184 lines
4.3 KiB
C++
184 lines
4.3 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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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include <vgui_controls/Panel.h>
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#include <vgui/ISurface.h>
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#include "clientmode.h"
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#include "c_dod_player.h"
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#include "dod_hud_crosshair.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imesh.h"
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#include "materialsystem/imaterialvar.h"
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#include "mathlib/mathlib.h"
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ConVar cl_crosshair_red( "cl_crosshair_red", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_green( "cl_crosshair_green", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_blue( "cl_crosshair_blue", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_alpha( "cl_crosshair_alpha", "200", FCVAR_ARCHIVE );
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ConVar cl_crosshair_file( "cl_crosshair_file", "crosshair1", FCVAR_ARCHIVE );
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ConVar cl_crosshair_scale( "cl_crosshair_scale", "32.0", FCVAR_ARCHIVE );
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ConVar cl_crosshair_approach_speed( "cl_crosshair_approach_speed", "0.015" );
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ConVar cl_dynamic_crosshair( "cl_dynamic_crosshair", "1", FCVAR_ARCHIVE );
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using namespace vgui;
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DECLARE_HUDELEMENT( CHudDODCrosshair );
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CHudDODCrosshair::CHudDODCrosshair( const char *pName ) :
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vgui::Panel( NULL, "HudDODCrosshair" ), CHudElement( pName )
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{
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SetParent( g_pClientMode->GetViewport() );
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SetHiddenBits( HIDEHUD_PLAYERDEAD );
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m_szPreviousCrosshair[0] = '\0';
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m_pFrameVar = NULL;
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m_flAccuracy = 0.1;
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}
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void CHudDODCrosshair::ApplySchemeSettings( IScheme *scheme )
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{
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BaseClass::ApplySchemeSettings( scheme );
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SetSize( ScreenWidth(), ScreenHeight() );
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}
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void CHudDODCrosshair::LevelShutdown( void )
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{
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// forces m_pFrameVar to recreate next map
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m_szPreviousCrosshair[0] = '\0';
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if ( m_pCrosshair )
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{
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delete m_pCrosshair;
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m_pCrosshair = NULL;
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}
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if ( m_pFrameVar )
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{
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delete m_pFrameVar;
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m_pFrameVar = NULL;
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}
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}
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void CHudDODCrosshair::Init()
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{
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m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
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}
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bool CHudDODCrosshair::ShouldDraw()
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{
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C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
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if ( !pPlayer )
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return false;
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CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
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if ( !pWeapon )
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return false;
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return pWeapon->ShouldDrawCrosshair();
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}
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void CHudDODCrosshair::Paint()
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{
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C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
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if( !pPlayer )
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return;
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const char *crosshairfile = cl_crosshair_file.GetString();
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if ( !crosshairfile )
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return;
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if ( Q_stricmp( m_szPreviousCrosshair, crosshairfile ) != 0 )
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{
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char buf[256];
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Q_snprintf( buf, sizeof(buf), "vgui/crosshairs/%s", crosshairfile );
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vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, buf, true, false );
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if ( m_pCrosshair )
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{
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delete m_pCrosshair;
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}
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m_pCrosshair = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
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if ( !m_pCrosshair )
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return;
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if ( m_pFrameVar )
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{
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delete m_pFrameVar;
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}
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bool bFound = false;
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m_pFrameVar = m_pCrosshair->FindVarFactory( "$frame", &bFound );
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Assert( bFound );
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m_nNumFrames = m_pCrosshair->GetNumAnimationFrames();
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// save the name to compare with the cvar in the future
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Q_strncpy( m_szPreviousCrosshair, crosshairfile, sizeof(m_szPreviousCrosshair) );
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}
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if ( m_pFrameVar )
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{
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if ( cl_dynamic_crosshair.GetBool() == false )
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{
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m_pFrameVar->SetIntValue( 0 );
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}
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else
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{
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CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
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if ( !pWeapon )
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return;
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float accuracy = pWeapon->GetWeaponAccuracy( pPlayer->GetAbsVelocity().Length2D() );
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float flMin = 0.02;
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float flMax = 0.125;
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accuracy = clamp( accuracy, flMin, flMax );
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// approach this accuracy from our current accuracy
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m_flAccuracy = Approach( accuracy, m_flAccuracy, cl_crosshair_approach_speed.GetFloat() );
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float flFrame = RemapVal( m_flAccuracy, flMin, flMax, 0, m_nNumFrames-1 );
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m_pFrameVar->SetIntValue( (int)flFrame );
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}
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}
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Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
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int screenWide, screenTall;
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GetHudSize(screenWide, screenTall);
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int iX = screenWide / 2;
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int iY = screenTall / 2;
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int iWidth, iHeight;
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iWidth = iHeight = cl_crosshair_scale.GetInt();
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vgui::surface()->DrawSetColor( clr );
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vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
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vgui::surface()->DrawTexturedRect( iX-iWidth, iY-iHeight, iX+iWidth, iY+iHeight );
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vgui::surface()->DrawSetTexture(0);
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}
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