Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "c_tf_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include "client_virtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/AnimationController.h>
//for screenfade
#include "ivieweffects.h"
#include "shake.h"
#include "view_scene.h"
#include "tf_weapon_sniperrifle.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Figure out where the sniper scope should be drawn.
//-----------------------------------------------------------------------------
void WhereToDrawSniperScope ( int *pX, int *pY, int screenWide, int screenTall )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer != NULL )
{
// These are the correct values to use, but they lag the high-speed view data...
Vector vecStart = pPlayer->Weapon_ShootPosition();
Vector vecAimDirection = pPlayer->GetAutoaimVector( 1.0f );
// ...so in some aim modes, they get zapped by something completely up-to-date.
g_ClientVirtualReality.OverrideWeaponHudAimVectors ( &vecStart, &vecAimDirection );
Vector vAimPoint;
// Here we just put the aim point a set distance from the viewer - same depth as the HUD.
float fVrHudDistance = g_ClientVirtualReality.GetHUDDistance();
vAimPoint = vecStart + vecAimDirection * fVrHudDistance;
Vector screen;
screen.Init();
ScreenTransform(vAimPoint, screen);
// screen[0][1] are in range (-1, 1)
float x = 0.5 * ( 1.0f + screen[0] ) * screenWide + 0.5;
float y = 0.5 * ( 1.0f - screen[1] ) * screenTall + 0.5;
*pX = (int)( x + 0.5f );
*pY = (int)( y + 0.5f );
}
}
//-----------------------------------------------------------------------------
// Purpose: Draws the sniper chargeup meter
//-----------------------------------------------------------------------------
class CHudScopeCharge : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudScopeCharge, vgui::Panel );
public:
CHudScopeCharge( const char *pElementName );
virtual ~CHudScopeCharge( void );
void Init( void );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
private:
int m_iChargeupTexture;
int m_iChargeupTextureWidth;
CPanelAnimationVarAliasType( float, m_iChargeup_xpos, "chargeup_xpos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iChargeup_ypos, "chargeup_ypos", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iChargeup_wide, "chargeup_wide", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_iChargeup_tall, "chargeup_tall", "0", "proportional_float" );
bool m_bJarateMode;
};
DECLARE_HUDELEMENT_DEPTH( CHudScopeCharge, 100 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScopeCharge::CHudScopeCharge( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScopeCharge")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
m_bJarateMode = false;
m_iChargeupTexture = -1;
}
CHudScopeCharge::~CHudScopeCharge( void )
{
if ( vgui::surface() && m_iChargeupTexture != -1 )
{
vgui::surface()->DestroyTextureID( m_iChargeupTexture );
m_iChargeupTexture = -1;
}
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScopeCharge::Init( void )
{
if ( m_iChargeupTexture == -1 )
{
m_iChargeupTexture = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers", true, false);
}
// Get the texture size
int ignored;
surface()->DrawGetTextureSize( m_iChargeupTexture, m_iChargeupTextureWidth, ignored );
}
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScopeCharge::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
if ( UseVR() )
{
// Force it to go direct to the framebuffer.
SetForceStereoRenderToFrameBuffer( true );
}
}
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScopeCharge::Paint( void )
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
{
pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
}
if ( !pPlayer )
return;
if ( !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
return;
// Make sure the current weapon is a sniper rifle
CTFSniperRifle *pWeapon = assert_cast<CTFSniperRifle*>(pPlayer->GetActiveTFWeapon());
if ( !pWeapon )
return;
if ( pWeapon->IsJarateRifle() && !m_bJarateMode )
{
vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers_jar", true, false);
m_bJarateMode = true;
}
else if ( !pWeapon->IsJarateRifle() && m_bJarateMode )
{
vgui::surface()->DrawSetTextureFile(m_iChargeupTexture, "HUD/sniperscope_numbers", true, false);
m_bJarateMode = false;
}
// Actual charge value is set through a material proxy in the sniper rifle class
int wide, tall;
GetSize( wide, tall );
int x = 0;
int y = 0;
bool bDisableClipping = false;
if ( UseVR() )
{
int vx, vy, vw, vh;
vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
int screenWide = vw;
int screenTall = vh;
bDisableClipping = true;
WhereToDrawSniperScope ( &x, &y, screenWide, screenTall );
// The origin is wherever the property file put it, so (0,0) means "the right place, if the scope is in the middle of the screen"
// So offset from there. But additional fun - the rendering coordinates are in the UI space, not the actual screen space.
int UiScreenWide, UiScreenTall;
GetHudSize(UiScreenWide, UiScreenTall);
x -= ( UiScreenWide / 2 );
y -= ( UiScreenTall / 2 );
}
if( bDisableClipping )
g_pMatSystemSurface->DisableClipping( true );
vgui::surface()->DrawSetColor(255,255,255,255);
vgui::surface()->DrawSetTexture(m_iChargeupTexture);
vgui::surface()->DrawTexturedRect( x, y, x+wide, y+tall );
if( bDisableClipping )
g_pMatSystemSurface->DisableClipping( false );
}
//-----------------------------------------------------------------------------
// Purpose: Draws the zoom screen
//-----------------------------------------------------------------------------
class CHudScope : public vgui::Panel, public CHudElement
{
DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
public:
CHudScope( const char *pElementName );
virtual ~CHudScope( void );
void Init( void );
protected:
virtual void ApplySchemeSettings(vgui::IScheme *scheme);
virtual void Paint( void );
virtual bool ShouldDraw( void );
private:
int m_iScopeTexture[4];
int m_iScopeTextureAlt[4];
bool m_bAltScopeMode;
};
DECLARE_HUDELEMENT_DEPTH( CHudScope, 100 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
for ( int i = 0; i < ARRAYSIZE( m_iScopeTexture ); i++ )
{
m_iScopeTexture[ i ] = -1;
}
for ( int i = 0; i < ARRAYSIZE( m_iScopeTextureAlt ); i++ )
{
m_iScopeTextureAlt[i] = -1;
}
m_bAltScopeMode = false;
}
CHudScope::~CHudScope( void )
{
if ( vgui::surface() )
{
for ( int i = 0; i < ARRAYSIZE( m_iScopeTexture ); i++ )
{
if ( m_iScopeTexture[ i ] != -1 )
{
vgui::surface()->DestroyTextureID( m_iScopeTexture[ i ] );
m_iScopeTexture[ i ] = -1;
}
}
for ( int i = 0; i < ARRAYSIZE( m_iScopeTextureAlt ); i++ )
{
if ( m_iScopeTextureAlt[i] != -1 )
{
vgui::surface()->DestroyTextureID( m_iScopeTextureAlt[i] );
m_iScopeTextureAlt[i] = -1;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::Init( void )
{
for ( int i = 0; i < ARRAYSIZE( m_iScopeTexture ); i++ )
{
if ( m_iScopeTexture[ i ] == -1 )
{
m_iScopeTexture[ i ] = vgui::surface()->CreateNewTextureID();
}
}
vgui::surface()->DrawSetTextureFile( m_iScopeTexture[0], "HUD/scope_sniper_ul", true, false );
vgui::surface()->DrawSetTextureFile( m_iScopeTexture[1], "HUD/scope_sniper_ur", true, false );
vgui::surface()->DrawSetTextureFile( m_iScopeTexture[2], "HUD/scope_sniper_lr", true, false );
vgui::surface()->DrawSetTextureFile( m_iScopeTexture[3], "HUD/scope_sniper_ll", true, false );
for ( int i = 0; i < ARRAYSIZE( m_iScopeTextureAlt ); i++ )
{
if ( m_iScopeTextureAlt[i] == -1 )
{
m_iScopeTextureAlt[i] = vgui::surface()->CreateNewTextureID();
}
}
vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[0], "HUD/scope_sniper_alt_ul", true, false );
vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[1], "HUD/scope_sniper_alt_ur", true, false );
vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[2], "HUD/scope_sniper_alt_lr", true, false );
vgui::surface()->DrawSetTextureFile( m_iScopeTextureAlt[3], "HUD/scope_sniper_alt_ll", true, false );
// remove ourselves from the global group so the scoreboard doesn't hide us
UnregisterForRenderGroup( "global" );
}
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false);
SetPaintBorderEnabled(false);
if ( UseVR() )
{
// Make it fill the screen.
int iViewportWidth, iViewportHeight;
g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Left, NULL, NULL, &iViewportWidth, &iViewportHeight );
SetSize ( iViewportWidth, iViewportHeight );
SetBounds ( 0, 0, iViewportWidth, iViewportHeight );
// Force it to go direct to the framebuffer.
SetForceStereoRenderToFrameBuffer( true );
}
else
{
int screenWide, screenTall;
GetHudSize(screenWide, screenTall);
SetBounds(0, 0, screenWide, screenTall);
}
// Move behind the spectator GUI, so we can be visible at the same time.
SetZPos( -1 );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudScope::ShouldDraw( void )
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( GetSpectatorTarget() != 0 && GetSpectatorMode() == OBS_MODE_IN_EYE )
{
pPlayer = (C_TFPlayer *)UTIL_PlayerByIndex( GetSpectatorTarget() );
}
if ( !pPlayer || !pPlayer->m_Shared.InCond( TF_COND_ZOOMED ) )
return false;
if ( pPlayer->GetActiveTFWeapon() )
{
m_bAltScopeMode = ( pPlayer->GetActiveTFWeapon()->GetWeaponID() == TF_WEAPON_SNIPERRIFLE_CLASSIC );
}
return CHudElement::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScope::Paint( void )
{
// We need to update the refraction texture so the scope can refract it
UpdateRefractTexture();
int screenWide;
int screenTall;
GetHudSize(screenWide, screenTall);
// calculate the bounds in which we should draw the scope
int xMid = screenWide / 2;
int yMid = screenTall / 2;
// width of the drawn scope. in widescreen, we draw the sides with primitives
int wide, tall;
if( screenWide > screenTall )
{
wide = ( screenTall * 4 ) / 3;
tall = screenTall;
}
else
{
wide = screenWide;
tall = ( screenWide * 3 ) / 4;
}
bool bDisableClipping = false;
if ( UseVR() )
{
int vx, vy, vw, vh;
vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
screenWide = vw;
screenTall = vh;
// This is actually awful - the scope is drawn in HUD-space, which is this completely
// artifical 640*480 space that we invent for VR and which doesn't even have square pixels. Ugh.
// Hacked good enough to ship. TODO: don't hack it.
float fMagnification = 1.0f / g_ClientVirtualReality.GetZoomedModeMagnification();
wide = (int)( fMagnification * (float)screenWide );
tall = ( wide * 3 ) / 4;
bDisableClipping = true;
WhereToDrawSniperScope ( &xMid, &yMid, screenWide, screenTall );
}
int xLeft = xMid - wide/2;
int xRight = xMid + wide/2;
int yTop = yMid - tall/2;
int yBottom = yMid + tall/2;
float uv1 = 0.5f / 256.0f, uv2 = 1.0f - uv1;
vgui::Vertex_t vert[4];
Vector2D uv11( uv1, uv1 );
Vector2D uv12( uv1, uv2 );
Vector2D uv21( uv2, uv1 );
Vector2D uv22( uv2, uv2 );
vgui::surface()->DrawSetColor(0,0,0,255);
if( bDisableClipping )
g_pMatSystemSurface->DisableClipping( true );
//upper left
vgui::surface()->DrawSetTexture( m_bAltScopeMode ? m_iScopeTextureAlt[0] : m_iScopeTexture[0] );
vert[0].Init( Vector2D( xLeft, yTop ), uv11 );
vert[1].Init( Vector2D( xMid, yTop ), uv21 );
vert[2].Init( Vector2D( xMid, yMid ), uv22 );
vert[3].Init( Vector2D( xLeft, yMid ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
// top right
if ( m_bAltScopeMode )
{
vgui::surface()->DrawSetTexture( m_iScopeTextureAlt[1] );
vert[0].Init( Vector2D( xMid, yTop ), uv11 );
vert[1].Init( Vector2D( xRight, yTop ), uv21 );
vert[2].Init( Vector2D( xRight, yMid ), uv22 );
vert[3].Init( Vector2D( xMid, yMid ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
}
else
{
vgui::surface()->DrawSetTexture( m_iScopeTexture[1] );
vert[0].Init( Vector2D( xMid - 1, yTop ), uv11 );
vert[1].Init( Vector2D( xRight, yTop ), uv21 );
vert[2].Init( Vector2D( xRight, yMid + 1 ), uv22 );
vert[3].Init( Vector2D( xMid - 1, yMid + 1 ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
}
// bottom right
vgui::surface()->DrawSetTexture( m_bAltScopeMode ? m_iScopeTextureAlt[2] : m_iScopeTexture[2] );
vert[0].Init( Vector2D( xMid, yMid ), uv11 );
vert[1].Init( Vector2D( xRight, yMid ), uv21 );
vert[2].Init( Vector2D( xRight, yBottom ), uv22 );
vert[3].Init( Vector2D( xMid, yBottom ), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
// bottom left
vgui::surface()->DrawSetTexture( m_bAltScopeMode ? m_iScopeTextureAlt[3] : m_iScopeTexture[3] );
vert[0].Init( Vector2D( xLeft, yMid ), uv11 );
vert[1].Init( Vector2D( xMid, yMid ), uv21 );
vert[2].Init( Vector2D( xMid, yBottom ), uv22 );
vert[3].Init( Vector2D( xLeft, yBottom), uv12 );
vgui::surface()->DrawTexturedPolygon( 4, vert );
if ( xLeft > 0 )
{
// Left block
vgui::surface()->DrawFilledRect( 0, 0, xLeft, screenTall );
}
if ( screenWide > xRight )
{
// Right block
vgui::surface()->DrawFilledRect( xRight, 0, screenWide, screenTall );
}
if ( yTop > 0 )
{
// top block
vgui::surface()->DrawFilledRect( 0, 0, screenWide, yTop );
}
if ( screenTall > yBottom )
{
// bottom block
vgui::surface()->DrawFilledRect( 0, yBottom, screenWide, screenTall );
}
if( bDisableClipping )
g_pMatSystemSurface->DisableClipping( false );
}