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: Implementation of the VGUI ISurface interface using the
// material system to implement it
//
//=============================================================================//
#if defined( WIN32) && !defined( _X360 )
#include <windows.h>
#endif
#ifdef OSX
#include <Carbon/Carbon.h>
#endif
#if defined( USE_SDL )
#include <appframework/ilaunchermgr.h>
ILauncherMgr *g_pLauncherMgr = NULL;
#endif
#include "tier1/strtools.h"
#include "tier0/icommandline.h"
#include "tier0/dbg.h"
#include "filesystem.h"
#include <vgui/VGUI.h>
#include <Color.h>
#include "utlbuffer.h"
#include "utlvector.h"
#include "Clip2D.h"
#include <vgui_controls/Panel.h>
#include <vgui/IInput.h>
#include <vgui/Point.h>
#include "bitmap/imageformat.h"
#include "TextureDictionary.h"
#include "Cursor.h"
#include "Input.h"
#include <vgui/IHTML.h>
#include <vgui/IVGui.h>
#include "vgui_surfacelib/FontManager.h"
#include "FontTextureCache.h"
#include "MatSystemSurface.h"
#include "inputsystem/iinputsystem.h"
#include <vgui_controls/Controls.h>
#include <vgui/ISystem.h>
#include "icvar.h"
#include "mathlib/mathlib.h"
#include <vgui/ILocalize.h>
#include "mathlib/vmatrix.h"
#include <tier0/vprof.h>
#include "materialsystem/itexture.h"
#ifdef OSX
#include <malloc/malloc.h>
#else
#include <malloc.h>
#endif
#include "../vgui2/src/VPanel.h"
#include <vgui/IInputInternal.h>
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#include "xbox/xboxstubs.h"
#include "../vgui2/src/Memorybitmap.h"
#pragma warning( disable : 4706 )
#include <vgui/IVguiMatInfo.h>
#include <vgui/IVguiMatInfoVar.h>
#include "materialsystem/imaterialvar.h"
#pragma warning( default : 4706 )
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define VPANEL_NORMAL ((vgui::SurfacePlat *) NULL)
#define VPANEL_MINIMIZED ((vgui::SurfacePlat *) 0x00000001)
using namespace vgui;
static bool g_bSpewFocus = false;
class CVguiMatInfoVar : public IVguiMatInfoVar
{
public:
CVguiMatInfoVar( IMaterialVar *pMaterialVar )
{
m_pMaterialVar = pMaterialVar;
}
// from IVguiMatInfoVar
virtual int GetIntValue ( void ) const
{
return m_pMaterialVar->GetIntValue();
}
virtual void SetIntValue ( int val )
{
m_pMaterialVar->SetIntValue( val );
}
private:
IMaterialVar *m_pMaterialVar;
};
class CVguiMatInfo : public IVguiMatInfo
{
public:
CVguiMatInfo( IMaterial *pMaterial )
{
m_pMaterial = pMaterial;
}
// from IVguiMatInfo
virtual IVguiMatInfoVar* FindVarFactory( const char *varName, bool *found )
{
IMaterialVar *pMaterialVar = m_pMaterial->FindVar( varName, found );
if ( pMaterialVar == NULL )
return NULL;
return new CVguiMatInfoVar( pMaterialVar );
}
virtual int GetNumAnimationFrames( void )
{
return m_pMaterial->GetNumAnimationFrames();
}
private:
IMaterial *m_pMaterial;
};
//-----------------------------------------------------------------------------
// Globals...
//-----------------------------------------------------------------------------
vgui::IInputInternal *g_pIInput;
static bool g_bInDrawing;
static CFontTextureCache g_FontTextureCache;
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
CMatSystemSurface g_MatSystemSurface;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CMatSystemSurface, ISurface,
VGUI_SURFACE_INTERFACE_VERSION, g_MatSystemSurface );
#if defined(LINUX) || defined(OSX)
CUtlDict< CMatSystemSurface::font_entry, unsigned short > CMatSystemSurface::m_FontData;
#endif
//-----------------------------------------------------------------------------
// Make sure the panel is the same size as the viewport
//-----------------------------------------------------------------------------
CMatEmbeddedPanel::CMatEmbeddedPanel() : BaseClass( NULL, "MatSystemTopPanel" )
{
SetPaintBackgroundEnabled( false );
#if defined( _X360 )
SetPos( 0, 0 );
SetSize( GetSystemMetrics( SM_CXSCREEN ), GetSystemMetrics( SM_CYSCREEN ) );
#endif
}
void CMatEmbeddedPanel::OnThink()
{
int x, y, width, height;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->GetViewport( x, y, width, height );
SetSize( width, height );
SetPos( x, y );
Repaint();
}
VPANEL CMatEmbeddedPanel::IsWithinTraverse(int x, int y, bool traversePopups)
{
VPANEL retval = BaseClass::IsWithinTraverse( x, y, traversePopups );
if ( retval == GetVPanel() )
return 0;
return retval;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CMatSystemSurface::CMatSystemSurface() : m_pEmbeddedPanel(NULL), m_pWhite(NULL)
{
m_iBoundTexture = -1;
m_HWnd = NULL;
m_bIn3DPaintMode = false;
m_b3DPaintRenderToTexture = false;
m_bDrawingIn3DWorld = false;
m_PlaySoundFunc = NULL;
m_bInThink = false;
m_bAllowJavaScript = false;
m_bAppDrivesInput = false;
m_nLastInputPollCount = 0;
m_hCurrentFont = NULL;
m_pRestrictedPanel = NULL;
m_bNeedsKeyboard = true;
m_bNeedsMouse = true;
m_bUsingTempFullScreenBufferMaterial = false;
m_nFullScreenBufferMaterialId = -1;
memset( m_WorkSpaceInsets, 0, sizeof( m_WorkSpaceInsets ) );
m_nBatchedCharVertCount = 0;
m_nFullscreenViewportX = m_nFullscreenViewportY = 0;
m_nFullscreenViewportWidth = m_nFullscreenViewportHeight = 0;
m_pFullscreenRenderTarget = NULL;
m_cursorAlwaysVisible = false;
}
CMatSystemSurface::~CMatSystemSurface()
{
if ( m_nFullScreenBufferMaterialId != -1 )
{
DestroyTextureID( m_nFullScreenBufferMaterialId );
m_nFullScreenBufferMaterialId = -1;
}
}
//-----------------------------------------------------------------------------
// Connect, disconnect...
//-----------------------------------------------------------------------------
bool CMatSystemSurface::Connect( CreateInterfaceFn factory )
{
if ( !BaseClass::Connect( factory ) )
return false;
if ( !g_pFullFileSystem )
{
Warning( "MatSystemSurface requires the file system to run!\n" );
return false;
}
if ( !g_pMaterialSystem )
{
Warning( "MatSystemSurface requires the material system to run!\n" );
return false;
}
if ( !g_pVGuiPanel )
{
Warning( "MatSystemSurface requires the vgui::IPanel system to run!\n" );
return false;
}
g_pIInput = (IInputInternal *)factory( VGUI_INPUTINTERNAL_INTERFACE_VERSION, NULL );
if ( !g_pIInput )
{
Warning( "MatSystemSurface requires the vgui::IInput system to run!\n" );
return false;
}
if ( !g_pVGui )
{
Warning( "MatSystemSurface requires the vgui::IVGUI system to run!\n" );
return false;
}
Assert( g_pVGuiSurface == this );
// initialize vgui_control interfaces
if ( !vgui::VGui_InitInterfacesList( "MATSURFACE", &factory, 1 ) )
return false;
#ifdef USE_SDL
g_pLauncherMgr = (ILauncherMgr *)factory( SDLMGR_INTERFACE_VERSION, NULL );
#endif
return true;
}
void CMatSystemSurface::Disconnect()
{
g_pIInput = NULL;
BaseClass::Disconnect();
}
//-----------------------------------------------------------------------------
// Access to other interfaces...
//-----------------------------------------------------------------------------
void *CMatSystemSurface::QueryInterface( const char *pInterfaceName )
{
// We also implement the IMatSystemSurface interface
if (!Q_strncmp( pInterfaceName, MAT_SYSTEM_SURFACE_INTERFACE_VERSION, Q_strlen(MAT_SYSTEM_SURFACE_INTERFACE_VERSION) + 1))
return (IMatSystemSurface*)this;
// We also implement the IMatSystemSurface interface
if (!Q_strncmp( pInterfaceName, VGUI_SURFACE_INTERFACE_VERSION, Q_strlen(VGUI_SURFACE_INTERFACE_VERSION) + 1))
return (vgui::ISurface*)this;
return BaseClass::QueryInterface( pInterfaceName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::InitFullScreenBuffer( const char *pszRenderTargetName )
{
if ( !IsPC() )
return;
char pTemp[512];
Q_snprintf( pTemp, sizeof(pTemp), "VGUI_3DPaint_FullScreen_%s", pszRenderTargetName );
m_FullScreenBufferMaterial.Shutdown();
// Set up a material with which to reference the final image for subsequent display using vgui
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetString( "$basetexture", pszRenderTargetName );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$nofog", 1 );
pVMTKeyValues->SetInt( "$ignorez", 1 );
pVMTKeyValues->SetInt( "$translucent", 1 );
m_FullScreenBufferMaterial.Init( pTemp, TEXTURE_GROUP_OTHER, pVMTKeyValues );
m_FullScreenBufferMaterial->Refresh();
if ( m_nFullScreenBufferMaterialId != -1 )
{
DestroyTextureID( m_nFullScreenBufferMaterialId );
}
m_nFullScreenBufferMaterialId = -1;
m_FullScreenBuffer.Shutdown();
m_FullScreenBufferName = pszRenderTargetName;
}
//-----------------------------------------------------------------------------
// Initialization and shutdown...
//-----------------------------------------------------------------------------
InitReturnVal_t CMatSystemSurface::Init( void )
{
InitReturnVal_t nRetVal = BaseClass::Init();
if ( nRetVal != INIT_OK )
return nRetVal;
// Allocate a white material
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$vertexalpha", 1 );
pVMTKeyValues->SetInt( "$ignorez", 1 );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
if ( ! (CommandLine()->FindParm("-disable_matsurf_noculls")) )
{
pVMTKeyValues->SetInt( "$nocull", 1 ); // skip this if user asks for the switch above
}
m_pWhite.Init( "VGUI_White", TEXTURE_GROUP_OTHER, pVMTKeyValues );
InitFullScreenBuffer( "_rt_FullScreen" );
m_DrawColor[0] = m_DrawColor[1] = m_DrawColor[2] = m_DrawColor[3] = 255;
m_nTranslateX = m_nTranslateY = 0;
EnableScissor( false );
SetScissorRect( 0, 0, 100000, 100000 );
m_flAlphaMultiplier = 1.0f;
// By default, use the default embedded panel
m_pDefaultEmbeddedPanel = new CMatEmbeddedPanel;
SetEmbeddedPanel( m_pDefaultEmbeddedPanel->GetVPanel() );
m_iBoundTexture = -1;
// Initialize font info..
m_pDrawTextPos[0] = m_pDrawTextPos[1] = 0;
m_DrawTextColor[0] = m_DrawTextColor[1] = m_DrawTextColor[2] = m_DrawTextColor[3] = 255;
m_bIn3DPaintMode = false;
m_b3DPaintRenderToTexture = false;
m_bDrawingIn3DWorld = false;
m_PlaySoundFunc = NULL;
// Input system
InitInput();
// Initialize cursors
InitCursors();
// fonts initialization
char language[64];
bool bValid;
if ( IsPC() )
{
bValid = system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Source\\Language", language, sizeof(language)-1 );
}
else
{
Q_strncpy( language, XBX_GetLanguageString(), sizeof( language ) );
bValid = true;
}
if ( bValid )
{
FontManager().SetLanguage( language );
}
else
{
FontManager().SetLanguage( "english" );
}
#if defined(LINUX) || defined(OSX)
FontManager().SetFontDataHelper( &CMatSystemSurface::FontDataHelper );
#endif
// font manager needs the file system and material system for bitmap fonts
FontManager().SetInterfaces( g_pFullFileSystem, g_pMaterialSystem );
g_bSpewFocus = CommandLine()->FindParm( "-vguifocus" ) ? true : false;
return INIT_OK;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::Shutdown( void )
{
for ( int i = m_FileTypeImages.First(); i != m_FileTypeImages.InvalidIndex(); i = m_FileTypeImages.Next( i ) )
{
delete m_FileTypeImages[ i ];
}
m_FileTypeImages.RemoveAll();
// Release all textures
TextureDictionary()->DestroyAllTextures();
m_iBoundTexture = -1;
// Release the standard materials
m_pWhite.Shutdown();
m_FullScreenBufferMaterial.Shutdown();
m_FullScreenBuffer.Shutdown();
m_Titles.Purge();
m_PaintStateStack.Purge();
#if defined( WIN32 ) && !defined( _X360 )
// release any custom font files
// use newer function if possible
HMODULE gdiModule = ::LoadLibrary( "gdi32.dll" );
typedef int (WINAPI *RemoveFontResourceExProc)(LPCTSTR, DWORD, PVOID);
RemoveFontResourceExProc pRemoveFontResourceEx = NULL;
if ( gdiModule )
{
pRemoveFontResourceEx = (RemoveFontResourceExProc)::GetProcAddress(gdiModule, "RemoveFontResourceExA");
}
for (int i = 0; i < m_CustomFontFileNames.Count(); i++)
{
if (pRemoveFontResourceEx)
{
// dvs: Keep removing the font until we get an error back. After consulting with Microsoft, it appears
// that RemoveFontResourceEx must sometimes be called multiple times to work. Doing this insures that
// when we load the font next time we get the real font instead of Ariel.
int nRetries = 0;
while ( (*pRemoveFontResourceEx)(m_CustomFontFileNames[i].String(), 0x10, NULL) && ( nRetries < 10 ) )
{
nRetries++;
Msg( "Removed font resource %s on attempt %d.\n", m_CustomFontFileNames[i].String(), nRetries );
}
}
else
{
// dvs: Keep removing the font until we get an error back. After consulting with Microsoft, it appears
// that RemoveFontResourceEx must sometimes be called multiple times to work. Doing this insures that
// when we load the font next time we get the real font instead of Ariel.
int nRetries = 0;
while ( ::RemoveFontResource(m_CustomFontFileNames[i].String()) && ( nRetries < 10 ) )
{
nRetries++;
Msg( "Removed font resource %s on attempt %d.\n", m_CustomFontFileNames[i].String(), nRetries );
}
}
}
#endif
m_CustomFontFileNames.RemoveAll();
m_BitmapFontFileNames.RemoveAll();
m_BitmapFontFileMapping.RemoveAll();
Cursor_ClearUserCursors();
#if defined( WIN32 ) && !defined( _X360 )
if ( gdiModule )
{
::FreeLibrary(gdiModule);
}
#endif
BaseClass::Shutdown();
}
void CMatSystemSurface::SetEmbeddedPanel(VPANEL pEmbeddedPanel)
{
m_pEmbeddedPanel = pEmbeddedPanel;
((VPanel *)pEmbeddedPanel)->Client()->RequestFocus(0);
}
//-----------------------------------------------------------------------------
// hierarchy root
//-----------------------------------------------------------------------------
VPANEL CMatSystemSurface::GetEmbeddedPanel()
{
return m_pEmbeddedPanel;
}
//-----------------------------------------------------------------------------
// Purpose: cap bits
// Warning: if you change this, make sure the SurfaceV28 wrapper above reports
// the correct capabilities.
//-----------------------------------------------------------------------------
bool CMatSystemSurface::SupportsFeature(SurfaceFeature_e feature)
{
switch (feature)
{
case ISurface::ANTIALIASED_FONTS:
case ISurface::DROPSHADOW_FONTS:
return true;
case ISurface::OUTLINE_FONTS:
if ( IsX360() )
return false;
return true;
case ISurface::ESCAPE_KEY:
return true;
case ISurface::OPENING_NEW_HTML_WINDOWS:
case ISurface::FRAME_MINIMIZE_MAXIMIZE:
default:
return false;
};
}
//-----------------------------------------------------------------------------
// Hook needed to Get input to work
//-----------------------------------------------------------------------------
void CMatSystemSurface::AttachToWindow( void *hWnd, bool bLetAppDriveInput )
{
InputDetachFromWindow( m_HWnd );
m_HWnd = hWnd;
if ( hWnd )
{
InputAttachToWindow( hWnd );
m_bAppDrivesInput = bLetAppDriveInput;
}
else
{
// Never call RunFrame stuff
m_bAppDrivesInput = true;
}
}
bool CMatSystemSurface::HandleInputEvent( const InputEvent_t &event )
{
if ( !m_bAppDrivesInput )
{
g_pIInput->UpdateButtonState( event );
}
return InputHandleInputEvent( event );
}
//-----------------------------------------------------------------------------
// Draws a panel in 3D space. Assumes view + projection are already set up
// Also assumes the (x,y) coordinates of the panels are defined in 640xN coords
// (N isn't necessary 480 because the panel may not be 4x3)
// The width + height specified are the size of the panel in world coordinates
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int pw, int ph, float sw, float sh )
{
Assert( pRootPanel );
// FIXME: When should such panels be solved?!?
SolveTraverse( pRootPanel, false );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
// Force Z buffering to be on for all panels drawn...
pRenderContext->OverrideDepthEnable( true, false );
Assert(!m_bDrawingIn3DWorld);
m_bDrawingIn3DWorld = true;
StartDrawingIn3DSpace( panelCenterToWorld, pw, ph, sw, sh );
((VPanel *)pRootPanel)->Client()->Repaint();
((VPanel *)pRootPanel)->Client()->PaintTraverse(true, false);
FinishDrawing();
// Reset z buffering to normal state
pRenderContext->OverrideDepthEnable( false, true );
m_bDrawingIn3DWorld = false;
}
//-----------------------------------------------------------------------------
// Purpose: Setup rendering for vgui on a panel existing in 3D space
//-----------------------------------------------------------------------------
void CMatSystemSurface::StartDrawingIn3DSpace( const VMatrix &screenToWorld, int pw, int ph, float sw, float sh )
{
g_bInDrawing = true;
m_iBoundTexture = -1;
int px = 0;
int py = 0;
m_pSurfaceExtents[0] = px;
m_pSurfaceExtents[1] = py;
m_pSurfaceExtents[2] = px + pw;
m_pSurfaceExtents[3] = py + ph;
// In order for this to work, the model matrix must have its origin
// at the upper left corner of the screen. We must also scale down the
// rendering from pixel space to screen space. Let's construct a matrix
// transforming from pixel coordinates (640xN) to screen coordinates
// (wxh, with the origin at the upper left of the screen). Then we'll
// concatenate it with the panelCenterToWorld to produce pixelToWorld transform
VMatrix pixelToScreen;
// First, scale it so that 0->pw transforms to 0->sw
MatrixBuildScale( pixelToScreen, sw / pw, -sh / ph, 1.0f );
// Construct pixelToWorld
VMatrix pixelToWorld;
MatrixMultiply( screenToWorld, pixelToScreen, pixelToWorld );
// make sure there is no translation and rotation laying around
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadMatrix( pixelToWorld );
// These are only here so that FinishDrawing works...
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
// Always enable scissoring (translate to origin because of the glTranslatef call above..)
EnableScissor( true );
m_nTranslateX = 0;
m_nTranslateY = 0;
m_flAlphaMultiplier = 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Setup ortho for vgui
//-----------------------------------------------------------------------------
// we may need to offset by 0.5 texels to account for the different in pixel vs. texel centers in dx7-9
// however, we do this fixup already when we set up the texture coordinates for all materials/fonts
// so in theory we shouldn't need to do any adjustments for setting up the screen
// HOWEVER, we must do the offset, else the driver will think the text is something that should
// be antialiased, so the text will look broken if antialiasing is turned on (usually forced on in the driver)
float g_flPixelOffsetX = 0.5f;
float g_flPixelOffsetY = 0.5f;
bool g_bCheckedCommandLine = false;
extern void ___stop___( void );
void CMatSystemSurface::StartDrawing( void )
{
MAT_FUNC;
if ( !g_bCheckedCommandLine )
{
g_bCheckedCommandLine = true;
const char *pX = CommandLine()->ParmValue( "-pixel_offset_x", (const char*)NULL );
if ( pX )
g_flPixelOffsetX = atof( pX );
const char *pY = CommandLine()->ParmValue( "-pixel_offset_y", (const char*)NULL );
if ( pY )
g_flPixelOffsetY = atof( pY );
}
g_bInDrawing = true;
m_iBoundTexture = -1;
int x, y, width, height;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->GetViewport( x, y, width, height);
// we don't want to include x and y from the viewport here. DX will
// automatically translate any drawing we do into that viewport.
m_pSurfaceExtents[0] = 0;
m_pSurfaceExtents[1] = 0;
m_pSurfaceExtents[2] = width;
m_pSurfaceExtents[3] = height;
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Scale( 1, -1, 1 );
//___stop___();
pRenderContext->Ortho( g_flPixelOffsetX, g_flPixelOffsetY, width + g_flPixelOffsetX, height + g_flPixelOffsetY, -1.0f, 1.0f );
// make sure there is no translation and rotation laying around
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
// Always enable scissoring (translate to origin because of the glTranslatef call above..)
EnableScissor( true );
m_nTranslateX = 0;
m_nTranslateY = 0;
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::FinishDrawing( void )
{
MAT_FUNC;
// We're done with scissoring
EnableScissor( false );
// Restore the matrices
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
Assert( g_bInDrawing );
g_bInDrawing = false;
}
//-----------------------------------------------------------------------------
// frame
//-----------------------------------------------------------------------------
void CMatSystemSurface::RunFrame()
{
int nPollCount = g_pInputSystem->GetPollCount();
if ( m_nLastInputPollCount == nPollCount )
return;
// If this isn't true, we've lost input!
if ( !m_bAppDrivesInput && m_nLastInputPollCount != nPollCount - 1 )
{
Assert( 0 );
Warning( "Vgui is losing input messages! Call brian!\n" );
}
m_nLastInputPollCount = nPollCount;
if ( m_bAppDrivesInput )
return;
// Generate all input messages
int nEventCount = g_pInputSystem->GetEventCount();
const InputEvent_t* pEvents = g_pInputSystem->GetEventData( );
for ( int i = 0; i < nEventCount; ++i )
{
HandleInputEvent( pEvents[i] );
}
}
//-----------------------------------------------------------------------------
// Sets up a particular painting state...
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetupPaintState( const PaintState_t &paintState )
{
m_nTranslateX = paintState.m_iTranslateX;
m_nTranslateY = paintState.m_iTranslateY;
SetScissorRect( paintState.m_iScissorLeft, paintState.m_iScissorTop,
paintState.m_iScissorRight, paintState.m_iScissorBottom );
}
//-----------------------------------------------------------------------------
// Indicates a particular panel is about to be rendered
//-----------------------------------------------------------------------------
void CMatSystemSurface::PushMakeCurrent(VPANEL pPanel, bool useInSets)
{
int inSets[4] = {0, 0, 0, 0};
int absExtents[4];
int clipRect[4];
if (useInSets)
{
g_pVGuiPanel->GetInset(pPanel, inSets[0], inSets[1], inSets[2], inSets[3]);
}
g_pVGuiPanel->GetAbsPos(pPanel, absExtents[0], absExtents[1]);
int wide, tall;
g_pVGuiPanel->GetSize(pPanel, wide, tall);
absExtents[2] = absExtents[0] + wide;
absExtents[3] = absExtents[1] + tall;
g_pVGuiPanel->GetClipRect(pPanel, clipRect[0], clipRect[1], clipRect[2], clipRect[3]);
int i = m_PaintStateStack.AddToTail();
PaintState_t &paintState = m_PaintStateStack[i];
paintState.m_pPanel = pPanel;
// Determine corrected top left origin
paintState.m_iTranslateX = inSets[0] + absExtents[0] - m_pSurfaceExtents[0];
paintState.m_iTranslateY = inSets[1] + absExtents[1] - m_pSurfaceExtents[1];
// Setup clipping rectangle for scissoring
paintState.m_iScissorLeft = clipRect[0] - m_pSurfaceExtents[0];
paintState.m_iScissorTop = clipRect[1] - m_pSurfaceExtents[1];
paintState.m_iScissorRight = clipRect[2] - m_pSurfaceExtents[0];
paintState.m_iScissorBottom = clipRect[3] - m_pSurfaceExtents[1];
SetupPaintState( paintState );
}
void CMatSystemSurface::PopMakeCurrent(VPANEL pPanel)
{
//hushed MAT_FUNC;
// draw any remaining text
if ( m_nBatchedCharVertCount > 0 )
{
DrawFlushText();
}
int top = m_PaintStateStack.Count() - 1;
// More pops that pushes?
Assert( top >= 0 );
// Didn't pop in reverse order of push?
Assert( m_PaintStateStack[top].m_pPanel == pPanel );
m_PaintStateStack.Remove(top);
if (top > 0)
SetupPaintState( m_PaintStateStack[top-1] );
// m_iBoundTexture = -1;
}
//-----------------------------------------------------------------------------
// Color Setting methods
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetColor(int r, int g, int b, int a)
{
Assert( g_bInDrawing );
m_DrawColor[0]=(unsigned char)r;
m_DrawColor[1]=(unsigned char)g;
m_DrawColor[2]=(unsigned char)b;
m_DrawColor[3]=(unsigned char)(a * m_flAlphaMultiplier);
}
void CMatSystemSurface::DrawSetColor(Color col)
{
Assert( g_bInDrawing );
DrawSetColor(col[0], col[1], col[2], col[3]);
}
//-----------------------------------------------------------------------------
// material Setting methods
//-----------------------------------------------------------------------------
void CMatSystemSurface::InternalSetMaterial( IMaterial *pMaterial )
{
if (!pMaterial)
{
pMaterial = m_pWhite;
}
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
m_pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, pMaterial );
}
//-----------------------------------------------------------------------------
// Helper method to initialize vertices (transforms them into screen space too)
//-----------------------------------------------------------------------------
void CMatSystemSurface::InitVertex( vgui::Vertex_t &vertex, int x, int y, float u, float v )
{
vertex.m_Position.Init( x + m_nTranslateX, y + m_nTranslateY );
vertex.m_TexCoord.Init( u, v );
}
//-----------------------------------------------------------------------------
// Draws a line!
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawTexturedLineInternal( const Vertex_t &a, const Vertex_t &b )
{
MAT_FUNC;
Assert( !m_bIn3DPaintMode );
// Don't bother drawing fully transparent lines
if( m_DrawColor[3] == 0 )
return;
vgui::Vertex_t verts[2] = { a, b };
verts[0].m_Position.x += m_nTranslateX + g_flPixelOffsetX;
verts[0].m_Position.y += m_nTranslateY + g_flPixelOffsetY;
verts[1].m_Position.x += m_nTranslateX + g_flPixelOffsetX;
verts[1].m_Position.y += m_nTranslateY + g_flPixelOffsetY;
vgui::Vertex_t clippedVerts[2];
if (!ClipLine( verts, clippedVerts ))
return;
meshBuilder.Begin( m_pMesh, MATERIAL_LINES, 1 );
meshBuilder.Position3f( clippedVerts[0].m_Position.x, clippedVerts[0].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, clippedVerts[0].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( clippedVerts[1].m_Position.x, clippedVerts[1].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, clippedVerts[1].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.End();
m_pMesh->Draw();
}
void CMatSystemSurface::DrawLine( int x0, int y0, int x1, int y1 )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Don't bother drawing fully transparent lines
if( m_DrawColor[3] == 0 )
return;
vgui::Vertex_t verts[2];
verts[0].Init( Vector2D( x0, y0 ), Vector2D( 0, 0 ) );
verts[1].Init( Vector2D( x1, y1 ), Vector2D( 1, 1 ) );
InternalSetMaterial( );
DrawTexturedLineInternal( verts[0], verts[1] );
}
void CMatSystemSurface::DrawTexturedLine( const Vertex_t &a, const Vertex_t &b )
{
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
InternalSetMaterial( pMaterial );
DrawTexturedLineInternal( a, b );
}
//-----------------------------------------------------------------------------
// Draws a line!
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawPolyLine( int *px, int *py ,int n )
{
MAT_FUNC;
Assert( g_bInDrawing );
Assert( !m_bIn3DPaintMode );
// Don't bother drawing fully transparent lines
if( m_DrawColor[3] == 0 )
return;
InternalSetMaterial( );
meshBuilder.Begin( m_pMesh, MATERIAL_LINES, n );
for ( int i = 0; i < n ; i++ )
{
int inext = ( i + 1 ) % n;
vgui::Vertex_t verts[2];
vgui::Vertex_t clippedVerts[2];
int x0, y0, x1, y1;
x0 = px[ i ];
x1 = px[ inext ];
y0 = py[ i ];
y1 = py[ inext ];
InitVertex( verts[0], x0, y0, 0, 0 );
InitVertex( verts[1], x1, y1, 1, 1 );
if (!ClipLine( verts, clippedVerts ))
continue;
meshBuilder.Position3f( clippedVerts[0].m_Position.x+ g_flPixelOffsetX, clippedVerts[0].m_Position.y + g_flPixelOffsetY, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, clippedVerts[0].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( clippedVerts[1].m_Position.x+ g_flPixelOffsetX, clippedVerts[1].m_Position.y + g_flPixelOffsetY, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, clippedVerts[1].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
meshBuilder.End();
m_pMesh->Draw();
}
void CMatSystemSurface::DrawTexturedPolyLine( const vgui::Vertex_t *p,int n )
{
MAT_FUNC;
int iPrev = n - 1;
for ( int i=0; i < n; i++ )
{
DrawTexturedLine( p[iPrev], p[i] );
iPrev = i;
}
}
//-----------------------------------------------------------------------------
// Draws a quad:
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawQuad( const vgui::Vertex_t &ul, const vgui::Vertex_t &lr, unsigned char *pColor )
{
MAT_FUNC;
Assert( !m_bIn3DPaintMode );
if ( !m_pMesh )
return;
meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( ul.m_Position.x, ul.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, ul.m_TexCoord.x, ul.m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( lr.m_Position.x, ul.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, lr.m_TexCoord.x, ul.m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( lr.m_Position.x, lr.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, lr.m_TexCoord.x, lr.m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( ul.m_Position.x, lr.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, ul.m_TexCoord.x, lr.m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.End();
m_pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose: Draws an array of quads
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawQuadArray( int quadCount, vgui::Vertex_t *pVerts, unsigned char *pColor, bool bShouldClip )
{
MAT_FUNC;
Assert( !m_bIn3DPaintMode );
if ( !m_pMesh )
return;
meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, quadCount );
vgui::Vertex_t ulc;
vgui::Vertex_t lrc;
vgui::Vertex_t *pulc;
vgui::Vertex_t *plrc;
if ( bShouldClip )
{
for ( int i = 0; i < quadCount; ++i )
{
PREFETCH360( &pVerts[ 2 * ( i + 1 ) ], 0 );
if ( !ClipRect( pVerts[2*i], pVerts[2*i + 1], &ulc, &lrc ) )
{
continue;
}
pulc = &ulc;
plrc = &lrc;
meshBuilder.Position3f( pulc->m_Position.x, pulc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, pulc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( plrc->m_Position.x, pulc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, pulc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( plrc->m_Position.x, plrc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, plrc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( pulc->m_Position.x, plrc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, plrc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
}
else
{
for ( int i = 0; i < quadCount; ++i )
{
PREFETCH360( &pVerts[ 2 * ( i + 1 ) ], 0 );
pulc = &pVerts[2*i];
plrc = &pVerts[2*i + 1];
meshBuilder.Position3f( pulc->m_Position.x, pulc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, pulc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( plrc->m_Position.x, pulc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, pulc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( plrc->m_Position.x, plrc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, plrc->m_TexCoord.x, plrc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( pulc->m_Position.x, plrc->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( pColor );
meshBuilder.TexCoord2f( 0, pulc->m_TexCoord.x, plrc->m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
}
meshBuilder.End();
m_pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose: Draws a rectangle colored with the current drawcolor
// using the white material
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawFilledRect( int x0, int y0, int x1, int y1 )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Don't even bother drawing fully transparent junk
if( m_DrawColor[3]!=0 )
{
vgui::Vertex_t rect[2];
vgui::Vertex_t clippedRect[2];
InitVertex( rect[0], x0, y0, 0, 0 );
InitVertex( rect[1], x1, y1, 0, 0 );
// Fully clipped?
if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
return;
InternalSetMaterial();
DrawQuad( clippedRect[0], clippedRect[1], m_DrawColor );
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws an array of rectangles colored with the current drawcolor
// using the white material
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawFilledRectArray( IntRect *pRects, int numRects )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Don't even bother drawing fully transparent junk
if( m_DrawColor[3]==0 )
return;
if ( !m_pMesh )
return;
InternalSetMaterial( );
meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, numRects );
for (int i = 0; i < numRects; ++i )
{
vgui::Vertex_t rect[2];
vgui::Vertex_t clippedRect[2];
InitVertex( rect[0], pRects[i].x0, pRects[i].y0, 0, 0 );
InitVertex( rect[1], pRects[i].x1, pRects[i].y1, 0, 0 );
ClipRect( rect[0], rect[1], &clippedRect[0], &clippedRect[1] );
vgui::Vertex_t &ul = clippedRect[0];
vgui::Vertex_t &lr = clippedRect[1];
meshBuilder.Position3f( ul.m_Position.x, ul.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
meshBuilder.Position3f( lr.m_Position.x, ul.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
meshBuilder.Position3f( lr.m_Position.x, lr.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
meshBuilder.Position3f( ul.m_Position.x, lr.m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
}
meshBuilder.End();
m_pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Draws a fade between the fadeStartPt and fadeEndPT with the current draw color oriented according to argument
// Example: DrawFilledRectFastFade( 10, 10, 100, 20, 50, 60, 255, 128, true );
// -this will draw
// a solid rect (10,10,50,20) //alpha 255
// a solid rect (50,10,60,20) //alpha faded from 255 to 128
// a solid rect (60,10,100,20) //alpha 128
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawFilledRectFastFade( int x0, int y0, int x1, int y1, int fadeStartPt, int fadeEndPt, unsigned int alpha0, unsigned int alpha1, bool bHorizontal )
{
if( bHorizontal )
{
if( alpha0 )
{
DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha0 );
DrawFilledRect( x0, y0, fadeStartPt, y1 );
}
DrawFilledRectFade( fadeStartPt, y0, fadeEndPt, y1, alpha0, alpha1, true );
if( alpha1 )
{
DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha1 );
DrawFilledRect( fadeEndPt, y0, x1, y1 );
}
}
else
{
if( alpha0 )
{
DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha0 );
DrawFilledRect( x0, y0, x1, fadeStartPt );
}
DrawFilledRectFade( x0, fadeStartPt, x1, fadeEndPt, alpha0, alpha1, false );
if( alpha1 )
{
DrawSetColor( m_DrawColor[0], m_DrawColor[1], m_DrawColor[2], alpha1 );
DrawFilledRect( x0, fadeEndPt, x1, y1 );
}
}
}
//-----------------------------------------------------------------------------
// Draws a fade with the current draw color oriented according to argument
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Scale the desired alphas by the surface alpha
float alphaScale = m_DrawColor[3] / 255.f;
alpha0 *= alphaScale;
alpha1 *= alphaScale;
// Don't even bother drawing fully transparent junk
if ( alpha0 == 0 && alpha1 == 0 )
return;
vgui::Vertex_t rect[2];
vgui::Vertex_t clippedRect[2];
InitVertex( rect[0], x0, y0, 0, 0 );
InitVertex( rect[1], x1, y1, 0, 0 );
// Fully clipped?
if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
return;
InternalSetMaterial();
unsigned char colors[4][4] = {{0}};
for ( int i=0; i<4; i++ )
{
// copy the rgb and leave the alpha at zero
Q_memcpy( colors[i], m_DrawColor, 3 );
}
unsigned char nAlpha0 = (alpha0 & 0xFF);
unsigned char nAlpha1 = (alpha1 & 0xFF);
if ( bHorizontal )
{
// horizontal fade
colors[0][3] = nAlpha0;
colors[1][3] = nAlpha1;
colors[2][3] = nAlpha1;
colors[3][3] = nAlpha0;
}
else
{
// vertical fade
colors[0][3] = nAlpha0;
colors[1][3] = nAlpha0;
colors[2][3] = nAlpha1;
colors[3][3] = nAlpha1;
}
meshBuilder.Begin( m_pMesh, MATERIAL_QUADS, 1 );
meshBuilder.Position3f( clippedRect[0].m_Position.x, clippedRect[0].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( colors[0] );
meshBuilder.TexCoord2f( 0, clippedRect[0].m_TexCoord.x, clippedRect[0].m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( clippedRect[1].m_Position.x, clippedRect[0].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( colors[1] );
meshBuilder.TexCoord2f( 0, clippedRect[1].m_TexCoord.x, clippedRect[0].m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( clippedRect[1].m_Position.x, clippedRect[1].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( colors[2] );
meshBuilder.TexCoord2f( 0, clippedRect[1].m_TexCoord.x, clippedRect[1].m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( clippedRect[0].m_Position.x, clippedRect[1].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( colors[3] );
meshBuilder.TexCoord2f( 0, clippedRect[0].m_TexCoord.x, clippedRect[1].m_TexCoord.y );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.End();
m_pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Purpose: Draws an unfilled rectangle in the current drawcolor
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawOutlinedRect(int x0,int y0,int x1,int y1)
{
MAT_FUNC;
// Don't even bother drawing fully transparent junk
if ( m_DrawColor[3] == 0 )
return;
DrawFilledRect(x0,y0,x1,y0+1); //top
DrawFilledRect(x0,y1-1,x1,y1); //bottom
DrawFilledRect(x0,y0+1,x0+1,y1-1); //left
DrawFilledRect(x1-1,y0+1,x1,y1-1); //right
}
//-----------------------------------------------------------------------------
// Purpose: Draws an outlined circle in the current drawcolor
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawOutlinedCircle(int x, int y, int radius, int segments)
{
MAT_FUNC;
Assert( g_bInDrawing );
Assert( !m_bIn3DPaintMode );
// Don't even bother drawing fully transparent junk
if( m_DrawColor[3]==0 )
return;
// NOTE: Gotta use lines instead of linelist or lineloop due to clipping
InternalSetMaterial( );
meshBuilder.Begin( m_pMesh, MATERIAL_LINES, segments );
vgui::Vertex_t renderVertex[2];
vgui::Vertex_t vertex[2];
vertex[0].m_Position.Init( m_nTranslateX + x + radius, m_nTranslateY + y );
vertex[0].m_TexCoord.Init( 1.0f, 0.5f );
float invDelta = 2.0f * M_PI / segments;
for ( int i = 1; i <= segments; ++i )
{
float flRadians = i * invDelta;
float ca = cos( flRadians );
float sa = sin( flRadians );
// Rotate it around the circle
vertex[1].m_Position.x = m_nTranslateX + x + (radius * ca);
vertex[1].m_Position.y = m_nTranslateY + y + (radius * sa);
vertex[1].m_TexCoord.x = 0.5f * (ca + 1.0f);
vertex[1].m_TexCoord.y = 0.5f * (sa + 1.0f);
if (ClipLine( vertex, renderVertex ))
{
meshBuilder.Position3f( renderVertex[0].m_Position.x, renderVertex[0].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, renderVertex[0].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
meshBuilder.Position3f( renderVertex[1].m_Position.x, renderVertex[1].m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, renderVertex[1].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
vertex[0].m_Position = vertex[1].m_Position;
vertex[0].m_TexCoord = vertex[1].m_TexCoord;
}
meshBuilder.End();
m_pMesh->Draw();
}
//-----------------------------------------------------------------------------
// Loads a particular texture (material)
//-----------------------------------------------------------------------------
int CMatSystemSurface::CreateNewTextureID( bool procedural /*=false*/ )
{
return TextureDictionary()->CreateTexture( procedural );
}
void CMatSystemSurface::DestroyTextureID( int id )
{
TextureDictionary()->DestroyTexture( id );
}
bool CMatSystemSurface::DeleteTextureByID(int id)
{
TextureDictionary()->DestroyTexture( id );
return false;
}
#ifdef _X360
void CMatSystemSurface::UncacheUnusedMaterials()
{
// unbind any currently set texture (which may be uncached)
DrawSetTexture( -1 );
// X360TBD: Need to only destroy "marked" textures
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
// Input : id -
// *filename -
// maxlen -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMatSystemSurface::DrawGetTextureFile(int id, char *filename, int maxlen )
{
if ( !TextureDictionary()->IsValidId( id ) )
return false;
IMaterial *texture = TextureDictionary()->GetTextureMaterial(id);
if ( !texture )
return false;
Q_strncpy( filename, texture->GetName(), maxlen );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : id - texture id
// Output : returns IMaterial for the referenced texture
//-----------------------------------------------------------------------------
IVguiMatInfo *CMatSystemSurface::DrawGetTextureMatInfoFactory(int id)
{
if ( !TextureDictionary()->IsValidId( id ) )
return NULL;
IMaterial *texture = TextureDictionary()->GetTextureMaterial(id);
if ( texture == NULL )
return NULL;
return new CVguiMatInfo(texture);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *filename -
// Output : int
//-----------------------------------------------------------------------------
int CMatSystemSurface::DrawGetTextureId( char const *filename )
{
return TextureDictionary()->FindTextureIdForTextureFile( filename );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTexture
// Output : int
//-----------------------------------------------------------------------------
int CMatSystemSurface::DrawGetTextureId( ITexture *pTexture )
{
return TextureDictionary()->CreateTextureByTexture( pTexture );
}
//-----------------------------------------------------------------------------
// Associates a texture with a material file (also binds it)
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextureFile(int id, const char *pFileName, int hardwareFilter, bool forceReload /*= false*/)
{
TextureDictionary()->BindTextureToFile( id, pFileName );
DrawSetTexture( id );
}
//-----------------------------------------------------------------------------
// Associates a texture with a material file (also binds it)
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextureMaterial(int id, IMaterial *pMaterial)
{
TextureDictionary()->BindTextureToMaterial( id, pMaterial );
DrawSetTexture( id );
}
IMaterial *CMatSystemSurface::DrawGetTextureMaterial( int id )
{
return TextureDictionary()->GetTextureMaterial( id );
}
void CMatSystemSurface::ReferenceProceduralMaterial( int id, int referenceId, IMaterial *pMaterial )
{
TextureDictionary()->BindTextureToMaterialReference( id, referenceId, pMaterial );
}
//-----------------------------------------------------------------------------
// Binds a texture
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTexture( int id )
{
// if we're switching textures, flush any batched text
if ( id != m_iBoundTexture )
{
DrawFlushText();
m_iBoundTexture = id;
if ( IsX360() && id == -1 )
{
// ensure we unbind current material that may go away
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->Bind( m_pWhite );
}
}
}
//-----------------------------------------------------------------------------
// Returns texture size
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawGetTextureSize(int id, int &iWide, int &iTall)
{
TextureDictionary()->GetTextureSize( id, iWide, iTall );
}
//-----------------------------------------------------------------------------
// Draws a textured rectangle
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawTexturedRect( int x0, int y0, int x1, int y1 )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Don't even bother drawing fully transparent junk
if( m_DrawColor[3] == 0 )
return;
float s0, t0, s1, t1;
TextureDictionary()->GetTextureTexCoords( m_iBoundTexture, s0, t0, s1, t1 );
vgui::Vertex_t rect[2];
vgui::Vertex_t clippedRect[2];
InitVertex( rect[0], x0, y0, s0, t0 );
InitVertex( rect[1], x1, y1, s1, t1 );
// Fully clipped?
if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
return;
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
InternalSetMaterial( pMaterial );
DrawQuad( clippedRect[0], clippedRect[1], m_DrawColor );
}
//-----------------------------------------------------------------------------
// Draws a textured rectangle
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Don't even bother drawing fully transparent junk
if( m_DrawColor[3] == 0 )
return;
float s0, t0, s1, t1;
TextureDictionary()->GetTextureTexCoords( m_iBoundTexture, s0, t0, s1, t1 );
float ssize = s1 - s0;
float tsize = t1 - t0;
// Rescale tex values into range of s0 to s1 ,etc.
texs0 = s0 + texs0 * ( ssize );
texs1 = s0 + texs1 * ( ssize );
text0 = t0 + text0 * ( tsize );
text1 = t0 + text1 * ( tsize );
vgui::Vertex_t rect[2];
vgui::Vertex_t clippedRect[2];
InitVertex( rect[0], x0, y0, texs0, text0 );
InitVertex( rect[1], x1, y1, texs1, text1 );
// Fully clipped?
if ( !ClipRect(rect[0], rect[1], &clippedRect[0], &clippedRect[1]) )
return;
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
InternalSetMaterial( pMaterial );
DrawQuad( clippedRect[0], clippedRect[1], m_DrawColor );
}
//-----------------------------------------------------------------------------
// Draws a textured polygon
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawTexturedPolygon(int n, Vertex_t *pVertices, bool bClipVertices /*= true*/ )
{
MAT_FUNC;
Assert( !m_bIn3DPaintMode );
Assert( g_bInDrawing );
// Don't even bother drawing fully transparent junk
if( (n == 0) || (m_DrawColor[3]==0) )
return;
if ( bClipVertices )
{
int iCount;
Vertex_t **ppClippedVerts = NULL;
iCount = ClipPolygon( n, pVertices, m_nTranslateX, m_nTranslateY, &ppClippedVerts );
if (iCount <= 0)
return;
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
InternalSetMaterial( pMaterial );
meshBuilder.Begin( m_pMesh, MATERIAL_POLYGON, iCount );
for (int i = 0; i < iCount; ++i)
{
meshBuilder.Position3f( ppClippedVerts[i]->m_Position.x, ppClippedVerts[i]->m_Position.y, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, ppClippedVerts[i]->m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
meshBuilder.End();
m_pMesh->Draw();
}
else
{
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
InternalSetMaterial( pMaterial );
meshBuilder.Begin( m_pMesh, MATERIAL_POLYGON, n );
for (int i = 0; i < n; ++i)
{
meshBuilder.Position3f( pVertices[i].m_Position.x + m_nTranslateX, pVertices[i].m_Position.y + m_nTranslateY, m_flZPos );
meshBuilder.Color4ubv( m_DrawColor );
meshBuilder.TexCoord2fv( 0, pVertices[i].m_TexCoord.Base() );
meshBuilder.AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 1>();
}
meshBuilder.End();
m_pMesh->Draw();
}
}
//-----------------------------------------------------------------------------
//
// Font-related methods begin here
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: creates a new empty font
//-----------------------------------------------------------------------------
HFont CMatSystemSurface::CreateFont()
{
MAT_FUNC;
return FontManager().CreateFont();
}
//-----------------------------------------------------------------------------
// Purpose: adds glyphs to a font created by CreateFont()
//-----------------------------------------------------------------------------
bool CMatSystemSurface::SetFontGlyphSet(HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin, int nRangeMax)
{
return FontManager().SetFontGlyphSet(font, windowsFontName, tall, weight, blur, scanlines, flags, nRangeMin, nRangeMax);
}
//-----------------------------------------------------------------------------
// Purpose: adds glyphs to a font created by CreateFont()
//-----------------------------------------------------------------------------
bool CMatSystemSurface::SetBitmapFontGlyphSet(HFont font, const char *windowsFontName, float scalex, float scaley, int flags)
{
return FontManager().SetBitmapFontGlyphSet(font, windowsFontName, scalex, scaley, flags);
}
//-----------------------------------------------------------------------------
// Purpose: returns the max height of a font
//-----------------------------------------------------------------------------
int CMatSystemSurface::GetFontTall(HFont font)
{
return FontManager().GetFontTall(font);
}
//-----------------------------------------------------------------------------
// Purpose: returns the requested height of a font
//-----------------------------------------------------------------------------
int CMatSystemSurface::GetFontTallRequested(HFont font)
{
return FontManager().GetFontTallRequested(font);
}
//-----------------------------------------------------------------------------
// Purpose: returns the max height of a font
//-----------------------------------------------------------------------------
int CMatSystemSurface::GetFontAscent(HFont font, wchar_t wch)
{
return FontManager().GetFontAscent(font,wch);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : font -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMatSystemSurface::IsFontAdditive(HFont font)
{
return FontManager().IsFontAdditive(font);
}
//-----------------------------------------------------------------------------
// Purpose: returns the abc widths of a single character
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetCharABCwide(HFont font, int ch, int &a, int &b, int &c)
{
FontManager().GetCharABCwide(font, ch, a, b, c);
}
//-----------------------------------------------------------------------------
// Purpose: returns the pixel width of a single character
//-----------------------------------------------------------------------------
int CMatSystemSurface::GetCharacterWidth(HFont font, int ch)
{
return FontManager().GetCharacterWidth(font, ch);
}
//-----------------------------------------------------------------------------
// Purpose: returns the kerned width of this char
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetKernedCharWidth( HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &abcA ) //, float &abcC )
{
float abcC = 0.0f;
FontManager().GetKernedCharWidth(font, ch, chBefore, chAfter, wide, abcA, abcC );
}
//-----------------------------------------------------------------------------
// Purpose: returns the area of a text string, including newlines
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall)
{
FontManager().GetTextSize(font, text, wide, tall);
}
//-----------------------------------------------------------------------------
// Purpose: adds a custom font file (only supports true type font files (.ttf) for now)
//-----------------------------------------------------------------------------
bool CMatSystemSurface::AddCustomFontFile( const char *fontName, const char *fontFileName )
{
if ( IsX360() )
{
// custom fonts are not supported (not needed) on xbox, all .vfonts are offline converted to ttfs
// ttfs are mounted/handled elsewhere
return true;
}
MAT_FUNC;
char fullPath[MAX_PATH];
bool bFound = false;
// windows needs an absolute path for ttf
bFound = g_pFullFileSystem->GetLocalPath( fontFileName, fullPath, sizeof( fullPath ) );
if ( !bFound )
{
Warning( "Couldn't find custom font file '%s'\n", fontFileName );
return false;
}
// only add if it's not already in the list
Q_strlower( fullPath );
CUtlSymbol sym(fullPath);
int i;
for ( i = 0; i < m_CustomFontFileNames.Count(); i++ )
{
if ( m_CustomFontFileNames[i] == sym )
break;
}
if ( !m_CustomFontFileNames.IsValidIndex( i ) )
{
m_CustomFontFileNames.AddToTail( fullPath );
if ( IsPC() )
{
// make sure it's on disk
// only do this once for each font since in steam it will overwrite the
// registered font file, causing windows to invalidate the font
g_pFullFileSystem->GetLocalCopy( fullPath );
}
}
// try and use the optimal custom font loader, will makes sure fonts are unloaded properly
// this function is in a newer version of the gdi library (win2k+), so need to try get it directly
#if defined( WIN32 ) && !defined( _X360 )
bool successfullyAdded = false;
HMODULE gdiModule = ::LoadLibrary("gdi32.dll");
if (gdiModule)
{
typedef int (WINAPI *AddFontResourceExProc)(LPCTSTR, DWORD, PVOID);
AddFontResourceExProc pAddFontResourceEx = (AddFontResourceExProc)::GetProcAddress(gdiModule, "AddFontResourceExA");
if (pAddFontResourceEx)
{
int result = (*pAddFontResourceEx)(fullPath, 0x10, NULL);
if (result > 0)
{
successfullyAdded = true;
}
}
::FreeLibrary(gdiModule);
}
// add to windows
bool success = successfullyAdded || (::AddFontResource(fullPath) > 0);
if ( !success )
{
Msg( "Failed to load custom font file '%s'\n", fullPath );
}
Assert( success );
return success;
#elif defined(LINUX) || defined(OSX)
int size;
if ( CMatSystemSurface::FontDataHelper( fontName, size, fontFileName ) )
return true;
return false;
#elif defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#else
#error
#endif
}
#if defined(LINUX) || defined(OSX)
static void RemoveSpaces( CUtlString &str )
{
char *dst = str.GetForModify();
for( int i = 0; i < str.Length(); i++ )
{
if( ( str[ i ] != ' ' ) && ( str[ i ] != '-' ) )
{
*dst++ = str[ i ];
}
}
*dst = 0;
}
void *CMatSystemSurface::FontDataHelper( const char *pchFontName, int &size, const char *fontFileName )
{
size = 0;
if( fontFileName )
{
// If we were given a fontFileName, then load that bugger and shove it in the cache.
// Just load the font data, decrypt in memory and register for this process
CUtlBuffer buf;
if ( !g_pFullFileSystem->ReadFile( fontFileName, NULL, buf ) )
{
Msg( "Failed to load custom font file '%s'\n", fontFileName );
return NULL;
}
FT_Face face;
const FT_Error error = FT_New_Memory_Face( FontManager().GetFontLibraryHandle(), (FT_Byte *)buf.Base(), buf.TellPut(), 0, &face );
if ( error )
{
// FT_Err_Unknown_File_Format, etc.
Msg( "ERROR %d: UNABLE TO LOAD FONT FILE %s\n", error, fontFileName );
return NULL;
}
if( !pchFontName )
{
// If we weren't passed a font name for this thing, then use the one from the face.
pchFontName = face->family_name;
if ( !pchFontName || !pchFontName[ 0 ] )
{
pchFontName = FT_Get_Postscript_Name( face );
}
}
// Replace spaces and dashes with underscores.
CUtlString strFontName( pchFontName );
RemoveSpaces( strFontName );
font_entry entry;
entry.size = buf.TellPut();
entry.data = malloc( entry.size );
memcpy( entry.data, buf.Base(), entry.size );
m_FontData.Insert( strFontName.Get(), entry );
FT_Done_Face( face );
size = entry.size;
return entry.data;
}
else
{
// Replace spaces and dashes with underscores.
CUtlString strFontName( pchFontName );
RemoveSpaces( strFontName );
int iIndex = m_FontData.Find( strFontName.Get() );
if ( iIndex != m_FontData.InvalidIndex() )
{
size = m_FontData[ iIndex ].size;
return m_FontData[ iIndex ].data;
}
}
return NULL;
}
#endif // LINUX
//-----------------------------------------------------------------------------
// Purpose: adds a bitmap font file
//-----------------------------------------------------------------------------
bool CMatSystemSurface::AddBitmapFontFile( const char *fontFileName )
{
MAT_FUNC;
bool bFound = false;
bFound = ( ( g_pFullFileSystem->GetDVDMode() == DVDMODE_STRICT ) || g_pFullFileSystem->FileExists( fontFileName, IsX360() ? "GAME" : NULL ) );
if ( !bFound )
{
Msg( "Couldn't find bitmap font file '%s'\n", fontFileName );
return false;
}
char path[MAX_PATH];
Q_strncpy( path, fontFileName, MAX_PATH );
// only add if it's not already in the list
Q_strlower( path );
CUtlSymbol sym( path );
int i;
for ( i = 0; i < m_BitmapFontFileNames.Count(); i++ )
{
if ( m_BitmapFontFileNames[i] == sym )
break;
}
if ( !m_BitmapFontFileNames.IsValidIndex( i ) )
{
m_BitmapFontFileNames.AddToTail( path );
if ( IsPC() )
{
// make sure it's on disk
// only do this once for each font since in steam it will overwrite the
// registered font file, causing windows to invalidate the font
g_pFullFileSystem->GetLocalCopy( path );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetBitmapFontName( const char *pName, const char *pFontFilename )
{
char fontPath[MAX_PATH];
Q_strncpy( fontPath, pFontFilename, MAX_PATH );
Q_strlower( fontPath );
CUtlSymbol sym( fontPath );
int i;
for (i = 0; i < m_BitmapFontFileNames.Count(); i++)
{
if ( m_BitmapFontFileNames[i] == sym )
{
// found it, update the mapping
int index = m_BitmapFontFileMapping.Find( pName );
if ( !m_BitmapFontFileMapping.IsValidIndex( index ) )
{
index = m_BitmapFontFileMapping.Insert( pName );
}
m_BitmapFontFileMapping.Element( index ) = i;
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CMatSystemSurface::GetBitmapFontName( const char *pName )
{
// find it in the mapping symbol table
int index = m_BitmapFontFileMapping.Find( pName );
if ( index == m_BitmapFontFileMapping.InvalidIndex() )
{
return "";
}
return m_BitmapFontFileNames[m_BitmapFontFileMapping.Element( index )].String();
}
void CMatSystemSurface::ClearTemporaryFontCache( void )
{
FontManager().ClearTemporaryFontCache();
}
//-----------------------------------------------------------------------------
// Purpose: Force a set of characters to be rendered into the font page.
//-----------------------------------------------------------------------------
void CMatSystemSurface::PrecacheFontCharacters( HFont font, const wchar_t *pCharacterString )
{
wchar_t *pCommonChars = L"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789,.!:-/%";
MAT_FUNC;
if ( !pCharacterString || !pCharacterString[0] )
{
// use the common chars, alternate languages are not handled
pCharacterString = pCommonChars;
}
StartDrawing();
DrawSetTextFont( font );
int numChars = 0;
while( pCharacterString[ numChars ] )
{
numChars++;
}
int *pTextureIDs_ignored = (int *)_alloca( numChars*sizeof( int ) );
float **pTexCoords_ignored = (float **)_alloca( numChars*sizeof( float * ) );
g_FontTextureCache.GetTextureForChars( m_hCurrentFont, FONT_DRAW_DEFAULT, pCharacterString, pTextureIDs_ignored, pTexCoords_ignored, numChars );
FinishDrawing();
}
const char *CMatSystemSurface::GetFontName( HFont font )
{
return FontManager().GetFontName( font );
}
const char *CMatSystemSurface::GetFontFamilyName( HFont font )
{
return FontManager().GetFontFamilyName( font );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextFont(HFont font)
{
Assert( g_bInDrawing );
m_hCurrentFont = font;
}
//-----------------------------------------------------------------------------
// Purpose: Renders any batched up text
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawFlushText()
{
if ( !m_nBatchedCharVertCount )
return;
{
// don't log entry unless actual work happens..
MAT_FUNC;
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(m_iBoundTexture);
InternalSetMaterial( pMaterial );
DrawQuadArray( m_nBatchedCharVertCount / 2, m_BatchedCharVerts, m_DrawTextColor );
m_nBatchedCharVertCount = 0;
}
}
//-----------------------------------------------------------------------------
// Sets the text color
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextColor(int r, int g, int b, int a)
{
int adjustedAlpha = (a * m_flAlphaMultiplier);
if ( r != m_DrawTextColor[0] || g != m_DrawTextColor[1] || b != m_DrawTextColor[2] || adjustedAlpha != m_DrawTextColor[3] )
{
// text color changed, flush any existing text
DrawFlushText();
m_DrawTextColor[0] = (unsigned char)r;
m_DrawTextColor[1] = (unsigned char)g;
m_DrawTextColor[2] = (unsigned char)b;
m_DrawTextColor[3] = (unsigned char)adjustedAlpha;
}
}
//-----------------------------------------------------------------------------
// Purpose: alternate color set
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextColor(Color col)
{
DrawSetTextColor(col[0], col[1], col[2], col[3]);
}
//-----------------------------------------------------------------------------
// Purpose: change the scale of a bitmap font
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextScale(float sx, float sy)
{
FontManager().SetFontScale( m_hCurrentFont, sx, sy );
}
//-----------------------------------------------------------------------------
// Text rendering location
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetTextPos(int x, int y)
{
Assert( g_bInDrawing );
m_pDrawTextPos[0] = x;
m_pDrawTextPos[1] = y;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawGetTextPos(int& x,int& y)
{
Assert( g_bInDrawing );
x = m_pDrawTextPos[0];
y = m_pDrawTextPos[1];
}
#pragma warning( disable : 4706 )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawUnicodeString( const wchar_t *pString, FontDrawType_t drawType /*= FONT_DRAW_DEFAULT */ )
{
// skip fully transparent characters
if ( m_DrawTextColor[3] == 0 )
return;
//hushed MAT_FUNC;
#ifdef POSIX
DrawPrintText( pString, V_wcslen( pString ) , drawType );
#else
wchar_t ch;
while ( ( ch = *pString++ ) )
{
DrawUnicodeChar( ch );
}
#endif
}
#pragma warning( default : 4706 )
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawUnicodeChar(wchar_t ch, FontDrawType_t drawType /*= FONT_DRAW_DEFAULT */ )
{
// skip fully transparent characters
if ( m_DrawTextColor[3] == 0 )
return;
//hushed MAT_FUNC;
CharRenderInfo info;
info.drawType = drawType;
if ( DrawGetUnicodeCharRenderInfo( ch, info ) )
{
DrawRenderCharFromInfo( info );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMatSystemSurface::DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info )
{
//hushed MAT_FUNC;
Assert( g_bInDrawing );
info.valid = false;
if ( !m_hCurrentFont )
{
return info.valid;
}
PREFETCH360( &m_BatchedCharVerts[ m_nBatchedCharVertCount ], 0 );
info.valid = true;
info.ch = ch;
DrawGetTextPos(info.x, info.y);
info.currentFont = m_hCurrentFont;
info.fontTall = GetFontTall(m_hCurrentFont);
GetCharABCwide(m_hCurrentFont, ch, info.abcA, info.abcB, info.abcC);
bool bUnderlined = FontManager().GetFontUnderlined( m_hCurrentFont );
// Do prestep before generating texture coordinates, etc.
if ( !bUnderlined )
{
info.x += info.abcA;
}
// get the character texture from the cache
info.textureId = 0;
float *texCoords = NULL;
if (!g_FontTextureCache.GetTextureForChar(m_hCurrentFont, info.drawType, ch, &info.textureId, &texCoords))
{
info.valid = false;
return info.valid;
}
int fontWide = info.abcB;
if ( bUnderlined )
{
fontWide += ( info.abcA + info.abcC );
info.x-= info.abcA;
}
// Because CharRenderInfo has a pointer to the verts, we need to keep m_BatchedCharVerts in sync, so if we
// will be flushing the text when we get to this char, flush it now instead.
if ( info.textureId != m_iBoundTexture )
{
DrawFlushText();
}
// This avoid copying the data in the nonclipped case!!! (X360)
info.verts = &m_BatchedCharVerts[ m_nBatchedCharVertCount ];
InitVertex( info.verts[0], info.x, info.y, texCoords[0], texCoords[1] );
InitVertex( info.verts[1], info.x + fontWide, info.y + info.fontTall, texCoords[2], texCoords[3] );
info.shouldclip = true;
return info.valid;
}
//-----------------------------------------------------------------------------
// Purpose: batches up characters for rendering
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawRenderCharInternal( const CharRenderInfo& info )
{
//hushed MAT_FUNC;
Assert( g_bInDrawing );
// xbox opts out of pricey/pointless text clipping
if ( IsPC() && info.shouldclip )
{
Vertex_t clip[ 2 ];
clip[ 0 ] = info.verts[ 0 ];
clip[ 1 ] = info.verts[ 1 ];
if ( !ClipRect( clip[0], clip[1], &info.verts[0], &info.verts[1] ) )
{
// Fully clipped
return;
}
}
m_nBatchedCharVertCount += 2;
if ( m_nBatchedCharVertCount >= MAX_BATCHED_CHAR_VERTS - 2 )
{
DrawFlushText();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawRenderCharFromInfo( const CharRenderInfo& info )
{
//hushed MAT_FUNC;
if ( !info.valid )
return;
int x = info.x;
// get the character texture from the cache
DrawSetTexture( info.textureId );
DrawRenderCharInternal( info );
// Only do post step
x += ( info.abcB + info.abcC );
// Update cursor pos
DrawSetTextPos(x, info.y);
}
//-----------------------------------------------------------------------------
// Renders a text buffer
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawPrintText(const wchar_t *text, int iTextLen, FontDrawType_t drawType /*= FONT_DRAW_DEFAULT */ )
{
MAT_FUNC;
Assert( g_bInDrawing );
if (!text)
return;
if (!m_hCurrentFont)
return;
int x = m_pDrawTextPos[0] + m_nTranslateX;
int y = m_pDrawTextPos[1] + m_nTranslateY;
int iTall = GetFontTall(m_hCurrentFont);
int iLastTexId = -1;
int iCount = 0;
vgui::Vertex_t *pQuads = (vgui::Vertex_t*)stackalloc((2 * iTextLen) * sizeof(vgui::Vertex_t) );
bool bUnderlined = FontManager().GetFontUnderlined( m_hCurrentFont );
int iTotalWidth = 0;
for (int i=0; i<iTextLen; ++i)
{
wchar_t ch = text[i];
#if USE_GETKERNEDCHARWIDTH
//iTotalWidth += abcA;
float flWide;
float flabcA;
float flabcC;
wchar_t chBefore = 0;
wchar_t chAfter = 0;
if ( i > 0 )
chBefore = text[i-1];
if ( i < (iTextLen-1) )
chAfter = text[i+1];
FontManager().GetKernedCharWidth( m_hCurrentFont, ch, chBefore, chAfter, flWide, flabcA, flabcC );
int abcA,abcB,abcC;
// also grab the single char dimensions so we match the texture size to the one in the font page,
// different to the amount we step ahead once rendered
GetCharABCwide(m_hCurrentFont, ch, abcA, abcB, abcC);
int textureWide = abcB;
if ( bUnderlined )
{
textureWide += ( abcA + abcC );
x-= flabcA;
}
#else
int abcA,abcB,abcC;
GetCharABCwide(m_hCurrentFont, ch, abcA, abcB, abcC);
int textureWide = abcB;
if ( bUnderlined )
{
textureWide += ( abcA + abcC );
x-= abcA;
}
float flabcA = abcA;
float flWide = abcA + abcB + abcC;
#endif
if ( !iswspace( ch ) || bUnderlined )
{
// get the character texture from the cache
int iTexId = 0;
float *texCoords = NULL;
if (!g_FontTextureCache.GetTextureForChar(m_hCurrentFont, drawType, ch, &iTexId, &texCoords))
continue;
Assert( texCoords );
if (iTexId != iLastTexId)
{
// FIXME: At the moment, we just draw all the batched up
// text when the font changes. We Should batch up per material
// and *then* draw
if (iCount)
{
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(iLastTexId);
InternalSetMaterial( pMaterial );
DrawQuadArray( iCount, pQuads, m_DrawTextColor, IsPC() );
iCount = 0;
}
iLastTexId = iTexId;
}
vgui::Vertex_t &ul = pQuads[2*iCount];
vgui::Vertex_t &lr = pQuads[2*iCount + 1];
++iCount;
ul.m_Position.x = x + iTotalWidth + floor(flabcA + 0.6);
ul.m_Position.y = y;
lr.m_Position.x = ul.m_Position.x + textureWide;
lr.m_Position.y = ul.m_Position.y + iTall;
// Gets at the texture coords for this character in its texture page
/*
float tex_U0_bias = prc->Knob("tex-U0-bias");
float tex_V0_bias = prc->Knob("tex-V0-bias");
float tex_U1_bias = prc->Knob("tex-U1-bias");
float tex_V1_bias = prc->Knob("tex-V1-bias");
ul.m_TexCoord[0] = texCoords[0] + tex_U0_bias;
ul.m_TexCoord[1] = texCoords[1] + tex_V0_bias;
lr.m_TexCoord[0] = texCoords[2] + tex_U1_bias;
lr.m_TexCoord[1] = texCoords[3] + tex_V1_bias;
*/
ul.m_TexCoord[0] = texCoords[0];
ul.m_TexCoord[1] = texCoords[1];
lr.m_TexCoord[0] = texCoords[2];
lr.m_TexCoord[1] = texCoords[3];
}
iTotalWidth += floor(flWide+0.6);
}
// Draw any left-over characters
if (iCount)
{
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial(iLastTexId);
InternalSetMaterial( pMaterial );
DrawQuadArray( iCount, pQuads, m_DrawTextColor, IsPC() );
}
m_pDrawTextPos[0] += iTotalWidth;
stackfree(pQuads);
}
//-----------------------------------------------------------------------------
// Returns the screen size
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetScreenSize(int &iWide, int &iTall)
{
if ( m_ScreenSizeOverride.m_bActive )
{
iWide = m_ScreenSizeOverride.m_nValue[ 0 ];
iTall = m_ScreenSizeOverride.m_nValue[ 1 ];
return;
}
int x, y;
// mikesart: This is just sticking in unnecessary BeginRender/EndRender calls to the queue.
// CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
IMatRenderContext *pRenderContext = g_pMaterialSystem->GetRenderContext();
pRenderContext->GetViewport( x, y, iWide, iTall );
}
bool CMatSystemSurface::ForceScreenSizeOverride( bool bState, int wide, int tall )
{
bool bWasSet = m_ScreenSizeOverride.m_bActive;
m_ScreenSizeOverride.m_bActive = bState;
m_ScreenSizeOverride.m_nValue[ 0 ] = wide;
m_ScreenSizeOverride.m_nValue[ 1 ] = tall;
return bWasSet;
}
// LocalToScreen, ParentLocalToScreen fixups for explicit PaintTraverse calls on Panels not at 0, 0 position
bool CMatSystemSurface::ForceScreenPosOffset( bool bState, int x, int y )
{
bool bWasSet = m_ScreenPosOverride.m_bActive;
m_ScreenPosOverride.m_bActive = bState;
m_ScreenPosOverride.m_nValue[ 0 ] = x;
m_ScreenPosOverride.m_nValue[ 1 ] = y;
return bWasSet;
}
void CMatSystemSurface::OffsetAbsPos( int &x, int &y )
{
if ( !m_ScreenPosOverride.m_bActive )
return;
x += m_ScreenPosOverride.m_nValue[ 0 ];
y += m_ScreenPosOverride.m_nValue[ 1 ];
}
bool CMatSystemSurface::IsScreenSizeOverrideActive( void )
{
return ( m_ScreenSizeOverride.m_bActive );
}
bool CMatSystemSurface::IsScreenPosOverrideActive( void )
{
return ( m_ScreenPosOverride.m_bActive );
}
//-----------------------------------------------------------------------------
// Purpose: Notification of a new screen size
//-----------------------------------------------------------------------------
void CMatSystemSurface::OnScreenSizeChanged( int nOldWidth, int nOldHeight )
{
int iNewWidth, iNewHeight;
GetScreenSize( iNewWidth, iNewHeight );
Msg( "Changing resolutions from (%d, %d) -> (%d, %d)\n", nOldWidth, nOldHeight, iNewWidth, iNewHeight );
// update the root panel size
ipanel()->SetSize(m_pEmbeddedPanel, iNewWidth, iNewHeight);
// notify every panel
VPANEL panel = GetEmbeddedPanel();
ivgui()->PostMessage(panel, new KeyValues("OnScreenSizeChanged", "oldwide", nOldWidth, "oldtall", nOldHeight), NULL);
// Run a frame of the GUI to notify all subwindows of the message size change
ivgui()->RunFrame();
// clear font texture cache
ResetFontCaches();
}
// Causes fonts to get reloaded, etc.
void CMatSystemSurface::ResetFontCaches()
{
// Don't do this on x360!!!
if ( IsX360() )
return;
// clear font texture cache
g_FontTextureCache.Clear();
m_iBoundTexture = -1;
// reload fonts
FontManager().ClearAllFonts();
scheme()->ReloadFonts();
// Run a frame of the GUI to notify all subwindows of the message size change
ivgui()->RunFrame();
}
//-----------------------------------------------------------------------------
// Returns the size of the embedded panel
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetWorkspaceBounds(int &x, int &y, int &iWide, int &iTall)
{
if ( m_ScreenSizeOverride.m_bActive )
{
x = y = 0;
iWide = m_ScreenSizeOverride.m_nValue[ 0 ];
iTall = m_ScreenSizeOverride.m_nValue[ 1 ];
return;
}
// NOTE: This is equal to the viewport size by default,
// but other embedded panels can be used
x = m_WorkSpaceInsets[0];
y = m_WorkSpaceInsets[1];
g_pVGuiPanel->GetSize(m_pEmbeddedPanel, iWide, iTall);
iWide -= m_WorkSpaceInsets[2];
iTall -= m_WorkSpaceInsets[3];
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetWorkspaceInsets( int left, int top, int right, int bottom )
{
m_WorkSpaceInsets[0] = left;
m_WorkSpaceInsets[1] = top;
m_WorkSpaceInsets[2] = right;
m_WorkSpaceInsets[3] = bottom;
}
//-----------------------------------------------------------------------------
// A bunch of methods needed for the windows version only
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetAsTopMost(VPANEL panel, bool state)
{
}
void CMatSystemSurface::SetAsToolBar(VPANEL panel, bool state) // removes the window's task bar entry (for context menu's, etc.)
{
}
void CMatSystemSurface::SetForegroundWindow (VPANEL panel)
{
BringToFront(panel);
}
void CMatSystemSurface::SetPanelVisible(VPANEL panel, bool state)
{
}
void CMatSystemSurface::SetMinimized(VPANEL panel, bool state)
{
if (state)
{
g_pVGuiPanel->SetPlat(panel, VPANEL_MINIMIZED);
g_pVGuiPanel->SetVisible(panel, false);
}
else
{
g_pVGuiPanel->SetPlat(panel, VPANEL_NORMAL);
}
}
bool CMatSystemSurface::IsMinimized(vgui::VPANEL panel)
{
return (g_pVGuiPanel->Plat(panel) == VPANEL_MINIMIZED);
}
void CMatSystemSurface::FlashWindow(VPANEL panel, bool state)
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetTitle(VPANEL panel, const wchar_t *title)
{
int entry = GetTitleEntry( panel );
if ( entry == -1 )
{
entry = m_Titles.AddToTail();
}
TitleEntry *e = &m_Titles[ entry ];
Assert( e );
wcsncpy( e->title, title, sizeof( e->title )/ sizeof( wchar_t ) );
e->panel = panel;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
wchar_t const *CMatSystemSurface::GetTitle( VPANEL panel )
{
int entry = GetTitleEntry( panel );
if ( entry != -1 )
{
TitleEntry *e = &m_Titles[ entry ];
return e->title;
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Private lookup method
// Input : *panel -
// Output : TitleEntry
//-----------------------------------------------------------------------------
int CMatSystemSurface::GetTitleEntry( vgui::VPANEL panel )
{
for ( int i = 0; i < m_Titles.Count(); i++ )
{
TitleEntry* entry = &m_Titles[ i ];
if ( entry->panel == panel )
return i;
}
return -1;
}
void CMatSystemSurface::SwapBuffers(VPANEL panel)
{
}
void CMatSystemSurface::Invalidate(VPANEL panel)
{
}
void CMatSystemSurface::ApplyChanges()
{
}
// notify icons?!?
VPANEL CMatSystemSurface::GetNotifyPanel()
{
return NULL;
}
void CMatSystemSurface::SetNotifyIcon(VPANEL context, HTexture icon, VPANEL panelToReceiveMessages, const char *text)
{
}
bool CMatSystemSurface::IsWithin(int x, int y)
{
return true;
}
bool CMatSystemSurface::ShouldPaintChildPanel(VPANEL childPanel)
{
if ( m_pRestrictedPanel && ( m_pRestrictedPanel != childPanel ) &&
!g_pVGuiPanel->HasParent( childPanel, m_pRestrictedPanel ) )
{
return false;
}
bool isPopup = ipanel()->IsPopup(childPanel);
return !isPopup;
}
bool CMatSystemSurface::RecreateContext(VPANEL panel)
{
return false;
}
//-----------------------------------------------------------------------------
// Focus-related methods
//-----------------------------------------------------------------------------
bool CMatSystemSurface::HasFocus()
{
return true;
}
void CMatSystemSurface::BringToFront(VPANEL panel)
{
// move panel to top of list
g_pVGuiPanel->MoveToFront(panel);
// move panel to top of popup list
if ( g_pVGuiPanel->IsPopup( panel ) )
{
MovePopupToFront( panel );
}
}
// engine-only focus handling (replacing WM_FOCUS windows handling)
void CMatSystemSurface::SetTopLevelFocus(VPANEL pSubFocus)
{
// walk up the hierarchy until we find what popup panel belongs to
while (pSubFocus)
{
if (ipanel()->IsPopup(pSubFocus) && ipanel()->IsMouseInputEnabled(pSubFocus))
{
BringToFront(pSubFocus);
break;
}
pSubFocus = ipanel()->GetParent(pSubFocus);
}
}
//-----------------------------------------------------------------------------
// Installs a function to play sounds
//-----------------------------------------------------------------------------
void CMatSystemSurface::InstallPlaySoundFunc( PlaySoundFunc_t soundFunc )
{
m_PlaySoundFunc = soundFunc;
}
//-----------------------------------------------------------------------------
// plays a sound
//-----------------------------------------------------------------------------
void CMatSystemSurface::PlaySound(const char *pFileName)
{
if (m_PlaySoundFunc)
m_PlaySoundFunc( pFileName );
}
//-----------------------------------------------------------------------------
// handles mouse movement
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetCursorPos(int x, int y)
{
CursorSetPos( m_HWnd, x, y );
}
void CMatSystemSurface::GetCursorPos(int &x, int &y)
{
CursorGetPos( m_HWnd, x, y );
}
void CMatSystemSurface::SetCursor(HCursor hCursor)
{
if ( IsCursorLocked() )
return;
if ( _currentCursor != hCursor )
{
_currentCursor = hCursor;
CursorSelect( hCursor );
}
}
void CMatSystemSurface::EnableMouseCapture( VPANEL panel, bool state )
{
#ifdef WIN32
if ( state )
{
::SetCapture( reinterpret_cast< HWND >( m_HWnd ) );
}
else
{
::ReleaseCapture();
}
#elif defined( POSIX )
// SetCapture on Win32 makes all the mouse messages (move and button up/down) head to
// the captured window. From what I can tell, this routine is called for modal dialogs
// when you click down on a button. However the current behavior is to highlight the
// buttons when you're over them, and trigger when you mouse up over the top - so I
// don't believe that SetCapture is needed on Windows, and Linux is behaving exactly
// the same as Win32 in all the tests I've run so far. (I've clicked on a lot of dialogs).
// I talked with Alfred about this and we haven't done any SetCapture stuff on OSX ever
// and he says nobody has ever reported any regressions.
// So I've removed the Assert. 8/32/2012 - mikesart.
#else
#error
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Turns the panel into a standalone window
//-----------------------------------------------------------------------------
void CMatSystemSurface::CreatePopup(VPANEL panel, bool minimized, bool showTaskbarIcon, bool disabled , bool mouseInput , bool kbInput)
{
if (!g_pVGuiPanel->GetParent(panel))
{
g_pVGuiPanel->SetParent(panel, GetEmbeddedPanel());
}
((VPanel *)panel)->SetPopup(true);
((VPanel *)panel)->SetKeyBoardInputEnabled(kbInput);
((VPanel *)panel)->SetMouseInputEnabled(mouseInput);
HPanel p = ivgui()->PanelToHandle( panel );
if ( m_PopupList.Find( p ) == m_PopupList.InvalidIndex() )
{
m_PopupList.AddToTail( p );
}
else
{
MovePopupToFront( panel );
}
}
//-----------------------------------------------------------------------------
// Create/destroy panels..
//-----------------------------------------------------------------------------
void CMatSystemSurface::AddPanel(VPANEL panel)
{
if (g_pVGuiPanel->IsPopup(panel))
{
// turn it into a popup menu
CreatePopup(panel, false);
}
}
void CMatSystemSurface::ReleasePanel(VPANEL panel)
{
// Remove from popup list if needed and remove any dead popups while we're at it
RemovePopup( panel );
int entry = GetTitleEntry( panel );
if ( entry != -1 )
{
m_Titles.Remove( entry );
}
}
//-----------------------------------------------------------------------------
// Popup accessors used by VGUI
//-----------------------------------------------------------------------------
int CMatSystemSurface::GetPopupCount( )
{
return m_PopupList.Count();
}
VPANEL CMatSystemSurface::GetPopup( int index )
{
HPanel p = m_PopupList[ index ];
VPANEL panel = ivgui()->HandleToPanel( p );
return panel;
}
void CMatSystemSurface::ResetPopupList( )
{
m_PopupList.RemoveAll();
}
void CMatSystemSurface::AddPopup( VPANEL panel )
{
HPanel p = ivgui()->PanelToHandle( panel );
if ( m_PopupList.Find( p ) == m_PopupList.InvalidIndex() )
{
m_PopupList.AddToTail( p );
}
}
void CMatSystemSurface::RemovePopup( vgui::VPANEL panel )
{
// Remove from popup list if needed and remove any dead popups while we're at it
int c = GetPopupCount();
for ( int i = c - 1; i >= 0 ; i-- )
{
VPANEL popup = GetPopup(i );
if ( popup && ( popup != panel ) )
continue;
m_PopupList.Remove( i );
break;
}
}
//-----------------------------------------------------------------------------
// Methods associated with iterating + drawing the panel tree
//-----------------------------------------------------------------------------
void CMatSystemSurface::AddPopupsToList( VPANEL panel )
{
if (!g_pVGuiPanel->IsVisible(panel))
return;
// Add to popup list as we visit popups
// Note: popup list is cleared in RunFrame which occurs before this call!!!
if ( g_pVGuiPanel->IsPopup( panel ) )
{
AddPopup( panel );
}
int count = g_pVGuiPanel->GetChildCount(panel);
for (int i = 0; i < count; ++i)
{
VPANEL child = g_pVGuiPanel->GetChild(panel, i);
AddPopupsToList( child );
}
}
//-----------------------------------------------------------------------------
// Purpose: recurses the panels calculating absolute positions
// parents must be solved before children
//-----------------------------------------------------------------------------
void CMatSystemSurface::InternalSolveTraverse(VPANEL panel)
{
VPanel * RESTRICT vp = (VPanel *)panel;
vp->TraverseLevel( 1 );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - %s", __FUNCTION__, vp->GetName() );
// solve the parent
vp->Solve();
CUtlVector< VPanel * > &children = vp->GetChildren();
// WARNING: Some of the think functions add/remove children, so make sure we
// explicitly check for children.Count().
for ( int i = 0; i < children.Count(); ++i )
{
VPanel *child = children[ i ];
if (child->IsVisible())
{
InternalSolveTraverse( (VPANEL)child );
}
}
vp->TraverseLevel( -1 );
}
//-----------------------------------------------------------------------------
// Purpose: recurses the panels giving them a chance to do a user-defined think,
// PerformLayout and ApplySchemeSettings
// must be done child before parent
//-----------------------------------------------------------------------------
void CMatSystemSurface::InternalThinkTraverse(VPANEL panel)
{
VPanel * RESTRICT vp = (VPanel *)panel;
vp->TraverseLevel( 1 );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - %s", __FUNCTION__, vp->GetName() );
// think the parent
vp->Client()->Think();
CUtlVector< VPanel * > &children = vp->GetChildren();
// WARNING: Some of the think functions add/remove children, so make sure we
// explicitly check for children.Count().
for ( int i = 0; i < children.Count(); ++i )
{
VPanel *child = children[ i ];
if ( child->IsVisible() )
{
InternalThinkTraverse( (VPANEL)child );
}
}
vp->TraverseLevel( -1 );
}
//-----------------------------------------------------------------------------
// Purpose: recurses the panels giving them a chance to do apply settings,
//-----------------------------------------------------------------------------
void CMatSystemSurface::InternalSchemeSettingsTraverse(VPANEL panel, bool forceApplySchemeSettings)
{
VPanel * RESTRICT vp = (VPanel *)panel;
vp->TraverseLevel( 1 );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - %s", __FUNCTION__, vp->GetName() );
CUtlVector< VPanel * > &children = vp->GetChildren();
// apply to the children...
for ( int i = 0; i < children.Count(); ++i )
{
VPanel *child = children[ i ];
if ( forceApplySchemeSettings || child->IsVisible() )
{
InternalSchemeSettingsTraverse((VPANEL)child, forceApplySchemeSettings);
}
}
// and then the parent
vp->Client()->PerformApplySchemeSettings();
vp->TraverseLevel( -1 );
}
//-----------------------------------------------------------------------------
// Purpose: Walks through the panel tree calling Solve() on them all, in order
//-----------------------------------------------------------------------------
void CMatSystemSurface::SolveTraverse(VPANEL panel, bool forceApplySchemeSettings)
{
{
VPROF( "InternalSchemeSettingsTraverse" );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - InternalSchemeSettingsTraverse", __FUNCTION__ );
InternalSchemeSettingsTraverse(panel, forceApplySchemeSettings);
}
{
VPROF( "InternalThinkTraverse" );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - InternalThinkTraverse", __FUNCTION__ );
InternalThinkTraverse(panel);
}
{
VPROF( "InternalSolveTraverse" );
tmZone( TELEMETRY_LEVEL1, TMZF_NONE, "%s - InternalSolveTraverse", __FUNCTION__ );
InternalSolveTraverse(panel);
}
}
//-----------------------------------------------------------------------------
// Purpose: Restricts rendering to a single panel
//-----------------------------------------------------------------------------
void CMatSystemSurface::RestrictPaintToSinglePanel(VPANEL panel)
{
if ( panel && m_pRestrictedPanel && m_pRestrictedPanel == input()->GetAppModalSurface() )
{
return; // don't restrict drawing to a panel other than the modal one - that's a good way to hang the game.
}
m_pRestrictedPanel = panel;
if ( !input()->GetAppModalSurface() )
{
input()->SetAppModalSurface( panel ); // if painting is restricted to this panel, it had better be modal, or else you can get in some bad state...
}
}
//-----------------------------------------------------------------------------
// Is a panel under the restricted panel?
//-----------------------------------------------------------------------------
bool CMatSystemSurface::IsPanelUnderRestrictedPanel( VPANEL panel )
{
if ( !m_pRestrictedPanel )
return true;
while ( panel )
{
if ( panel == m_pRestrictedPanel )
return true;
panel = ipanel()->GetParent( panel );
}
return false;
}
//-----------------------------------------------------------------------------
// Main entry point for painting
//-----------------------------------------------------------------------------
void CMatSystemSurface::PaintTraverseEx(VPANEL panel, bool paintPopups /*= false*/ )
{
MAT_FUNC;
if ( !ipanel()->IsVisible( panel ) )
return;
VPROF( "CMatSystemSurface::PaintTraverse" );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
bool bTopLevelDraw = false;
if ( g_bInDrawing == false )
{
// only set the 2d ortho mode once
bTopLevelDraw = true;
StartDrawing();
// clear z + stencil buffer
// NOTE: Stencil is used to get 3D painting in vgui panels working correctly
pRenderContext->ClearBuffers( false, true, true );
pRenderContext->SetStencilEnable( true );
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_GREATEREQUAL );
pRenderContext->SetStencilReferenceValue( 0 );
pRenderContext->SetStencilTestMask( 0xFFFFFFFF );
pRenderContext->SetStencilWriteMask( 0xFFFFFFFF );
}
float flOldZPos = m_flZPos;
// NOTE You might expect we'd have to draw these under the popups so they would occlude
// them, but there are a few things we do have to draw on top of, esp. the black
// panel that draws over the top of the engine to darken everything.
m_flZPos = 0.0f;
if ( panel == GetEmbeddedPanel() )
{
if ( m_pRestrictedPanel )
{
// Paint the restricted panel, and its parent.
// NOTE: This call has guards to not draw popups. If the restricted panel
// is a popup, it won't draw here.
ipanel()->PaintTraverse( ipanel()->GetParent( m_pRestrictedPanel ), true );
}
else
{
// paint traverse the root panel, painting all children
VPROF( "ipanel()->PaintTraverse" );
ipanel()->PaintTraverse( panel, true );
}
}
else
{
// If it's a popup, it should already have been painted above
VPROF( "ipanel()->PaintTraverse" );
if ( !paintPopups || !ipanel()->IsPopup( panel ) )
{
ipanel()->PaintTraverse( panel, true );
}
}
// draw the popups
if ( paintPopups )
{
// now draw the popups front to back
// since depth-test and depth-write are on, the front panels will occlude the underlying ones
{
VPROF( "CMatSystemSurface::PaintTraverse popups loop" );
int popups = GetPopupCount();
if ( popups > 254 )
{
Warning( "Too many popups! Rendering will be bad!\n" );
}
// HACK! Using stencil ref 254 so drag/drop helper can use 255.
int nStencilRef = 254;
for ( int i = popups - 1; i >= 0; --i )
{
VPANEL popupPanel = GetPopup( i );
if ( !popupPanel )
continue;
if ( !ipanel()->IsFullyVisible( popupPanel ) )
continue;
if ( !IsPanelUnderRestrictedPanel( popupPanel ) )
continue;
// This makes sure the drag/drop helper is always the first thing drawn
bool bIsTopmostPopup = ( (VPanel *)popupPanel )->IsTopmostPopup();
// set our z position
pRenderContext->SetStencilReferenceValue( bIsTopmostPopup ? 255 : nStencilRef );
--nStencilRef;
m_flZPos = ((float)(i) / (float)popups);
ipanel()->PaintTraverse( popupPanel, true );
}
}
}
// Restore the old Z Pos
m_flZPos = flOldZPos;
if ( bTopLevelDraw )
{
// only undo the 2d ortho mode once
VPROF( "FinishDrawing" );
// Reset stencil to normal state
pRenderContext->SetStencilEnable( false );
FinishDrawing();
}
}
//-----------------------------------------------------------------------------
// Draw a panel
//-----------------------------------------------------------------------------
void CMatSystemSurface::PaintTraverse(VPANEL panel)
{
PaintTraverseEx( panel, false );
}
//-----------------------------------------------------------------------------
// Begins, ends 3D painting from within a panel paint() method
//-----------------------------------------------------------------------------
void CMatSystemSurface::Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture )
{
MAT_FUNC;
if ( IsX360() )
{
Assert( 0 );
return;
}
Assert( iRight > iLeft );
Assert( iBottom > iTop );
// Can't use this while drawing in the 3D world since it relies on
// whacking the shared depth buffer
Assert( !m_bDrawingIn3DWorld );
if ( m_bDrawingIn3DWorld )
return;
m_n3DLeft = iLeft;
m_n3DRight = iRight;
m_n3DTop = iTop;
m_n3DBottom = iBottom;
// Can't use this feature when drawing into the 3D world
Assert( !m_bDrawingIn3DWorld );
Assert( !m_bIn3DPaintMode );
m_bIn3DPaintMode = true;
m_b3DPaintRenderToTexture = bRenderToTexture;
// Save off the matrices in case the painting method changes them.
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PushMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
if ( bRenderToTexture )
{
// For 3d painting, use the off-screen render target the material system allocates
// NOTE: We have to grab it here, as opposed to during init,
// because the mode hasn't been set by now.
if ( !m_FullScreenBuffer )
{
m_FullScreenBuffer.Init( materials->FindTexture( m_FullScreenBufferName, "render targets" ) );
}
// FIXME: Set the viewport to match the clip rectangle?
// Set the viewport to match the scissor rectangle
pRenderContext->PushRenderTargetAndViewport( m_FullScreenBuffer,
0, 0, iRight - iLeft, iBottom - iTop );
// NOTE: Stencil is used to get 3D painting in vgui panels working correctly
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL );
// Don't draw the 3D scene w/ stencil
pRenderContext->SetStencilEnable( false );
}
else
{
int clipLeft, clipTop, clipRight, clipBottom;
bool clipEnabled;
GetScissorRect( clipLeft, clipTop, clipRight, clipBottom, clipEnabled );
pRenderContext->PushRenderTargetAndViewport();
pRenderContext->Viewport( clipLeft + iLeft, clipTop + iTop, iRight - iLeft, iBottom - iTop );
}
pRenderContext->CullMode( MATERIAL_CULLMODE_CW );
pRenderContext->Flush();
}
void CMatSystemSurface::End3DPaint()
{
MAT_FUNC;
if ( IsX360() )
{
Assert( 0 );
return;
}
// Can't use this feature when drawing into the 3D world
Assert( !m_bDrawingIn3DWorld );
Assert( m_bIn3DPaintMode );
m_bIn3DPaintMode = false;
// Reset stencil to set stencil everywhere we draw
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetStencilEnable( true );
pRenderContext->SetStencilFailOperation( STENCILOPERATION_KEEP );
pRenderContext->SetStencilZFailOperation( STENCILOPERATION_KEEP );
pRenderContext->SetStencilPassOperation( STENCILOPERATION_REPLACE );
pRenderContext->SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_GREATEREQUAL );
// Restore the matrices
pRenderContext->MatrixMode( MATERIAL_MODEL );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_VIEW );
pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
// Restore the viewport (it was stored off in StartDrawing)
pRenderContext->PopRenderTargetAndViewport();
pRenderContext->CullMode(MATERIAL_CULLMODE_CCW);
// Draw the full-screen buffer into the panel, if we rendering
// to a texture
if ( m_b3DPaintRenderToTexture )
DrawFullScreenBuffer( m_n3DLeft, m_n3DTop, m_n3DRight, m_n3DBottom );
// ReSet the material state
InternalSetMaterial( NULL );
}
//-----------------------------------------------------------------------------
// skin composition, force drawing
//-----------------------------------------------------------------------------
void CMatSystemSurface::BeginSkinCompositionPainting()
{
g_bInDrawing = true;
}
//-----------------------------------------------------------------------------
// end drawing when finish skin composition
//-----------------------------------------------------------------------------
void CMatSystemSurface::EndSkinCompositionPainting()
{
g_bInDrawing = false;
}
//-----------------------------------------------------------------------------
// Gets texture coordinates for drawing the full screen buffer
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetFullScreenTexCoords( int x, int y, int w, int h, float *pMinU, float *pMinV, float *pMaxU, float *pMaxV )
{
int nTexWidth = m_FullScreenBuffer->GetActualWidth();
int nTexHeight = m_FullScreenBuffer->GetActualHeight();
float flOOWidth = 1.0f / nTexWidth;
float flOOHeight = 1.0f / nTexHeight;
*pMinU = ( (float)x + 0.5f ) * flOOWidth;
*pMinV = ( (float)y + 0.5f ) * flOOHeight;
*pMaxU = ( (float)(x+w) - 0.5f ) * flOOWidth;
*pMaxV = ( (float)(y+h) - 0.5f ) * flOOHeight;
}
//-----------------------------------------------------------------------------
// Draws the fullscreen buffer into the panel
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawFullScreenBuffer( int nLeft, int nTop, int nRight, int nBottom )
{
MAT_FUNC;
// Draw a textured rectangle over the area
if ( m_nFullScreenBufferMaterialId == -1 )
{
m_nFullScreenBufferMaterialId = CreateNewTextureID();
DrawSetTextureMaterial( m_nFullScreenBufferMaterialId, m_FullScreenBufferMaterial );
}
float flGetAlphaMultiplier = DrawGetAlphaMultiplier();
unsigned char oldColor[4];
oldColor[0] = m_DrawColor[0];
oldColor[1] = m_DrawColor[1];
oldColor[2] = m_DrawColor[2];
oldColor[3] = m_DrawColor[3];
DrawSetAlphaMultiplier( 1.0f );
DrawSetColor( 255, 255, 255, 255 );
DrawSetTexture( m_nFullScreenBufferMaterialId );
float u0, u1, v0, v1;
GetFullScreenTexCoords( 0, 0, nRight - nLeft, nBottom - nTop, &u0, &v0, &u1, &v1 );
DrawTexturedSubRect( nLeft, nTop, nRight, nBottom, u0, v0, u1, v1 );
m_DrawColor[0] = oldColor[0];
m_DrawColor[1] = oldColor[1];
m_DrawColor[2] = oldColor[2];
m_DrawColor[3] = oldColor[3];
DrawSetAlphaMultiplier( flGetAlphaMultiplier );
}
//-----------------------------------------------------------------------------
// Draws a rectangle, setting z to the current value
//-----------------------------------------------------------------------------
float CMatSystemSurface::GetZPos() const
{
return m_flZPos;
}
//-----------------------------------------------------------------------------
// Some drawing methods that cannot be accomplished under Win32
//-----------------------------------------------------------------------------
#define CIRCLE_POINTS 360
void CMatSystemSurface::DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a )
{
MAT_FUNC;
Assert( g_bInDrawing );
// Draw a circle
int iDegrees = 0;
Vector vecPoint, vecLastPoint(0,0,0);
vecPoint.z = 0.0f;
Color clr;
clr.SetColor( r, g, b, a );
DrawSetColor( clr );
for ( int i = 0; i < CIRCLE_POINTS; i++ )
{
float flRadians = DEG2RAD( iDegrees );
iDegrees += (360 / CIRCLE_POINTS);
float ca = cos( flRadians );
float sa = sin( flRadians );
// Rotate it around the circle
vecPoint.x = centerx + (radius * sa);
vecPoint.y = centery - (radius * ca);
// Draw the point, if it's not on the previous point, to avoid smaller circles being brighter
if ( vecLastPoint != vecPoint )
{
DrawFilledRect( vecPoint.x, vecPoint.y, vecPoint.x + 1, vecPoint.y + 1 );
}
vecLastPoint = vecPoint;
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws colored text to a vgui panel
// Input : *font - font to use
// x - position of text
// y -
// r - color of text
// g -
// b -
// a - alpha ( 255 = opaque, 0 = transparent )
// *fmt - va_* text string
// ... -
// Output : int - horizontal # of pixels drawn
//-----------------------------------------------------------------------------
int CMatSystemSurface::DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, va_list argptr )
{
MAT_FUNC;
Assert( g_bInDrawing );
int len;
char data[1024];
DrawSetTextPos( x, y );
DrawSetTextColor( r, g, b, a );
len = Q_vsnprintf(data, sizeof( data ), fmt, argptr);
DrawSetTextFont( font );
wchar_t szconverted[ 1024 ];
g_pVGuiLocalize->ConvertANSIToUnicode( data, szconverted, 1024 );
DrawPrintText( szconverted, wcslen(szconverted ) );
int totalLength = DrawTextLen( font, data );
return x + totalLength;
}
int CMatSystemSurface::DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, ... )
{
MAT_FUNC;
va_list argptr;
va_start( argptr, fmt );
int ret = DrawColoredText( font, x, y, r, g, b, a, fmt, argptr );
va_end(argptr);
return ret;
}
//-----------------------------------------------------------------------------
// Draws text with current font at position and wordwrapped to the rect using color values specified
//-----------------------------------------------------------------------------
void CMatSystemSurface::SearchForWordBreak( vgui::HFont font, char *text, int& chars, int& pixels )
{
chars = pixels = 0;
while ( 1 )
{
char ch = text[ chars ];
int a, b, c;
GetCharABCwide( font, ch, a, b, c );
if ( ch == 0 || ch <= 32 )
{
if ( ch == 32 && chars == 0 )
{
pixels += ( b + c );
chars++;
}
break;
}
pixels += ( b + c );
chars++;
}
}
//-----------------------------------------------------------------------------
// Purpose: If text width is specified, reterns height of text at that width
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawTextHeight( vgui::HFont font, int w, int& h, const char *fmt, ... )
{
if ( !font )
return;
int len;
char data[8192];
va_list argptr;
va_start( argptr, fmt );
len = Q_vsnprintf( data, sizeof( data ), fmt, argptr );
va_end( argptr );
int x = 0;
int y = 0;
int ystep = GetFontTall( font );
int startx = x;
int endx = x + w;
//int endy = y + h;
int endy = 0;
int chars = 0;
int pixels = 0;
for ( int i = 0 ; i < len; i += chars )
{
SearchForWordBreak( font, &data[ i ], chars, pixels );
if ( data[ i ] == '\n' )
{
x = startx;
y += ystep;
chars = 1;
continue;
}
if ( x + ( pixels ) >= endx )
{
x = startx;
// No room even on new line!!!
if ( x + pixels >= endx )
break;
y += ystep;
}
for ( int j = 0 ; j < chars; j++ )
{
int a, b, c;
char ch = data[ i + j ];
GetCharABCwide( font, ch, a, b, c );
x += a + b + c;
}
}
endy = y+ystep;
h = endy;
}
//-----------------------------------------------------------------------------
// Draws text with current font at position and wordwrapped to the rect using color values specified
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, const char *fmt, ... )
{
MAT_FUNC;
Assert( g_bInDrawing );
if ( !font )
return;
int len;
char data[8192];
va_list argptr;
va_start( argptr, fmt );
len = Q_vsnprintf( data, sizeof( data ), fmt, argptr );
va_end( argptr );
DrawSetTextPos( x, y );
DrawSetTextColor( r, g, b, a );
DrawSetTextFont( font );
int ystep = GetFontTall( font );
int startx = x;
int endx = x + w;
int endy = y + h;
int chars = 0;
int pixels = 0;
char word[ 512 ];
char space[ 2 ];
space[1] = 0;
space[0] = ' ';
for ( int i = 0 ; i < len; i += chars )
{
SearchForWordBreak( font, &data[ i ], chars, pixels );
if ( data[ i ] == '\n' )
{
x = startx;
y += ystep;
chars = 1;
continue;
}
if ( x + ( pixels ) >= endx )
{
x = startx;
// No room even on new line!!!
if ( x + pixels >= endx )
break;
y += ystep;
}
if ( y + ystep >= endy )
break;
if ( chars <= 0 )
continue;
Q_strncpy( word, &data[ i ], chars + 1 );
DrawSetTextPos( x, y );
wchar_t szconverted[ 1024 ];
g_pVGuiLocalize->ConvertANSIToUnicode( word, szconverted, 1024 );
DrawPrintText( szconverted, wcslen(szconverted ) );
// Leave room for space, too
x += DrawTextLen( font, word );
}
}
//-----------------------------------------------------------------------------
// Purpose: Determine length of text string
//-----------------------------------------------------------------------------
int CMatSystemSurface::DrawTextLen( vgui::HFont font, const char *fmt, ... )
{
va_list argptr;
char data[1024];
int len;
va_start(argptr, fmt);
len = Q_vsnprintf(data, sizeof( data ), fmt, argptr);
va_end(argptr);
int i;
int x = 0;
for ( i = 0 ; i < len; i++ )
{
int a, b, c;
GetCharABCwide( font, data[i], a, b, c );
// Ignore a
// x += a;
x += b;
x += c;
}
return x;
}
//-----------------------------------------------------------------------------
// Disable clipping during rendering
//-----------------------------------------------------------------------------
void CMatSystemSurface::DisableClipping( bool bDisable )
{
// when the clipping rules change. flush any text we've
// queued up to draw so it gets clipped appropriatesly
DrawFlushText();
EnableScissor( !bDisable );
}
//-----------------------------------------------------------------------------
// Fetch current clipping rectangle
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled )
{
bool bEnabled = true;
GetScissorRect( left, top, right, bottom, bEnabled );
bClippingDisabled = !bEnabled;
}
//-----------------------------------------------------------------------------
// Set clipping rectangle
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetClippingRect( int left, int top, int right, int bottom )
{
SetScissorRect( left, top, right, bottom );
}
//-----------------------------------------------------------------------------
// Purpose: unlocks the cursor state
//-----------------------------------------------------------------------------
bool CMatSystemSurface::IsCursorLocked() const
{
return ::IsCursorLocked();
}
//-----------------------------------------------------------------------------
// Sets the mouse Get + Set callbacks
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetMouseCallbacks( GetMouseCallback_t GetFunc, SetMouseCallback_t SetFunc )
{
// FIXME: Remove! This is obsolete
Assert(0);
}
//-----------------------------------------------------------------------------
// Tells the surface to ignore windows messages
//-----------------------------------------------------------------------------
void CMatSystemSurface::EnableWindowsMessages( bool bEnable )
{
EnableInput( bEnable );
}
void CMatSystemSurface::MovePopupToFront(VPANEL panel)
{
HPanel p = ivgui()->PanelToHandle( panel );
int index = m_PopupList.Find( p );
if ( index == m_PopupList.InvalidIndex() )
return;
m_PopupList.Remove( index );
m_PopupList.AddToTail( p );
if ( g_bSpewFocus )
{
char const *pName = ipanel()->GetName( panel );
Msg( "%s moved to front\n", pName ? pName : "(no name)" );
}
// If the modal panel isn't a parent, restore it to the top, to prevent a hard lock
if ( input()->GetAppModalSurface() )
{
if ( !g_pVGuiPanel->HasParent(panel, input()->GetAppModalSurface()) )
{
HPanel p = ivgui()->PanelToHandle( input()->GetAppModalSurface() );
index = m_PopupList.Find( p );
if ( index != m_PopupList.InvalidIndex() )
{
m_PopupList.Remove( index );
m_PopupList.AddToTail( p );
}
}
}
ivgui()->PostMessage(panel, new KeyValues("OnMovedPopupToFront"), NULL);
}
void CMatSystemSurface::MovePopupToBack(VPANEL panel)
{
HPanel p = ivgui()->PanelToHandle( panel );
int index = m_PopupList.Find( p );
if ( index == m_PopupList.InvalidIndex() )
{
return;
}
m_PopupList.Remove( index );
m_PopupList.AddToHead( p );
}
bool CMatSystemSurface::IsInThink( VPANEL panel)
{
if ( m_bInThink )
{
if ( panel == m_CurrentThinkPanel ) // HasParent() returns true if you pass yourself in
{
return false;
}
return ipanel()->HasParent( panel, m_CurrentThinkPanel);
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMatSystemSurface::IsCursorVisible()
{
return m_cursorAlwaysVisible || (_currentCursor != dc_none);
}
void CMatSystemSurface::SetCursorAlwaysVisible( bool visible )
{
m_cursorAlwaysVisible = visible;
CursorSelect( visible ? dc_alwaysvisible_push : dc_alwaysvisible_pop );
}
bool CMatSystemSurface::IsTextureIDValid(int id)
{
// FIXME:
return true;
}
void CMatSystemSurface::SetAllowHTMLJavaScript( bool state )
{
m_bAllowJavaScript = state;
}
IHTML *CMatSystemSurface::CreateHTMLWindow(vgui::IHTMLEvents *events,VPANEL context)
{
Assert( !"CMatSystemSurface::CreateHTMLWindow" );
return NULL;
}
void CMatSystemSurface::DeleteHTMLWindow(IHTML *htmlwin)
{
}
void CMatSystemSurface::PaintHTMLWindow(IHTML *htmlwin)
{
}
bool CMatSystemSurface::BHTMLWindowNeedsPaint(IHTML *htmlwin)
{
return false;
}
//-----------------------------------------------------------------------------
/*void CMatSystemSurface::DrawSetTextureRGBA( int id, const unsigned char* rgba, int wide, int tall )
{
TextureDictionary()->SetTextureRGBAEx( id, (const char *)rgba, wide, tall, IMAGE_FORMAT_RGBA8888 );
}*/
void CMatSystemSurface::DrawSetTextureRGBA(int id, const unsigned char* rgba, int wide, int tall, int hardwareFilter, bool forceUpload)
{
TextureDictionary()->SetTextureRGBAEx( id, (const char *)rgba, wide, tall, IMAGE_FORMAT_RGBA8888, false );
}
void CMatSystemSurface::DrawSetTextureRGBAEx( int id, const unsigned char* rgba, int wide, int tall, ImageFormat format )
{
TextureDictionary()->SetTextureRGBAEx( id, (const char *)rgba, wide, tall, format, true );
}
void CMatSystemSurface::DrawSetSubTextureRGBA(int textureID, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall)
{
TextureDictionary()->SetSubTextureRGBA( textureID, drawX, drawY, rgba, subTextureWide, subTextureTall );
}
void CMatSystemSurface::DrawUpdateRegionTextureRGBA( int nTextureID, int x, int y, const unsigned char *pchData, int wide, int tall, ImageFormat imageFormat )
{
TextureDictionary()->UpdateSubTextureRGBA( nTextureID, x, y, pchData, wide, tall, imageFormat );
}
void CMatSystemSurface::SetModalPanel(VPANEL )
{
}
VPANEL CMatSystemSurface::GetModalPanel()
{
return 0;
}
void CMatSystemSurface::UnlockCursor()
{
::LockCursor( false );
}
void CMatSystemSurface::LockCursor()
{
::LockCursor( true );
}
void CMatSystemSurface::SetTranslateExtendedKeys(bool state)
{
}
VPANEL CMatSystemSurface::GetTopmostPopup()
{
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: gets the absolute coordinates of the screen (in screen space)
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall)
{
// always work in full window screen space
x = 0;
y = 0;
GetScreenSize(wide, tall);
}
// returns true if the specified panel is a child of the current modal panel
// if no modal panel is set, then this always returns TRUE
static bool IsChildOfModalSubTree(VPANEL panel)
{
if ( !panel )
return true;
VPANEL modalSubTree = input()->GetModalSubTree();
if ( modalSubTree )
{
bool restrictMessages = input()->ShouldModalSubTreeReceiveMessages();
// If panel is child of modal subtree, the allow messages to route to it if restrict messages is set
bool isChildOfModal = ipanel()->HasParent( panel, modalSubTree );
if ( isChildOfModal )
{
return restrictMessages;
}
// If panel is not a child of modal subtree, then only allow messages if we're not restricting them to the modal subtree
else
{
return !restrictMessages;
}
}
return true;
}
void CMatSystemSurface::CalculateMouseVisible()
{
int i;
m_bNeedsMouse = false;
m_bNeedsKeyboard = false;
if ( input()->GetMouseCapture() != 0 )
return;
int c = surface()->GetPopupCount();
VPANEL modalSubTree = input()->GetModalSubTree();
if ( modalSubTree )
{
for (i = 0 ; i < c ; i++ )
{
VPanel *pop = (VPanel *)surface()->GetPopup(i) ;
bool isChildOfModalSubPanel = IsChildOfModalSubTree( (VPANEL)pop );
if ( !isChildOfModalSubPanel )
continue;
bool isVisible=pop->IsVisible();
VPanel *p= pop->GetParent();
while (p && isVisible)
{
if( p->IsVisible()==false)
{
isVisible=false;
break;
}
p=p->GetParent();
}
if ( isVisible )
{
m_bNeedsMouse = m_bNeedsMouse || pop->IsMouseInputEnabled();
m_bNeedsKeyboard = m_bNeedsKeyboard || pop->IsKeyBoardInputEnabled();
// Seen enough!!!
if ( m_bNeedsMouse && m_bNeedsKeyboard )
break;
}
}
}
else
{
for (i = 0 ; i < c ; i++ )
{
VPanel *pop = (VPanel *)surface()->GetPopup(i) ;
bool isVisible=pop->IsVisible();
VPanel *p= pop->GetParent();
while (p && isVisible)
{
if( p->IsVisible()==false)
{
isVisible=false;
break;
}
p=p->GetParent();
}
if ( isVisible )
{
m_bNeedsMouse = m_bNeedsMouse || pop->IsMouseInputEnabled();
m_bNeedsKeyboard = m_bNeedsKeyboard || pop->IsKeyBoardInputEnabled();
// Seen enough!!!
if ( m_bNeedsMouse && m_bNeedsKeyboard )
break;
}
}
}
if (m_bNeedsMouse)
{
// NOTE: We must unlock the cursor *before* the set call here.
// Failing to do this causes s_bCursorVisible to not be set correctly
// (UnlockCursor fails to set it correctly)
UnlockCursor();
if ( _currentCursor == vgui::dc_none )
{
SetCursor(vgui::dc_arrow);
}
}
else
{
SetCursor(vgui::dc_none);
LockCursor();
}
}
bool CMatSystemSurface::NeedKBInput()
{
return m_bNeedsKeyboard;
}
void CMatSystemSurface::SurfaceGetCursorPos(int &x, int &y)
{
GetCursorPos( x, y );
}
void CMatSystemSurface::SurfaceSetCursorPos(int x, int y)
{
SetCursorPos( x, y );
}
//-----------------------------------------------------------------------------
// Purpose: global alpha setting functions
//-----------------------------------------------------------------------------
void CMatSystemSurface::DrawSetAlphaMultiplier( float alpha /* [0..1] */ )
{
m_flAlphaMultiplier = clamp(alpha, 0.0f, 1.0f);
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
float CMatSystemSurface::DrawGetAlphaMultiplier()
{
return m_flAlphaMultiplier;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *curOrAniFile -
// Output : vgui::HCursor
//-----------------------------------------------------------------------------
vgui::HCursor CMatSystemSurface::CreateCursorFromFile( char const *curOrAniFile, char const *pPathID )
{
return Cursor_CreateCursorFromFile( curOrAniFile, pPathID );
}
void CMatSystemSurface::SetPanelForInput( VPANEL vpanel )
{
g_pIInput->AssociatePanelWithInputContext( DEFAULT_INPUT_CONTEXT, vpanel );
if ( vpanel )
{
m_bNeedsKeyboard = true;
}
else
{
m_bNeedsKeyboard = false;
}
}
#if defined( WIN32 ) && !defined( _X360 )
static bool GetIconSize( ICONINFO& iconInfo, int& w, int& h )
{
w = h = 0;
HBITMAP bitmap = iconInfo.hbmColor;
BITMAP bm;
if ( 0 == GetObject((HGDIOBJ)bitmap, sizeof(BITMAP), (LPVOID)&bm) )
{
return false;
}
w = bm.bmWidth;
h = bm.bmHeight;
return true;
}
// If rgba is NULL, bufsize gets filled in w/ # of bytes required
static bool GetIconBits( HDC hdc, ICONINFO& iconInfo, int& w, int& h, unsigned char *rgba, size_t& bufsize )
{
if ( !iconInfo.hbmColor || !iconInfo.hbmMask )
return false;
if ( !rgba )
{
if ( !GetIconSize( iconInfo, w, h ) )
return false;
bufsize = (size_t)( ( w * h ) << 2 );
return true;
}
bool bret = false;
Assert( w > 0 );
Assert( h > 0 );
Assert( bufsize == (size_t)( ( w * h ) << 2 ) );
DWORD *maskData = new DWORD[ w * h ];
DWORD *colorData = new DWORD[ w * h ];
DWORD *output = (DWORD *)rgba;
BITMAPINFO bmInfo;
memset( &bmInfo, 0, sizeof( bmInfo ) );
bmInfo.bmiHeader.biSize = sizeof( bmInfo.bmiHeader );
bmInfo.bmiHeader.biWidth = w;
bmInfo.bmiHeader.biHeight = h;
bmInfo.bmiHeader.biPlanes = 1;
bmInfo.bmiHeader.biBitCount = 32;
bmInfo.bmiHeader.biCompression = BI_RGB;
// Get the info about the bits
if ( GetDIBits( hdc, iconInfo.hbmMask, 0, h, maskData, &bmInfo, DIB_RGB_COLORS ) == h &&
GetDIBits( hdc, iconInfo.hbmColor, 0, h, colorData, &bmInfo, DIB_RGB_COLORS ) == h )
{
bret = true;
for ( int row = 0; row < h; ++row )
{
// Invert
int r = ( h - row - 1 );
int rowstart = r * w;
DWORD *color = &colorData[ rowstart ];
DWORD *mask = &maskData[ rowstart ];
DWORD *outdata = &output[ row * w ];
for ( int col = 0; col < w; ++col )
{
unsigned char *cr = ( unsigned char * )&color[ col ];
// Set alpha
cr[ 3 ] = mask[ col ] == 0 ? 0xff : 0x00;
// Swap blue and red
unsigned char t = cr[ 2 ];
cr[ 2 ] = cr[ 0 ];
cr[ 0 ] = t;
*( unsigned int *)&outdata[ col ] = *( unsigned int * )cr;
}
}
}
delete[] colorData;
delete[] maskData;
return bret;
}
static bool ShouldMakeUnique( char const *extension )
{
if ( !Q_stricmp( extension, "cur" ) )
return true;
if ( !Q_stricmp( extension, "ani" ) )
return true;
return false;
}
#endif // !_X360
vgui::IImage *CMatSystemSurface::GetIconImageForFullPath( char const *pFullPath )
{
vgui::IImage *newIcon = NULL;
#if defined( WIN32 ) && !defined( _X360 )
SHFILEINFO info = { 0 };
DWORD_PTR dwResult = SHGetFileInfo(
pFullPath,
0,
&info,
sizeof( info ),
SHGFI_TYPENAME | SHGFI_ICON | SHGFI_SMALLICON | SHGFI_SHELLICONSIZE
);
if ( dwResult )
{
if ( info.szTypeName[ 0 ] != 0 )
{
char ext[ 32 ];
Q_ExtractFileExtension( pFullPath, ext, sizeof( ext ) );
char lookup[ 512 ];
Q_snprintf( lookup, sizeof( lookup ), "%s", ShouldMakeUnique( ext ) ? pFullPath : info.szTypeName );
// Now check the dictionary
unsigned short idx = m_FileTypeImages.Find( lookup );
if ( idx == m_FileTypeImages.InvalidIndex() )
{
ICONINFO iconInfo;
if ( 0 != GetIconInfo( info.hIcon, &iconInfo ) )
{
int w, h;
size_t bufsize = 0;
HDC hdc = ::GetDC(reinterpret_cast<HWND>(m_HWnd));
if ( GetIconBits( hdc, iconInfo, w, h, NULL, bufsize ) )
{
byte *bits = new byte[ bufsize ];
if ( bits && GetIconBits( hdc, iconInfo, w, h, bits, bufsize ) )
{
newIcon = new MemoryBitmap( bits, w, h );
}
delete[] bits;
}
::ReleaseDC( reinterpret_cast<HWND>(m_HWnd), hdc );
}
idx = m_FileTypeImages.Insert( lookup, newIcon );
}
newIcon = m_FileTypeImages[ idx ];
}
DestroyIcon( info.hIcon );
}
#endif
return newIcon;
}
const char *CMatSystemSurface::GetResolutionKey( void ) const
{
Assert( !IsPC() );
int x, y, width, height;
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->GetViewport( x, y, width, height );
if( height <= 480 )
{
return "_lodef";
}
else
{
return "_hidef";
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::Set3DPaintTempRenderTarget( const char *pRenderTargetName )
{
MAT_FUNC;
Assert( !m_bUsingTempFullScreenBufferMaterial );
m_bUsingTempFullScreenBufferMaterial = true;
InitFullScreenBuffer( pRenderTargetName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatSystemSurface::Reset3DPaintTempRenderTarget( void )
{
MAT_FUNC;
Assert( m_bUsingTempFullScreenBufferMaterial );
m_bUsingTempFullScreenBufferMaterial = false;
InitFullScreenBuffer( "_rt_FullScreen" );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the origin of the viewport to render into if we were
// rendering into the frame buffer. This version of the function is
// mostly here for backward compatibility and always uses a NULL
// render target (i.e. the frame buffer.)
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetFullscreenViewport( int x, int y, int w, int h )
{
SetFullscreenViewportAndRenderTarget( x, y, w, h, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the origin of the viewport to render into if we were
// rendering into the frame buffer. We might actually be generally
// using a render target but need to switch back to the frame buffer
// for some panels.
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget )
{
m_nFullscreenViewportX = x;
m_nFullscreenViewportY = y;
m_nFullscreenViewportWidth = w;
m_nFullscreenViewportHeight = h;
m_pFullscreenRenderTarget = pRenderTarget;
}
//-----------------------------------------------------------------------------
// Purpose: Gets the origin of the viewport to render into if we were
// rendering into the frame buffer. We might actually be generally
// using a render target but need to switch back to the frame buffer
// for some panels.
//-----------------------------------------------------------------------------
void CMatSystemSurface::GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget )
{
if( m_nFullscreenViewportHeight == 0 )
{
// this can't actually be zero. If it is, use the height of the screen instead
x = y = 0;
GetScreenSize( w, h );
if( ppRenderTarget)
*ppRenderTarget = NULL;
}
else
{
x = m_nFullscreenViewportX;
y = m_nFullscreenViewportY;
w = m_nFullscreenViewportWidth;
h = m_nFullscreenViewportHeight;
if( ppRenderTarget)
*ppRenderTarget = m_pFullscreenRenderTarget;
}
}
void CMatSystemSurface::GetFullscreenViewport( int & x, int & y, int & w, int & h )
{
GetFullscreenViewportAndRenderTarget( x, y, w, h, NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Handle switching in and out of "render to fullscreen" mode. We don't
// actually support this mode in tools.
//-----------------------------------------------------------------------------
void CMatSystemSurface::PushFullscreenViewport()
{
CMatRenderContextPtr pRenderContext( materials );
// the viewport x/y will be wrong because the render target is only for one eye.
// Ask the surface for that information instead.
int vx, vy, vw, vh;
ITexture *pRenderTarget;
GetFullscreenViewportAndRenderTarget( vx, vy, vw, vh, &pRenderTarget );
pRenderContext->PushRenderTargetAndViewport( pRenderTarget, NULL, vx, vy, vw, vh );
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PushMatrix();
pRenderContext->LoadIdentity();
pRenderContext->Scale( 1, -1, 1 );
//___stop___();
pRenderContext->Ortho( g_flPixelOffsetX, g_flPixelOffsetY, vw + g_flPixelOffsetX, vh + g_flPixelOffsetY, -1.0f, 1.0f );
DisableClipping( true );
}
void CMatSystemSurface::PopFullscreenViewport()
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->PopRenderTargetAndViewport();
pRenderContext->MatrixMode( MATERIAL_PROJECTION );
pRenderContext->PopMatrix();
DisableClipping( false );
}
//-----------------------------------------------------------------------------
// Purpose: Handle switching in and out of "render to fullscreen" mode. We don't
// actually support this mode in tools.
//-----------------------------------------------------------------------------
void CMatSystemSurface::SetSoftwareCursor( bool bUseSoftwareCursor )
{
EnableSoftwareCursor( bUseSoftwareCursor );
}
void CMatSystemSurface::PaintSoftwareCursor()
{
if( !ShouldDrawSoftwareCursor() )
return;
// this asks Windows for the position RIGHT NOW, which should be the least
// latent notion we have of where to draw the cursor
int x, y;
GetCursorPos( x, y );
Color clr( 255, 255, 255, 255 );
float uOffset, vOffset;
int nTextureID = GetSoftwareCursorTexture( &uOffset, &vOffset );
if( nTextureID <= 0 )
return;
int w, h;
DrawGetTextureSize( nTextureID, w, h );
// the cursors are actually pretty big. Make them smaller.
w /= 2;
h /= 2;
int xOffset = (int)(uOffset * (float)w);
int yOffset = (int)(vOffset * (float)h);
Assert( !g_bInDrawing );
StartDrawing();
PaintState_t paintState;
paintState.m_iTranslateX = paintState.m_iTranslateY = 0;
paintState.m_iScissorLeft = paintState.m_iScissorTop = 0;
GetScreenSize( paintState.m_iScissorRight, paintState.m_iScissorBottom );
SetupPaintState( paintState );
DrawSetColor( clr );
DrawSetTexture( nTextureID );
DrawTexturedRect( x + xOffset, y + yOffset, x + xOffset + w, y + yOffset + h );
DrawSetTexture(0);
FinishDrawing();
}
int CMatSystemSurface::GetTextureNumFrames( int id )
{
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial( id );
if ( !pMaterial )
{
return 0;
}
return pMaterial->GetNumAnimationFrames();
}
void CMatSystemSurface::DrawSetTextureFrame( int id, int nFrame, unsigned int *pFrameCache )
{
IMaterial *pMaterial = TextureDictionary()->GetTextureMaterial( id );
if ( !pMaterial )
{
return;
}
int nTotalFrames = pMaterial->GetNumAnimationFrames();
if ( !nTotalFrames )
{
return;
}
IMaterialVar *pFrameVar = pMaterial->FindVarFast( "$frame", pFrameCache );
if ( pFrameVar )
{
pFrameVar->SetIntValue( nFrame % nTotalFrames );
}
}