mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
320 lines
9.7 KiB
C++
320 lines
9.7 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hud locator element, helps direct the player to objects in the world
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include "hud_numericdisplay.h"
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#include <vgui_controls/Panel.h>
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#include "hud.h"
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#include "hud_suitpower.h"
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#include "hud_macros.h"
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#include "iclientmode.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ISurface.h>
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#include "c_basehlplayer.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 LOCATOR_MATERIAL_JALOPY "vgui/icons/icon_jalopy"
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#define LOCATOR_MATERIAL_BIG_TICK "vgui/icons/tick_long"
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#define LOCATOR_MATERIAL_SMALL_TICK "vgui/icons/tick_short"
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ConVar hud_locator_alpha( "hud_locator_alpha", "230" );
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ConVar hud_locator_fov("hud_locator_fov", "350" );
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//-----------------------------------------------------------------------------
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// Purpose: Shows positions of objects relative to the player.
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//-----------------------------------------------------------------------------
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class CHudLocator : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudLocator, vgui::Panel );
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public:
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CHudLocator( const char *pElementName );
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virtual ~CHudLocator( void );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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void VidInit( void );
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bool ShouldDraw();
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protected:
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void FillRect( int x, int y, int w, int h );
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float LocatorXPositionForYawDiff( float yawDiff );
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void DrawGraduations( float flYawPlayerFacing );
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virtual void Paint();
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private:
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void Reset( void );
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int m_textureID_IconJalopy;
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int m_textureID_IconBigTick;
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int m_textureID_IconSmallTick;
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Vector m_vecLocation;
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};
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using namespace vgui;
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#ifdef HL2_EPISODIC
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DECLARE_HUDELEMENT( CHudLocator );
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudLocator::CHudLocator( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudLocator" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
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m_textureID_IconJalopy = -1;
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m_textureID_IconSmallTick = -1;
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m_textureID_IconBigTick = -1;
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}
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CHudLocator::~CHudLocator( void )
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{
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if ( vgui::surface() )
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{
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if ( m_textureID_IconJalopy != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconJalopy );
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m_textureID_IconJalopy = -1;
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}
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if ( m_textureID_IconSmallTick != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconSmallTick );
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m_textureID_IconSmallTick = -1;
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}
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if ( m_textureID_IconBigTick != -1 )
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{
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vgui::surface()->DestroyTextureID( m_textureID_IconBigTick );
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m_textureID_IconBigTick = -1;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pScheme -
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//-----------------------------------------------------------------------------
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void CHudLocator::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings(pScheme);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CHudLocator::VidInit( void )
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{
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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bool CHudLocator::ShouldDraw( void )
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{
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return false;
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if( pPlayer->GetVehicle() )
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return false;
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if( pPlayer->m_HL2Local.m_vecLocatorOrigin == vec3_invalid )
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return false;
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start with our background off
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//-----------------------------------------------------------------------------
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void CHudLocator::Reset( void )
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{
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m_vecLocation = Vector( 0, 0, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Make it a bit more convenient to do a filled rect.
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//-----------------------------------------------------------------------------
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void CHudLocator::FillRect( int x, int y, int w, int h )
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{
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int panel_x, panel_y, panel_w, panel_h;
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GetBounds( panel_x, panel_y, panel_w, panel_h );
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vgui::surface()->DrawFilledRect( x, y, x+w, y+h );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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float CHudLocator::LocatorXPositionForYawDiff( float yawDiff )
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{
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float fov = hud_locator_fov.GetFloat() / 2;
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float remappedAngle = RemapVal( yawDiff, -fov, fov, -90, 90 );
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float cosine = sin(DEG2RAD(remappedAngle));
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int element_wide = GetWide();
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float position = (element_wide>>1) + ((element_wide>>1) * cosine);
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return position;
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}
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//-----------------------------------------------------------------------------
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// Draw the tickmarks on the locator
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//-----------------------------------------------------------------------------
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#define NUM_GRADUATIONS 16.0f
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void CHudLocator::DrawGraduations( float flYawPlayerFacing )
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{
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int icon_wide, icon_tall;
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int xPos, yPos;
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float fov = hud_locator_fov.GetFloat() / 2;
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if( m_textureID_IconBigTick == -1 )
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{
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m_textureID_IconBigTick = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconBigTick, LOCATOR_MATERIAL_BIG_TICK, true, false );
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}
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if( m_textureID_IconSmallTick == -1 )
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{
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m_textureID_IconSmallTick = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconSmallTick, LOCATOR_MATERIAL_SMALL_TICK, true, false );
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}
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int element_tall = GetTall(); // Height of the VGUI element
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surface()->DrawSetColor( 255, 255, 255, 255 );
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// Tick Icons
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float angleStep = 360.0f / NUM_GRADUATIONS;
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bool tallLine = true;
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for( float angle = -180 ; angle <= 180 ; angle += angleStep )
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{
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yPos = (element_tall>>1);
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if( tallLine )
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{
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vgui::surface()->DrawSetTexture( m_textureID_IconBigTick );
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vgui::surface()->DrawGetTextureSize( m_textureID_IconBigTick, icon_wide, icon_tall );
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tallLine = false;
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}
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else
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{
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vgui::surface()->DrawSetTexture( m_textureID_IconSmallTick );
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vgui::surface()->DrawGetTextureSize( m_textureID_IconSmallTick, icon_wide, icon_tall );
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tallLine = true;
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}
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float flDiff = UTIL_AngleDiff( flYawPlayerFacing, angle );
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if( fabs(flDiff) > fov )
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continue;
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float xPosition = LocatorXPositionForYawDiff( flDiff );
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xPos = (int)xPosition;
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xPos -= (icon_wide>>1);
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vgui::surface()->DrawTexturedRect(xPos, yPos, xPos+icon_wide, yPos+icon_tall);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: draws the locator icons on the VGUI element.
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//-----------------------------------------------------------------------------
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void CHudLocator::Paint()
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{
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#ifdef HL2_EPISODIC
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if( m_textureID_IconJalopy == -1 )
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{
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m_textureID_IconJalopy = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_textureID_IconJalopy, LOCATOR_MATERIAL_JALOPY, true, false );
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}
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int alpha = hud_locator_alpha.GetInt();
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SetAlpha( alpha );
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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if( pPlayer->m_HL2Local.m_vecLocatorOrigin == vec3_origin )
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return;
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int element_tall = GetTall(); // Height of the VGUI element
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float fov = (hud_locator_fov.GetFloat()) / 2.0f;
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// Compute the relative position of objects we're tracking
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// We'll need the player's yaw for comparison.
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float flYawPlayerForward = pPlayer->EyeAngles().y;
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// Copy this value out of the member variable in case we decide to expand this
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// feature later and want to iterate some kind of list.
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Vector vecLocation = pPlayer->m_HL2Local.m_vecLocatorOrigin;
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Vector vecToLocation = vecLocation - pPlayer->GetAbsOrigin();
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QAngle locationAngles;
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VectorAngles( vecToLocation, locationAngles );
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float yawDiff = UTIL_AngleDiff( flYawPlayerForward, locationAngles.y );
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bool bObjectInFOV = (yawDiff > -fov && yawDiff < fov);
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// Draw the icons!
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int icon_wide, icon_tall;
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int xPos, yPos;
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surface()->DrawSetColor( 255, 255, 255, 255 );
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DrawGraduations( flYawPlayerForward );
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if( bObjectInFOV )
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{
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// The object's location maps to a valid position along the tape, so draw an icon.
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float tapePosition = LocatorXPositionForYawDiff(yawDiff);
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// derive a scale for the locator icon
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yawDiff = fabs(yawDiff);
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float scale = 1.0f;
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scale = RemapValClamped( yawDiff, (fov/4), fov, 1.0f, 0.25f );
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vgui::surface()->DrawSetTexture( m_textureID_IconJalopy );
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vgui::surface()->DrawGetTextureSize( m_textureID_IconJalopy, icon_wide, icon_tall );
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float flIconWide = ((float)element_tall * 1.25f);
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float flIconTall = ((float)element_tall * 1.25f);
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// Scale the icon as desired...
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// Put back into ints
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icon_wide = (int)flIconWide;
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icon_tall = (int)flIconTall;
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icon_wide *= scale;
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//Msg("yawDiff:%f xPos:%d scale:%f\n", yawDiff, xPos, scale );
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// Center the icon around its position.
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xPos = (int)tapePosition;
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xPos -= (icon_wide >> 1);
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yPos = (element_tall>>1) - (icon_tall >> 1);
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//Msg("Drawing at %f %f\n", x, y );
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vgui::surface()->DrawTexturedRect(xPos, yPos, xPos+icon_wide, yPos+icon_tall);
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}
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#endif // HL2_EPISODIC
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}
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