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842 lines
24 KiB
842 lines
24 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "networkstringtable_clientdll.h" |
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#include <KeyValues.h> |
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#include "panelmetaclassmgr.h" |
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#include <vgui_controls/Controls.h> |
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#include "mathlib/vmatrix.h" |
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#include "VGuiMatSurface/IMatSystemSurface.h" |
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#include "view.h" |
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#include "collisionutils.h" |
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#include <vgui/IInput.h> |
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#include <vgui/IPanel.h> |
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#include <vgui/IVGui.h> |
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#include "ienginevgui.h" |
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#include "in_buttons.h" |
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#include <vgui/MouseCode.h> |
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#include "materialsystem/imesh.h" |
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#include "clienteffectprecachesystem.h" |
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#include "c_vguiscreen.h" |
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#include "iclientmode.h" |
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#include "vgui_bitmapbutton.h" |
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#include "vgui_bitmappanel.h" |
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#include "filesystem.h" |
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#include "iinput.h" |
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#include <vgui/IInputInternal.h> |
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extern vgui::IInputInternal *g_InputInternal; |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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#define VGUI_SCREEN_MODE_RADIUS 80 |
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//Precache the materials |
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectVGuiScreen ) |
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CLIENTEFFECT_MATERIAL( "engine/writez" ) |
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CLIENTEFFECT_REGISTER_END() |
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IMPLEMENT_CLIENTCLASS_DT(C_VGuiScreen, DT_VGuiScreen, CVGuiScreen) |
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RecvPropFloat( RECVINFO(m_flWidth) ), |
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RecvPropFloat( RECVINFO(m_flHeight) ), |
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RecvPropInt( RECVINFO(m_fScreenFlags) ), |
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RecvPropInt( RECVINFO(m_nPanelName) ), |
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RecvPropInt( RECVINFO(m_nAttachmentIndex) ), |
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RecvPropInt( RECVINFO(m_nOverlayMaterial) ), |
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RecvPropEHandle( RECVINFO(m_hPlayerOwner) ), |
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END_RECV_TABLE() |
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//----------------------------------------------------------------------------- |
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// Constructor |
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//----------------------------------------------------------------------------- |
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C_VGuiScreen::C_VGuiScreen() |
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{ |
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m_nOldPanelName = m_nPanelName = -1; |
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m_nOldOverlayMaterial = m_nOverlayMaterial = -1; |
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m_nOldPx = m_nOldPy = -1; |
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m_nButtonState = 0; |
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m_bLoseThinkNextFrame = false; |
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m_bAcceptsInput = true; |
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m_WriteZMaterial.Init( "engine/writez", TEXTURE_GROUP_VGUI ); |
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m_OverlayMaterial.Init( m_WriteZMaterial ); |
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} |
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C_VGuiScreen::~C_VGuiScreen() |
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{ |
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DestroyVguiScreen(); |
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} |
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//----------------------------------------------------------------------------- |
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// Network updates |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::PreDataUpdate( DataUpdateType_t updateType ) |
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{ |
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BaseClass::PreDataUpdate( updateType ); |
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m_nOldPanelName = m_nPanelName; |
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m_nOldOverlayMaterial = m_nOverlayMaterial; |
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} |
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void C_VGuiScreen::OnDataChanged( DataUpdateType_t type ) |
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{ |
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BaseClass::OnDataChanged( type ); |
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if ((type == DATA_UPDATE_CREATED) || (m_nPanelName != m_nOldPanelName)) |
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{ |
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CreateVguiScreen( PanelName() ); |
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m_nButtonState = 0; |
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} |
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// Set up the overlay material |
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if (m_nOldOverlayMaterial != m_nOverlayMaterial) |
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{ |
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m_OverlayMaterial.Shutdown(); |
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const char *pMaterialName = GetMaterialNameFromIndex(m_nOverlayMaterial); |
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if (pMaterialName) |
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{ |
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m_OverlayMaterial.Init( pMaterialName, TEXTURE_GROUP_VGUI ); |
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} |
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else |
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{ |
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m_OverlayMaterial.Init( m_WriteZMaterial ); |
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} |
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} |
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} |
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void FormatViewModelAttachment( Vector &vOrigin, bool bInverse ); |
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//----------------------------------------------------------------------------- |
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// Returns the attachment render origin + origin |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles ) |
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{ |
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C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity(); |
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if (pEnt && (m_nAttachmentIndex > 0)) |
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{ |
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{ |
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C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true ); |
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pEnt->GetAttachment( m_nAttachmentIndex, *pOrigin, *pAngles ); |
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} |
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if ( IsAttachedToViewModel() ) |
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{ |
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FormatViewModelAttachment( *pOrigin, true ); |
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} |
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} |
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else |
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{ |
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BaseClass::GetAimEntOrigin( pAttachedTo, pOrigin, pAngles ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Create, destroy vgui panels... |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::CreateVguiScreen( const char *pTypeName ) |
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{ |
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// Clear out any old screens. |
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DestroyVguiScreen(); |
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AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID ); |
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// Create the new screen... |
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VGuiScreenInitData_t initData( this ); |
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m_PanelWrapper.Activate( pTypeName, NULL, 0, &initData ); |
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// Retrieve the panel dimensions |
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vgui::Panel *pPanel = m_PanelWrapper.GetPanel(); |
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if (pPanel) |
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{ |
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int x, y; |
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pPanel->GetBounds( x, y, m_nPixelWidth, m_nPixelHeight ); |
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} |
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else |
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{ |
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m_nPixelWidth = m_nPixelHeight = 0; |
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} |
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} |
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void C_VGuiScreen::DestroyVguiScreen( ) |
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{ |
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m_PanelWrapper.Deactivate(); |
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} |
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//----------------------------------------------------------------------------- |
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// Is the screen active? |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IsActive() const |
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{ |
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return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IsAttachedToViewModel() const |
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{ |
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return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : Returns true on success, false on failure. |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::AcceptsInput() const |
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{ |
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return m_bAcceptsInput; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : acceptsinput - |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::SetAcceptsInput( bool acceptsinput ) |
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{ |
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m_bAcceptsInput = acceptsinput; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Output : RenderGroup_t |
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//----------------------------------------------------------------------------- |
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RenderGroup_t C_VGuiScreen::GetRenderGroup() |
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{ |
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if ( IsAttachedToViewModel() ) |
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return RENDER_GROUP_VIEW_MODEL_TRANSLUCENT; |
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return BaseClass::GetRenderGroup(); |
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} |
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//----------------------------------------------------------------------------- |
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// Are we only visible to teammates? |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IsVisibleOnlyToTeammates() const |
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{ |
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return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Are we visible to someone on this team? |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IsVisibleToTeam( int nTeam ) |
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{ |
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// FIXME: Should this maybe go into a derived class of some sort? |
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// Don't bother with screens on the wrong team |
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if (IsVisibleOnlyToTeammates() && (nTeam > 0)) |
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{ |
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// Hmmm... sort of a hack... |
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C_BaseEntity *pOwner = GetOwnerEntity(); |
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if ( pOwner && (nTeam != pOwner->GetTeamNumber()) ) |
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return false; |
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} |
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return true; |
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} |
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//----------------------------------------------------------------------------- |
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// Activate, deactivate the view screen |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::GainFocus( ) |
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{ |
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SetNextClientThink( CLIENT_THINK_ALWAYS ); |
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m_bLoseThinkNextFrame = false; |
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m_nOldButtonState = 0; |
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} |
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void C_VGuiScreen::LoseFocus() |
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{ |
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m_bLoseThinkNextFrame = true; |
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m_nOldButtonState = 0; |
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} |
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void C_VGuiScreen::SetButtonState( int nButtonState ) |
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{ |
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m_nButtonState = nButtonState; |
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} |
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//----------------------------------------------------------------------------- |
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// Returns the panel name |
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//----------------------------------------------------------------------------- |
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const char *C_VGuiScreen::PanelName() const |
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{ |
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return g_StringTableVguiScreen->GetString( m_nPanelName ); |
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} |
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//-------------------------------------------------------------------------- |
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// Purpose: |
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// Given a field of view and mouse/screen positions as well as the current |
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// render origin and angles, returns a unit vector through the mouse position |
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// that can be used to trace into the world under the mouse click pixel. |
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// Input : |
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// mousex - |
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// mousey - |
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// fov - |
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// vecRenderOrigin - |
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// vecRenderAngles - |
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// Output : |
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// vecPickingRay |
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//-------------------------------------------------------------------------- |
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void ScreenToWorld( int mousex, int mousey, float fov, |
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const Vector& vecRenderOrigin, |
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const QAngle& vecRenderAngles, |
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Vector& vecPickingRay ) |
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{ |
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float dx, dy; |
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float c_x, c_y; |
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float dist; |
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Vector vpn, vup, vright; |
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float scaled_fov = ScaleFOVByWidthRatio( fov, engine->GetScreenAspectRatio() * 0.75f ); |
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c_x = ScreenWidth() / 2; |
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c_y = ScreenHeight() / 2; |
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dx = (float)mousex - c_x; |
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// Invert Y |
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dy = c_y - (float)mousey; |
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// Convert view plane distance |
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dist = c_x / tan( M_PI * scaled_fov / 360.0 ); |
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// Decompose view angles |
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AngleVectors( vecRenderAngles, &vpn, &vright, &vup ); |
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// Offset forward by view plane distance, and then by pixel offsets |
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vecPickingRay = vpn * dist + vright * ( dx ) + vup * ( dy ); |
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// Convert to unit vector |
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VectorNormalize( vecPickingRay ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Deal with input |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::ClientThink( void ) |
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{ |
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int nButtonsChanged = m_nOldButtonState ^ m_nButtonState; |
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m_nOldButtonState = m_nButtonState; |
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// Debounced button codes for pressed/released |
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// UNDONE: Do we need auto-repeat? |
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m_nButtonPressed = nButtonsChanged & m_nButtonState; // The changed ones still down are "pressed" |
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m_nButtonReleased = nButtonsChanged & (~m_nButtonState); // The ones not down are "released" |
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BaseClass::ClientThink(); |
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// FIXME: We should really be taking bob, shake, and roll into account |
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// but if we did, then all the inputs would be generated multiple times |
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// if the world was rendered multiple times (for things like water, etc.) |
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vgui::Panel *pPanel = m_PanelWrapper.GetPanel(); |
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if (!pPanel) |
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return; |
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); |
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if (!pLocalPlayer) |
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return; |
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// Generate a ray along the view direction |
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Vector vecEyePosition = pLocalPlayer->EyePosition(); |
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QAngle viewAngles = pLocalPlayer->EyeAngles( ); |
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// Compute cursor position... |
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Ray_t lookDir; |
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Vector endPos; |
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float u, v; |
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// Viewmodel attached screens that take input need to have a moving cursor |
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// Do a pick under the cursor as our selection |
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Vector viewDir; |
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AngleVectors( viewAngles, &viewDir ); |
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VectorMA( vecEyePosition, 1000.0f, viewDir, endPos ); |
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lookDir.Init( vecEyePosition, endPos ); |
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if (!IntersectWithRay( lookDir, &u, &v, NULL )) |
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return; |
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if ( ((u < 0) || (v < 0) || (u > 1) || (v > 1)) && !m_bLoseThinkNextFrame) |
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return; |
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// This will cause our panel to grab all input! |
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g_pClientMode->ActivateInGameVGuiContext( pPanel ); |
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// Convert (u,v) into (px,py) |
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int px = (int)(u * m_nPixelWidth + 0.5f); |
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int py = (int)(v * m_nPixelHeight + 0.5f); |
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// Generate mouse input commands |
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if ((px != m_nOldPx) || (py != m_nOldPy)) |
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{ |
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g_InputInternal->InternalCursorMoved( px, py ); |
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m_nOldPx = px; |
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m_nOldPy = py; |
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} |
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if (m_nButtonPressed & IN_ATTACK) |
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{ |
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g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED ); |
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g_InputInternal->InternalMousePressed(MOUSE_LEFT); |
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} |
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if (m_nButtonPressed & IN_ATTACK2) |
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{ |
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g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_PRESSED ); |
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g_InputInternal->InternalMousePressed( MOUSE_RIGHT ); |
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} |
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if ( (m_nButtonReleased & IN_ATTACK) || m_bLoseThinkNextFrame) // for a button release on loosing focus |
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{ |
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g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED ); |
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g_InputInternal->InternalMouseReleased( MOUSE_LEFT ); |
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} |
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if (m_nButtonReleased & IN_ATTACK2) |
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{ |
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g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_RELEASED ); |
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g_InputInternal->InternalMouseReleased( MOUSE_RIGHT ); |
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} |
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if ( m_bLoseThinkNextFrame == true ) |
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{ |
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m_bLoseThinkNextFrame = false; |
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SetNextClientThink( CLIENT_THINK_NEVER ); |
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} |
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g_pClientMode->DeactivateInGameVGuiContext( ); |
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} |
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//----------------------------------------------------------------------------- |
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// Computes control points of the quad describing the screen |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::ComputeEdges( Vector *pUpperLeft, Vector *pUpperRight, Vector *pLowerLeft ) |
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{ |
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Vector vecOrigin = GetAbsOrigin(); |
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Vector xaxis, yaxis; |
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AngleVectors( GetAbsAngles(), &xaxis, &yaxis, NULL ); |
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// NOTE: Have to multiply by -1 here because yaxis goes out the -y axis in AngleVectors actually... |
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yaxis *= -1.0f; |
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VectorCopy( vecOrigin, *pLowerLeft ); |
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VectorMA( vecOrigin, m_flHeight, yaxis, *pUpperLeft ); |
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VectorMA( *pUpperLeft, m_flWidth, xaxis, *pUpperRight ); |
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} |
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//----------------------------------------------------------------------------- |
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// Return intersection point of ray with screen in barycentric coords |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IntersectWithRay( const Ray_t &ray, float *u, float *v, float *t ) |
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{ |
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// Perform a raycast to see where in barycentric coordinates the ray hits |
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// the viewscreen; if it doesn't hit it, you're not in the mode |
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Vector origin, upt, vpt; |
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ComputeEdges( &origin, &upt, &vpt ); |
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return ComputeIntersectionBarycentricCoordinates( ray, origin, upt, vpt, *u, *v, t ); |
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} |
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//----------------------------------------------------------------------------- |
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// Is the vgui screen backfacing? |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IsBackfacing( const Vector &viewOrigin ) |
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{ |
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// Compute a ray from camera to center of the screen.. |
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Vector cameraToScreen; |
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VectorSubtract( GetAbsOrigin(), viewOrigin, cameraToScreen ); |
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// Figure out the face normal |
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Vector zaxis; |
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GetVectors( NULL, NULL, &zaxis ); |
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// The actual backface cull |
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return (DotProduct( zaxis, cameraToScreen ) > 0.0f); |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the panel center to world transform |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::ComputePanelToWorld() |
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{ |
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// The origin is at the upper-left corner of the screen |
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Vector vecOrigin, vecUR, vecLL; |
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ComputeEdges( &vecOrigin, &vecUR, &vecLL ); |
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m_PanelToWorld.SetupMatrixOrgAngles( vecOrigin, GetAbsAngles() ); |
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} |
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//----------------------------------------------------------------------------- |
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// a pass to set the z buffer... |
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//----------------------------------------------------------------------------- |
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void C_VGuiScreen::DrawScreenOverlay() |
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{ |
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CMatRenderContextPtr pRenderContext( materials ); |
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pRenderContext->MatrixMode( MATERIAL_MODEL ); |
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pRenderContext->PushMatrix(); |
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pRenderContext->LoadMatrix( m_PanelToWorld ); |
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unsigned char pColor[4] = {255, 255, 255, 255}; |
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CMeshBuilder meshBuilder; |
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_OverlayMaterial ); |
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 ); |
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meshBuilder.Position3f( 0.0f, 0.0f, 0 ); |
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f ); |
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meshBuilder.Color4ubv( pColor ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( m_flWidth, 0.0f, 0 ); |
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meshBuilder.TexCoord2f( 0, 1.0f, 0.0f ); |
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meshBuilder.Color4ubv( pColor ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( m_flWidth, -m_flHeight, 0 ); |
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meshBuilder.TexCoord2f( 0, 1.0f, 1.0f ); |
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meshBuilder.Color4ubv( pColor ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.Position3f( 0.0f, -m_flHeight, 0 ); |
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meshBuilder.TexCoord2f( 0, 0.0f, 1.0f ); |
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meshBuilder.Color4ubv( pColor ); |
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meshBuilder.AdvanceVertex(); |
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meshBuilder.End(); |
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pMesh->Draw(); |
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pRenderContext->PopMatrix(); |
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} |
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//----------------------------------------------------------------------------- |
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// Draws the panel using a 3D transform... |
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//----------------------------------------------------------------------------- |
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int C_VGuiScreen::DrawModel( int flags ) |
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{ |
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vgui::Panel *pPanel = m_PanelWrapper.GetPanel(); |
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if (!pPanel || !IsActive()) |
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return 0; |
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// Don't bother drawing stuff not visible to me... |
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); |
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if (!pLocalPlayer || !IsVisibleToTeam(pLocalPlayer->GetTeamNumber()) ) |
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return 0; |
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if ( !IsVisibleToPlayer( pLocalPlayer ) ) |
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{ |
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return 0; |
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} |
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// Backface cull the entire panel here... |
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if (IsBackfacing(CurrentViewOrigin())) |
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return 0; |
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// Recompute the panel-to-world center |
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// FIXME: Can this be cached off? |
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ComputePanelToWorld(); |
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g_pMatSystemSurface->DrawPanelIn3DSpace( pPanel->GetVPanel(), m_PanelToWorld, |
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m_nPixelWidth, m_nPixelHeight, m_flWidth, m_flHeight ); |
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// Finally, a pass to set the z buffer... |
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DrawScreenOverlay(); |
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return 1; |
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} |
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bool C_VGuiScreen::ShouldDraw( void ) |
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{ |
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return !IsEffectActive(EF_NODRAW); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Hook for vgui screens to determine visibility |
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//----------------------------------------------------------------------------- |
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bool C_VGuiScreen::IsVisibleToPlayer( C_BasePlayer *pViewingPlayer ) |
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{ |
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return true; |
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} |
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bool C_VGuiScreen::IsTransparent( void ) |
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{ |
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return (m_fScreenFlags & VGUI_SCREEN_TRANSPARENT) != 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Sometimes we only want a specific player to be able to input to a panel |
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//----------------------------------------------------------------------------- |
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C_BasePlayer *C_VGuiScreen::GetPlayerOwner( void ) |
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{ |
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return ( C_BasePlayer * )( m_hPlayerOwner.Get() ); |
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} |
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bool C_VGuiScreen::IsInputOnlyToOwner( void ) |
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{ |
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return (m_fScreenFlags & VGUI_SCREEN_ONLY_USABLE_BY_OWNER) != 0; |
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} |
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//----------------------------------------------------------------------------- |
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// |
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// Enumator class for finding vgui screens close to the local player |
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// |
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//----------------------------------------------------------------------------- |
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class CVGuiScreenEnumerator : public IPartitionEnumerator |
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{ |
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DECLARE_CLASS_GAMEROOT( CVGuiScreenEnumerator, IPartitionEnumerator ); |
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public: |
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity ); |
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int GetScreenCount(); |
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C_VGuiScreen *GetVGuiScreen( int index ); |
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private: |
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CUtlVector< CHandle< C_VGuiScreen > > m_VguiScreens; |
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}; |
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IterationRetval_t CVGuiScreenEnumerator::EnumElement( IHandleEntity *pHandleEntity ) |
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{ |
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C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() ); |
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if ( pEnt == NULL ) |
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return ITERATION_CONTINUE; |
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// FIXME.. pretty expensive... |
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C_VGuiScreen *pScreen = dynamic_cast<C_VGuiScreen*>(pEnt); |
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if ( pScreen ) |
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{ |
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int i = m_VguiScreens.AddToTail( ); |
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m_VguiScreens[i].Set( pScreen ); |
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} |
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return ITERATION_CONTINUE; |
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} |
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int CVGuiScreenEnumerator::GetScreenCount() |
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{ |
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return m_VguiScreens.Count(); |
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} |
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C_VGuiScreen *CVGuiScreenEnumerator::GetVGuiScreen( int index ) |
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{ |
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return m_VguiScreens[index].Get(); |
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} |
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//----------------------------------------------------------------------------- |
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// |
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// Look for vgui screens, returns true if it found one ... |
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// |
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//----------------------------------------------------------------------------- |
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C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam ) |
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{ |
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if ( IsX360() ) |
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{ |
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// X360TBD: Turn this on if feature actually used |
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return NULL; |
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} |
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); |
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Assert( pLocalPlayer ); |
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if ( !pLocalPlayer ) |
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return NULL; |
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// Get the view direction... |
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Vector lookDir; |
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AngleVectors( viewAngle, &lookDir ); |
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// Create a ray used for raytracing |
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Vector lookEnd; |
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VectorMA( viewPosition, 2.0f * VGUI_SCREEN_MODE_RADIUS, lookDir, lookEnd ); |
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Ray_t lookRay; |
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lookRay.Init( viewPosition, lookEnd ); |
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// Look for vgui screens that are close to the player |
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CVGuiScreenEnumerator localScreens; |
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::partition->EnumerateElementsInSphere( PARTITION_CLIENT_NON_STATIC_EDICTS, viewPosition, VGUI_SCREEN_MODE_RADIUS, false, &localScreens ); |
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Vector vecOut, vecViewDelta; |
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float flBestDist = 2.0f; |
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C_VGuiScreen *pBestScreen = NULL; |
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for (int i = localScreens.GetScreenCount(); --i >= 0; ) |
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{ |
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C_VGuiScreen *pScreen = localScreens.GetVGuiScreen(i); |
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if ( pScreen->IsAttachedToViewModel() ) |
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continue; |
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// Don't bother with screens I'm behind... |
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// Hax - don't cancel backfacing with viewmodel attached screens. |
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// we can get prediction bugs that make us backfacing for one frame and |
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// it resets the mouse position if we lose focus. |
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if ( pScreen->IsBackfacing(viewPosition) ) |
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continue; |
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// Don't bother with screens that are turned off |
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if (!pScreen->IsActive()) |
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continue; |
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// FIXME: Should this maybe go into a derived class of some sort? |
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// Don't bother with screens on the wrong team |
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if (!pScreen->IsVisibleToTeam(nTeam)) |
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continue; |
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if ( !pScreen->AcceptsInput() ) |
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continue; |
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if ( pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer ) |
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continue; |
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// Test perpendicular distance from the screen... |
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pScreen->GetVectors( NULL, NULL, &vecOut ); |
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VectorSubtract( viewPosition, pScreen->GetAbsOrigin(), vecViewDelta ); |
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float flPerpDist = DotProduct(vecViewDelta, vecOut); |
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if ( (flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS) ) |
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continue; |
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// Perform a raycast to see where in barycentric coordinates the ray hits |
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// the viewscreen; if it doesn't hit it, you're not in the mode |
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float u, v, t; |
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if (!pScreen->IntersectWithRay( lookRay, &u, &v, &t )) |
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continue; |
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// Barycentric test |
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if ((u < 0) || (v < 0) || (u > 1) || (v > 1)) |
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continue; |
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if ( t < flBestDist ) |
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{ |
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flBestDist = t; |
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pBestScreen = pScreen; |
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} |
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} |
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return pBestScreen; |
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} |
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void ActivateVguiScreen( C_BaseEntity *pVguiScreenEnt ) |
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{ |
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if (pVguiScreenEnt) |
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{ |
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Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) ); |
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C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt); |
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pVguiScreen->GainFocus( ); |
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} |
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} |
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void SetVGuiScreenButtonState( C_BaseEntity *pVguiScreenEnt, int nButtonState ) |
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{ |
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if (pVguiScreenEnt) |
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{ |
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Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) ); |
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C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt); |
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pVguiScreen->SetButtonState( nButtonState ); |
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} |
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} |
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void DeactivateVguiScreen( C_BaseEntity *pVguiScreenEnt ) |
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{ |
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if (pVguiScreenEnt) |
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{ |
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Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) ); |
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C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt); |
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pVguiScreen->LoseFocus( ); |
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} |
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} |
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CVGuiScreenPanel::CVGuiScreenPanel( vgui::Panel *parent, const char *panelName ) |
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: BaseClass( parent, panelName ) |
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{ |
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m_hEntity = NULL; |
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} |
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CVGuiScreenPanel::CVGuiScreenPanel( vgui::Panel *parent, const char *panelName, vgui::HScheme hScheme ) |
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: BaseClass( parent, panelName, hScheme ) |
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{ |
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m_hEntity = NULL; |
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} |
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bool CVGuiScreenPanel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData ) |
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{ |
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const char *pResFile = pKeyValues->GetString( "resfile" ); |
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if (pResFile[0] != 0) |
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{ |
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LoadControlSettings( pResFile, NULL, NULL ); |
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} |
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// Dimensions in pixels |
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int nWidth, nHeight; |
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nWidth = pKeyValues->GetInt( "pixelswide", 240 ); |
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nHeight = pKeyValues->GetInt( "pixelshigh", 160 ); |
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if ((nWidth <= 0) || (nHeight <= 0)) |
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return false; |
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// If init data isn't specified, then we're just precaching. |
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if ( pInitData ) |
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{ |
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m_hEntity.Set( pInitData->m_pEntity ); |
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C_VGuiScreen *screen = dynamic_cast< C_VGuiScreen * >( pInitData->m_pEntity ); |
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if ( screen ) |
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{ |
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bool acceptsInput = pKeyValues->GetInt( "acceptsinput", 1 ) ? true : false; |
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screen->SetAcceptsInput( acceptsInput ); |
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} |
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} |
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SetBounds( 0, 0, nWidth, nHeight ); |
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return true; |
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} |
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vgui::Panel *CVGuiScreenPanel::CreateControlByName(const char *controlName) |
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{ |
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// Check the panel metaclass manager to make these controls... |
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if (!Q_strncmp(controlName, "MaterialImage", 20)) |
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{ |
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return new CBitmapPanel(NULL, "BitmapPanel"); |
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} |
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if (!Q_strncmp(controlName, "MaterialButton", 20)) |
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{ |
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return new CBitmapButton(NULL, "BitmapButton", ""); |
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} |
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// Didn't find it? Just use the default stuff |
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return BaseClass::CreateControlByName( controlName ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called when the user presses a button |
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//----------------------------------------------------------------------------- |
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void CVGuiScreenPanel::OnCommand( const char *command) |
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{ |
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if ( Q_stricmp( command, "vguicancel" ) ) |
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{ |
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engine->ClientCmd( const_cast<char *>( command ) ); |
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} |
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BaseClass::OnCommand(command); |
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} |
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DECLARE_VGUI_SCREEN_FACTORY( CVGuiScreenPanel, "vgui_screen_panel" ); |