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250 lines
7.6 KiB
250 lines
7.6 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: A camera entity that's used by the -makedevshots system to take |
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// dev screenshots everytime the map is checked into source control. |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "cbase.h" |
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#include "tier0/icommandline.h" |
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#include "igamesystem.h" |
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#include "filesystem.h" |
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#include <KeyValues.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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int g_iDevShotCameraCount = 0; |
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#define DEVSHOT_INITIAL_WAIT 5 // Time after the level spawn before the first devshot camera takes it's shot |
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#define DEVSHOT_INTERVAL 5 // Time between each devshot camera taking it's shot |
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//----------------------------------------------------------------------------- |
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// Purpose: A camera entity that's used by the -makedevshots system to take |
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// dev screenshots everytime the map is checked into source control. |
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//----------------------------------------------------------------------------- |
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class CPointDevShotCamera : public CBaseEntity |
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{ |
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DECLARE_CLASS( CPointDevShotCamera, CBaseEntity ); |
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public: |
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DECLARE_DATADESC(); |
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void Spawn( void ); |
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void DevShotThink_Setup( void ); |
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void DevShotThink_TakeShot( void ); |
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void DevShotThink_PostShot( void ); |
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// Always transmit to clients so they know where to move the view to |
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virtual int UpdateTransmitState(); |
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private: |
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string_t m_iszCameraName; |
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int m_iFOV; |
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}; |
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BEGIN_DATADESC( CPointDevShotCamera ) |
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DEFINE_FUNCTION( DevShotThink_Setup ), |
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DEFINE_FUNCTION( DevShotThink_TakeShot ), |
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DEFINE_FUNCTION( DevShotThink_PostShot ), |
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DEFINE_KEYFIELD( m_iszCameraName, FIELD_STRING, "cameraname" ), |
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DEFINE_KEYFIELD( m_iFOV, FIELD_INTEGER, "FOV" ), |
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END_DATADESC() |
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LINK_ENTITY_TO_CLASS( point_devshot_camera, CPointDevShotCamera ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointDevShotCamera::Spawn( void ) |
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{ |
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BaseClass::Spawn(); |
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// Remove this entity immediately if we're not making devshots |
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if ( !CommandLine()->FindParm("-makedevshots") ) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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// Take a screenshot when it's my turn |
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SetThink( &CPointDevShotCamera::DevShotThink_Setup ); |
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SetNextThink( gpGlobals->curtime + DEVSHOT_INITIAL_WAIT + (g_iDevShotCameraCount * DEVSHOT_INTERVAL) ); |
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g_iDevShotCameraCount++; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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int CPointDevShotCamera::UpdateTransmitState() |
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{ |
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// always transmit if currently used by a monitor |
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return SetTransmitState( FL_EDICT_ALWAYS ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointDevShotCamera::DevShotThink_Setup( void ) |
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{ |
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// Move the player to the devshot camera |
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); |
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if ( !pPlayer ) |
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return; |
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// Hide stuff |
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engine->ClientCommand( pPlayer->edict(), "developer 0" ); |
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engine->ClientCommand( pPlayer->edict(), "cl_drawhud 0" ); |
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engine->ClientCommand( pPlayer->edict(), "sv_cheats 1" ); |
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engine->ClientCommand( pPlayer->edict(), "god" ); |
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engine->ClientCommand( pPlayer->edict(), "notarget" ); |
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pPlayer->AddSolidFlags( FSOLID_NOT_SOLID ); |
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pPlayer->EnableControl(FALSE); |
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pPlayer->SetViewEntity( this ); |
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pPlayer->SetFOV( this, m_iFOV ); |
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// Hide the player's viewmodel |
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if ( pPlayer->GetActiveWeapon() ) |
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{ |
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pPlayer->GetActiveWeapon()->AddEffects( EF_NODRAW ); |
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} |
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DispatchUpdateTransmitState(); |
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// Now take the shot next frame |
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SetThink( &CPointDevShotCamera::DevShotThink_TakeShot ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointDevShotCamera::DevShotThink_TakeShot( void ) |
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{ |
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// Take the screenshot |
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); |
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if ( !pPlayer ) |
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return; |
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engine->ClientCommand( pPlayer->edict(), UTIL_VarArgs( "devshots_screenshot \"%s\"", STRING(m_iszCameraName) ) ); |
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// Now take the shot next frame |
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SetThink( &CPointDevShotCamera::DevShotThink_PostShot ); |
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SetNextThink( gpGlobals->curtime + (DEVSHOT_INTERVAL - 1) ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CPointDevShotCamera::DevShotThink_PostShot( void ) |
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{ |
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// Take the screenshot |
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); |
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if ( !pPlayer ) |
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return; |
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pPlayer->SetFOV( this, 0 ); |
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// If all cameras have taken their shots, move to the next map |
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g_iDevShotCameraCount--; |
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if ( !g_iDevShotCameraCount ) |
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{ |
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engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Game system to detect maps without cameras in them, and move on |
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//----------------------------------------------------------------------------- |
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class CDevShotSystem : public CAutoGameSystemPerFrame |
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{ |
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public: |
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CDevShotSystem( char const *name ) : CAutoGameSystemPerFrame( name ) |
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{ |
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} |
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virtual void LevelInitPreEntity() |
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{ |
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m_bIssuedNextMapCommand = false; |
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g_iDevShotCameraCount = 0; |
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m_bParsedMapFile = false; |
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} |
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virtual void SafeRemoveIfDesired( void ) |
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{ |
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// If we're not making devshots, remove this system immediately |
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if ( !CommandLine()->FindParm("-makedevshots") ) |
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{ |
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Remove( this ); |
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return; |
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} |
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} |
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virtual void FrameUpdatePostEntityThink( void ) |
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{ |
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// Wait until we're all spawned in |
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if ( gpGlobals->curtime < 5 ) |
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return; |
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if ( m_bIssuedNextMapCommand ) |
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return; |
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if ( !m_bParsedMapFile ) |
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{ |
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m_bParsedMapFile = true; |
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// See if we've got a camera file to import cameras from |
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char szFullName[512]; |
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Q_snprintf(szFullName,sizeof(szFullName), "maps/%s.txt", STRING( gpGlobals->mapname )); |
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KeyValues *pkvMapCameras = new KeyValues( "MapCameras" ); |
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if ( pkvMapCameras->LoadFromFile( filesystem, szFullName, "MOD" ) ) |
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{ |
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Warning( "Devshots: Loading point_devshot_camera positions from %s. \n", szFullName ); |
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// Get each camera, and add it to our list |
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KeyValues *pkvCamera = pkvMapCameras->GetFirstSubKey(); |
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while ( pkvCamera ) |
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{ |
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// Get camera name |
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const char *pCameraName = pkvCamera->GetName(); |
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// Make a camera, and move it to the position specified |
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CPointDevShotCamera *pCamera = (CPointDevShotCamera*)CreateEntityByName( "point_devshot_camera" ); |
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Assert( pCamera ); |
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pCamera->KeyValue( "cameraname", pCameraName ); |
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pCamera->KeyValue( "origin", pkvCamera->GetString( "origin", "0 0 0" ) ); |
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pCamera->KeyValue( "angles", pkvCamera->GetString( "angles", "0 0 0" ) ); |
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pCamera->KeyValue( "FOV", pkvCamera->GetString( "FOV", "75" ) ); |
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DispatchSpawn( pCamera ); |
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pCamera->Activate(); |
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// Move to next camera |
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pkvCamera = pkvCamera->GetNextKey(); |
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} |
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} |
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if ( !g_iDevShotCameraCount ) |
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{ |
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Warning( "Devshots: No point_devshot_camera in %s. Moving to next map.\n", STRING( gpGlobals->mapname ) ); |
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CBasePlayer *pPlayer = UTIL_GetLocalPlayerOrListenServerHost(); |
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if ( pPlayer ) |
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{ |
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engine->ClientCommand( pPlayer->edict(), "devshots_nextmap" ); |
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m_bIssuedNextMapCommand = true; |
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return; |
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} |
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} |
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} |
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} |
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private: |
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bool m_bIssuedNextMapCommand; |
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bool m_bParsedMapFile; |
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}; |
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CDevShotSystem DevShotSystem( "CDevShotSystem" );
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