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https://github.com/alliedmodders/hl2sdk.git
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878 lines
26 KiB
C++
878 lines
26 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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#include "cbase.h"
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#include "networkstringtable_clientdll.h"
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#include <KeyValues.h>
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#include "panelmetaclassmgr.h"
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#include <vgui_controls/Controls.h>
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#include "mathlib/vmatrix.h"
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#include "VGuiMatSurface/IMatSystemSurface.h"
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#include "view.h"
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#include "collisionutils.h"
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#include <vgui/IInput.h>
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#include <vgui/IPanel.h>
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#include <vgui/IVGui.h>
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#include "ienginevgui.h"
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#include "in_buttons.h"
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#include <vgui/MouseCode.h>
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#include "materialsystem/imesh.h"
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#include "clienteffectprecachesystem.h"
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#include "c_vguiscreen.h"
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#include "iclientmode.h"
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#include "vgui_bitmapbutton.h"
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#include "vgui_bitmappanel.h"
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#include "filesystem.h"
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#include "iinput.h"
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#include <vgui/IInputInternal.h>
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extern vgui::IInputInternal *g_InputInternal;
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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 VGUI_SCREEN_MODE_RADIUS 80
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//Precache the materials
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CLIENTEFFECT_REGISTER_BEGIN( PrecacheEffectVGuiScreen )
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CLIENTEFFECT_MATERIAL( "engine/writez" )
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CLIENTEFFECT_REGISTER_END()
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// ----------------------------------------------------------------------------- //
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// This is a cache of preloaded keyvalues.
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// ----------------------------------------------------------------------------- //
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CUtlDict<KeyValues*, int> g_KeyValuesCache;
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KeyValues* CacheKeyValuesForFile( const char *pFilename )
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{
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MEM_ALLOC_CREDIT();
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int i = g_KeyValuesCache.Find( pFilename );
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if ( i == g_KeyValuesCache.InvalidIndex() )
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{
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KeyValues *rDat = new KeyValues( pFilename );
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rDat->LoadFromFile( filesystem, pFilename, NULL );
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g_KeyValuesCache.Insert( pFilename, rDat );
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return rDat;
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}
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else
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{
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return g_KeyValuesCache[i];
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}
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}
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void ClearKeyValuesCache()
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{
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MEM_ALLOC_CREDIT();
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for ( int i=g_KeyValuesCache.First(); i != g_KeyValuesCache.InvalidIndex(); i=g_KeyValuesCache.Next( i ) )
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{
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g_KeyValuesCache[i]->deleteThis();
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}
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g_KeyValuesCache.Purge();
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}
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IMPLEMENT_CLIENTCLASS_DT(C_VGuiScreen, DT_VGuiScreen, CVGuiScreen)
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RecvPropFloat( RECVINFO(m_flWidth) ),
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RecvPropFloat( RECVINFO(m_flHeight) ),
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RecvPropInt( RECVINFO(m_fScreenFlags) ),
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RecvPropInt( RECVINFO(m_nPanelName) ),
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RecvPropInt( RECVINFO(m_nAttachmentIndex) ),
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RecvPropInt( RECVINFO(m_nOverlayMaterial) ),
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RecvPropEHandle( RECVINFO(m_hPlayerOwner) ),
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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C_VGuiScreen::C_VGuiScreen()
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{
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m_nOldPanelName = m_nPanelName = -1;
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m_nOldOverlayMaterial = m_nOverlayMaterial = -1;
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m_nOldPx = m_nOldPy = -1;
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m_nButtonState = 0;
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m_bLoseThinkNextFrame = false;
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m_bAcceptsInput = true;
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m_WriteZMaterial.Init( "engine/writez", TEXTURE_GROUP_VGUI );
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m_OverlayMaterial.Init( m_WriteZMaterial );
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}
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C_VGuiScreen::~C_VGuiScreen()
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{
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DestroyVguiScreen();
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}
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//-----------------------------------------------------------------------------
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// Network updates
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::PreDataUpdate( DataUpdateType_t updateType )
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{
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BaseClass::PreDataUpdate( updateType );
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m_nOldPanelName = m_nPanelName;
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m_nOldOverlayMaterial = m_nOverlayMaterial;
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}
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void C_VGuiScreen::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ((type == DATA_UPDATE_CREATED) || (m_nPanelName != m_nOldPanelName))
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{
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CreateVguiScreen( PanelName() );
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m_nButtonState = 0;
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}
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// Set up the overlay material
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if (m_nOldOverlayMaterial != m_nOverlayMaterial)
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{
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m_OverlayMaterial.Shutdown();
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const char *pMaterialName = GetMaterialNameFromIndex(m_nOverlayMaterial);
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if (pMaterialName)
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{
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m_OverlayMaterial.Init( pMaterialName, TEXTURE_GROUP_VGUI );
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}
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else
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{
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m_OverlayMaterial.Init( m_WriteZMaterial );
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}
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}
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}
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void FormatViewModelAttachment( Vector &vOrigin, bool bInverse );
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//-----------------------------------------------------------------------------
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// Returns the attachment render origin + origin
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles )
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{
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C_BaseEntity *pEnt = pAttachedTo->GetBaseEntity();
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if (pEnt && (m_nAttachmentIndex > 0))
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{
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{
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C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, true );
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pEnt->GetAttachment( m_nAttachmentIndex, *pOrigin, *pAngles );
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}
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if ( IsAttachedToViewModel() )
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{
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FormatViewModelAttachment( *pOrigin, true );
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}
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}
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else
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{
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BaseClass::GetAimEntOrigin( pAttachedTo, pOrigin, pAngles );
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}
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}
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//-----------------------------------------------------------------------------
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// Create, destroy vgui panels...
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::CreateVguiScreen( const char *pTypeName )
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{
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// Clear out any old screens.
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DestroyVguiScreen();
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AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
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// Create the new screen...
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VGuiScreenInitData_t initData( this );
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m_PanelWrapper.Activate( pTypeName, NULL, 0, &initData );
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// Retrieve the panel dimensions
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vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
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if (pPanel)
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{
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int x, y;
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pPanel->GetBounds( x, y, m_nPixelWidth, m_nPixelHeight );
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}
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else
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{
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m_nPixelWidth = m_nPixelHeight = 0;
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}
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}
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void C_VGuiScreen::DestroyVguiScreen( )
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{
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m_PanelWrapper.Deactivate();
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}
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//-----------------------------------------------------------------------------
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// Is the screen active?
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::IsActive() const
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{
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return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::IsAttachedToViewModel() const
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{
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return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::AcceptsInput() const
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{
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return m_bAcceptsInput;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : acceptsinput -
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::SetAcceptsInput( bool acceptsinput )
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{
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m_bAcceptsInput = acceptsinput;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : RenderGroup_t
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//-----------------------------------------------------------------------------
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RenderGroup_t C_VGuiScreen::GetRenderGroup()
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{
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if ( IsAttachedToViewModel() )
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return RENDER_GROUP_VIEW_MODEL_TRANSLUCENT;
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return BaseClass::GetRenderGroup();
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}
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//-----------------------------------------------------------------------------
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// Are we only visible to teammates?
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::IsVisibleOnlyToTeammates() const
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{
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return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0;
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}
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//-----------------------------------------------------------------------------
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// Are we visible to someone on this team?
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::IsVisibleToTeam( int nTeam )
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{
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// FIXME: Should this maybe go into a derived class of some sort?
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// Don't bother with screens on the wrong team
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if (IsVisibleOnlyToTeammates() && (nTeam > 0))
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{
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// Hmmm... sort of a hack...
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C_BaseEntity *pOwner = GetOwnerEntity();
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if ( pOwner && (nTeam != pOwner->GetTeamNumber()) )
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Activate, deactivate the view screen
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::GainFocus( )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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m_bLoseThinkNextFrame = false;
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m_nOldButtonState = 0;
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}
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void C_VGuiScreen::LoseFocus()
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{
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m_bLoseThinkNextFrame = true;
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m_nOldButtonState = 0;
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}
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void C_VGuiScreen::SetButtonState( int nButtonState )
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{
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m_nButtonState = nButtonState;
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}
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//-----------------------------------------------------------------------------
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// Returns the panel name
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//-----------------------------------------------------------------------------
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const char *C_VGuiScreen::PanelName() const
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{
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return g_StringTableVguiScreen->GetString( m_nPanelName );
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}
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//--------------------------------------------------------------------------
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// Purpose:
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// Given a field of view and mouse/screen positions as well as the current
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// render origin and angles, returns a unit vector through the mouse position
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// that can be used to trace into the world under the mouse click pixel.
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// Input :
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// mousex -
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// mousey -
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// fov -
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// vecRenderOrigin -
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// vecRenderAngles -
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// Output :
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// vecPickingRay
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//--------------------------------------------------------------------------
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void ScreenToWorld( int mousex, int mousey, float fov,
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const Vector& vecRenderOrigin,
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const QAngle& vecRenderAngles,
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Vector& vecPickingRay )
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{
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float dx, dy;
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float c_x, c_y;
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float dist;
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Vector vpn, vup, vright;
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float scaled_fov = ScaleFOVByWidthRatio( fov, engine->GetScreenAspectRatio() * 0.75f );
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c_x = ScreenWidth() / 2;
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c_y = ScreenHeight() / 2;
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dx = (float)mousex - c_x;
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// Invert Y
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dy = c_y - (float)mousey;
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// Convert view plane distance
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dist = c_x / tan( M_PI * scaled_fov / 360.0 );
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// Decompose view angles
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AngleVectors( vecRenderAngles, &vpn, &vright, &vup );
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// Offset forward by view plane distance, and then by pixel offsets
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vecPickingRay = vpn * dist + vright * ( dx ) + vup * ( dy );
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// Convert to unit vector
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VectorNormalize( vecPickingRay );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Deal with input
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::ClientThink( void )
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{
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int nButtonsChanged = m_nOldButtonState ^ m_nButtonState;
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m_nOldButtonState = m_nButtonState;
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// Debounced button codes for pressed/released
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// UNDONE: Do we need auto-repeat?
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m_nButtonPressed = nButtonsChanged & m_nButtonState; // The changed ones still down are "pressed"
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m_nButtonReleased = nButtonsChanged & (~m_nButtonState); // The ones not down are "released"
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BaseClass::ClientThink();
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// FIXME: We should really be taking bob, shake, and roll into account
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// but if we did, then all the inputs would be generated multiple times
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// if the world was rendered multiple times (for things like water, etc.)
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vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
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if (!pPanel)
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return;
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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if (!pLocalPlayer)
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return;
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// Generate a ray along the view direction
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Vector vecEyePosition = pLocalPlayer->EyePosition();
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QAngle viewAngles = pLocalPlayer->EyeAngles( );
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// Compute cursor position...
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Ray_t lookDir;
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Vector endPos;
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float u, v;
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// Viewmodel attached screens that take input need to have a moving cursor
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// Do a pick under the cursor as our selection
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Vector viewDir;
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AngleVectors( viewAngles, &viewDir );
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VectorMA( vecEyePosition, 1000.0f, viewDir, endPos );
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lookDir.Init( vecEyePosition, endPos );
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if (!IntersectWithRay( lookDir, &u, &v, NULL ))
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return;
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if ( ((u < 0) || (v < 0) || (u > 1) || (v > 1)) && !m_bLoseThinkNextFrame)
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return;
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// This will cause our panel to grab all input!
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g_pClientMode->ActivateInGameVGuiContext( pPanel );
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// Convert (u,v) into (px,py)
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int px = (int)(u * m_nPixelWidth + 0.5f);
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int py = (int)(v * m_nPixelHeight + 0.5f);
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// Generate mouse input commands
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if ((px != m_nOldPx) || (py != m_nOldPy))
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{
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g_InputInternal->InternalCursorMoved( px, py );
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m_nOldPx = px;
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m_nOldPy = py;
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}
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if (m_nButtonPressed & IN_ATTACK)
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{
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g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_PRESSED );
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g_InputInternal->InternalMousePressed(MOUSE_LEFT);
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}
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if (m_nButtonPressed & IN_ATTACK2)
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{
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g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_PRESSED );
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g_InputInternal->InternalMousePressed( MOUSE_RIGHT );
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}
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if ( (m_nButtonReleased & IN_ATTACK) || m_bLoseThinkNextFrame) // for a button release on loosing focus
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{
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g_InputInternal->SetMouseCodeState( MOUSE_LEFT, vgui::BUTTON_RELEASED );
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g_InputInternal->InternalMouseReleased( MOUSE_LEFT );
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}
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if (m_nButtonReleased & IN_ATTACK2)
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{
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g_InputInternal->SetMouseCodeState( MOUSE_RIGHT, vgui::BUTTON_RELEASED );
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g_InputInternal->InternalMouseReleased( MOUSE_RIGHT );
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}
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if ( m_bLoseThinkNextFrame == true )
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{
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m_bLoseThinkNextFrame = false;
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SetNextClientThink( CLIENT_THINK_NEVER );
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}
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g_pClientMode->DeactivateInGameVGuiContext( );
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}
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//-----------------------------------------------------------------------------
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// Computes control points of the quad describing the screen
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::ComputeEdges( Vector *pUpperLeft, Vector *pUpperRight, Vector *pLowerLeft )
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{
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Vector vecOrigin = GetAbsOrigin();
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Vector xaxis, yaxis;
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AngleVectors( GetAbsAngles(), &xaxis, &yaxis, NULL );
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// NOTE: Have to multiply by -1 here because yaxis goes out the -y axis in AngleVectors actually...
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yaxis *= -1.0f;
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VectorCopy( vecOrigin, *pLowerLeft );
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VectorMA( vecOrigin, m_flHeight, yaxis, *pUpperLeft );
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VectorMA( *pUpperLeft, m_flWidth, xaxis, *pUpperRight );
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}
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//-----------------------------------------------------------------------------
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// Return intersection point of ray with screen in barycentric coords
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::IntersectWithRay( const Ray_t &ray, float *u, float *v, float *t )
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{
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// Perform a raycast to see where in barycentric coordinates the ray hits
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// the viewscreen; if it doesn't hit it, you're not in the mode
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Vector origin, upt, vpt;
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ComputeEdges( &origin, &upt, &vpt );
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return ComputeIntersectionBarycentricCoordinates( ray, origin, upt, vpt, *u, *v, t );
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}
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//-----------------------------------------------------------------------------
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// Is the vgui screen backfacing?
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//-----------------------------------------------------------------------------
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bool C_VGuiScreen::IsBackfacing( const Vector &viewOrigin )
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{
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// Compute a ray from camera to center of the screen..
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Vector cameraToScreen;
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VectorSubtract( GetAbsOrigin(), viewOrigin, cameraToScreen );
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// Figure out the face normal
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Vector zaxis;
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GetVectors( NULL, NULL, &zaxis );
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// The actual backface cull
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return (DotProduct( zaxis, cameraToScreen ) > 0.0f);
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}
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//-----------------------------------------------------------------------------
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// Computes the panel center to world transform
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::ComputePanelToWorld()
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{
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// The origin is at the upper-left corner of the screen
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Vector vecOrigin, vecUR, vecLL;
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ComputeEdges( &vecOrigin, &vecUR, &vecLL );
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m_PanelToWorld.SetupMatrixOrgAngles( vecOrigin, GetAbsAngles() );
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}
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//-----------------------------------------------------------------------------
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// a pass to set the z buffer...
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//-----------------------------------------------------------------------------
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void C_VGuiScreen::DrawScreenOverlay()
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{
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CMatRenderContextPtr pRenderContext( materials );
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pRenderContext->MatrixMode( MATERIAL_MODEL );
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pRenderContext->PushMatrix();
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pRenderContext->LoadMatrix( m_PanelToWorld );
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unsigned char pColor[4] = {255, 255, 255, 255};
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CMeshBuilder meshBuilder;
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IMesh *pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, m_OverlayMaterial );
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meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
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meshBuilder.Position3f( 0.0f, 0.0f, 0 );
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meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
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|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( m_flWidth, 0.0f, 0 );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( m_flWidth, -m_flHeight, 0 );
|
|
meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.Position3f( 0.0f, -m_flHeight, 0 );
|
|
meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
|
|
meshBuilder.Color4ubv( pColor );
|
|
meshBuilder.AdvanceVertex();
|
|
|
|
meshBuilder.End();
|
|
pMesh->Draw();
|
|
|
|
pRenderContext->PopMatrix();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the panel using a 3D transform...
|
|
//-----------------------------------------------------------------------------
|
|
int C_VGuiScreen::DrawModel( int flags )
|
|
{
|
|
vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
|
|
if (!pPanel || !IsActive())
|
|
return 0;
|
|
|
|
// Don't bother drawing stuff not visible to me...
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
if (!pLocalPlayer || !IsVisibleToTeam(pLocalPlayer->GetTeamNumber()) )
|
|
return 0;
|
|
|
|
if ( !IsVisibleToPlayer( pLocalPlayer ) )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Backface cull the entire panel here...
|
|
if (IsBackfacing(CurrentViewOrigin()))
|
|
return 0;
|
|
|
|
// Recompute the panel-to-world center
|
|
// FIXME: Can this be cached off?
|
|
ComputePanelToWorld();
|
|
|
|
g_pMatSystemSurface->DrawPanelIn3DSpace( pPanel->GetVPanel(), m_PanelToWorld,
|
|
m_nPixelWidth, m_nPixelHeight, m_flWidth, m_flHeight );
|
|
|
|
// Finally, a pass to set the z buffer...
|
|
DrawScreenOverlay();
|
|
|
|
return 1;
|
|
}
|
|
|
|
bool C_VGuiScreen::ShouldDraw( void )
|
|
{
|
|
return !IsEffectActive(EF_NODRAW);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hook for vgui screens to determine visibility
|
|
//-----------------------------------------------------------------------------
|
|
bool C_VGuiScreen::IsVisibleToPlayer( C_BasePlayer *pViewingPlayer )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool C_VGuiScreen::IsTransparent( void )
|
|
{
|
|
return (m_fScreenFlags & VGUI_SCREEN_TRANSPARENT) != 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sometimes we only want a specific player to be able to input to a panel
|
|
//-----------------------------------------------------------------------------
|
|
C_BasePlayer *C_VGuiScreen::GetPlayerOwner( void )
|
|
{
|
|
return ( C_BasePlayer * )( m_hPlayerOwner.Get() );
|
|
}
|
|
|
|
bool C_VGuiScreen::IsInputOnlyToOwner( void )
|
|
{
|
|
return (m_fScreenFlags & VGUI_SCREEN_ONLY_USABLE_BY_OWNER) != 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Enumator class for finding vgui screens close to the local player
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class CVGuiScreenEnumerator : public IPartitionEnumerator
|
|
{
|
|
DECLARE_CLASS_GAMEROOT( CVGuiScreenEnumerator, IPartitionEnumerator );
|
|
public:
|
|
virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
|
|
|
|
int GetScreenCount();
|
|
C_VGuiScreen *GetVGuiScreen( int index );
|
|
|
|
private:
|
|
CUtlVector< CHandle< C_VGuiScreen > > m_VguiScreens;
|
|
};
|
|
|
|
IterationRetval_t CVGuiScreenEnumerator::EnumElement( IHandleEntity *pHandleEntity )
|
|
{
|
|
C_BaseEntity *pEnt = ClientEntityList().GetBaseEntityFromHandle( pHandleEntity->GetRefEHandle() );
|
|
if ( pEnt == NULL )
|
|
return ITERATION_CONTINUE;
|
|
|
|
// FIXME.. pretty expensive...
|
|
C_VGuiScreen *pScreen = dynamic_cast<C_VGuiScreen*>(pEnt);
|
|
if ( pScreen )
|
|
{
|
|
int i = m_VguiScreens.AddToTail( );
|
|
m_VguiScreens[i].Set( pScreen );
|
|
}
|
|
|
|
return ITERATION_CONTINUE;
|
|
}
|
|
|
|
int CVGuiScreenEnumerator::GetScreenCount()
|
|
{
|
|
return m_VguiScreens.Count();
|
|
}
|
|
|
|
C_VGuiScreen *CVGuiScreenEnumerator::GetVGuiScreen( int index )
|
|
{
|
|
return m_VguiScreens[index].Get();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Look for vgui screens, returns true if it found one ...
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam )
|
|
{
|
|
if ( IsX360() )
|
|
{
|
|
// X360TBD: Turn this on if feature actually used
|
|
return NULL;
|
|
}
|
|
|
|
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
|
|
|
|
Assert( pLocalPlayer );
|
|
|
|
if ( !pLocalPlayer )
|
|
return NULL;
|
|
|
|
// Get the view direction...
|
|
Vector lookDir;
|
|
AngleVectors( viewAngle, &lookDir );
|
|
|
|
// Create a ray used for raytracing
|
|
Vector lookEnd;
|
|
VectorMA( viewPosition, 2.0f * VGUI_SCREEN_MODE_RADIUS, lookDir, lookEnd );
|
|
|
|
Ray_t lookRay;
|
|
lookRay.Init( viewPosition, lookEnd );
|
|
|
|
// Look for vgui screens that are close to the player
|
|
CVGuiScreenEnumerator localScreens;
|
|
partition->EnumerateElementsInSphere( PARTITION_CLIENT_NON_STATIC_EDICTS, viewPosition, VGUI_SCREEN_MODE_RADIUS, false, &localScreens );
|
|
|
|
Vector vecOut, vecViewDelta;
|
|
|
|
float flBestDist = 2.0f;
|
|
C_VGuiScreen *pBestScreen = NULL;
|
|
for (int i = localScreens.GetScreenCount(); --i >= 0; )
|
|
{
|
|
C_VGuiScreen *pScreen = localScreens.GetVGuiScreen(i);
|
|
|
|
if ( pScreen->IsAttachedToViewModel() )
|
|
continue;
|
|
|
|
// Don't bother with screens I'm behind...
|
|
// Hax - don't cancel backfacing with viewmodel attached screens.
|
|
// we can get prediction bugs that make us backfacing for one frame and
|
|
// it resets the mouse position if we lose focus.
|
|
if ( pScreen->IsBackfacing(viewPosition) )
|
|
continue;
|
|
|
|
// Don't bother with screens that are turned off
|
|
if (!pScreen->IsActive())
|
|
continue;
|
|
|
|
// FIXME: Should this maybe go into a derived class of some sort?
|
|
// Don't bother with screens on the wrong team
|
|
if (!pScreen->IsVisibleToTeam(nTeam))
|
|
continue;
|
|
|
|
if ( !pScreen->AcceptsInput() )
|
|
continue;
|
|
|
|
if ( pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer )
|
|
continue;
|
|
|
|
// Test perpendicular distance from the screen...
|
|
pScreen->GetVectors( NULL, NULL, &vecOut );
|
|
VectorSubtract( viewPosition, pScreen->GetAbsOrigin(), vecViewDelta );
|
|
float flPerpDist = DotProduct(vecViewDelta, vecOut);
|
|
if ( (flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS) )
|
|
continue;
|
|
|
|
// Perform a raycast to see where in barycentric coordinates the ray hits
|
|
// the viewscreen; if it doesn't hit it, you're not in the mode
|
|
float u, v, t;
|
|
if (!pScreen->IntersectWithRay( lookRay, &u, &v, &t ))
|
|
continue;
|
|
|
|
// Barycentric test
|
|
if ((u < 0) || (v < 0) || (u > 1) || (v > 1))
|
|
continue;
|
|
|
|
if ( t < flBestDist )
|
|
{
|
|
flBestDist = t;
|
|
pBestScreen = pScreen;
|
|
}
|
|
}
|
|
|
|
return pBestScreen;
|
|
}
|
|
|
|
void ActivateVguiScreen( C_BaseEntity *pVguiScreenEnt )
|
|
{
|
|
if (pVguiScreenEnt)
|
|
{
|
|
Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) );
|
|
C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt);
|
|
pVguiScreen->GainFocus( );
|
|
}
|
|
}
|
|
|
|
void SetVGuiScreenButtonState( C_BaseEntity *pVguiScreenEnt, int nButtonState )
|
|
{
|
|
if (pVguiScreenEnt)
|
|
{
|
|
Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) );
|
|
C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt);
|
|
pVguiScreen->SetButtonState( nButtonState );
|
|
}
|
|
}
|
|
|
|
void DeactivateVguiScreen( C_BaseEntity *pVguiScreenEnt )
|
|
{
|
|
if (pVguiScreenEnt)
|
|
{
|
|
Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) );
|
|
C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt);
|
|
pVguiScreen->LoseFocus( );
|
|
}
|
|
}
|
|
|
|
CVGuiScreenPanel::CVGuiScreenPanel( vgui::Panel *parent, const char *panelName )
|
|
: BaseClass( parent, panelName )
|
|
{
|
|
m_hEntity = NULL;
|
|
}
|
|
|
|
CVGuiScreenPanel::CVGuiScreenPanel( vgui::Panel *parent, const char *panelName, vgui::HScheme hScheme )
|
|
: BaseClass( parent, panelName, hScheme )
|
|
{
|
|
m_hEntity = NULL;
|
|
}
|
|
|
|
|
|
bool CVGuiScreenPanel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
|
|
{
|
|
const char *pResFile = pKeyValues->GetString( "resfile" );
|
|
if (pResFile[0] != 0)
|
|
{
|
|
KeyValues *pCachedKeyValues = CacheKeyValuesForFile( pResFile );
|
|
LoadControlSettings( pResFile, NULL, pCachedKeyValues );
|
|
}
|
|
|
|
// Dimensions in pixels
|
|
int nWidth, nHeight;
|
|
nWidth = pKeyValues->GetInt( "pixelswide", 240 );
|
|
nHeight = pKeyValues->GetInt( "pixelshigh", 160 );
|
|
if ((nWidth <= 0) || (nHeight <= 0))
|
|
return false;
|
|
|
|
// If init data isn't specified, then we're just precaching.
|
|
if ( pInitData )
|
|
{
|
|
m_hEntity.Set( pInitData->m_pEntity );
|
|
|
|
C_VGuiScreen *screen = dynamic_cast< C_VGuiScreen * >( pInitData->m_pEntity );
|
|
if ( screen )
|
|
{
|
|
bool acceptsInput = pKeyValues->GetInt( "acceptsinput", 1 ) ? true : false;
|
|
screen->SetAcceptsInput( acceptsInput );
|
|
}
|
|
}
|
|
|
|
SetBounds( 0, 0, nWidth, nHeight );
|
|
|
|
return true;
|
|
}
|
|
|
|
vgui::Panel *CVGuiScreenPanel::CreateControlByName(const char *controlName)
|
|
{
|
|
// Check the panel metaclass manager to make these controls...
|
|
if (!Q_strncmp(controlName, "MaterialImage", 20))
|
|
{
|
|
return new CBitmapPanel(NULL, "BitmapPanel");
|
|
}
|
|
|
|
if (!Q_strncmp(controlName, "MaterialButton", 20))
|
|
{
|
|
return new CBitmapButton(NULL, "BitmapButton", "");
|
|
}
|
|
|
|
// Didn't find it? Just use the default stuff
|
|
return BaseClass::CreateControlByName( controlName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the user presses a button
|
|
//-----------------------------------------------------------------------------
|
|
void CVGuiScreenPanel::OnCommand( const char *command)
|
|
{
|
|
if ( Q_stricmp( command, "vguicancel" ) )
|
|
{
|
|
engine->ClientCmd( const_cast<char *>( command ) );
|
|
}
|
|
|
|
BaseClass::OnCommand(command);
|
|
}
|
|
|
|
DECLARE_VGUI_SCREEN_FACTORY( CVGuiScreenPanel, "vgui_screen_panel" ); |