iPanelType == DRAWING_PANEL_TYPE_MATCH_SUMMARY )
{
// notify the server of this!
KeyValues *kv = new KeyValues( "cl_drawline" );
kv->SetInt( "panel", m_iPanelType );
kv->SetInt( "line", linetype );
kv->SetFloat( "x", (float)x / (float)GetWide() );
kv->SetFloat( "y", (float)y / (float)GetTall() );
engine->ServerCmdKeyValues( kv );
}
}
void CDrawingPanel::ClearLines( int iIndex )
{
m_vecDrawnLines[iIndex].Purge();
}
void CDrawingPanel::ClearAllLines()
{
for ( int iIndex = 0; iIndex < ARRAYSIZE( m_vecDrawnLines ); iIndex++ )
{
m_vecDrawnLines[iIndex].Purge();
}
}
void CDrawingPanel::FireGameEvent( IGameEvent *event )
{
if ( FStrEq( event->GetName(), "cl_drawline" ) )
{
int iIndex = event->GetInt( "player" );
// if this is NOT the local player (we've already stored our own data)
if ( ( iIndex != GetLocalPlayerIndex() ) || engine->IsPlayingDemo() )
{
// If a player is muted for voice, also mute them for lines because jerks gonna jerk.
if ( cl_mute_all_comms.GetBool() && ( iIndex != 0 ) )
{
if ( GetClientVoiceMgr() && GetClientVoiceMgr()->IsPlayerBlocked( iIndex ) )
{
ClearLines( iIndex );
return;
}
}
int iPanelType = event->GetInt( "panel" );
// if this message is about our panel type
if ( iPanelType == m_iPanelType )
{
int iLineType = event->GetInt( "line" );
float x = event->GetFloat( "x" );
float y = event->GetFloat( "y" );
MapLine line;
line.worldpos.x = (int)( x * GetWide() );
line.worldpos.y = (int)( y * GetTall() );
line.created_time = gpGlobals->curtime;
if ( iLineType == 1 ) // links to a previous
{
line.bLink = true;
}
m_vecDrawnLines[iIndex].AddToTail( line );
}
}
}
}