//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud.h" #include "hud_crosshair.h" #include "iclientmode.h" #include "view.h" #include "vgui_controls/controls.h" #include "vgui/ISurface.h" #include "IVRenderView.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE ); ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE ); using namespace vgui; int ScreenTransform( const Vector& point, Vector& screen ); DECLARE_HUDELEMENT( CHudCrosshair ); CHudCrosshair::CHudCrosshair( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" ) { vgui::Panel *pParent = GetClientMode()->GetViewport(); SetParent( pParent ); m_pCrosshair = 0; m_clrCrosshair = Color( 0, 0, 0, 0 ); m_vecCrossHairOffsetAngle.Init(); SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR ); } void CHudCrosshair::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); m_pDefaultCrosshair = HudIcons().GetIcon("crosshair_default"); SetPaintBackgroundEnabled( false ); SetSize( ScreenWidth(), ScreenHeight() ); } //----------------------------------------------------------------------------- // Purpose: Save CPU cycles by letting the HUD system early cull // costly traversal. Called per frame, return true if thinking and // painting need to occur. //----------------------------------------------------------------------------- bool CHudCrosshair::ShouldDraw( void ) { bool bNeedsDraw; if ( m_bHideCrosshair ) return false; C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return false; C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if ( pWeapon && !pWeapon->ShouldDrawCrosshair() ) return false; /* disabled to avoid assuming it's an HL2 player. // suppress crosshair in zoom. if ( pPlayer->m_HL2Local.m_bZooming ) return false; */ // draw a crosshair only if alive or spectating in eye if ( IsX360() ) { bNeedsDraw = m_pCrosshair && !engine->IsDrawingLoadingImage() && !engine->IsPaused() && ( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) && GetClientMode()->ShouldDrawCrosshair() && !( pPlayer->GetFlags() & FL_FROZEN ) && ( pPlayer->IsViewEntity() ) && ( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) ); } else { bNeedsDraw = m_pCrosshair && crosshair.GetInt() && !engine->IsDrawingLoadingImage() && !engine->IsPaused() && GetClientMode()->ShouldDrawCrosshair() && !( pPlayer->GetFlags() & FL_FROZEN ) && ( pPlayer->IsViewEntity() ) && !pPlayer->IsInVGuiInputMode() && ( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) ); } return ( bNeedsDraw && CHudElement::ShouldDraw() ); } void CHudCrosshair::Paint( void ) { if ( !m_pCrosshair ) return; if ( !IsCurrentViewAccessAllowed() ) return; float x, y; x = ScreenWidth()/2; y = ScreenHeight()/2; m_curViewAngles = CurrentViewAngles(); m_curViewOrigin = CurrentViewOrigin(); Vector screen; screen.Init(); // TrackIR if ( IsHeadTrackingEnabled() ) { C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // TrackIR // get the direction the player is aiming Vector aimVector = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); // calculate where the bullet would go so we can draw the cross appropriately Vector vecEnd = pPlayer->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH; trace_t tr; UTIL_TraceLine( pPlayer->Weapon_ShootPosition(), vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr ); QAngle angles; Vector forward; Vector point; // this code is wrong angles = m_curViewAngles + m_vecCrossHairOffsetAngle; AngleVectors( angles, &forward ); // need to project forward into an object to see how far this // vector should be!! //forward *= 1000; //VectorAdd( m_curViewOrigin, forward, point ); //ScreenTransform( point, screen ); ScreenTransform(tr.endpos, screen); } // TrackIR else { // MattB - m_vecCrossHairOffsetAngle is the autoaim angle. // if we're not using autoaim, just draw in the middle of the // screen if ( m_vecCrossHairOffsetAngle != vec3_angle ) { QAngle angles; Vector forward; Vector point; // this code is wrong angles = m_curViewAngles + m_vecCrossHairOffsetAngle; AngleVectors( angles, &forward ); VectorAdd( m_curViewOrigin, forward, point ); ScreenTransform( point, screen ); } } x += 0.5f * screen[0] * ScreenWidth() + 0.5f; y += 0.5f * screen[1] * ScreenHeight() + 0.5f; m_pCrosshair->DrawSelf( x - 0.5f * m_pCrosshair->Width(), y - 0.5f * m_pCrosshair->Height(), m_clrCrosshair ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudCrosshair::SetCrosshairAngle( const QAngle& angle ) { VectorCopy( angle, m_vecCrossHairOffsetAngle ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudCrosshair::SetCrosshair( CHudTexture *texture, const Color& clr ) { m_pCrosshair = texture; m_clrCrosshair = clr; } //----------------------------------------------------------------------------- // Purpose: Resets the crosshair back to the default //----------------------------------------------------------------------------- void CHudCrosshair::ResetCrosshair() { SetCrosshair( m_pDefaultCrosshair, Color(255, 255, 255, 255) ); }