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203 lines
6.3 KiB
203 lines
6.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//=============================================================================// |
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#include "cbase.h" |
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#include "hud.h" |
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#include "hudelement.h" |
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#include "hud_macros.h" |
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#include "hud_numericdisplay.h" |
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#include "iclientmode.h" |
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#include "c_cs_player.h" |
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#include "VGuiMatSurface/IMatSystemSurface.h" |
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#include "materialsystem/imaterial.h" |
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#include "materialsystem/imesh.h" |
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#include "materialsystem/imaterialvar.h" |
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#include <vgui/IScheme.h> |
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#include <vgui/ISurface.h> |
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#include <KeyValues.h> |
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#include <vgui_controls/AnimationController.h> |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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//----------------------------------------------------------------------------- |
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// Purpose: Draws the zoom screen |
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//----------------------------------------------------------------------------- |
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class CHudScope : public vgui::Panel, public CHudElement |
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{ |
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DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel ); |
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public: |
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CHudScope( const char *pElementName ); |
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void Init( void ); |
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void LevelInit( void ); |
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protected: |
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virtual void ApplySchemeSettings(vgui::IScheme *scheme); |
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virtual void Paint( void ); |
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private: |
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CMaterialReference m_ScopeMaterial; |
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CMaterialReference m_DustOverlayMaterial; |
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int m_iScopeArcTexture; |
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int m_iScopeDustTexture; |
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}; |
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DECLARE_HUDELEMENT_DEPTH( CHudScope, 70 ); |
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using namespace vgui; |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope") |
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{ |
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vgui::Panel *pParent = g_pClientMode->GetViewport(); |
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SetParent( pParent ); |
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SetHiddenBits( HIDEHUD_PLAYERDEAD ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: standard hud element init function |
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//----------------------------------------------------------------------------- |
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void CHudScope::Init( void ) |
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{ |
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m_iScopeArcTexture = vgui::surface()->CreateNewTextureID(); |
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vgui::surface()->DrawSetTextureFile(m_iScopeArcTexture, "sprites/scope_arc", true, false); |
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m_iScopeDustTexture = vgui::surface()->CreateNewTextureID(); |
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vgui::surface()->DrawSetTextureFile(m_iScopeDustTexture, "overlays/scope_lens", true, false); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: standard hud element init function |
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//----------------------------------------------------------------------------- |
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void CHudScope::LevelInit( void ) |
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{ |
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Init(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: sets scheme colors |
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//----------------------------------------------------------------------------- |
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void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme ) |
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{ |
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BaseClass::ApplySchemeSettings(scheme); |
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SetPaintBackgroundEnabled(false); |
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SetPaintBorderEnabled(false); |
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int screenWide, screenTall; |
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GetHudSize(screenWide, screenTall); |
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SetBounds(0, 0, screenWide, screenTall); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: draws the zoom effect |
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//----------------------------------------------------------------------------- |
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void CHudScope::Paint( void ) |
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{ |
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C_CSPlayer *pPlayer = dynamic_cast<C_CSPlayer *>(C_BasePlayer::GetLocalPlayer()); |
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if ( pPlayer == NULL ) |
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return; |
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CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon(); |
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if( !pWeapon ) |
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return; |
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Assert( m_iScopeArcTexture ); |
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Assert( m_iScopeDustTexture ); |
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// see if we're zoomed with a sniper rifle |
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if( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() && |
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pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE ) |
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{ |
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int screenWide, screenTall; |
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GetHudSize(screenWide, screenTall); |
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// calculate the bounds in which we should draw the scope |
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int inset = screenTall / 16; |
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int y1 = inset; |
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int x1 = (screenWide - screenTall) / 2 + inset; |
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int y2 = screenTall - inset; |
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int x2 = screenWide - x1; |
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int x = screenWide / 2; |
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int y = screenTall / 2; |
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float uv1 = 0.5f / 256.0f, uv2 = 1.0f - uv1; |
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vgui::Vertex_t vert[4]; |
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Vector2D uv11( uv1, uv1 ); |
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Vector2D uv12( uv1, uv2 ); |
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Vector2D uv21( uv2, uv1 ); |
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Vector2D uv22( uv2, uv2 ); |
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int xMod = ( screenWide / 2 ); |
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int yMod = ( screenTall / 2 ); |
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int iMiddleX = (screenWide / 2 ); |
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int iMiddleY = (screenTall / 2 ); |
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vgui::surface()->DrawSetTexture( m_iScopeDustTexture ); |
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vgui::surface()->DrawSetColor( 255, 255, 255, 255 ); |
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vert[0].Init( Vector2D( iMiddleX + xMod, iMiddleY + yMod ), uv21 ); |
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vert[1].Init( Vector2D( iMiddleX - xMod, iMiddleY + yMod ), uv11 ); |
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vert[2].Init( Vector2D( iMiddleX - xMod, iMiddleY - yMod ), uv12 ); |
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vert[3].Init( Vector2D( iMiddleX + xMod, iMiddleY - yMod ), uv22 ); |
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vgui::surface()->DrawTexturedPolygon( 4, vert ); |
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vgui::surface()->DrawSetColor(0,0,0,255); |
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//Draw the reticle with primitives |
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vgui::surface()->DrawLine( 0, y, screenWide, y ); |
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vgui::surface()->DrawLine( x, 0, x, screenTall ); |
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//Draw the outline |
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vgui::surface()->DrawSetTexture(m_iScopeArcTexture); |
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// bottom right |
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vert[0].Init( Vector2D( x, y ), uv11 ); |
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vert[1].Init( Vector2D( x2, y ), uv21 ); |
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vert[2].Init( Vector2D( x2, y2 ), uv22 ); |
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vert[3].Init( Vector2D( x, y2 ), uv12 ); |
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vgui::surface()->DrawTexturedPolygon( 4, vert ); |
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// top right |
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vert[0].Init( Vector2D( x - 1, y1 ), uv12 ); |
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vert[1].Init( Vector2D ( x2, y1 ), uv22 ); |
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vert[2].Init( Vector2D( x2, y + 1 ), uv21 ); |
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vert[3].Init( Vector2D( x - 1, y + 1 ), uv11 ); |
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vgui::surface()->DrawTexturedPolygon(4, vert); |
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// bottom left |
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vert[0].Init( Vector2D( x1, y ), uv21 ); |
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vert[1].Init( Vector2D( x, y ), uv11 ); |
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vert[2].Init( Vector2D( x, y2 ), uv12 ); |
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vert[3].Init( Vector2D( x1, y2), uv22 ); |
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vgui::surface()->DrawTexturedPolygon(4, vert); |
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// top left |
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vert[0].Init( Vector2D( x1, y1 ), uv22 ); |
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vert[1].Init( Vector2D( x, y1 ), uv12 ); |
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vert[2].Init( Vector2D( x, y ), uv11 ); |
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vert[3].Init( Vector2D( x1, y ), uv21 ); |
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vgui::surface()->DrawTexturedPolygon(4, vert); |
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vgui::surface()->DrawFilledRect(0, 0, screenWide, y1); // top |
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vgui::surface()->DrawFilledRect(0, y2, screenWide, screenTall); // bottom |
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vgui::surface()->DrawFilledRect(0, y1, x1, screenTall); // left |
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vgui::surface()->DrawFilledRect(x2, y1, screenWide, screenTall); // right |
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} |
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}
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