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:
//
// $NoKeywords: $
//=============================================================================//
#ifndef COMMANDEROVERLAYPANEL_H
#define COMMANDEROVERLAYPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "CommanderOverlay.h"
#include <vgui_controls/Panel.h>
#define TACTICAL_ZOFFSET 100
#define TACTICAL_MIN_VIEWABLE_SIZE 1000
#define TACTICAL_SPACEBAR_VIEWABLE_SIZE 4000
#define FOG_ALPHAMAP_SIZE 64
class C_TFTeam;
class IVTFTexture;
class ITexture;
class CCommanderOverlayPanel : public vgui::Panel
{
typedef vgui::Panel BaseClass;
// Panel overrides.
public:
CCommanderOverlayPanel( void );
virtual ~CCommanderOverlayPanel( void );
virtual void Paint();
virtual void OnMousePressed(vgui::MouseCode code);
virtual void OnMouseReleased(vgui::MouseCode code);
virtual void OnCursorMoved(int x, int y);
virtual void OnMouseWheeled(int delta);
virtual void OnKeyPressed(vgui::KeyCode code);
// Call on enable
void Enable();
void Disable();
// called when we're ticked (updates our state)...
void OnTick();
// Call when the map changes
void LevelInit( char const* pMapName );
void LevelShutdown( void );
// Returns the visible area (not including the tech tree)
void GetVisibleSize( int& w, int& h );
// Returns the visible area in world units
void GetVisibleArea( Vector& mins, Vector& maxs );
// Returns the number of world units per pixel
float WorldUnitsPerPixel();
// Fill in the rectangle that the view is rendered from.
// It is looking down negative Z, and goes from [vCenter.x-xSize, vCenter.y-ySize] to [vCenter.x+xSize, vCenter.y+ySize].
void GetOrthoRenderBox(Vector &vCenter, float &xSize, float &ySize);
void GetVisibleOrthoSize(float &xSize, float &ySize);
void ActualToVisibleOffset( Vector& offset );
void BoundOrigin( Vector& camera );
void CreatePickingRay( int mousex, int mousey,
int screenwidth, int screenheight,
const Vector& vecRenderOrigin,
const QAngle& vecRenderAngles,
Vector &rayOrigin,
Vector &rayDirection
);
Vector& TacticalOrigin() { return m_vecTacticalOrigin; }
QAngle& TacticalAngles() { return m_vecTacticalAngles; }
float GetZoom( void );
void SetCommanderView( CClientModeCommander *commander );
bool IsRightMouseMapMoving( void );
private:
struct MouseDown_t
{
bool m_bMouseDown;
int m_nXStart;
int m_nYStart;
int m_nXCurrent;
int m_nYCurrent;
int m_nXPrev;
int m_nYPrev;
};
// Compute render origin
void InitializeRenderOrigin();
// Methods relating to zoom
void ComputeZoomRange();
void LeftMousePressed( void );
void LeftMouseReleased( void );
void RightMousePressed( void );
void RightMouseReleased( void );
void RightMouseMapMove( void );
// Shows the entire view
void ChangeZoomLevel( float newZoom );
// Centers the view on the mouse
void CenterOnMouse( Vector& mouseWorldPos );
int CountSelectedPlayers( void );
void GetSelectedPlayerBitField( CBitVec< MAX_PLAYERS >& bits );
void SelectPlayersInRectangle( int x0, int y0, int x1, int y1, bool clearOldSelections = true );
void GetMousePos( int& x, int& y );
void StartMovingMouse( MouseDown_t& mouse );
void UpdateMousePos( int x, int y, MouseDown_t& mouse );
// camera origin
Vector m_vecTacticalOrigin;
QAngle m_vecTacticalAngles;
MouseDown_t m_left, m_right;
float m_fZoom; // 0 = sitting at world maxs.z. 1 = at maxs.z + (maxs.z-mins.z)*2.
float m_MinWorldWidth;
float m_MaxWorldWidth;
bool m_bHaveActiveSelection;
float m_flPreviousMaxWorldWidth;
CClientModeCommander *m_pCommanderView;
vgui::HCursor m_CursorCommander;
vgui::HCursor m_CursorRightMouseMove;
};
#endif // COMMANDEROVERLAYPANEL_H