mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
298 lines
8.2 KiB
C++
298 lines
8.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SPRITE_H
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#define SPRITE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "predictable_entity.h"
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#include "baseentity_shared.h"
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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class CBasePlayer;
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#if defined( CLIENT_DLL )
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#define CSprite C_Sprite
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#define CSpriteOriented C_SpriteOriented
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#include "c_pixel_visibility.h"
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class CEngineSprite;
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class C_SpriteRenderer
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{
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public:
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//-----------------------------------------------------------------------------
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// Purpose: Sprite orientations
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// WARNING! Change these in common/MaterialSystem/Sprite.cpp if you change them here!
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//-----------------------------------------------------------------------------
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typedef enum
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{
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SPR_VP_PARALLEL_UPRIGHT = 0,
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SPR_FACING_UPRIGHT = 1,
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SPR_VP_PARALLEL = 2,
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SPR_ORIENTED = 3,
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SPR_VP_PARALLEL_ORIENTED = 4
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} SPRITETYPE;
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// Determine sprite orientation
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static void GetSpriteAxes( SPRITETYPE type,
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const Vector& origin,
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const QAngle& angles,
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Vector& forward,
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Vector& right,
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Vector& up );
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// Sprites can alter blending amount
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virtual float GlowBlend( CEngineSprite *psprite, const Vector& entorigin, int rendermode, int renderfx, int alpha, float *scale );
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// Draws tempent as a sprite
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int DrawSprite(
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IClientEntity *entity,
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const model_t *model,
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const Vector& origin,
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const QAngle& angles,
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float frame,
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IClientEntity *attachedto,
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int attachmentindex,
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int rendermode,
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int renderfx,
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int alpha,
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int r,
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int g,
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int b,
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float scale,
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float flHDRColorScale = 1.0f
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);
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protected:
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pixelvis_handle_t m_queryHandle;
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float m_flGlowProxySize;
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float m_flHDRColorScale;
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};
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#endif
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class CSprite : public CBaseEntity
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#if defined( CLIENT_DLL )
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, public C_SpriteRenderer
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#endif
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{
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DECLARE_CLASS( CSprite, CBaseEntity );
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public:
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DECLARE_PREDICTABLE();
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DECLARE_NETWORKCLASS();
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CSprite();
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virtual void SetModel( const char *szModelName );
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void Spawn( void );
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void Precache( void );
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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void SetGlowProxySize( float flSize ) { m_flGlowProxySize = flSize; }
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#if !defined( CLIENT_DLL )
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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virtual int UpdateTransmitState( void );
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void SetAsTemporary( void ) { AddSpawnFlags( SF_SPRITE_TEMPORARY ); }
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bool IsTemporary( void ) { return ( HasSpawnFlags( SF_SPRITE_TEMPORARY ) ); }
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int ObjectCaps( void )
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{
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int flags = 0;
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if ( IsTemporary() )
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{
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flags = FCAP_DONT_SAVE;
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}
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return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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void OnRestore();
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#endif
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void AnimateThink( void );
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void ExpandThink( void );
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void Animate( float frames );
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void Expand( float scaleSpeed, float fadeSpeed );
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void SpriteInit( const char *pSpriteName, const Vector &origin );
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#if !defined( CLIENT_DLL )
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// Input handlers
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void InputHideSprite( inputdata_t &inputdata );
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void InputShowSprite( inputdata_t &inputdata );
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void InputToggleSprite( inputdata_t &inputdata );
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void InputColorRedValue( inputdata_t &inputdata );
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void InputColorBlueValue( inputdata_t &inputdata );
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void InputColorGreenValue( inputdata_t &inputdata );
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#endif
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inline void SetAttachment( CBaseEntity *pEntity, int attachment )
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{
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if ( pEntity )
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{
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m_hAttachedToEntity = pEntity;
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m_nAttachment = attachment;
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FollowEntity( pEntity );
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}
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}
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void TurnOff( void );
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void TurnOn( void );
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bool IsOn() { return !IsEffectActive( EF_NODRAW ); }
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inline float Frames( void ) { return m_flMaxFrame; }
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inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
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{
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SetRenderMode( (RenderMode_t)rendermode );
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SetColor( r, g, b );
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SetBrightness( a );
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m_nRenderFX = fx;
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}
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inline void SetTexture( int spriteIndex ) { SetModelIndex( spriteIndex ); }
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inline void SetColor( int r, int g, int b ) { SetRenderColor( r, g, b, GetRenderColor().a ); }
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void SetBrightness( int brightness, float duration = 0.0f );
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void SetScale( float scale, float duration = 0.0f );
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void SetSpriteScale( float scale );
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void EnableWorldSpaceScale( bool bEnable );
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float GetScale( void ) { return m_flSpriteScale; }
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int GetBrightness( void ) { return m_nBrightness; }
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float GetHDRColorScale( void ) { return m_flHDRColorScale; }
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inline void FadeAndDie( float duration )
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{
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SetBrightness( 0, duration );
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SetThink(&CSprite::AnimateUntilDead);
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m_flDieTime = gpGlobals->curtime + duration;
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SetNextThink( gpGlobals->curtime );
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}
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inline void AnimateAndDie( float framerate )
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{
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SetThink(&CSprite::AnimateUntilDead);
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m_flSpriteFramerate = framerate;
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m_flDieTime = gpGlobals->curtime + (m_flMaxFrame / m_flSpriteFramerate);
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SetNextThink( gpGlobals->curtime );
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}
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inline void AnimateForTime( float framerate, float time )
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{
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SetThink(&CSprite::AnimateUntilDead);
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m_flSpriteFramerate = framerate;
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m_flDieTime = gpGlobals->curtime + time;
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SetNextThink( gpGlobals->curtime );
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}
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// FIXME: This completely blows.
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// Surely there's gotta be a better way.
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void FadeOutFromSpawn( )
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{
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SetThink(&CSprite::BeginFadeOutThink);
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SetNextThink( gpGlobals->curtime + 0.01f );
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}
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void BeginFadeOutThink( )
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{
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FadeAndDie( 0.25f );
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}
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void AnimateUntilDead( void );
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, bool animate );
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#endif
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static CSprite *SpriteCreatePredictable( const char *module, int line, const char *pSpriteName, const Vector &origin, bool animate );
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#if defined( CLIENT_DLL )
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virtual float GetRenderScale( void );
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virtual int GetRenderBrightness( void );
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virtual int DrawModel( int flags );
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virtual const Vector& GetRenderOrigin();
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virtual void GetRenderBounds( Vector &vecMins, Vector &vecMaxs );
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virtual float GlowBlend( CEngineSprite *psprite, const Vector& entorigin, int rendermode, int renderfx, int alpha, float *scale );
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virtual void GetToolRecordingState( KeyValues *msg );
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// Only supported in TF2 right now
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#if defined( INVASION_CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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return true;
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}
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#endif
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virtual void ClientThink( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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#endif
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public:
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CNetworkHandle( CBaseEntity, m_hAttachedToEntity );
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CNetworkVar( int, m_nAttachment );
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CNetworkVar( float, m_flSpriteFramerate );
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CNetworkVar( float, m_flFrame );
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#ifdef PORTAL
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CNetworkVar( bool, m_bDrawInMainRender );
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CNetworkVar( bool, m_bDrawInPortalRender );
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#endif
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float m_flDieTime;
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private:
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CNetworkVar( int, m_nBrightness );
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CNetworkVar( float, m_flBrightnessTime );
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CNetworkVar( float, m_flSpriteScale );
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CNetworkVar( float, m_flScaleTime );
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CNetworkVar( bool, m_bWorldSpaceScale );
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CNetworkVar( float, m_flGlowProxySize );
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CNetworkVar( float, m_flHDRColorScale );
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float m_flLastTime;
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float m_flMaxFrame;
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float m_flStartScale;
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float m_flDestScale; //Destination scale
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float m_flScaleTimeStart; //Real time for start of scale
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int m_nStartBrightness;
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int m_nDestBrightness; //Destination brightness
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float m_flBrightnessTimeStart;//Real time for brightness
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};
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class CSpriteOriented : public CSprite
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{
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public:
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DECLARE_CLASS( CSpriteOriented, CSprite );
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#if !defined( CLIENT_DLL )
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DECLARE_SERVERCLASS();
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void Spawn( void );
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#else
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DECLARE_CLIENTCLASS();
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virtual bool IsTransparent( void );
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#endif
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};
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// Macro to wrap creation
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#define SPRITE_CREATE_PREDICTABLE( name, origin, animate ) \
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CSprite::SpriteCreatePredictable( __FILE__, __LINE__, name, origin, animate )
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#endif // SPRITE_H
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