2456 lines
81 KiB
C++
2456 lines
81 KiB
C++
//========= Copyright © 1996-2008, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: See header file
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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 "hud_locator_target.h"
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#include "iclientmode.h"
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <vgui/IVGui.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Label.h>
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#include <vgui/IInput.h>
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#include <vgui/IScheme.h>
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#include "iinput.h"
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#include "view.h"
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#include "hud.h"
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#include "hudelement.h"
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#include "vgui_int.h"
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#include "ienginevgui.h"
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#include "inputsystem/iinputsystem.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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#define ICON_SIZE 0.04f // Icons are ScreenWidth() * ICON_SIZE wide.
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#define ICON_GAP 5 // Number of pixels between the icon and the text
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#define OFFSCREEN_ICON_POSITION_RADIUS 100
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#define CAPTION_FONT_HANDLE ( ( IsLocatorSplitscreen() ) ? ( m_hCaptionFont_ss ) : ( m_hCaptionFont ) )
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#define BUTTON_FONT_HANDLE ( g_pInputSystem->IsSteamControllerActive()?( m_hButtonFontSC ):( m_hButtonFont ) )
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#define ICON_DIST_TOO_FAR (60.0f * 12.0f)
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#define MIN_ICON_ALPHA 0.5
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#define MAX_ICON_ALPHA 1
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ConVar locator_icon_min_size_non_ss( "locator_icon_min_size_non_ss", "1.0", FCVAR_NONE, "Minimum scale of the icon on the screen" );
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ConVar locator_icon_max_size_non_ss( "locator_icon_max_size_non_ss", "2", FCVAR_NONE, "Minimum scale of the icon on the screen" );
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#define MIN_ICON_SCALE ( ( IsLocatorSplitscreen() && !ss_verticalsplit.GetBool() ) ? ( locator_icon_min_size_non_ss.GetFloat() * 0.78 ) : ( locator_icon_min_size_non_ss.GetFloat() ) )
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#define MAX_ICON_SCALE ( ( IsLocatorSplitscreen() && !ss_verticalsplit.GetBool() ) ? ( locator_icon_max_size_non_ss.GetFloat() * 0.78 ) : ( locator_icon_max_size_non_ss.GetFloat() ) )
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#define LOCATOR_OCCLUSION_TEST_RATE 0.25f
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enum
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{
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DRAW_ARROW_NO = 0,
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DRAW_ARROW_UP,
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DRAW_ARROW_DOWN,
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DRAW_ARROW_LEFT,
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DRAW_ARROW_RIGHT
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};
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ConVar locator_fade_time( "locator_fade_time", "0.3", FCVAR_NONE, "Number of seconds it takes for a lesson to fully fade in/out." );
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ConVar locator_lerp_speed( "locator_lerp_speed", "5.0f", FCVAR_NONE, "Speed that static lessons move along the Y axis." );
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ConVar locator_lerp_rest( "locator_lerp_rest", "0.25f", FCVAR_NONE, "Number of seconds before moving from the center." );
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ConVar locator_lerp_time( "locator_lerp_time", "1.75f", FCVAR_NONE, "Number of seconds to lerp before reaching final destination" );
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ConVar locator_pulse_time( "locator_pulse_time", "1.0f", FCVAR_NONE, "Number of seconds to pulse after changing icon or position" );
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ConVar locator_start_at_crosshair( "locator_start_at_crosshair", "1", FCVAR_NONE, "Start position at the crosshair instead of the top middle of the screen." );
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ConVar locator_topdown_style( "locator_topdown_style", "0", FCVAR_NONE, "Topdown games set this to handle distance and offscreen location differently." );
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ConVar locator_background_style( "locator_background_style", "2", FCVAR_NONE, "Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers." );
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ConVar locator_background_color( "locator_background_color", "16 16 16 100", FCVAR_NONE, "The default color for the background." );
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ConVar locator_background_border_color( "locator_background_border_color", "16 16 16 0", FCVAR_NONE, "The default color for the border." );
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ConVar locator_background_thickness_x( "locator_background_thickness_x", "8", FCVAR_NONE, "How many pixels the background borders the left and right." );
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ConVar locator_background_thickness_y( "locator_background_thickness_y", "0", FCVAR_NONE, "How many pixels the background borders the top and bottom." );
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ConVar locator_background_shift_x( "locator_background_shift_x", "3", FCVAR_NONE, "How many pixels the background is shifted right." );
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ConVar locator_background_shift_y( "locator_background_shift_y", "1", FCVAR_NONE, "How many pixels the background is shifted down." );
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ConVar locator_background_border_thickness( "locator_background_border_thickness", "2", FCVAR_NONE, "How many pixels the background borders the left and right." );
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ConVar locator_target_offset_x( "locator_target_offset_x", "-17", FCVAR_NONE, "How many pixels to offset the locator from the target position." );
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ConVar locator_target_offset_y( "locator_target_offset_y", "-64", FCVAR_NONE, "How many pixels to offset the locator from the target position." );
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ConVar locator_screen_pos_y( "locator_screen_pos_y", "0.35", FCVAR_NONE, "Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud." );
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ConVar locator_split_maxwide_percent( "locator_split_maxwide_percent", "0.80f", FCVAR_CHEAT );
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ConVar locator_split_len( "locator_split_len", "0.5f", FCVAR_CHEAT );
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// This maps a controller origin to a localized string (like "GameUI_Icons_SC_L_Trigger"). That string
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// will then remap to a character (like 'L'), which will correspond to a character inside the SC button font file.
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static const char *g_SteamControllerOriginStrings[k_EControllerActionOrigin_Count] =
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{
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"SC_None", // k_EControllerActionOrigin_None,
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"SC_A_Button", // k_EControllerActionOrigin_A,
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"SC_B_Button", // k_EControllerActionOrigin_B,
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"SC_X_Button", // k_EControllerActionOrigin_X,
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"SC_Y_Button", // k_EControllerActionOrigin_Y,
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"SC_L_Shoulder", // k_EControllerActionOrigin_LeftBumper,
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"SC_R_Shoulder", // k_EControllerActionOrigin_RightBumper,
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"SC_L_Grip", // k_EControllerActionOrigin_LeftGrip,
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"SC_R_Grip", // k_EControllerActionOrigin_RightGrip,
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"SC_Start_Button", // k_EControllerActionOrigin_Start,
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"SC_Back_Button", // k_EControllerActionOrigin_Back,
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"SC_Left_Pad_Touch", // k_EControllerActionOrigin_LeftPad_Touch,
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"SC_Left_Pad_Swipe", // k_EControllerActionOrigin_LeftPad_Swipe,
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"SC_Left_Pad_Click", // k_EControllerActionOrigin_LeftPad_Click,
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"SC_Left_Pad_DPad_N", // k_EControllerActionOrigin_LeftPad_DPadNorth,
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"SC_Left_Pad_DPad_S", // k_EControllerActionOrigin_LeftPad_DPadSouth,
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"SC_Left_Pad_DPad_W", // k_EControllerActionOrigin_LeftPad_DPadWest,
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"SC_Left_Pad_DPad_E", // k_EControllerActionOrigin_LeftPad_DPadEast,
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"SC_Right_Pad_Touch", // k_EControllerActionOrigin_RightPad_Touch,
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"SC_Right_Pad_Swipe", // k_EControllerActionOrigin_RightPad_Swipe,
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"SC_Right_Pad_Click", // k_EControllerActionOrigin_RightPad_Click,
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"SC_Right_Pad_DPad_N", // k_EControllerActionOrigin_RightPad_DPadNorth, // include dpad ones on right pad?
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"SC_Right_Pad_DPad_S", // k_EControllerActionOrigin_RightPad_DPadSouth,
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"SC_Right_Pad_DPad_W", // k_EControllerActionOrigin_RightPad_DPadWest,
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"SC_Right_Pad_DPad_E", // k_EControllerActionOrigin_RightPad_DPadEast,
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"SC_L_Trigger_Pull", // k_EControllerActionOrigin_LeftTrigger_Pull,
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"SC_L_Trigger_Click", // k_EControllerActionOrigin_LeftTrigger_Click,
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"SC_R_Trigger_Pull", // k_EControllerActionOrigin_RightTrigger_Pull,
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"SC_R_Trigger_Pull", // k_EControllerActionOrigin_RightTrigger_Click,
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"SC_L_Stick_Move", // k_EControllerActionOrigin_LeftStick_Move,
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"SC_L_Stick_Click", // k_EControllerActionOrigin_LeftStick_Click,
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"SC_Gyro_Move", // k_EControllerActionOrigin_Gyro_Move,
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"SC_Gyro_Pitch", // k_EControllerActionOrigin_Gyro_Pitch,
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"SC_Gyro_Yaw", // k_EControllerActionOrigin_Gyro_Yaw,
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"SC_Gyro_Roll" // k_EControllerActionOrigin_Gyro_Roll,
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};
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#ifdef DEBUG
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ConVar sc_debug_origins( "sc_debug_origins", "0", FCVAR_ARCHIVE, "Debugging" );
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#endif
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bool IsLocatorSplitscreen( void )
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{
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if ( !VGui_IsSplitScreen() )
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return false;
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ASSERT_LOCAL_PLAYER_RESOLVABLE();
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int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer( nSlot );
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if ( pPlayer )
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{
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return ( pPlayer->GetSplitScreenPlayers().Count() > 0 || pPlayer->IsSplitScreenPlayer() );
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}
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return true;
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}
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//Precahce the effects
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PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheLocatorTarget )
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PRECACHE( MATERIAL, "vgui/hud/icon_arrow_left" )
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PRECACHE( MATERIAL, "vgui/hud/icon_arrow_right" )
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PRECACHE( MATERIAL, "vgui/hud/icon_arrow_up" )
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PRECACHE( MATERIAL, "vgui/hud/icon_arrow_down" )
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PRECACHE( MATERIAL, "vgui/hud/icon_arrow_plain" )
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PRECACHE_REGISTER_END()
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//------------------------------------
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CLocatorTarget::CLocatorTarget( void )
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{
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Deactivate( true );
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}
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//------------------------------------
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void CLocatorTarget::Activate( int serialNumber )
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{
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m_serialNumber = serialNumber;
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m_frameLastUpdated = gpGlobals->framecount;
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m_isActive = true;
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m_bVisible = true;
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m_bOnscreen = true;
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m_alpha = 0;
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m_fadeStart = gpGlobals->curtime;
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m_bIconNoTarget = false;
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m_offsetX = m_offsetY = 0;
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int iStartX = ScreenWidth() / 2;
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int iStartY = ScreenHeight() / 4;
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if ( locator_start_at_crosshair.GetBool() )
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{
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// We want to start lessons at the players crosshair, cause that's where they're looking!
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vgui::input()->GetCursorPos( iStartX, iStartY );
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}
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m_lastXPos = iStartX;
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m_lastYPos = iStartY;
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m_bDrawArrow = false;
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m_fDrawArrowAngle = 0.0f;
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m_lerpStart = gpGlobals->curtime;
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m_pulseStart = gpGlobals->curtime;
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m_declutterIndex = 0;
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m_lastDeclutterIndex = 0;
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AddIconEffects( LOCATOR_ICON_FX_FADE_IN );
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}
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//------------------------------------
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void CLocatorTarget::Deactivate( bool bNoFade )
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{
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if ( ( engine && engine->IsPaused() ) || ( enginevgui && enginevgui->IsGameUIVisible() ) )
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{
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bNoFade = true;
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}
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if ( bNoFade || m_alpha == 0 ||
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( m_bOccluded && !( m_iEffectsFlags & LOCATOR_ICON_FX_FORCE_CAPTION ) ) ||
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( !m_bOnscreen && ( m_iEffectsFlags & LOCATOR_ICON_FX_NO_OFFSCREEN ) ) )
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{
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m_bOriginInScreenspace = false;
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m_serialNumber = -1;
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m_isActive = false;
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m_frameLastUpdated = 0;
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m_pIcon_onscreen = NULL;
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m_pIcon_offscreen = NULL;
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m_bDrawControllerButton = false;
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m_bDrawControllerButtonOffscreen = false;
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m_iEffectsFlags = LOCATOR_ICON_FX_NONE;
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m_rgbaIconColor = Color( 255, 255, 255, 255 );
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m_captionWide = 0;
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m_pchDrawBindingName = NULL;
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m_pchDrawBindingNameOffscreen = NULL;
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m_widthScale_onscreen = 1.0f;
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m_bOccluded = false;
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m_alpha = 0;
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m_bIsDrawing = false;
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m_bVisible = false;
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m_szVguiTargetName = "";
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m_szVguiTargetLookup = "";
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m_hVguiTarget = NULL;
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m_nVguiTargetEdge = vgui::Label::a_northwest;
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m_szBinding = "";
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m_iBindingTick = 0;
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m_flNextBindingTick = 0.0f;
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m_flNextOcclusionTest = 0.0f;
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m_iBindingChoicesCount = 0;
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m_wszCaption.RemoveAll();
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m_wszCaption.AddToTail( (wchar_t)0 );
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m_bWasControllerLast = m_bWasSteamControllerLast = false;
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}
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else if ( !( m_iEffectsFlags & LOCATOR_ICON_FX_FADE_OUT ) )
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{
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// Determine home much time it would have spent fading to reach the current alpha
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float flAssumedFadeTime;
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flAssumedFadeTime = ( 1.0f - static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
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// Set the fade
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m_fadeStart = gpGlobals->curtime - flAssumedFadeTime;
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AddIconEffects( LOCATOR_ICON_FX_FADE_OUT );
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RemoveIconEffects( LOCATOR_ICON_FX_FADE_IN );
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}
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}
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//------------------------------------
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void CLocatorTarget::Update()
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{
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m_frameLastUpdated = gpGlobals->framecount;
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if ( m_bVisible && ( m_iEffectsFlags & LOCATOR_ICON_FX_FADE_OUT ) )
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{
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// Determine home much time it would have spent fading to reach the current alpha
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float flAssumedFadeTime;
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flAssumedFadeTime = ( 1.0f - static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
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// Set the fade
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m_fadeStart = gpGlobals->curtime - flAssumedFadeTime;
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AddIconEffects( LOCATOR_ICON_FX_FADE_OUT );
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RemoveIconEffects( LOCATOR_ICON_FX_FADE_OUT );
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}
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}
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int CLocatorTarget::GetIconX( void )
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{
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return m_iconX + ( IsOnScreen() ? locator_target_offset_x.GetInt()+m_offsetX : 0 );
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}
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int CLocatorTarget::GetIconY( void )
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{
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return m_iconY + ( IsOnScreen() ? locator_target_offset_y.GetInt()+m_offsetY : 0 );
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}
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int CLocatorTarget::GetIconCenterX( void )
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{
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return m_centerX + locator_target_offset_x.GetInt() + m_offsetX;
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}
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int CLocatorTarget::GetIconCenterY( void )
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{
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return m_centerY + locator_target_offset_y.GetInt() + m_offsetY;
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}
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void CLocatorTarget::SetVisible( bool bVisible )
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{
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if ( m_bVisible == bVisible )
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{
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// They are already the same
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return;
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}
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m_bVisible = bVisible;
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if ( bVisible )
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{
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// Determine home much time it would have spent fading to reach the current alpha
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float flAssumedFadeTime;
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flAssumedFadeTime = ( static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
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// Set the fade
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m_fadeStart = gpGlobals->curtime - flAssumedFadeTime;
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AddIconEffects( LOCATOR_ICON_FX_FADE_IN );
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RemoveIconEffects( LOCATOR_ICON_FX_FADE_OUT );
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}
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else
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{
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// Determine home much time it would have spent fading to reach the current alpha
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float flAssumedFadeTime;
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flAssumedFadeTime = ( 1.0f - static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
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// Set the fade
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m_fadeStart = gpGlobals->curtime - flAssumedFadeTime;
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AddIconEffects( LOCATOR_ICON_FX_FADE_OUT );
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RemoveIconEffects( LOCATOR_ICON_FX_FADE_IN );
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}
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}
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bool CLocatorTarget::IsVisible( void )
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{
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return m_bVisible;
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}
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void CLocatorTarget::SetCaptionText( const char *pszText, const char *pszParam )
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{
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wchar_t outbuf[ 256 ];
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outbuf[ 0 ] = L'\0';
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if ( pszParam && pszParam[ 0 ] != '\0' )
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{
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wchar_t wszParamBuff[ 128 ];
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wchar_t *pLocalizedParam = NULL;
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if ( pszParam[ 0 ] == '#' )
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{
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pLocalizedParam = g_pVGuiLocalize->Find( pszParam );
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}
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if ( !pLocalizedParam )
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{
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g_pVGuiLocalize->ConvertANSIToUnicode( pszParam, wszParamBuff, sizeof( wszParamBuff ) );
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pLocalizedParam = wszParamBuff;
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}
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wchar_t wszTextBuff[ 128 ];
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wchar_t *pLocalizedText = NULL;
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if ( pszText[ 0 ] == '#' )
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{
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pLocalizedText = g_pVGuiLocalize->Find( pszText );
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}
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if ( !pLocalizedText )
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{
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g_pVGuiLocalize->ConvertANSIToUnicode( pszText, wszTextBuff, sizeof( wszTextBuff ) );
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pLocalizedText = wszTextBuff;
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}
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wchar_t buf[ 256 ];
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g_pVGuiLocalize->ConstructString( buf, sizeof(buf), pLocalizedText, 1, pLocalizedParam );
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UTIL_ReplaceKeyBindings( buf, sizeof( buf ), outbuf, sizeof( outbuf ) );
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}
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else
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{
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wchar_t wszTextBuff[ 128 ];
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wchar_t *pLocalizedText = NULL;
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if ( pszText[ 0 ] == '#' )
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{
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pLocalizedText = g_pVGuiLocalize->Find( pszText );
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}
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if ( !pLocalizedText )
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{
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g_pVGuiLocalize->ConvertANSIToUnicode( pszText, wszTextBuff, sizeof( wszTextBuff ) );
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pLocalizedText = wszTextBuff;
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}
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wchar_t buf[ 256 ];
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Q_wcsncpy( buf, pLocalizedText, sizeof( buf ) );
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UTIL_ReplaceKeyBindings( buf, sizeof(buf), outbuf, sizeof( outbuf ) );
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}
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int len = wcslen( outbuf ) + 1;
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m_wszCaption.RemoveAll();
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m_wszCaption.EnsureCount( len );
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Q_wcsncpy( m_wszCaption.Base(), outbuf, len * sizeof( wchar_t ) );
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}
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void CLocatorTarget::SetCaptionColor( const char *pszCaptionColor )
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{
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int r,g,b;
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r = g = b = 0;
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CSplitString colorValues( pszCaptionColor, "," );
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if( colorValues.Count() == 3 )
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{
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r = atoi( colorValues[0] );
|
|
g = atoi( colorValues[1] );
|
|
b = atoi( colorValues[2] );
|
|
|
|
m_captionColor.SetColor( r,g,b, 255 );
|
|
}
|
|
else
|
|
{
|
|
DevWarning( "caption_color format incorrect. RRR,GGG,BBB expected.\n");
|
|
}
|
|
}
|
|
|
|
bool CLocatorTarget::IsStatic()
|
|
{
|
|
return ( ( m_iEffectsFlags & LOCATOR_ICON_FX_STATIC ) || IsPresenting() );
|
|
}
|
|
|
|
bool CLocatorTarget::IsPresenting()
|
|
{
|
|
return ( gpGlobals->curtime - m_lerpStart < locator_lerp_rest.GetFloat() );
|
|
}
|
|
|
|
void CLocatorTarget::StartTimedLerp()
|
|
{
|
|
if ( gpGlobals->curtime - m_lerpStart > locator_lerp_rest.GetFloat() )
|
|
{
|
|
m_lerpStart = gpGlobals->curtime - locator_lerp_rest.GetFloat();
|
|
}
|
|
}
|
|
|
|
void CLocatorTarget::StartPresent()
|
|
{
|
|
m_lerpStart = gpGlobals->curtime;
|
|
}
|
|
|
|
|
|
void CLocatorTarget::EndPresent()
|
|
{
|
|
if ( gpGlobals->curtime - m_lerpStart < locator_lerp_rest.GetFloat() )
|
|
{
|
|
m_lerpStart = gpGlobals->curtime - locator_lerp_rest.GetFloat();
|
|
}
|
|
}
|
|
|
|
void CLocatorTarget::UpdateVguiTarget( void )
|
|
{
|
|
const char *pchVguiTargetName = m_szVguiTargetName.String();
|
|
|
|
if ( !pchVguiTargetName || pchVguiTargetName[ 0 ] == '\0' )
|
|
{
|
|
m_hVguiTarget = NULL;
|
|
return;
|
|
}
|
|
|
|
// Get the appropriate token based on the binding
|
|
if ( m_iBindingChoicesCount > 0 )
|
|
{
|
|
int nTagetToken = m_iBindChoicesOriginalToken[ m_iBindingTick % m_iBindingChoicesCount ];
|
|
|
|
for ( int nToken = 0; nToken < nTagetToken && pchVguiTargetName; ++nToken )
|
|
{
|
|
pchVguiTargetName = strchr( pchVguiTargetName, ';' );
|
|
|
|
if ( pchVguiTargetName )
|
|
{
|
|
pchVguiTargetName++;
|
|
}
|
|
}
|
|
|
|
if ( !pchVguiTargetName || pchVguiTargetName[ 0 ] == '\0' )
|
|
{
|
|
// There wasn't enough tokens, just use the first
|
|
pchVguiTargetName = m_szVguiTargetName.String();
|
|
}
|
|
}
|
|
|
|
m_hVguiTarget = GetClientMode()->GetPanelFromViewport( pchVguiTargetName );
|
|
}
|
|
|
|
void CLocatorTarget::SetVguiTargetName( const char *pchVguiTargetName )
|
|
{
|
|
if ( Q_strcmp( m_szVguiTargetName.String(), pchVguiTargetName ) == 0 )
|
|
return;
|
|
|
|
m_szVguiTargetName = pchVguiTargetName;
|
|
|
|
UpdateVguiTarget();
|
|
}
|
|
|
|
void CLocatorTarget::SetVguiTargetLookup( const char *pchVguiTargetLookup )
|
|
{
|
|
m_szVguiTargetLookup = pchVguiTargetLookup;
|
|
}
|
|
|
|
void CLocatorTarget::SetVguiTargetEdge( int nVguiEdge )
|
|
{
|
|
m_nVguiTargetEdge = nVguiEdge;
|
|
}
|
|
|
|
vgui::Panel *CLocatorTarget::GetVguiTarget( void )
|
|
{
|
|
return (vgui::Panel *)m_hVguiTarget.Get();
|
|
}
|
|
|
|
//------------------------------------
|
|
void CLocatorTarget::SetOnscreenIconTextureName( const char *pszTexture )
|
|
{
|
|
if ( Q_strcmp( m_szOnscreenTexture.String(), pszTexture ) == 0 )
|
|
return;
|
|
|
|
m_szOnscreenTexture = pszTexture;
|
|
m_pIcon_onscreen = NULL; // Dirty the onscreen icon so that the Locator will look up the new icon by name.
|
|
|
|
m_pulseStart = gpGlobals->curtime;
|
|
}
|
|
|
|
//------------------------------------
|
|
void CLocatorTarget::SetOffscreenIconTextureName( const char *pszTexture )
|
|
{
|
|
if ( Q_strcmp( m_szOffscreenTexture.String(), pszTexture ) == 0 )
|
|
return;
|
|
|
|
m_szOffscreenTexture = pszTexture;
|
|
m_pIcon_offscreen = NULL; // Ditto
|
|
|
|
m_pulseStart = gpGlobals->curtime;
|
|
}
|
|
|
|
//------------------------------------
|
|
void CLocatorTarget::SetBinding( const char *pszBinding )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
BindingLookupOption_t nBindingLookupFlags = BINDINGLOOKUP_ALL;
|
|
|
|
if ( !IsGameConsole() )
|
|
{
|
|
// Only show joystick binds if it's enabled and non-joystick if it's disabled
|
|
if ( g_pInputSystem->IsSteamControllerActive() )
|
|
nBindingLookupFlags = BINDINGLOOKUP_STEAMCONTROLLER_ONLY;
|
|
else
|
|
nBindingLookupFlags = input->ControllerModeActive() ? BINDINGLOOKUP_JOYSTICK_ONLY : BINDINGLOOKUP_KEYBOARD_ONLY;
|
|
}
|
|
|
|
bool bIsControllerNow = ( nBindingLookupFlags != 0 );
|
|
|
|
#ifdef DEBUG
|
|
if ( !sc_debug_origins.GetBool() && (m_bWasControllerLast == bIsControllerNow && m_bWasSteamControllerLast == g_pInputSystem->IsSteamControllerActive()) )
|
|
#else
|
|
if ( m_bWasControllerLast == bIsControllerNow || m_bWasSteamControllerLast == g_pInputSystem->IsSteamControllerActive() )
|
|
#endif
|
|
{
|
|
// We haven't toggled joystick enabled recently, so if it's the same bind, bail
|
|
if ( Q_strcmp( m_szBinding.String(), pszBinding ) == 0 )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_bWasControllerLast = bIsControllerNow;
|
|
m_bWasSteamControllerLast = g_pInputSystem->IsSteamControllerActive();
|
|
|
|
m_szBinding = pszBinding;
|
|
m_pIcon_onscreen = NULL; // Dirty the onscreen icon so that the Locator will look up the new icon by name.
|
|
m_pIcon_offscreen = NULL; // ditto.
|
|
m_flNextBindingTick = gpGlobals->curtime + 0.75f;
|
|
|
|
// Get a list of all the keys bound to these actions
|
|
m_iBindingChoicesCount = 0;
|
|
|
|
// Tokenize the binding name (could be more than one binding)
|
|
int nOriginalToken = 0;
|
|
const char *pchToken = m_szBinding.String();
|
|
char szToken[ 128 ];
|
|
|
|
pchToken = nexttoken( szToken, pchToken, ';' );
|
|
|
|
// Get our steam controller handles ready
|
|
uint64 nSteamControllerHandles[STEAM_CONTROLLER_MAX_COUNT];
|
|
int nSteamControllerCount = 0;
|
|
if ( nBindingLookupFlags == BINDINGLOOKUP_STEAMCONTROLLER_ONLY )
|
|
{
|
|
if ( steamapicontext && steamapicontext->SteamController() )
|
|
{
|
|
nSteamControllerCount = steamapicontext->SteamController()->GetConnectedControllers( nSteamControllerHandles );
|
|
}
|
|
}
|
|
|
|
// Msg(" m_bWasControllerLast : %s\n", m_bWasControllerLast ? "TRUE" : "FALSE" );
|
|
// Msg(" m_bWasSteamControllerLast: %s\n", m_bWasSteamControllerLast ? "TRUE" : "FALSE" );
|
|
// Msg(" nSteamControllerCount : %d\n", nSteamControllerCount );
|
|
|
|
while ( pchToken )
|
|
{
|
|
if ( nBindingLookupFlags == BINDINGLOOKUP_STEAMCONTROLLER_ONLY && nSteamControllerCount > 0 )
|
|
{
|
|
// What to do if they have multiple controllers connected?
|
|
uint64 nController = nSteamControllerHandles[0];
|
|
|
|
const char *pszSearchToken = szToken;
|
|
if ( pszSearchToken && pszSearchToken[0] == '+' )
|
|
{
|
|
pszSearchToken++;
|
|
}
|
|
|
|
const ControllerActionSetHandle_t handleActionSet = steamapicontext->SteamController()->GetActionSetHandle( "GameControls" );
|
|
|
|
// Get the handle for the game action matching the command.
|
|
ControllerDigitalActionHandle_t hDigitalAction = steamapicontext->SteamController()->GetDigitalActionHandle( pszSearchToken );
|
|
if ( hDigitalAction )
|
|
{
|
|
EControllerActionOrigin eOrigins[STEAM_CONTROLLER_MAX_ORIGINS];
|
|
memset( eOrigins, k_EControllerActionOrigin_None, sizeof( eOrigins ) );
|
|
steamapicontext->SteamController()->GetDigitalActionOrigins( nController, handleActionSet, hDigitalAction, eOrigins );
|
|
SetSteamControllerBindingToOrigin( eOrigins, nOriginalToken, pszSearchToken );
|
|
}
|
|
else
|
|
{
|
|
ControllerAnalogActionHandle_t hAnalogAction = steamapicontext->SteamController()->GetAnalogActionHandle( pszSearchToken );
|
|
if ( hAnalogAction )
|
|
{
|
|
EControllerActionOrigin eOrigins[STEAM_CONTROLLER_MAX_ORIGINS];
|
|
memset( eOrigins, k_EControllerActionOrigin_None, sizeof( eOrigins ) );
|
|
steamapicontext->SteamController()->GetDigitalActionOrigins( nController, handleActionSet, hAnalogAction, eOrigins );
|
|
SetSteamControllerBindingToOrigin( eOrigins, nOriginalToken, pszSearchToken );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Get the first parameter
|
|
int iTokenBindingCount = 0;
|
|
const char *pchBinding = engine->Key_LookupBindingEx( szToken, nSlot, iTokenBindingCount, nBindingLookupFlags );
|
|
|
|
while ( m_iBindingChoicesCount < MAX_LOCATOR_BINDINGS_SHOWN && pchBinding )
|
|
{
|
|
m_pchBindingChoices[ m_iBindingChoicesCount ] = pchBinding;
|
|
m_iBindChoicesOriginalToken[ m_iBindingChoicesCount ] = nOriginalToken;
|
|
++m_iBindingChoicesCount;
|
|
++iTokenBindingCount;
|
|
|
|
pchBinding = engine->Key_LookupBindingEx( szToken, nSlot, iTokenBindingCount, nBindingLookupFlags );
|
|
}
|
|
}
|
|
|
|
nOriginalToken++;
|
|
pchToken = nexttoken( szToken, pchToken, ';' );
|
|
}
|
|
|
|
//Msg(" m_iBindingChoicesCount : %d\n", m_iBindingChoicesCount );
|
|
|
|
if ( m_bWasSteamControllerLast && !m_iBindingChoicesCount )
|
|
{
|
|
// This is a hack until we can get origins in other game action sets.
|
|
// By setting this back to false, it'll force us to keep looking for origins until the
|
|
// game action set has switched from the main menu controls back to the FPS Controls.
|
|
m_bWasSteamControllerLast = false;
|
|
}
|
|
|
|
m_pulseStart = gpGlobals->curtime;
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
char *g_szControllerOrigins[] =
|
|
{
|
|
"k_EControllerActionOrigin_None",
|
|
"k_EControllerActionOrigin_A",
|
|
"k_EControllerActionOrigin_B",
|
|
"k_EControllerActionOrigin_X",
|
|
"k_EControllerActionOrigin_Y",
|
|
"k_EControllerActionOrigin_LeftBumper",
|
|
"k_EControllerActionOrigin_RightBumper",
|
|
"k_EControllerActionOrigin_LeftGrip",
|
|
"k_EControllerActionOrigin_RightGrip",
|
|
"k_EControllerActionOrigin_Start",
|
|
"k_EControllerActionOrigin_Back",
|
|
"k_EControllerActionOrigin_LeftPad_Touch",
|
|
"k_EControllerActionOrigin_LeftPad_Swipe",
|
|
"k_EControllerActionOrigin_LeftPad_Click",
|
|
"k_EControllerActionOrigin_LeftPad_DPadNorth",
|
|
"k_EControllerActionOrigin_LeftPad_DPadSouth",
|
|
"k_EControllerActionOrigin_LeftPad_DPadWest",
|
|
"k_EControllerActionOrigin_LeftPad_DPadEast",
|
|
"k_EControllerActionOrigin_RightPad_Touch",
|
|
"k_EControllerActionOrigin_RightPad_Swipe",
|
|
"k_EControllerActionOrigin_RightPad_Click",
|
|
"k_EControllerActionOrigin_RightPad_DPadNorth", // include dpad ones on right pad?
|
|
"k_EControllerActionOrigin_RightPad_DPadSouth",
|
|
"k_EControllerActionOrigin_RightPad_DPadWest",
|
|
"k_EControllerActionOrigin_RightPad_DPadEast",
|
|
"k_EControllerActionOrigin_LeftTrigger_Pull",
|
|
"k_EControllerActionOrigin_LeftTrigger_Click",
|
|
"k_EControllerActionOrigin_RightTrigger_Pull",
|
|
"k_EControllerActionOrigin_RightTrigger_Click",
|
|
"k_EControllerActionOrigin_LeftStick_Move",
|
|
"k_EControllerActionOrigin_LeftStick_Click",
|
|
"k_EControllerActionOrigin_Gyro_Move",
|
|
"k_EControllerActionOrigin_Gyro_Pitch",
|
|
"k_EControllerActionOrigin_Gyro_Yaw",
|
|
"k_EControllerActionOrigin_Gyro_Roll",
|
|
};
|
|
|
|
#endif
|
|
|
|
//------------------------------------
|
|
void CLocatorTarget::SetSteamControllerBindingToOrigin( EControllerActionOrigin *pOrigins, int nOriginalToken, const char *pszActionName )
|
|
{
|
|
#ifdef DEBUG
|
|
if ( sc_debug_origins.GetBool() )
|
|
{
|
|
bool bFound = false;
|
|
for( int i = 0; i < STEAM_CONTROLLER_MAX_ORIGINS; i++ )
|
|
{
|
|
if ( pOrigins[i] == k_EControllerActionOrigin_None )
|
|
break;
|
|
|
|
if ( !bFound )
|
|
{
|
|
bFound = true;
|
|
Msg("ORIGINS FOR %s\n", pszActionName);
|
|
}
|
|
|
|
Msg(" (%d) %s\n", pOrigins[i], g_szControllerOrigins[ pOrigins[i] ] );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for( int i = 0; i < STEAM_CONTROLLER_MAX_ORIGINS; i++ )
|
|
{
|
|
if ( pOrigins[i] == k_EControllerActionOrigin_None )
|
|
break;
|
|
|
|
m_pchBindingChoices[ m_iBindingChoicesCount ] = g_SteamControllerOriginStrings[ pOrigins[i] ];
|
|
m_iBindChoicesOriginalToken[ m_iBindingChoicesCount ] = nOriginalToken;
|
|
|
|
m_iBindingChoicesCount++;
|
|
if ( m_iBindingChoicesCount >= MAX_LOCATOR_BINDINGS_SHOWN )
|
|
break;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
const char *CLocatorTarget::UseBindingImage( char *pchIconTextureName, size_t bufSize )
|
|
{
|
|
if ( m_iBindingChoicesCount <= 0 )
|
|
{
|
|
if ( IsGameConsole() )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_blank_wide", bufSize );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_wide", bufSize );
|
|
return "#GameUI_Icons_NONE";
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// Cycle through the list of binds at a rate of 2 per second
|
|
const char *pchBinding = m_pchBindingChoices[ m_iBindingTick % m_iBindingChoicesCount ];
|
|
|
|
// We counted at least one binding... this should not be NULL!
|
|
Assert( pchBinding );
|
|
|
|
if ( IsGameConsole() )
|
|
{
|
|
// Use a blank background for the button icons
|
|
Q_strncpy( pchIconTextureName, "icon_blank", bufSize );
|
|
return pchBinding;
|
|
}
|
|
|
|
// Steam controller overrides all actions now
|
|
if ( g_pInputSystem->IsSteamControllerActive() )
|
|
{
|
|
// Use a blank background for the button icons
|
|
Q_strncpy( pchIconTextureName, "icon_blank", bufSize );
|
|
return pchBinding;
|
|
}
|
|
|
|
//icon_blank_wide
|
|
/*
|
|
if ( input->ControllerModeActive() &&
|
|
( Q_strcmp( pchBinding, "A_BUTTON" ) == 0 ||
|
|
Q_strcmp( pchBinding, "B_BUTTON" ) == 0 ||
|
|
Q_strcmp( pchBinding, "X_BUTTON" ) == 0 ||
|
|
Q_strcmp( pchBinding, "Y_BUTTON" ) == 0 ||
|
|
Q_strcmp( pchBinding, "L_SHOULDER" ) == 0 ||
|
|
Q_strcmp( pchBinding, "R_SHOULDER" ) == 0 ||
|
|
Q_strcmp( pchBinding, "L_TRIGGER" ) == 0 ||
|
|
Q_strcmp( pchBinding, "R_TRIGGER" ) == 0 ||
|
|
Q_strcmp( pchBinding, "BACK" ) == 0 ||
|
|
Q_strcmp( pchBinding, "START" ) == 0 ||
|
|
Q_strcmp( pchBinding, "STICK1" ) == 0 ||
|
|
Q_strcmp( pchBinding, "STICK2" ) == 0 ||
|
|
Q_strcmp( pchBinding, "UP" ) == 0 ||
|
|
Q_strcmp( pchBinding, "DOWN" ) == 0 ||
|
|
Q_strcmp( pchBinding, "LEFT" ) == 0 ||
|
|
Q_strcmp( pchBinding, "RIGHT" ) == 0 ) )
|
|
{
|
|
// Use a blank background for the button icons
|
|
Q_strncpy( pchIconTextureName, "icon_blank", bufSize );
|
|
return pchBinding;
|
|
}
|
|
*/
|
|
|
|
if ( Q_strcmp( pchBinding, "MOUSE1" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_mouseLeft", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "MOUSE2" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_mouseRight", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "MOUSE3" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_mouseThree", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "MWHEELUP" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_mouseWheel_up", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "MWHEELDOWN" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_mouseWheel_down", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "UPARROW" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_up", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "LEFTARROW" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_left", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "DOWNARROW" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_down", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "RIGHTARROW" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_right", bufSize );
|
|
return NULL;
|
|
}
|
|
else if ( Q_strcmp( pchBinding, "SEMICOLON" ) == 0 ||
|
|
Q_strcmp( pchBinding, "INS" ) == 0 ||
|
|
Q_strcmp( pchBinding, "DEL" ) == 0 ||
|
|
Q_strcmp( pchBinding, "HOME" ) == 0 ||
|
|
Q_strcmp( pchBinding, "END" ) == 0 ||
|
|
Q_strcmp( pchBinding, "PGUP" ) == 0 ||
|
|
Q_strcmp( pchBinding, "PGDN" ) == 0 ||
|
|
Q_strcmp( pchBinding, "PAUSE" ) == 0 ||
|
|
Q_strcmp( pchBinding, "F10" ) == 0 ||
|
|
Q_strcmp( pchBinding, "F11" ) == 0 ||
|
|
Q_strcmp( pchBinding, "F12" ) == 0 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_generic", bufSize );
|
|
return pchBinding;
|
|
}
|
|
else if ( Q_strlen( pchBinding ) <= 2 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_generic", bufSize );
|
|
return pchBinding;
|
|
}
|
|
else if ( Q_strlen( pchBinding ) <= 6 )
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_wide", bufSize );
|
|
return pchBinding;
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( pchIconTextureName, "icon_key_wide", bufSize );
|
|
return pchBinding;
|
|
}
|
|
|
|
return pchBinding;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
int CLocatorTarget::GetIconWidth( void )
|
|
{
|
|
return m_wide;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
int CLocatorTarget::GetIconHeight( void )
|
|
{
|
|
return m_tall;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
class CLocatorPanel : public vgui::EditablePanel
|
|
{
|
|
DECLARE_CLASS_SIMPLE( CLocatorPanel, vgui::EditablePanel );
|
|
public:
|
|
CLocatorPanel( vgui::Panel *parent, const char *name );
|
|
~CLocatorPanel( void );
|
|
|
|
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
|
|
virtual void PerformLayout( void );
|
|
virtual void OnTick( void );
|
|
virtual void PaintBackground( void );
|
|
virtual void Paint( void );
|
|
void ValidateTexture( int *pTextureID, const char *pszTextureName );
|
|
bool ValidateTargetTextures( CLocatorTarget *pTarget );
|
|
bool IconsAreIntersecting( CLocatorTarget &first, CLocatorTarget &second, int iTolerance );
|
|
virtual void PaintTarget( CLocatorTarget *pTarget );
|
|
|
|
void DrawPointerBackground( CLocatorTarget *pTarget, int nPointerX, int nPointerY, int nWide, int nTall, bool bPointer );
|
|
void DrawStaticIcon( CLocatorTarget *pTarget );
|
|
void DrawDynamicIcon( CLocatorTarget *pTarget, bool bDrawCaption, bool bDrawSimpleArrow );
|
|
void DrawIndicatorArrow( int x, int y, int iconWide, int iconTall, int textWidth, float fAngle );
|
|
void DrawTargetCaption( CLocatorTarget *pTarget, int x, int y, bool bDrawMultiline );
|
|
int GetScreenWidthForCaption( const wchar_t *pString, vgui::HFont hFont );
|
|
void DrawBindingName( CLocatorTarget *pTarget, const char *pchBindingName, int x, int y, bool bController );
|
|
void ComputeTargetIconPosition( CLocatorTarget *pTarget, bool bSetPosition );
|
|
void CalculateOcclusion( CLocatorTarget *pTarget );
|
|
|
|
void DrawSimpleArrow( int x, int y, int iconWide, int iconTall );
|
|
void GetIconPositionForOffscreenTarget( const Vector &vecDelta, float flDist, int *pXPos, int *pYPos );
|
|
|
|
CLocatorTarget *GetPointerForHandle( int hTarget );
|
|
int AddTarget();
|
|
void RemoveTarget( int hTarget );
|
|
|
|
void GetTargetPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation );
|
|
|
|
void DeactivateAllTargets();
|
|
void CollectGarbage();
|
|
|
|
// Animation
|
|
void AnimateIconSize( int flags, int *wide, int *tall, float fPulseStart, float flDistFromPlayer );
|
|
void AnimateIconPosition( int flags, int *x, int *y );
|
|
void AnimateIconAlpha( int flags, int *alpha, float fadeStart );
|
|
|
|
private:
|
|
|
|
CPanelAnimationVar( vgui::HFont, m_hCaptionFont, "font", "InstructorTitle" );
|
|
CPanelAnimationVar( vgui::HFont, m_hCaptionFont_ss, "font", "InstructorTitle_ss" );
|
|
CPanelAnimationVar( vgui::HFont, m_hButtonFont, "font", "InstructorButtons" );
|
|
#ifdef TERROR
|
|
CPanelAnimationVar( vgui::HFont, m_hButtonFont_ss, "font", "GameUIButtons" );
|
|
CPanelAnimationVar( vgui::HFont, m_hKeysFont, "font", "MenuSubTitle" );
|
|
#else
|
|
CPanelAnimationVar( vgui::HFont, m_hButtonFont_ss, "font", "InstructorButtons_ss" );
|
|
CPanelAnimationVar( vgui::HFont, m_hKeysFont, "font", "InstructorKeyBindings" );
|
|
CPanelAnimationVar( vgui::HFont, m_hKeysFontSmall, "font", "InstructorKeyBindingsSmall" );
|
|
#endif
|
|
|
|
CPanelAnimationVar( vgui::HFont, m_hButtonFontSC, "font", "InstructorButtonsSteamController" );
|
|
|
|
CPanelAnimationVar( int, m_iShouldWrapStaticLocators, "WrapStaticLocators", "0" );
|
|
|
|
|
|
static int m_serializer; // Used to issue unique serial numbers to targets, for use as handles
|
|
int m_textureID_ArrowRight;
|
|
int m_textureID_ArrowLeft;
|
|
int m_textureID_ArrowUp;
|
|
int m_textureID_ArrowDown;
|
|
int m_textureID_SimpleArrow;
|
|
|
|
int m_staticIconPosition;// Helps us stack static icons
|
|
|
|
CLocatorTarget m_targets[MAX_LOCATOR_TARGETS];
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Local variables
|
|
//-----------------------------------------------------------------------------
|
|
static CLocatorPanel *s_pLocatorPanel[ MAX_SPLITSCREEN_PLAYERS ];
|
|
|
|
inline CLocatorPanel *GetPlayerLocatorPanel()
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
if ( !engine->IsLocalPlayerResolvable() )
|
|
return NULL;
|
|
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
Assert( !( nSlot < 0 || nSlot >= ARRAYSIZE( s_pLocatorPanel ) ) );
|
|
if ( nSlot < 0 || nSlot >= ARRAYSIZE( s_pLocatorPanel ) )
|
|
return NULL;
|
|
|
|
Assert( nSlot >= 0 && nSlot < MAX_SPLITSCREEN_PLAYERS );
|
|
return s_pLocatorPanel[ nSlot ];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Static variable initialization
|
|
//-----------------------------------------------------------------------------
|
|
int CLocatorPanel::m_serializer = 1000; // Serial numbers start at 1000
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This is the interface function that other systems use to send us targets
|
|
//-----------------------------------------------------------------------------
|
|
int Locator_AddTarget()
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
if ( nSlot < 0 || nSlot >= ARRAYSIZE( s_pLocatorPanel ) )
|
|
return -1;
|
|
|
|
if( s_pLocatorPanel[ nSlot ] == NULL )
|
|
{
|
|
// Locator has not been used yet. Construct it.
|
|
CLocatorPanel *pLocator = new CLocatorPanel( GetClientMode()->GetViewport(), "LocatorPanel" );
|
|
vgui::SETUP_PANEL(pLocator);
|
|
pLocator->SetBounds( 0, 0, ScreenWidth(), ScreenHeight() );
|
|
pLocator->SetPos( 0, 0 );
|
|
pLocator->SetVisible( true );
|
|
vgui::ivgui()->AddTickSignal( pLocator->GetVPanel() );
|
|
}
|
|
|
|
Assert( s_pLocatorPanel[ nSlot ] != NULL );
|
|
|
|
return s_pLocatorPanel[ nSlot ] ? s_pLocatorPanel[ nSlot ]->AddTarget() : -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void Locator_RemoveTarget( int hTarget )
|
|
{
|
|
if ( CLocatorPanel *pPanel = GetPlayerLocatorPanel() )
|
|
{
|
|
pPanel->RemoveTarget( hTarget );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
CLocatorTarget *Locator_GetTargetFromHandle( int hTarget )
|
|
{
|
|
if ( CLocatorPanel *pPanel = GetPlayerLocatorPanel() )
|
|
return pPanel->GetPointerForHandle( hTarget );
|
|
else
|
|
return NULL;
|
|
}
|
|
|
|
void Locator_ComputeTargetIconPositionFromHandle( int hTarget )
|
|
{
|
|
if ( CLocatorPanel *pPanel = GetPlayerLocatorPanel() )
|
|
{
|
|
if ( CLocatorTarget *pTarget = pPanel->GetPointerForHandle( hTarget ) )
|
|
{
|
|
if( !( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_STATIC ) )
|
|
{
|
|
// It's not presenting in the middle of the screen, so figure out it's position
|
|
pPanel->ComputeTargetIconPosition( pTarget, !pTarget->IsPresenting() );
|
|
pPanel->CalculateOcclusion( pTarget );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CLocatorPanel::CLocatorPanel( Panel *parent, const char *name ) : EditablePanel(parent,name)
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
Assert( s_pLocatorPanel[ nSlot ] == NULL );
|
|
DeactivateAllTargets();
|
|
s_pLocatorPanel[ nSlot ] = this;
|
|
m_textureID_ArrowRight = -1;
|
|
m_textureID_ArrowLeft = -1;
|
|
m_textureID_ArrowUp = -1;
|
|
m_textureID_ArrowDown = -1;
|
|
m_textureID_SimpleArrow = -1;
|
|
|
|
SetScheme( "clientscheme" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CLocatorPanel::~CLocatorPanel( void )
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
Assert( s_pLocatorPanel[ nSlot ] == this );
|
|
s_pLocatorPanel[ nSlot ] = NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Applies scheme settings
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
|
|
{
|
|
BaseClass::ApplySchemeSettings( pScheme );
|
|
LoadControlSettings( "resource/UI/Locator.res" );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::PerformLayout( void )
|
|
{
|
|
BaseClass::PerformLayout();
|
|
|
|
vgui::Panel *pPanel = FindChildByName( "LocatorBG" );
|
|
if ( pPanel )
|
|
{
|
|
pPanel->SetPos( (GetWide() - pPanel->GetWide()) * 0.5, (GetTall() - pPanel->GetTall()) * 0.5 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Given an offscreen target position, compute the 'compass position'
|
|
// so that we can draw an icon on the imaginary circle around the crosshair
|
|
// that indicates which way the player should turn to bring the target into view.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::GetTargetPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation )
|
|
{
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
// Player Data
|
|
Vector playerPosition = MainViewOrigin(nSlot);
|
|
QAngle playerAngles = MainViewAngles(nSlot);
|
|
|
|
Vector forward, right, up(0,0,1);
|
|
AngleVectors (playerAngles, &forward, NULL, NULL );
|
|
forward.z = 0;
|
|
VectorNormalize(forward);
|
|
CrossProduct( up, forward, right );
|
|
float front = DotProduct(vecDelta, forward);
|
|
float side = DotProduct(vecDelta, right);
|
|
*xpos = flRadius * -side;
|
|
*ypos = flRadius * -front;
|
|
|
|
// Get the rotation (yaw)
|
|
*flRotation = atan2(*xpos,*ypos) + M_PI;
|
|
*flRotation *= 180 / M_PI;
|
|
|
|
float yawRadians = -(*flRotation) * M_PI / 180.0f;
|
|
float ca = cos( yawRadians );
|
|
float sa = sin( yawRadians );
|
|
|
|
// Rotate it around the circle, squash Y to make an oval rather than a circle
|
|
*xpos = (int)((ScreenWidth() / 2) + (flRadius * sa));
|
|
*ypos = (int)((ScreenHeight() / 2) - (flRadius * 0.6f * ca));
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DeactivateAllTargets()
|
|
{
|
|
for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ )
|
|
{
|
|
m_targets[ i ].Deactivate( true );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Deactivate any target that has not been updated within several frames
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::CollectGarbage()
|
|
{
|
|
for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ )
|
|
{
|
|
if( m_targets[ i ].m_isActive )
|
|
{
|
|
if( gpGlobals->framecount - m_targets[ i ].m_frameLastUpdated > 20 )
|
|
{
|
|
m_targets[ i ].Deactivate();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Provide simple animation by modifying the width and height of the
|
|
// icon before it is drawn.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::AnimateIconSize( int flags, int *wide, int *tall, float fPulseStart, float flDistFromPlayer )
|
|
{
|
|
static ConVarRef ss_verticalsplit( "ss_verticalsplit" );
|
|
|
|
float flScale = MIN_ICON_SCALE;
|
|
float scaleDelta = MAX_ICON_SCALE - MIN_ICON_SCALE;
|
|
|
|
float newWide = *wide;
|
|
float newTall = *tall;
|
|
|
|
if( flags & LOCATOR_ICON_FX_PULSE_SLOW || gpGlobals->curtime - fPulseStart < locator_pulse_time.GetFloat() )
|
|
{
|
|
flScale += scaleDelta * fabs( sin( ( gpGlobals->curtime - fPulseStart ) * M_PI ) );
|
|
}
|
|
else if( flags & LOCATOR_ICON_FX_PULSE_FAST )
|
|
{
|
|
flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 2 * M_PI ) );
|
|
}
|
|
else if( flags & LOCATOR_ICON_FX_PULSE_URGENT )
|
|
{
|
|
flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 4 * M_PI ) );
|
|
}
|
|
|
|
if ( newWide > newTall )
|
|
{
|
|
// Get scale to make width change by only the standard height amount of pixels
|
|
int iHeightDelta = (int)(newTall * flScale - newTall);
|
|
flScale = ( newWide + iHeightDelta ) / newWide;
|
|
}
|
|
|
|
newWide = newWide * flScale;
|
|
newTall = newTall * flScale;
|
|
|
|
if ( flags & LOCATOR_ICON_FX_SCALE_BY_DIST )
|
|
{
|
|
const float flMaxDist = 1800.0f;
|
|
const float flMinDist = 64.0f;
|
|
const float flMaxIconScaler = 4.0f;
|
|
const float flMinIconScaler = IsLocatorSplitscreen() ? 2.0f : 1.0f;
|
|
float flInterp = 1.0f - clamp( (flDistFromPlayer - flMinDist) / (flMaxDist - flMinDist), 0.0f, 1.0f );
|
|
float flScaler = (((flMaxIconScaler - flMinIconScaler) * (flInterp*flInterp) ) + flMinIconScaler) * 0.45f;
|
|
newTall *= flScaler;
|
|
newWide *= flScaler;
|
|
|
|
//Msg( "SCALER = %f, dist = %f, wide = %f, tall = %f\n", flScaler, flDistFromPlayer, newWide, newTall );
|
|
}
|
|
|
|
if ( flags & LOCATOR_ICON_FX_SCALE_LARGE )
|
|
{
|
|
newTall *= 3.0f;
|
|
newWide *= 3.0f;
|
|
}
|
|
|
|
*wide = newWide;
|
|
*tall = newTall;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Modify the alpha of the icon before it is drawn.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::AnimateIconAlpha( int flags, int *alpha, float fadeStart )
|
|
{
|
|
float flScale = MIN_ICON_ALPHA;
|
|
float scaleDelta = MAX_ICON_ALPHA - MIN_ICON_ALPHA;
|
|
|
|
if( flags & LOCATOR_ICON_FX_ALPHA_SLOW )
|
|
{
|
|
flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 3 ) );
|
|
}
|
|
else if( flags & LOCATOR_ICON_FX_ALPHA_FAST )
|
|
{
|
|
flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 7 ) );
|
|
}
|
|
else if( flags & LOCATOR_ICON_FX_ALPHA_URGENT )
|
|
{
|
|
flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 10 ) );
|
|
}
|
|
else
|
|
{
|
|
flScale = MAX_ICON_ALPHA;
|
|
}
|
|
|
|
if ( flags & LOCATOR_ICON_FX_FADE_OUT )
|
|
{
|
|
flScale *= MAX( 0.0f, ( locator_fade_time.GetFloat() - ( gpGlobals->curtime - fadeStart ) ) / locator_fade_time.GetFloat() );
|
|
}
|
|
else if ( flags & LOCATOR_ICON_FX_FADE_IN )
|
|
{
|
|
flScale *= MAX_ICON_ALPHA - MAX( 0.0f, ( locator_fade_time.GetFloat() - ( gpGlobals->curtime - fadeStart ) ) / locator_fade_time.GetFloat() );
|
|
}
|
|
|
|
*alpha = static_cast<int>( 255.0f * flScale );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::AnimateIconPosition( int flags, int *x, int *y )
|
|
{
|
|
int newX = *x;
|
|
int newY = *y;
|
|
|
|
if( flags & LOCATOR_ICON_FX_SHAKE_NARROW )
|
|
{
|
|
newX += RandomInt( -2, 2 );
|
|
newY += RandomInt( -2, 2 );
|
|
}
|
|
else if( flags & LOCATOR_ICON_FX_SHAKE_WIDE )
|
|
{
|
|
newX += RandomInt( -5, 5 );
|
|
newY += RandomInt( -5, 5 );
|
|
}
|
|
|
|
*x = newX;
|
|
*y = newY;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::OnTick( void )
|
|
{
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::PaintBackground( void )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::Paint( void )
|
|
{
|
|
ValidateTexture( &m_textureID_ArrowLeft, "vgui/hud/icon_arrow_left" );
|
|
ValidateTexture( &m_textureID_ArrowRight, "vgui/hud/icon_arrow_right" );
|
|
ValidateTexture( &m_textureID_ArrowUp, "vgui/hud/icon_arrow_up" );
|
|
ValidateTexture( &m_textureID_ArrowDown, "vgui/hud/icon_arrow_down" );
|
|
ValidateTexture( &m_textureID_SimpleArrow, "vgui/hud/icon_arrow_plain" );
|
|
|
|
// reset the static icon position. This is the y position at which the first
|
|
// static icon will be drawn. This value will be incremented by the height of
|
|
// each static icon drawn, which forces the next static icon to be drawn below
|
|
// the previous one, creating a little fixed, vertical stack below the crosshair.
|
|
m_staticIconPosition = (ScreenHeight()/2) * locator_screen_pos_y.GetFloat();
|
|
|
|
// Time now to draw the 'dynamic' icons, the icons which help players locate things
|
|
// in actual world space.
|
|
|
|
//----------
|
|
// Batch 1
|
|
// Go through all of the active locator targets and compute where to draw the icons
|
|
// that represent each of them. This builds a poor man's draw list by updating the
|
|
// m_iconX, m_iconY members of each locator target.
|
|
CUtlVectorFixed< CLocatorTarget *, MAX_LOCATOR_TARGETS > vecValid;
|
|
|
|
for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ )
|
|
{
|
|
CLocatorTarget *pLocatorTarget = &(m_targets[ i ]);
|
|
|
|
// Reset drawing state for this frame... set back to true when it's finally draws
|
|
pLocatorTarget->m_bIsDrawing = false;
|
|
|
|
if ( ( !pLocatorTarget->m_bVisible && !pLocatorTarget->m_alpha ) || !pLocatorTarget->m_isActive )
|
|
{
|
|
// Don't want to be visible and have finished fading
|
|
continue;
|
|
}
|
|
|
|
vecValid.AddToTail( pLocatorTarget );
|
|
|
|
// This prevents an error that if a locator was fading as the map transitioned
|
|
pLocatorTarget->m_fadeStart = fpmin( pLocatorTarget->m_fadeStart, gpGlobals->curtime );
|
|
|
|
if( !( pLocatorTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_STATIC ) )
|
|
{
|
|
// It's not presenting in the middle of the screen, so figure out it's position
|
|
ComputeTargetIconPosition( pLocatorTarget, !pLocatorTarget->IsPresenting() );
|
|
CalculateOcclusion( pLocatorTarget );
|
|
|
|
pLocatorTarget->m_lastDeclutterIndex = pLocatorTarget->m_declutterIndex;
|
|
pLocatorTarget->m_declutterIndex = 0;
|
|
}
|
|
}
|
|
|
|
//----------
|
|
// Batch 2
|
|
// Now that we know where each icon _wants_ to be drawn, we grovel through them and
|
|
// push apart any icons that are too close to one another. This helps to unclutter
|
|
// the display and ensure the maximum number of legible icons and captions. Obviously
|
|
// this process changes where some icons will be drawn. Bubble sort, but tiny data set.
|
|
int iTolerance = 1.25 * (ScreenWidth() * ICON_SIZE);
|
|
int iterations = 0;// Count iterations, don't go infinite in the event of some weird case.
|
|
bool bStillUncluttering = true;
|
|
static int MAX_UNCLUTTER_ITERATIONS = 10;
|
|
while( iterations < MAX_UNCLUTTER_ITERATIONS && bStillUncluttering )
|
|
{
|
|
iterations++;
|
|
bStillUncluttering = false;
|
|
|
|
for( int i = 0 ; i < vecValid.Count() ; ++i )
|
|
{
|
|
CLocatorTarget *pLocatorTarget1 = vecValid[ i ];
|
|
|
|
for( int j = i + 1 ; j < vecValid.Count() ; ++j )
|
|
{
|
|
CLocatorTarget *pLocatorTarget2 = vecValid[ j ];
|
|
|
|
// Don't attempt to declutter icons if one or both is attempting to fade out
|
|
bool bLocatorsFullyActive = !((pLocatorTarget1->GetIconEffectsFlags()|pLocatorTarget2->GetIconEffectsFlags()) & LOCATOR_ICON_FX_FADE_OUT);
|
|
|
|
if ( bLocatorsFullyActive && IconsAreIntersecting( *pLocatorTarget1, *pLocatorTarget2, iTolerance ) )
|
|
{
|
|
// Unclutter. Lift whichever icon is highest a bit higher
|
|
if( pLocatorTarget1->m_iconY < pLocatorTarget2->m_iconY )
|
|
{
|
|
pLocatorTarget1->m_iconY = pLocatorTarget2->m_iconY - iTolerance;
|
|
pLocatorTarget1->m_centerY = pLocatorTarget2->m_centerY - iTolerance;
|
|
pLocatorTarget1->m_declutterIndex -= 1;
|
|
}
|
|
else
|
|
{
|
|
pLocatorTarget2->m_iconY = pLocatorTarget1->m_iconY - iTolerance;
|
|
pLocatorTarget2->m_centerY = pLocatorTarget1->m_centerY - iTolerance;
|
|
pLocatorTarget2->m_declutterIndex -= 1;
|
|
}
|
|
|
|
bStillUncluttering = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( iterations == MAX_UNCLUTTER_ITERATIONS )
|
|
{
|
|
DevWarning( "Game instructor hit MAX_UNCLUTTER_ITERATIONS!\n");
|
|
}
|
|
|
|
float flLocatorLerpRest = locator_lerp_rest.GetFloat();
|
|
float flLocatorLerpTime = locator_lerp_time.GetFloat();
|
|
|
|
//----------
|
|
// Batch 3
|
|
// Draw each of the icons.
|
|
for( int i = 0 ; i < vecValid.Count() ; i++ )
|
|
{
|
|
CLocatorTarget *pLocatorTarget = vecValid[ i ];
|
|
// Back to lerping for these guys
|
|
if ( pLocatorTarget->m_lastDeclutterIndex != pLocatorTarget->m_declutterIndex )
|
|
{
|
|
// It wants to be popped to another position... do it smoothly
|
|
pLocatorTarget->StartTimedLerp();
|
|
}
|
|
|
|
// Lerp to the desired position
|
|
float flLerpTime = gpGlobals->curtime - pLocatorTarget->m_lerpStart;
|
|
|
|
if ( flLerpTime >= flLocatorLerpRest && flLerpTime < flLocatorLerpRest + flLocatorLerpTime )
|
|
{
|
|
// Lerp slow to fast
|
|
float fInterp = 1.0f - ( ( flLocatorLerpTime - ( flLerpTime - flLocatorLerpRest ) ) / flLocatorLerpTime );
|
|
|
|
// Get our desired position
|
|
float iconX = pLocatorTarget->m_iconX;
|
|
float iconY = pLocatorTarget->m_iconY;
|
|
|
|
// Get the distance we need to go to reach it
|
|
float diffX = fabsf( pLocatorTarget->m_iconX - pLocatorTarget->m_lastXPos );
|
|
float diffY = fabsf( pLocatorTarget->m_iconY - pLocatorTarget->m_lastYPos );
|
|
|
|
// Go from our current position toward the desired position as quick as the interp allows
|
|
pLocatorTarget->m_iconX = static_cast<int>( Approach( iconX, pLocatorTarget->m_lastXPos, diffX * fInterp ) );
|
|
pLocatorTarget->m_iconY = static_cast<int>( Approach( iconY, pLocatorTarget->m_lastYPos, diffY * fInterp ) );
|
|
|
|
// Get how much our position changed and apply it to the center values
|
|
int iOffsetX = pLocatorTarget->m_iconX - iconX;
|
|
int iOffsetY = pLocatorTarget->m_iconY - iconY;
|
|
|
|
pLocatorTarget->m_centerX += iOffsetX;
|
|
pLocatorTarget->m_centerY += iOffsetY;
|
|
|
|
if ( iOffsetX < 3 && iOffsetY < 3 )
|
|
{
|
|
// Near our target! Stop lerping!
|
|
flLerpTime = flLocatorLerpRest + flLocatorLerpTime;
|
|
}
|
|
}
|
|
|
|
PaintTarget( pLocatorTarget );
|
|
}
|
|
|
|
CollectGarbage();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: A helper function to save on typing. Make sure our texture ID's
|
|
// stay valid.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::ValidateTexture( int *pTextureID, const char *pszTextureName )
|
|
{
|
|
if( *pTextureID == -1 )
|
|
{
|
|
*pTextureID = vgui::surface()->CreateNewTextureID();
|
|
vgui::surface()->DrawSetTextureFile( *pTextureID, pszTextureName, true, false );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called every frame before painting the targets. Ensures that the
|
|
// target's textures are properly cached.
|
|
//-----------------------------------------------------------------------------
|
|
bool CLocatorPanel::ValidateTargetTextures( CLocatorTarget *pTarget )
|
|
{
|
|
bool bBindingTick = false;
|
|
|
|
if ( gpGlobals->curtime >= pTarget->m_flNextBindingTick )
|
|
{
|
|
if ( pTarget->m_iBindingChoicesCount > 1 )
|
|
{
|
|
bBindingTick = true;
|
|
pTarget->m_iBindingTick++;
|
|
}
|
|
|
|
pTarget->m_flNextBindingTick = gpGlobals->curtime + 1.25f;
|
|
|
|
pTarget->UpdateVguiTarget();
|
|
}
|
|
|
|
bool bUsesBinding = ( Q_stricmp( pTarget->GetOnscreenIconTextureName(), "use_binding" ) == 0 );
|
|
|
|
if( !pTarget->m_pIcon_onscreen || !pTarget->m_pIcon_offscreen || ( bUsesBinding && bBindingTick ) )
|
|
{
|
|
char szIconTextureName[ 256 ];
|
|
if ( bUsesBinding )
|
|
{
|
|
const char *pchDrawBindingName = pTarget->UseBindingImage( szIconTextureName, sizeof( szIconTextureName ) );
|
|
pTarget->m_bDrawControllerButton = ( Q_strcmp( szIconTextureName, "icon_blank" ) == 0 ) || ( Q_strcmp( szIconTextureName, "icon_blank_wide" ) == 0 );
|
|
|
|
pTarget->DrawBindingName( pchDrawBindingName );
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_bDrawControllerButton = false;
|
|
V_strcpy_safe( szIconTextureName, pTarget->GetOnscreenIconTextureName() );
|
|
pTarget->DrawBindingName( NULL );
|
|
}
|
|
|
|
// This target's texture ID is dirty, meaning the target is about to be drawn
|
|
// for the first time, or about to be drawn for the first time since a texture
|
|
// was changed.
|
|
if ( Q_strlen(szIconTextureName) == 0 )
|
|
{
|
|
if ( !pTarget->m_bIconNoTarget )
|
|
DevWarning("Locator Target has no onscreen texture name!\n");
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_pIcon_onscreen = HudIcons().GetIcon( szIconTextureName );
|
|
if ( pTarget->m_pIcon_onscreen )
|
|
{
|
|
pTarget->m_widthScale_onscreen = static_cast< float >( pTarget->m_pIcon_onscreen->Width() ) / pTarget->m_pIcon_onscreen->Height();
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_widthScale_onscreen = 1.0f;
|
|
}
|
|
}
|
|
|
|
if ( Q_stricmp( pTarget->GetOffscreenIconTextureName() , "use_binding" ) == 0 )
|
|
{
|
|
const char *pchDrawBindingName = pTarget->UseBindingImage( szIconTextureName, sizeof( szIconTextureName ) );
|
|
pTarget->m_bDrawControllerButtonOffscreen = ( Q_strcmp( szIconTextureName, "icon_blank" ) == 0 );
|
|
|
|
pTarget->DrawBindingNameOffscreen( pchDrawBindingName );
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_bDrawControllerButtonOffscreen = false;
|
|
V_strcpy_safe( szIconTextureName, pTarget->GetOffscreenIconTextureName() );
|
|
pTarget->DrawBindingNameOffscreen( NULL );
|
|
}
|
|
|
|
if( Q_strlen(szIconTextureName) == 0 )
|
|
{
|
|
if( !pTarget->m_pIcon_onscreen )
|
|
{
|
|
DevWarning("Locator Target has no offscreen texture name and can't fall back!\n");
|
|
}
|
|
else
|
|
{
|
|
// The onscreen texture is valid, so default behavior is to use that.
|
|
pTarget->m_pIcon_offscreen = pTarget->m_pIcon_onscreen;
|
|
const char *pchDrawBindingName = pTarget->DrawBindingName();
|
|
pTarget->DrawBindingNameOffscreen( pchDrawBindingName );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_pIcon_offscreen = HudIcons().GetIcon( szIconTextureName );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Compute where on the screen to draw the icon for this target.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::ComputeTargetIconPosition( CLocatorTarget *pTarget, bool bSetPosition )
|
|
{
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
int iconX;
|
|
int iconY;
|
|
|
|
// Measure the delta and the dist from this player to this target.
|
|
Vector vecTarget = pTarget->m_vecOrigin;
|
|
Vector vecDelta = vecTarget - MainViewOrigin(nSlot);
|
|
|
|
if ( pTarget->m_bOriginInScreenspace )
|
|
{
|
|
// Coordinates are already in screenspace
|
|
pTarget->m_distFromPlayer = 0.0f;
|
|
|
|
iconX = vecTarget.x * ScreenWidth();
|
|
iconY = vecTarget.y * ScreenHeight();
|
|
pTarget->m_targetX = iconX;
|
|
pTarget->m_targetY = iconY;
|
|
}
|
|
else
|
|
{
|
|
pTarget->m_distFromPlayer = VectorNormalize( vecDelta );
|
|
|
|
if ( GetVectorInScreenSpace( vecTarget, iconX, iconY ) )
|
|
{
|
|
// NOTE: GetVectorInScreenSpace returns false in an edge case where the
|
|
// target is very far off screen... just us the old values
|
|
pTarget->m_targetX = iconX;
|
|
pTarget->m_targetY = iconY;
|
|
}
|
|
}
|
|
|
|
pTarget->m_bDrawArrow = false;
|
|
|
|
float fTitleSafeInset = ScreenWidth() * 0.075f;
|
|
|
|
if ( iconX < fTitleSafeInset || iconX > ScreenWidth() - fTitleSafeInset || iconY < fTitleSafeInset || iconY > ScreenHeight() - fTitleSafeInset )
|
|
{
|
|
// It's off the screen left or right.
|
|
if ( pTarget->m_bOnscreen && !( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_NO_OFFSCREEN ) )
|
|
{
|
|
// Back to lerping
|
|
pTarget->StartTimedLerp();
|
|
pTarget->m_pulseStart = gpGlobals->curtime;
|
|
}
|
|
|
|
if ( bSetPosition )
|
|
{
|
|
pTarget->m_bOnscreen = false;
|
|
}
|
|
|
|
GetIconPositionForOffscreenTarget( vecDelta, pTarget->m_distFromPlayer, &iconX, &iconY );
|
|
|
|
pTarget->m_bDrawArrow = true;
|
|
|
|
// Figure out the arrow angle
|
|
Vector vOffsetNormal = pTarget->m_vecOrigin - MainViewOrigin(nSlot);
|
|
VectorNormalize( vOffsetNormal );
|
|
|
|
float fRightDot = MainViewRight(nSlot).Dot( vOffsetNormal );
|
|
float fUpDot = MainViewUp(nSlot).Dot( vOffsetNormal );
|
|
|
|
pTarget->m_fDrawArrowAngle = RemapVal( fUpDot, -1.0f, 1.0f, 0.0f, 180.0f ) * ( fRightDot > 0 ? 1.0f : -1.0f );
|
|
}
|
|
else
|
|
{
|
|
if ( !pTarget->m_bOnscreen && !( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_NO_OFFSCREEN ) )
|
|
{
|
|
// Back to lerping
|
|
pTarget->StartTimedLerp();
|
|
pTarget->m_pulseStart = gpGlobals->curtime;
|
|
}
|
|
|
|
pTarget->m_bOnscreen = true;
|
|
}
|
|
|
|
if ( bSetPosition )
|
|
{
|
|
int tall = ScreenWidth() * ICON_SIZE;
|
|
int wide = tall * pTarget->m_widthScale_onscreen;
|
|
|
|
// Animate the icon
|
|
AnimateIconSize( pTarget->GetIconEffectsFlags(), &wide, &tall, pTarget->m_pulseStart, pTarget->m_distFromPlayer );
|
|
AnimateIconPosition( pTarget->GetIconEffectsFlags(), &iconX, &iconY );
|
|
AnimateIconAlpha( pTarget->GetIconEffectsFlags(), &pTarget->m_alpha, pTarget->m_fadeStart );
|
|
|
|
if( !(pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_SCALE_BY_DIST) && !(pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_SCALE_LARGE) && pTarget->m_distFromPlayer > ICON_DIST_TOO_FAR && !locator_topdown_style.GetBool() )
|
|
{
|
|
// Make the icon smaller
|
|
wide = wide >> 1;
|
|
tall = tall >> 1;
|
|
}
|
|
|
|
pTarget->m_centerX = iconX;
|
|
pTarget->m_centerY = iconY;
|
|
|
|
pTarget->m_iconX = pTarget->m_centerX - ( wide >> 1 );
|
|
pTarget->m_iconY = pTarget->m_centerY - ( tall >> 1 );
|
|
pTarget->m_wide = wide;
|
|
pTarget->m_tall = tall;
|
|
}
|
|
}
|
|
|
|
void CLocatorPanel::CalculateOcclusion( CLocatorTarget *pTarget )
|
|
{
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
if ( gpGlobals->curtime >= pTarget->m_flNextOcclusionTest )
|
|
{
|
|
pTarget->m_flNextOcclusionTest = gpGlobals->curtime + LOCATOR_OCCLUSION_TEST_RATE;
|
|
|
|
// Assume the target is not occluded.
|
|
pTarget->m_bOccluded = false;
|
|
|
|
if ( pTarget->m_bOriginInScreenspace )
|
|
return;
|
|
|
|
trace_t tr;
|
|
UTIL_TraceLine( pTarget->m_vecOrigin, MainViewOrigin(nSlot), (CONTENTS_SOLID|CONTENTS_MOVEABLE), NULL, COLLISION_GROUP_NONE, &tr );
|
|
if ( tr.fraction < 1.0f )
|
|
{
|
|
pTarget->m_bOccluded = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This is not valid until after you have computed the onscreen
|
|
// icon position for each target!
|
|
//-----------------------------------------------------------------------------
|
|
bool CLocatorPanel::IconsAreIntersecting( CLocatorTarget &first, CLocatorTarget &second, int iTolerance )
|
|
{
|
|
if( first.m_bOnscreen != second.m_bOnscreen )
|
|
{
|
|
// We only declutter onscreen icons against other onscreen icons and vice-versa.
|
|
return false;
|
|
}
|
|
|
|
if( first.IsStatic() || second.IsStatic() )
|
|
{
|
|
// Static icons don't count.
|
|
return false;
|
|
}
|
|
|
|
if( abs(first.GetIconY() - second.GetIconY()) < iTolerance )
|
|
{
|
|
// OK, we need the Y-check first. Now we have to see if these icons and their captions overlap.
|
|
int firstWide = iTolerance + first.m_captionWide;
|
|
int secondWide = iTolerance + second.m_captionWide;
|
|
|
|
if( abs(first.GetIconX() - second.GetIconX()) < (firstWide + secondWide) / 2 )
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw this target on the locator.
|
|
//
|
|
// IF onscreen and visible, draw no icon, draw no arrows
|
|
// IF onscreen and occluded, draw icon transparently, draw no arrows
|
|
// IF offscreen, draw icon, draw an arrow indicating the direction to the target
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::PaintTarget( CLocatorTarget *pTarget )
|
|
{
|
|
bool bNewTexture = ValidateTargetTextures( pTarget );
|
|
|
|
if ( bNewTexture )
|
|
{
|
|
// Refigure the width/height for the new texture
|
|
int tall = ScreenWidth() * ICON_SIZE;
|
|
int wide = tall * pTarget->m_widthScale_onscreen;
|
|
|
|
AnimateIconSize( pTarget->GetIconEffectsFlags(), &wide, &tall, pTarget->m_pulseStart, pTarget->m_distFromPlayer );
|
|
|
|
pTarget->m_wide = wide;
|
|
pTarget->m_tall = tall;
|
|
}
|
|
|
|
// A static icon just draws with other static icons in a stack under the crosshair.
|
|
// Once displayed, they do not move. The are often used for notifiers.
|
|
if( pTarget->IsStatic() )
|
|
{
|
|
DrawStaticIcon( pTarget );
|
|
return;
|
|
}
|
|
|
|
if ( !pTarget->m_bOnscreen && ( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_NO_OFFSCREEN ) )
|
|
{
|
|
// Doesn't draw when offscreen... reset it's alpha so it has to fade in again
|
|
pTarget->m_fadeStart = gpGlobals->curtime;
|
|
pTarget->m_alpha = 0;
|
|
}
|
|
else
|
|
{
|
|
// Save these coordinates for later lerping
|
|
pTarget->m_lastXPos = pTarget->m_iconX;
|
|
pTarget->m_lastYPos = pTarget->m_iconY;
|
|
|
|
// Draw when it's on screen or allowed to draw offscreen
|
|
DrawDynamicIcon( pTarget, pTarget->HasCaptionText(), pTarget->m_bOnscreen );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws the caption-like background with word-bubble style pointer
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawPointerBackground( CLocatorTarget *pTarget, int nPointerX, int nPointerY, int nWide, int nTall, bool bPointer )
|
|
{
|
|
if ( locator_background_style.GetInt() == 0 || pTarget->m_alpha == 0 || pTarget->m_bIconNoTarget )
|
|
return;
|
|
|
|
if ( locator_background_style.GetInt() == 2 && !pTarget->m_bOnscreen )
|
|
return;
|
|
|
|
int nPosX = pTarget->GetIconX() + locator_background_shift_x.GetInt() - locator_background_thickness_x.GetInt() / 2;
|
|
int nPosY = pTarget->GetIconY() + locator_background_shift_y.GetInt() - locator_background_thickness_y.GetInt() / 2;
|
|
int nBackgroundWide = nWide + locator_background_thickness_x.GetInt();
|
|
int nBackgroundTall = nTall + locator_background_thickness_y.GetInt();
|
|
|
|
nPointerX = clamp( nPointerX, -0.5f * ScreenWidth(), ScreenWidth() * 1.5f );
|
|
nPointerY = clamp( nPointerY, -0.5f * ScreenHeight(), ScreenHeight() * 1.5f );
|
|
|
|
float fAlpha = static_cast<float>( pTarget->m_alpha ) / 255.0f;
|
|
|
|
Color rgbaBackground = locator_background_color.GetColor();
|
|
rgbaBackground[ 3 ] *= fAlpha;
|
|
|
|
Color rgbaBorder = locator_background_border_color.GetColor();
|
|
rgbaBorder[ 3 ] *= fAlpha;
|
|
|
|
vgui::surface()->DrawWordBubble( nPosX, nPosY, nPosX + nBackgroundWide, nPosY + nBackgroundTall, locator_background_border_thickness.GetInt(),
|
|
rgbaBackground, rgbaBorder, bPointer, nPointerX, nPointerY, ScreenWidth() * ICON_SIZE );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw an icon with the group of static icons.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawStaticIcon( CLocatorTarget *pTarget )
|
|
{
|
|
float flApparentZ = 15.0f;
|
|
vgui::surface()->DrawSetApparentDepth( flApparentZ );
|
|
|
|
int centerX = ScreenWidth() / 2;
|
|
int centerY = ScreenHeight() / 2;
|
|
centerY += m_staticIconPosition;
|
|
|
|
int iconTall = ScreenWidth() * ICON_SIZE;
|
|
int iconWide = iconTall * pTarget->m_widthScale_onscreen;
|
|
|
|
pTarget->m_centerX = centerX;
|
|
pTarget->m_centerY = centerY;
|
|
|
|
// Animate the icon
|
|
AnimateIconSize( pTarget->GetIconEffectsFlags(), &iconWide, &iconTall, pTarget->m_pulseStart, pTarget->m_distFromPlayer );
|
|
AnimateIconPosition( pTarget->GetIconEffectsFlags(), ¢erX, ¢erY );
|
|
AnimateIconAlpha( pTarget->GetIconEffectsFlags(), &pTarget->m_alpha, pTarget->m_fadeStart );
|
|
|
|
// Figure out the caption width
|
|
pTarget->m_captionWide = GetScreenWidthForCaption( pTarget->GetCaptionText(), CAPTION_FONT_HANDLE );
|
|
|
|
bool bDrawMultilineCaption = false;
|
|
|
|
if ( m_iShouldWrapStaticLocators > 0 ) // conditionalized in locator.res
|
|
{
|
|
if ( pTarget->m_captionWide > ( ScreenWidth() * locator_split_maxwide_percent.GetFloat() ) )
|
|
{
|
|
// we will double-line this
|
|
pTarget->m_captionWide = pTarget->m_captionWide * locator_split_len.GetFloat();
|
|
bDrawMultilineCaption = true;
|
|
}
|
|
}
|
|
int totalWide = iconWide + ICON_GAP + pTarget->m_captionWide;
|
|
pTarget->m_iconX = centerX - totalWide * 0.5f;
|
|
pTarget->m_iconY = centerY - ( iconTall >> 1 );
|
|
|
|
// Lerp by speed on the Y axis
|
|
float iconY = pTarget->m_iconY;
|
|
|
|
float diffY = fabsf( pTarget->m_iconY - pTarget->m_lastYPos );
|
|
|
|
float flLerpSpeed = gpGlobals->frametime * locator_lerp_speed.GetFloat();
|
|
pTarget->m_iconY = static_cast<int>( Approach( iconY, pTarget->m_lastYPos, MAX( 3.0f, flLerpSpeed * diffY ) ) );
|
|
pTarget->m_centerY += ( pTarget->m_iconY - iconY );
|
|
|
|
pTarget->m_lastXPos = pTarget->m_iconX;
|
|
pTarget->m_lastYPos = pTarget->m_iconY;
|
|
|
|
pTarget->m_bIsDrawing = true;
|
|
|
|
vgui::Panel *pVguiTarget = pTarget->GetVguiTarget();
|
|
|
|
if ( pVguiTarget )
|
|
{
|
|
int nPanelX, nPanelY;
|
|
nPanelX = 0;
|
|
nPanelY = 0;
|
|
|
|
vgui::Label::Alignment nVguiTargetEdge = (vgui::Label::Alignment)pTarget->GetVguiTargetEdge();
|
|
|
|
int nWide = pVguiTarget->GetWide();
|
|
int nTall = pVguiTarget->GetTall();
|
|
|
|
const char *pchLookup = pTarget->GetVguiTargetLookup();
|
|
if ( pchLookup[ 0 ] != '\0' )
|
|
{
|
|
bool bLookupSuccess = false;
|
|
bLookupSuccess = pVguiTarget->LookupElementBounds( pchLookup, nPanelX, nPanelY, nWide, nTall );
|
|
|
|
Assert( bLookupSuccess );
|
|
}
|
|
|
|
if ( nVguiTargetEdge == vgui::Label::a_north ||
|
|
nVguiTargetEdge == vgui::Label::a_center ||
|
|
nVguiTargetEdge == vgui::Label::a_south )
|
|
{
|
|
nPanelX += nWide / 2;
|
|
}
|
|
else if ( nVguiTargetEdge == vgui::Label::a_northeast ||
|
|
nVguiTargetEdge == vgui::Label::a_east ||
|
|
nVguiTargetEdge == vgui::Label::a_southeast )
|
|
{
|
|
nPanelX += nWide;
|
|
}
|
|
|
|
if ( nVguiTargetEdge == vgui::Label::a_west ||
|
|
nVguiTargetEdge == vgui::Label::a_center ||
|
|
nVguiTargetEdge == vgui::Label::a_east )
|
|
{
|
|
nPanelY += nTall / 2;
|
|
}
|
|
else if ( nVguiTargetEdge == vgui::Label::a_southwest ||
|
|
nVguiTargetEdge == vgui::Label::a_south ||
|
|
nVguiTargetEdge == vgui::Label::a_southeast )
|
|
{
|
|
nPanelY += nTall;
|
|
}
|
|
|
|
pVguiTarget->LocalToScreen( nPanelX, nPanelY );
|
|
|
|
DrawPointerBackground( pTarget, nPanelX, nPanelY, totalWide, iconTall, true );
|
|
}
|
|
else
|
|
{
|
|
DrawPointerBackground( pTarget, pTarget->m_centerX, pTarget->m_centerY, totalWide, iconTall, false );
|
|
}
|
|
|
|
if ( pTarget->m_pIcon_onscreen )
|
|
{
|
|
if ( !pTarget->m_bDrawControllerButton )
|
|
{
|
|
// Don't draw the icon if we're on 360 and have a binding to draw
|
|
Color colorIcon = pTarget->GetIconColor();
|
|
colorIcon[ 3 ] = pTarget->m_alpha * static_cast< float >( colorIcon[ 3 ] ) / 255.0f;
|
|
pTarget->m_pIcon_onscreen->DrawSelf( pTarget->GetIconX(), pTarget->GetIconY(), iconWide, iconTall, colorIcon, flApparentZ );
|
|
}
|
|
}
|
|
|
|
DrawTargetCaption( pTarget, pTarget->GetIconX() + iconWide + ICON_GAP, pTarget->GetIconCenterY(), bDrawMultilineCaption );
|
|
if ( pTarget->DrawBindingName() )
|
|
{
|
|
DrawBindingName( pTarget, pTarget->DrawBindingName(), pTarget->GetIconX() + (iconWide>>1), pTarget->GetIconY() + (iconTall>>1), pTarget->m_bDrawControllerButton );
|
|
}
|
|
|
|
// Draw the arrow.
|
|
if ( pTarget->m_bDrawArrow )
|
|
{
|
|
int iArrowSize = ScreenWidth() * ICON_SIZE; // Always square width
|
|
DrawIndicatorArrow( pTarget->GetIconX(), pTarget->GetIconY(), iArrowSize, iArrowSize, pTarget->m_captionWide + ICON_GAP, pTarget->m_fDrawArrowAngle );
|
|
}
|
|
|
|
pTarget->m_bOnscreen = true;
|
|
|
|
// Move the static icon position so the next static icon drawn this frame below this one.
|
|
m_staticIconPosition += iconTall + (iconTall>>2);
|
|
// Move down a little more if this one was multi-line
|
|
if ( bDrawMultilineCaption )
|
|
{
|
|
m_staticIconPosition += (iconTall>>2);
|
|
}
|
|
|
|
vgui::surface()->DrawClearApparentDepth();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Position and animate this target's icon on the screen. Based on
|
|
// options, draw the indicator arrows (arrows that point to the
|
|
// direction the player should turn to see the icon), text caption,
|
|
// and the 'simple' arrow which just points down to indicate the
|
|
// item the icon represents.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawDynamicIcon( CLocatorTarget *pTarget, bool bDrawCaption, bool bDrawSimpleArrow )
|
|
{
|
|
int alpha = pTarget->m_alpha;
|
|
|
|
if( pTarget->m_bOccluded && !( (pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_FORCE_CAPTION) || locator_topdown_style.GetBool() ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Use the distance to target for stereo depth
|
|
Vector vOffsetNormal = pTarget->m_vecOrigin - MainViewOrigin( GET_ACTIVE_SPLITSCREEN_SLOT() );
|
|
float flApparentZ = vOffsetNormal.Length() * 0.75f; // Set the depth to 75% of the distance to center of object
|
|
vgui::surface()->DrawSetApparentDepth( flApparentZ );
|
|
|
|
// Draw the icon!
|
|
vgui::surface()->DrawSetColor( 255, 255, 255, alpha );
|
|
|
|
int iWide = pTarget->m_wide;
|
|
|
|
if ( !pTarget->m_bOnscreen )
|
|
{
|
|
// Width is always square for offscreen icons
|
|
iWide /= pTarget->m_widthScale_onscreen;
|
|
}
|
|
|
|
// Figure out the caption width
|
|
pTarget->m_captionWide = GetScreenWidthForCaption( pTarget->GetCaptionText(), CAPTION_FONT_HANDLE );
|
|
|
|
bool bDrawMultilineCaption = false;
|
|
|
|
if ( m_iShouldWrapStaticLocators > 0 ) // conditionalized in locator.res
|
|
{
|
|
if ( pTarget->m_captionWide > ( ScreenWidth() * locator_split_maxwide_percent.GetFloat() ) )
|
|
{
|
|
// we will double-line this
|
|
pTarget->m_captionWide = pTarget->m_captionWide * locator_split_len.GetFloat();
|
|
bDrawMultilineCaption = true;
|
|
}
|
|
}
|
|
|
|
int totalWide = iWide;
|
|
|
|
bool bShouldDrawCaption = ( (pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_FORCE_CAPTION) || (!pTarget->m_bOccluded && pTarget->m_distFromPlayer <= ICON_DIST_TOO_FAR) || locator_topdown_style.GetBool() );
|
|
|
|
if( pTarget->m_bOnscreen && bDrawCaption && bShouldDrawCaption )
|
|
{
|
|
totalWide += ( ICON_GAP + pTarget->m_captionWide );
|
|
}
|
|
|
|
pTarget->m_bIsDrawing = true;
|
|
|
|
int nTargetX, nTargetY;
|
|
|
|
vgui::Panel *pVguiTarget = pTarget->GetVguiTarget();
|
|
|
|
if ( pVguiTarget )
|
|
{
|
|
nTargetX = 0;
|
|
nTargetY = 0;
|
|
|
|
vgui::Label::Alignment nVguiTargetEdge = (vgui::Label::Alignment)pTarget->GetVguiTargetEdge();
|
|
|
|
int nWide = pVguiTarget->GetWide();
|
|
int nTall = pVguiTarget->GetTall();
|
|
|
|
const char *pchLookup = pTarget->GetVguiTargetLookup();
|
|
if ( pchLookup[ 0 ] != '\0' )
|
|
{
|
|
bool bLookupSuccess = false;
|
|
bLookupSuccess = pVguiTarget->LookupElementBounds( pchLookup, nTargetX, nTargetY, nWide, nTall );
|
|
Assert( bLookupSuccess );
|
|
}
|
|
|
|
if ( nVguiTargetEdge == vgui::Label::a_north ||
|
|
nVguiTargetEdge == vgui::Label::a_center ||
|
|
nVguiTargetEdge == vgui::Label::a_south )
|
|
{
|
|
nTargetX += nWide / 2;
|
|
}
|
|
else if ( nVguiTargetEdge== vgui::Label::a_northeast ||
|
|
nVguiTargetEdge == vgui::Label::a_east ||
|
|
nVguiTargetEdge == vgui::Label::a_southeast )
|
|
{
|
|
nTargetX += nWide;
|
|
}
|
|
|
|
if ( nVguiTargetEdge == vgui::Label::a_west ||
|
|
nVguiTargetEdge == vgui::Label::a_center ||
|
|
nVguiTargetEdge == vgui::Label::a_east )
|
|
{
|
|
nTargetY += nTall / 2;
|
|
}
|
|
else if ( nVguiTargetEdge == vgui::Label::a_southwest ||
|
|
nVguiTargetEdge == vgui::Label::a_south ||
|
|
nVguiTargetEdge == vgui::Label::a_southeast )
|
|
{
|
|
nTargetY += nTall;
|
|
}
|
|
|
|
pVguiTarget->LocalToScreen( nTargetX, nTargetY );
|
|
}
|
|
else if ( !pTarget->m_bOnscreen )
|
|
{
|
|
nTargetX = pTarget->m_targetX;
|
|
nTargetY = pTarget->m_targetY;
|
|
}
|
|
else
|
|
{
|
|
nTargetX = pTarget->m_centerX;
|
|
nTargetY = pTarget->m_centerY;
|
|
}
|
|
|
|
if ( pTarget->m_bOnscreen )
|
|
{
|
|
DrawPointerBackground( pTarget, nTargetX, nTargetY, totalWide, pTarget->m_tall, true );
|
|
}
|
|
else
|
|
{
|
|
// Offscreen we need to point the pointer toward out offscreen target
|
|
DrawPointerBackground( pTarget, nTargetX, nTargetY, totalWide, pTarget->m_tall, true );
|
|
}
|
|
|
|
if( pTarget->m_bOnscreen && pTarget->m_pIcon_onscreen )
|
|
{
|
|
if ( !pTarget->m_bDrawControllerButton )
|
|
{
|
|
Color colorIcon = pTarget->GetIconColor();
|
|
colorIcon[ 3 ] = pTarget->m_alpha * static_cast< float >( colorIcon[ 3 ] ) / 255.0f;
|
|
pTarget->m_pIcon_onscreen->DrawSelf( pTarget->GetIconX(), pTarget->GetIconY(), iWide, pTarget->m_tall, colorIcon, flApparentZ );
|
|
//Msg( "WIDE = %i\n", iWide );
|
|
}
|
|
}
|
|
else if ( pTarget->m_pIcon_offscreen )
|
|
{
|
|
if ( !pTarget->m_bDrawControllerButtonOffscreen )
|
|
{
|
|
Color colorIcon = pTarget->GetIconColor();
|
|
colorIcon[ 3 ] = pTarget->m_alpha * static_cast< float >( colorIcon[ 3 ] ) / 255.0f;
|
|
pTarget->m_pIcon_offscreen->DrawSelf( pTarget->GetIconX(), pTarget->GetIconY(), iWide, pTarget->m_tall, colorIcon, flApparentZ );
|
|
}
|
|
}
|
|
|
|
if( !pTarget->m_bOnscreen )
|
|
{
|
|
if ( pTarget->DrawBindingNameOffscreen() )
|
|
{
|
|
DrawBindingName( pTarget, pTarget->DrawBindingName(), pTarget->GetIconX() + (iWide>>1), pTarget->GetIconY() + (pTarget->m_tall>>1), pTarget->m_bDrawControllerButtonOffscreen );
|
|
}
|
|
|
|
if ( pTarget->m_bDrawArrow && !pTarget->m_bIconNoTarget )
|
|
{
|
|
if ( locator_background_style.GetInt() == 0 || locator_background_style.GetInt() == 2 )
|
|
{
|
|
// Draw the arrow.
|
|
DrawIndicatorArrow( pTarget->GetIconX(), pTarget->GetIconY(), iWide, pTarget->m_tall, 0, pTarget->m_fDrawArrowAngle );
|
|
}
|
|
}
|
|
}
|
|
else if( bShouldDrawCaption )
|
|
{
|
|
if( bDrawCaption )
|
|
{
|
|
DrawTargetCaption( pTarget, pTarget->GetIconCenterX() + ICON_GAP + ScreenWidth() * ICON_SIZE * pTarget->m_widthScale_onscreen * 0.5, pTarget->GetIconCenterY(), bDrawMultilineCaption );
|
|
}
|
|
if ( pTarget->DrawBindingName() )
|
|
{
|
|
DrawBindingName( pTarget, pTarget->DrawBindingName(), pTarget->GetIconX() + (iWide>>1), pTarget->GetIconY() + (pTarget->m_tall>>1), pTarget->m_bDrawControllerButton );
|
|
}
|
|
}
|
|
|
|
vgui::surface()->DrawClearApparentDepth();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Some targets have text captions. Draw the text.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawTargetCaption( CLocatorTarget *pTarget, int x, int y, bool bDrawMultiline )
|
|
{
|
|
// Draw the caption
|
|
vgui::surface()->DrawSetTextFont( CAPTION_FONT_HANDLE );
|
|
int fontTall = vgui::surface()->GetFontTall( CAPTION_FONT_HANDLE );
|
|
int iCaptionWidth = GetScreenWidthForCaption( pTarget->GetCaptionText(), CAPTION_FONT_HANDLE );
|
|
|
|
if ( bDrawMultiline )
|
|
{
|
|
iCaptionWidth *= locator_split_len.GetFloat();
|
|
}
|
|
|
|
// Only draw drop shadow on PC because it looks crappy on a TV
|
|
if ( !IsGameConsole() )
|
|
{
|
|
// Draw black text (drop shadow)
|
|
vgui::surface()->DrawSetTextColor( 0,0,0, pTarget->m_alpha );
|
|
vgui::surface()->DrawSetTextPos( x, y - (fontTall >>1) );
|
|
vgui::surface()->DrawUnicodeString( pTarget->GetCaptionText() );
|
|
}
|
|
|
|
// Draw text
|
|
vgui::surface()->DrawSetTextColor( pTarget->m_captionColor.r(),pTarget->m_captionColor.g(),pTarget->m_captionColor.b(), pTarget->m_alpha );
|
|
|
|
if ( !bDrawMultiline )
|
|
{
|
|
vgui::surface()->DrawSetTextPos( x - 1, y - (fontTall >>1) - 1 );
|
|
vgui::surface()->DrawUnicodeString( pTarget->GetCaptionText() );
|
|
}
|
|
else
|
|
{
|
|
int charX = x-1;
|
|
int charY = y - ( fontTall >> 1 ) - 1;
|
|
|
|
int iWidth = 0;
|
|
|
|
const wchar_t *pString = pTarget->GetCaptionText();
|
|
int len = Q_wcslen( pString );
|
|
|
|
for ( int iChar = 0; iChar < len; ++ iChar )
|
|
{
|
|
int charW = vgui::surface()->GetCharacterWidth( CAPTION_FONT_HANDLE, pString[ iChar ] );
|
|
iWidth += charW;
|
|
|
|
if ( iWidth > pTarget->m_captionWide && pString[iChar] == L' ' )
|
|
{
|
|
charY += fontTall;
|
|
charX = x-1;
|
|
iWidth = 0;
|
|
}
|
|
|
|
vgui::surface()->DrawSetTextPos( charX, charY );
|
|
vgui::surface()->DrawUnicodeChar( pString[iChar] );
|
|
charX += charW;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Figure out how wide (pixels) a string will be if rendered with this font
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
int CLocatorPanel::GetScreenWidthForCaption( const wchar_t *pString, vgui::HFont hFont )
|
|
{
|
|
int iWidth = 0;
|
|
|
|
for ( int iChar = 0; iChar < Q_wcslen( pString ); ++ iChar )
|
|
{
|
|
iWidth += vgui::surface()->GetCharacterWidth( hFont, pString[ iChar ] );
|
|
}
|
|
|
|
return iWidth;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Some targets' captions contain information about key bindings that
|
|
// should be displayed to the player. Do so.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawBindingName( CLocatorTarget *pTarget, const char *pchBindingName, int x, int y, bool bController )
|
|
{
|
|
if ( !bController && !IsGameConsole() )
|
|
{
|
|
char szBinding[ 256 ];
|
|
V_strcpy_safe( szBinding, pchBindingName ? pchBindingName : "" );
|
|
|
|
if ( Q_strcmp( szBinding, "SEMICOLON" ) == 0 )
|
|
{
|
|
V_strcpy_safe( szBinding, ";" );
|
|
}
|
|
else if ( Q_strcmp( szBinding, "ESCAPE" ) == 0 )
|
|
{
|
|
V_strcpy_safe( szBinding, "ESC" );
|
|
}
|
|
else if ( Q_strlen( szBinding ) == 1 && szBinding[ 0 ] >= 'a' && szBinding[ 0 ] <= 'z' )
|
|
{
|
|
// Make single letters uppercase
|
|
szBinding[ 0 ] += ( 'A' - 'a' );
|
|
}
|
|
|
|
// Draw the caption
|
|
vgui::HFont &KeysFont = ( Q_strlen( szBinding ) <= 5 ? m_hKeysFont : m_hKeysFontSmall );
|
|
|
|
vgui::surface()->DrawSetTextFont( KeysFont );
|
|
int fontTall = vgui::surface()->GetFontTall( KeysFont );
|
|
|
|
wchar_t wszCaption[ 64 ];
|
|
g_pVGuiLocalize->ConstructString( wszCaption, sizeof(wchar_t)*64, szBinding, NULL );
|
|
|
|
int iWidth = GetScreenWidthForCaption( wszCaption, KeysFont );
|
|
|
|
// Draw black text
|
|
vgui::surface()->DrawSetTextColor( 0,0,0, pTarget->m_alpha );
|
|
vgui::surface()->DrawSetTextPos( x - (iWidth>>1) - 1, y - (fontTall >>1) - 1 );
|
|
vgui::surface()->DrawUnicodeString( wszCaption );
|
|
}
|
|
else
|
|
{
|
|
// Draw the caption
|
|
wchar_t wszCaption[ 64 ];
|
|
|
|
vgui::surface()->DrawSetTextFont( BUTTON_FONT_HANDLE );
|
|
int fontTall = vgui::surface()->GetFontTall( BUTTON_FONT_HANDLE );
|
|
|
|
char szBinding[ 256 ];
|
|
|
|
// Turn localized string into icon character
|
|
Q_snprintf( szBinding, sizeof( szBinding ), "#GameUI_Icons_%s", pchBindingName );
|
|
g_pVGuiLocalize->ConstructString( wszCaption, sizeof( wszCaption ), g_pVGuiLocalize->Find( szBinding ), 0 );
|
|
g_pVGuiLocalize->ConvertUnicodeToANSI( wszCaption, szBinding, sizeof( szBinding ) );
|
|
|
|
int iWidth = GetScreenWidthForCaption( wszCaption, BUTTON_FONT_HANDLE );
|
|
|
|
// Draw the button
|
|
vgui::surface()->DrawSetTextColor( 255,255,255, pTarget->m_alpha );
|
|
vgui::surface()->DrawSetTextPos( x - (iWidth>>1), y - (fontTall >>1) );
|
|
vgui::surface()->DrawUnicodeString( wszCaption );
|
|
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draw an arrow to indicate that a target is offscreen
|
|
//
|
|
// iconWide is sent to this function so that the arrow knows how to straddle
|
|
// the icon that it is being drawn near.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawIndicatorArrow( int x, int y, int iconWide, int iconTall, int textWidth, float fAngle )
|
|
{
|
|
float fWide = iconWide;
|
|
float fTall = iconTall;
|
|
|
|
// Rotated version of the bitmap!
|
|
// Rotate about the center of the bitmap
|
|
vgui::Vertex_t verts[4];
|
|
Vector2D center( x + (fWide * 0.5f), y + (fTall * 0.5f) );
|
|
|
|
// Choose a basis...
|
|
float yawRadians = -fAngle * M_PI / 180.0f;
|
|
Vector2D axis[2];
|
|
axis[0].x = cos(yawRadians);
|
|
axis[0].y = sin(yawRadians);
|
|
axis[1].x = -axis[0].y;
|
|
axis[1].y = axis[0].x;
|
|
|
|
center += Vector2D( axis[ 1 ].x * fTall, axis[ 1 ].y * fTall );
|
|
|
|
verts[0].m_TexCoord.Init( 0, 0 );
|
|
Vector2DMA( center, -0.5f * fWide, axis[0], verts[0].m_Position );
|
|
Vector2DMA( verts[0].m_Position, -0.5f * fTall, axis[1], verts[0].m_Position );
|
|
|
|
verts[1].m_TexCoord.Init( 1, 0 );
|
|
Vector2DMA( verts[0].m_Position, fWide, axis[0], verts[1].m_Position );
|
|
|
|
verts[2].m_TexCoord.Init( 1, 1 );
|
|
Vector2DMA( verts[1].m_Position, fTall, axis[1], verts[2].m_Position );
|
|
|
|
verts[3].m_TexCoord.Init( 0, 1 );
|
|
Vector2DMA( verts[0].m_Position, fTall, axis[1], verts[3].m_Position );
|
|
|
|
vgui::surface()->DrawSetTexture( m_textureID_ArrowDown );
|
|
vgui::surface()->DrawTexturedPolygon( 4, verts );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Draws a very simple arrow that points down.
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::DrawSimpleArrow( int x, int y, int iconWide, int iconTall )
|
|
{
|
|
vgui::surface()->DrawSetTexture( m_textureID_SimpleArrow );
|
|
|
|
y += iconTall;
|
|
|
|
vgui::surface()->DrawTexturedRect( x, y, x + iconWide, y + iconTall );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::GetIconPositionForOffscreenTarget( const Vector &vecDelta, float flDist, int *pXPos, int *pYPos )
|
|
{
|
|
float xpos = 0, ypos = 0;
|
|
float flRotation = 0;
|
|
float flRadius = YRES(OFFSCREEN_ICON_POSITION_RADIUS);
|
|
|
|
if ( locator_topdown_style.GetBool() )
|
|
{
|
|
flRadius *= clamp( flDist / 600.0f, 1.75f, 3.0f );
|
|
}
|
|
|
|
GetTargetPosition( vecDelta, flRadius, &xpos, &ypos, &flRotation );
|
|
|
|
*pXPos = xpos;
|
|
*pYPos = ypos;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Given a handle, return the pointer to the proper locator target.
|
|
//-----------------------------------------------------------------------------
|
|
CLocatorTarget *CLocatorPanel::GetPointerForHandle( int hTarget )
|
|
{
|
|
for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ )
|
|
{
|
|
if( m_targets[ i ].m_isActive && m_targets[ i ].m_serialNumber == hTarget )
|
|
{
|
|
return &m_targets[ i ];
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
int CLocatorPanel::AddTarget()
|
|
{
|
|
for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ )
|
|
{
|
|
if( !m_targets[ i ].m_isActive )
|
|
{
|
|
m_targets[ i ].Activate( m_serializer );
|
|
m_serializer++;
|
|
|
|
return m_targets[ i ].m_serialNumber;
|
|
}
|
|
}
|
|
|
|
DevWarning( "Locator Panel has no free targets!\n" );
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void CLocatorPanel::RemoveTarget( int hTarget )
|
|
{
|
|
CLocatorTarget *pTarget = GetPointerForHandle( hTarget );
|
|
|
|
if( pTarget )
|
|
{
|
|
pTarget->Deactivate();
|
|
}
|
|
}
|
|
|