Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright 1996-2005, 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"
// 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 );
DECLARE_HUDELEMENT( CHudCrosshair );
CHudCrosshair::CHudCrosshair( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" )
{
vgui::Panel *pParent = GetClientMode()->GetViewport();
SetParent( pParent );
m_pCrosshair = 0;
m_clrCrosshair = Color( 0, 0, 0, 0 );
m_vecCrossHairOffsetAngle.Init();
SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
}
void CHudCrosshair::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_pDefaultCrosshair = HudIcons().GetIcon("crosshair_default");
SetPaintBackgroundEnabled( false );
SetSize( ScreenWidth(), ScreenHeight() );
}
//-----------------------------------------------------------------------------
// 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;
/* 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() ) &&
GetClientMode()->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->IsViewEntity() ) &&
( 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() &&
GetClientMode()->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->IsViewEntity() ) &&
!pPlayer->IsInVGuiInputMode() &&
( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
}
return ( bNeedsDraw && CHudElement::ShouldDraw() );
}
void CHudCrosshair::Paint( void )
{
if ( !m_pCrosshair )
return;
if ( !IsCurrentViewAccessAllowed() )
return;
float x, y;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
m_curViewAngles = CurrentViewAngles();
m_curViewOrigin = CurrentViewOrigin();
Vector screen;
screen.Init();
// TrackIR
if ( IsHeadTrackingEnabled() )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// TrackIR
// get the direction the player is aiming
Vector aimVector = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// calculate where the bullet would go so we can draw the cross appropriately
Vector vecEnd = pPlayer->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH;
trace_t tr;
UTIL_TraceLine( pPlayer->Weapon_ShootPosition(), vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
QAngle angles;
Vector forward;
Vector point;
// this code is wrong
angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
AngleVectors( angles, &forward );
// need to project forward into an object to see how far this
// vector should be!!
//forward *= 1000;
//VectorAdd( m_curViewOrigin, forward, point );
//ScreenTransform( point, screen );
ScreenTransform(tr.endpos, screen);
}
// TrackIR
else
{
// MattB - m_vecCrossHairOffsetAngle is the autoaim angle.
// if we're not using autoaim, just draw in the middle of the
// screen
if ( m_vecCrossHairOffsetAngle != vec3_angle )
{
QAngle angles;
Vector forward;
Vector point;
// this code is wrong
angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
AngleVectors( angles, &forward );
VectorAdd( m_curViewOrigin, forward, point );
ScreenTransform( point, screen );
}
}
x += 0.5f * screen[0] * ScreenWidth() + 0.5f;
y += 0.5f * screen[1] * ScreenHeight() + 0.5f;
m_pCrosshair->DrawSelf(
x - 0.5f * m_pCrosshair->Width(),
y - 0.5f * m_pCrosshair->Height(),
m_clrCrosshair );
}
//-----------------------------------------------------------------------------
// 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) );
}