Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hud_crosshair.h"
#include "iclientmode.h"
#include "view.h"
#include "vgui_controls/Controls.h"
#include "vgui/ISurface.h"
#include "ivrenderview.h"
#include "materialsystem/imaterialsystem.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "client_virtualreality.h"
#include "sourcevr/isourcevirtualreality.h"
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#endif
#ifdef PORTAL
#include "c_portal_player.h"
#endif // PORTAL
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE );
ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE );
using namespace vgui;
int ScreenTransform( const Vector& point, Vector& screen );
#ifdef TF_CLIENT_DLL
// If running TF, we use CHudTFCrosshair instead (which is derived from CHudCrosshair)
#else
DECLARE_HUDELEMENT( CHudCrosshair );
#endif
CHudCrosshair::CHudCrosshair( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_pCrosshair = 0;
m_clrCrosshair = Color( 0, 0, 0, 0 );
m_vecCrossHairOffsetAngle.Init();
SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
}
CHudCrosshair::~CHudCrosshair()
{
}
void CHudCrosshair::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_pDefaultCrosshair = gHUD.GetIcon("crosshair_default");
SetPaintBackgroundEnabled( false );
SetSize( ScreenWidth(), ScreenHeight() );
SetForceStereoRenderToFrameBuffer( true );
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudCrosshair::ShouldDraw( void )
{
bool bNeedsDraw;
if ( m_bHideCrosshair )
return false;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return false;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon && !pWeapon->ShouldDrawCrosshair() )
return false;
#ifdef PORTAL
C_Portal_Player *portalPlayer = ToPortalPlayer(pPlayer);
if ( portalPlayer && portalPlayer->IsSuppressingCrosshair() )
return false;
#endif // PORTAL
/* disabled to avoid assuming it's an HL2 player.
// suppress crosshair in zoom.
if ( pPlayer->m_HL2Local.m_bZooming )
return false;
*/
// draw a crosshair only if alive or spectating in eye
if ( IsX360() )
{
bNeedsDraw = m_pCrosshair &&
!engine->IsDrawingLoadingImage() &&
!engine->IsPaused() &&
( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) &&
g_pClientMode->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->entindex() == render->GetViewEntity() ) &&
( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
}
else
{
bNeedsDraw = m_pCrosshair &&
crosshair.GetInt() &&
!engine->IsDrawingLoadingImage() &&
!engine->IsPaused() &&
g_pClientMode->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->entindex() == render->GetViewEntity() ) &&
!pPlayer->IsInVGuiInputMode() &&
( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
}
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
#ifdef TF_CLIENT_DLL
extern ConVar cl_crosshair_red;
extern ConVar cl_crosshair_green;
extern ConVar cl_crosshair_blue;
extern ConVar cl_crosshair_scale;
#endif
void CHudCrosshair::GetDrawPosition ( float *pX, float *pY, bool *pbBehindCamera, QAngle angleCrosshairOffset )
{
QAngle curViewAngles = CurrentViewAngles();
Vector curViewOrigin = CurrentViewOrigin();
int vx, vy, vw, vh;
vgui::surface()->GetFullscreenViewport( vx, vy, vw, vh );
float screenWidth = vw;
float screenHeight = vh;
float x = screenWidth / 2;
float y = screenHeight / 2;
bool bBehindCamera = false;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( ( pPlayer != NULL ) && ( pPlayer->GetObserverMode()==OBS_MODE_NONE ) )
{
bool bUseOffset = false;
Vector vecStart;
Vector vecEnd;
if ( UseVR() )
{
// These are the correct values to use, but they lag the high-speed view data...
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 );
vecEnd = vecStart + vecAimDirection * MAX_TRACE_LENGTH;
bUseOffset = true;
}
#ifdef SIXENSE
// TODO: actually test this Sixsense code interaction with things like HMDs & stereo.
if ( g_pSixenseInput->IsEnabled() && !UseVR() )
{
// Never autoaim a predicted weapon (for now)
vecStart = pPlayer->Weapon_ShootPosition();
Vector aimVector;
AngleVectors( CurrentViewAngles() - g_pSixenseInput->GetViewAngleOffset(), &aimVector );
// calculate where the bullet would go so we can draw the cross appropriately
vecEnd = vecStart + aimVector * MAX_TRACE_LENGTH;
bUseOffset = true;
}
#endif
if ( bUseOffset )
{
trace_t tr;
UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
Vector screen;
screen.Init();
bBehindCamera = ScreenTransform(tr.endpos, screen) != 0;
x = 0.5f * ( 1.0f + screen[0] ) * screenWidth + 0.5f;
y = 0.5f * ( 1.0f - screen[1] ) * screenHeight + 0.5f;
}
}
// MattB - angleCrosshairOffset is the autoaim angle.
// if we're not using autoaim, just draw in the middle of the
// screen
if ( angleCrosshairOffset != vec3_angle )
{
QAngle angles;
Vector forward;
Vector point, screen;
// this code is wrong
angles = curViewAngles + angleCrosshairOffset;
AngleVectors( angles, &forward );
VectorAdd( curViewOrigin, forward, point );
ScreenTransform( point, screen );
x += 0.5f * screen[0] * screenWidth + 0.5f;
y += 0.5f * screen[1] * screenHeight + 0.5f;
}
*pX = x;
*pY = y;
*pbBehindCamera = bBehindCamera;
}
void CHudCrosshair::Paint( void )
{
if ( !m_pCrosshair )
return;
if ( !IsCurrentViewAccessAllowed() )
return;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
float x, y;
bool bBehindCamera;
GetDrawPosition ( &x, &y, &bBehindCamera, m_vecCrossHairOffsetAngle );
if( bBehindCamera )
return;
float flWeaponScale = 1.f;
int iTextureW = m_pCrosshair->Width();
int iTextureH = m_pCrosshair->Height();
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->GetWeaponCrosshairScale( flWeaponScale );
}
float flPlayerScale = 1.0f;
#ifdef TF_CLIENT_DLL
Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
flPlayerScale = cl_crosshair_scale.GetFloat() / 32.0f; // the player can change the scale in the options/multiplayer tab
#else
Color clr = m_clrCrosshair;
#endif
float flWidth = flWeaponScale * flPlayerScale * (float)iTextureW;
float flHeight = flWeaponScale * flPlayerScale * (float)iTextureH;
int iWidth = (int)( flWidth + 0.5f );
int iHeight = (int)( flHeight + 0.5f );
int iX = (int)( x + 0.5f );
int iY = (int)( y + 0.5f );
m_pCrosshair->DrawSelfCropped (
iX-(iWidth/2), iY-(iHeight/2),
0, 0,
iTextureW, iTextureH,
iWidth, iHeight,
clr );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudCrosshair::SetCrosshairAngle( const QAngle& angle )
{
VectorCopy( angle, m_vecCrossHairOffsetAngle );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudCrosshair::SetCrosshair( CHudTexture *texture, const Color& clr )
{
m_pCrosshair = texture;
m_clrCrosshair = clr;
}
//-----------------------------------------------------------------------------
// Purpose: Resets the crosshair back to the default
//-----------------------------------------------------------------------------
void CHudCrosshair::ResetCrosshair()
{
SetCrosshair( m_pDefaultCrosshair, Color(255, 255, 255, 255) );
}