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//========= Copyright � 1996-2008, Valve Corporation, All rights reserved. ============//
//
// Purpose: See header file
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud_locator_target.h"
#include "iclientmode.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Controls.h>
#include <vgui_controls/Label.h>
#include <vgui/IInput.h>
#include <vgui/IScheme.h>
#include "iinput.h"
#include "view.h"
#include "hud.h"
#include "hudelement.h"
#include "vgui_int.h"
#include "ienginevgui.h"
#include "inputsystem/iinputsystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define ICON_SIZE 0.04f // Icons are ScreenWidth() * ICON_SIZE wide.
#define ICON_GAP 5 // Number of pixels between the icon and the text
#define OFFSCREEN_ICON_POSITION_RADIUS 100
#define CAPTION_FONT_HANDLE ( ( IsLocatorSplitscreen() ) ? ( m_hCaptionFont_ss ) : ( m_hCaptionFont ) )
#define BUTTON_FONT_HANDLE ( g_pInputSystem->IsSteamControllerActive()?( m_hButtonFontSC ):( m_hButtonFont ) )
#define ICON_DIST_TOO_FAR (60.0f * 12.0f)
#define MIN_ICON_ALPHA 0.5
#define MAX_ICON_ALPHA 1
ConVar locator_icon_min_size_non_ss( "locator_icon_min_size_non_ss", "1.0", FCVAR_NONE, "Minimum scale of the icon on the screen" ); ConVar locator_icon_max_size_non_ss( "locator_icon_max_size_non_ss", "2", FCVAR_NONE, "Minimum scale of the icon on the screen" );
#define MIN_ICON_SCALE ( ( IsLocatorSplitscreen() && !ss_verticalsplit.GetBool() ) ? ( locator_icon_min_size_non_ss.GetFloat() * 0.78 ) : ( locator_icon_min_size_non_ss.GetFloat() ) )
#define MAX_ICON_SCALE ( ( IsLocatorSplitscreen() && !ss_verticalsplit.GetBool() ) ? ( locator_icon_max_size_non_ss.GetFloat() * 0.78 ) : ( locator_icon_max_size_non_ss.GetFloat() ) )
#define LOCATOR_OCCLUSION_TEST_RATE 0.25f
enum { DRAW_ARROW_NO = 0, DRAW_ARROW_UP, DRAW_ARROW_DOWN, DRAW_ARROW_LEFT, DRAW_ARROW_RIGHT };
ConVar locator_fade_time( "locator_fade_time", "0.3", FCVAR_NONE, "Number of seconds it takes for a lesson to fully fade in/out." ); ConVar locator_lerp_speed( "locator_lerp_speed", "5.0f", FCVAR_NONE, "Speed that static lessons move along the Y axis." ); ConVar locator_lerp_rest( "locator_lerp_rest", "0.25f", FCVAR_NONE, "Number of seconds before moving from the center." ); ConVar locator_lerp_time( "locator_lerp_time", "1.75f", FCVAR_NONE, "Number of seconds to lerp before reaching final destination" ); ConVar locator_pulse_time( "locator_pulse_time", "1.0f", FCVAR_NONE, "Number of seconds to pulse after changing icon or position" ); ConVar locator_start_at_crosshair( "locator_start_at_crosshair", "1", FCVAR_NONE, "Start position at the crosshair instead of the top middle of the screen." );
ConVar locator_topdown_style( "locator_topdown_style", "0", FCVAR_NONE, "Topdown games set this to handle distance and offscreen location differently." );
ConVar locator_background_style( "locator_background_style", "2", FCVAR_NONE, "Setting this to 1 will show rectangle backgrounds behind the items word-bubble pointers." ); ConVar locator_background_color( "locator_background_color", "16 16 16 100", FCVAR_NONE, "The default color for the background." ); ConVar locator_background_border_color( "locator_background_border_color", "16 16 16 0", FCVAR_NONE, "The default color for the border." ); ConVar locator_background_thickness_x( "locator_background_thickness_x", "8", FCVAR_NONE, "How many pixels the background borders the left and right." ); ConVar locator_background_thickness_y( "locator_background_thickness_y", "0", FCVAR_NONE, "How many pixels the background borders the top and bottom." ); ConVar locator_background_shift_x( "locator_background_shift_x", "3", FCVAR_NONE, "How many pixels the background is shifted right." ); ConVar locator_background_shift_y( "locator_background_shift_y", "1", FCVAR_NONE, "How many pixels the background is shifted down." ); ConVar locator_background_border_thickness( "locator_background_border_thickness", "2", FCVAR_NONE, "How many pixels the background borders the left and right." );
ConVar locator_target_offset_x( "locator_target_offset_x", "-17", FCVAR_NONE, "How many pixels to offset the locator from the target position." ); ConVar locator_target_offset_y( "locator_target_offset_y", "-64", FCVAR_NONE, "How many pixels to offset the locator from the target position." );
ConVar locator_screen_pos_y( "locator_screen_pos_y", "0.35", FCVAR_NONE, "Percentage of the lower half of the screen that the locator will draw at when at its reseting position on the hud." );
ConVar locator_split_maxwide_percent( "locator_split_maxwide_percent", "0.80f", FCVAR_CHEAT ); ConVar locator_split_len( "locator_split_len", "0.5f", FCVAR_CHEAT );
// This maps a controller origin to a localized string (like "GameUI_Icons_SC_L_Trigger"). That string
// will then remap to a character (like 'L'), which will correspond to a character inside the SC button font file.
static const char *g_SteamControllerOriginStrings[k_EControllerActionOrigin_Count] = { "SC_None", // k_EControllerActionOrigin_None,
"SC_A_Button", // k_EControllerActionOrigin_A,
"SC_B_Button", // k_EControllerActionOrigin_B,
"SC_X_Button", // k_EControllerActionOrigin_X,
"SC_Y_Button", // k_EControllerActionOrigin_Y,
"SC_L_Shoulder", // k_EControllerActionOrigin_LeftBumper,
"SC_R_Shoulder", // k_EControllerActionOrigin_RightBumper,
"SC_L_Grip", // k_EControllerActionOrigin_LeftGrip,
"SC_R_Grip", // k_EControllerActionOrigin_RightGrip,
"SC_Start_Button", // k_EControllerActionOrigin_Start,
"SC_Back_Button", // k_EControllerActionOrigin_Back,
"SC_Left_Pad_Touch", // k_EControllerActionOrigin_LeftPad_Touch,
"SC_Left_Pad_Swipe", // k_EControllerActionOrigin_LeftPad_Swipe,
"SC_Left_Pad_Click", // k_EControllerActionOrigin_LeftPad_Click,
"SC_Left_Pad_DPad_N", // k_EControllerActionOrigin_LeftPad_DPadNorth,
"SC_Left_Pad_DPad_S", // k_EControllerActionOrigin_LeftPad_DPadSouth,
"SC_Left_Pad_DPad_W", // k_EControllerActionOrigin_LeftPad_DPadWest,
"SC_Left_Pad_DPad_E", // k_EControllerActionOrigin_LeftPad_DPadEast,
"SC_Right_Pad_Touch", // k_EControllerActionOrigin_RightPad_Touch,
"SC_Right_Pad_Swipe", // k_EControllerActionOrigin_RightPad_Swipe,
"SC_Right_Pad_Click", // k_EControllerActionOrigin_RightPad_Click,
"SC_Right_Pad_DPad_N", // k_EControllerActionOrigin_RightPad_DPadNorth, // include dpad ones on right pad?
"SC_Right_Pad_DPad_S", // k_EControllerActionOrigin_RightPad_DPadSouth,
"SC_Right_Pad_DPad_W", // k_EControllerActionOrigin_RightPad_DPadWest,
"SC_Right_Pad_DPad_E", // k_EControllerActionOrigin_RightPad_DPadEast,
"SC_L_Trigger_Pull", // k_EControllerActionOrigin_LeftTrigger_Pull,
"SC_L_Trigger_Click", // k_EControllerActionOrigin_LeftTrigger_Click,
"SC_R_Trigger_Pull", // k_EControllerActionOrigin_RightTrigger_Pull,
"SC_R_Trigger_Pull", // k_EControllerActionOrigin_RightTrigger_Click,
"SC_L_Stick_Move", // k_EControllerActionOrigin_LeftStick_Move,
"SC_L_Stick_Click", // k_EControllerActionOrigin_LeftStick_Click,
"SC_Gyro_Move", // k_EControllerActionOrigin_Gyro_Move,
"SC_Gyro_Pitch", // k_EControllerActionOrigin_Gyro_Pitch,
"SC_Gyro_Yaw", // k_EControllerActionOrigin_Gyro_Yaw,
"SC_Gyro_Roll" // k_EControllerActionOrigin_Gyro_Roll,
};
#ifdef DEBUG
ConVar sc_debug_origins( "sc_debug_origins", "0", FCVAR_ARCHIVE, "Debugging" ); #endif
bool IsLocatorSplitscreen( void ) { if ( !VGui_IsSplitScreen() ) return false;
ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer( nSlot ); if ( pPlayer ) { return ( pPlayer->GetSplitScreenPlayers().Count() > 0 || pPlayer->IsSplitScreenPlayer() ); }
return true; }
//Precahce the effects
PRECACHE_REGISTER_BEGIN( GLOBAL, PrecacheLocatorTarget ) PRECACHE( MATERIAL, "vgui/hud/icon_arrow_left" ) PRECACHE( MATERIAL, "vgui/hud/icon_arrow_right" ) PRECACHE( MATERIAL, "vgui/hud/icon_arrow_up" ) PRECACHE( MATERIAL, "vgui/hud/icon_arrow_down" ) PRECACHE( MATERIAL, "vgui/hud/icon_arrow_plain" ) PRECACHE_REGISTER_END()
//------------------------------------
CLocatorTarget::CLocatorTarget( void ) { Deactivate( true ); }
//------------------------------------
void CLocatorTarget::Activate( int serialNumber ) { m_serialNumber = serialNumber; m_frameLastUpdated = gpGlobals->framecount; m_isActive = true;
m_bVisible = true; m_bOnscreen = true; m_alpha = 0; m_fadeStart = gpGlobals->curtime; m_bIconNoTarget = false;
m_offsetX = m_offsetY = 0;
int iStartX = ScreenWidth() / 2; int iStartY = ScreenHeight() / 4;
if ( locator_start_at_crosshair.GetBool() ) { // We want to start lessons at the players crosshair, cause that's where they're looking!
vgui::input()->GetCursorPos( iStartX, iStartY ); }
m_lastXPos = iStartX; m_lastYPos = iStartY;
m_bDrawArrow = false; m_fDrawArrowAngle = 0.0f; m_lerpStart = gpGlobals->curtime; m_pulseStart = gpGlobals->curtime; m_declutterIndex = 0; m_lastDeclutterIndex = 0; AddIconEffects( LOCATOR_ICON_FX_FADE_IN ); }
//------------------------------------
void CLocatorTarget::Deactivate( bool bNoFade ) { if ( ( engine && engine->IsPaused() ) || ( enginevgui && enginevgui->IsGameUIVisible() ) ) { bNoFade = true; }
if ( bNoFade || m_alpha == 0 || ( m_bOccluded && !( m_iEffectsFlags & LOCATOR_ICON_FX_FORCE_CAPTION ) ) || ( !m_bOnscreen && ( m_iEffectsFlags & LOCATOR_ICON_FX_NO_OFFSCREEN ) ) ) { m_bOriginInScreenspace = false;
m_serialNumber = -1; m_isActive = false; m_frameLastUpdated = 0; m_pIcon_onscreen = NULL; m_pIcon_offscreen = NULL; m_bDrawControllerButton = false; m_bDrawControllerButtonOffscreen = false; m_iEffectsFlags = LOCATOR_ICON_FX_NONE; m_rgbaIconColor = Color( 255, 255, 255, 255 ); m_captionWide = 0;
m_pchDrawBindingName = NULL; m_pchDrawBindingNameOffscreen = NULL; m_widthScale_onscreen = 1.0f; m_bOccluded = false; m_alpha = 0; m_bIsDrawing = false; m_bVisible = false;
m_szVguiTargetName = ""; m_szVguiTargetLookup = ""; m_hVguiTarget = NULL; m_nVguiTargetEdge = vgui::Label::a_northwest;
m_szBinding = ""; m_iBindingTick = 0; m_flNextBindingTick = 0.0f; m_flNextOcclusionTest = 0.0f; m_iBindingChoicesCount = 0;
m_wszCaption.RemoveAll(); m_wszCaption.AddToTail( (wchar_t)0 );
m_bWasControllerLast = m_bWasSteamControllerLast = false; } else if ( !( m_iEffectsFlags & LOCATOR_ICON_FX_FADE_OUT ) ) { // Determine home much time it would have spent fading to reach the current alpha
float flAssumedFadeTime; flAssumedFadeTime = ( 1.0f - static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
// Set the fade
m_fadeStart = gpGlobals->curtime - flAssumedFadeTime; AddIconEffects( LOCATOR_ICON_FX_FADE_OUT ); RemoveIconEffects( LOCATOR_ICON_FX_FADE_IN ); } }
//------------------------------------
void CLocatorTarget::Update() { m_frameLastUpdated = gpGlobals->framecount;
if ( m_bVisible && ( m_iEffectsFlags & LOCATOR_ICON_FX_FADE_OUT ) ) { // Determine home much time it would have spent fading to reach the current alpha
float flAssumedFadeTime; flAssumedFadeTime = ( 1.0f - static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
// Set the fade
m_fadeStart = gpGlobals->curtime - flAssumedFadeTime; AddIconEffects( LOCATOR_ICON_FX_FADE_OUT ); RemoveIconEffects( LOCATOR_ICON_FX_FADE_OUT ); } }
int CLocatorTarget::GetIconX( void ) { return m_iconX + ( IsOnScreen() ? locator_target_offset_x.GetInt()+m_offsetX : 0 ); }
int CLocatorTarget::GetIconY( void ) { return m_iconY + ( IsOnScreen() ? locator_target_offset_y.GetInt()+m_offsetY : 0 ); }
int CLocatorTarget::GetIconCenterX( void ) { return m_centerX + locator_target_offset_x.GetInt() + m_offsetX; }
int CLocatorTarget::GetIconCenterY( void ) { return m_centerY + locator_target_offset_y.GetInt() + m_offsetY; }
void CLocatorTarget::SetVisible( bool bVisible ) { if ( m_bVisible == bVisible ) { // They are already the same
return; }
m_bVisible = bVisible;
if ( bVisible ) { // Determine home much time it would have spent fading to reach the current alpha
float flAssumedFadeTime; flAssumedFadeTime = ( static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
// Set the fade
m_fadeStart = gpGlobals->curtime - flAssumedFadeTime; AddIconEffects( LOCATOR_ICON_FX_FADE_IN ); RemoveIconEffects( LOCATOR_ICON_FX_FADE_OUT ); } else { // Determine home much time it would have spent fading to reach the current alpha
float flAssumedFadeTime; flAssumedFadeTime = ( 1.0f - static_cast<float>( m_alpha ) / 255.0f ) * locator_fade_time.GetFloat();
// Set the fade
m_fadeStart = gpGlobals->curtime - flAssumedFadeTime; AddIconEffects( LOCATOR_ICON_FX_FADE_OUT ); RemoveIconEffects( LOCATOR_ICON_FX_FADE_IN ); } } bool CLocatorTarget::IsVisible( void ) { return m_bVisible; }
void CLocatorTarget::SetCaptionText( const char *pszText, const char *pszParam ) { wchar_t outbuf[ 256 ]; outbuf[ 0 ] = L'\0';
if ( pszParam && pszParam[ 0 ] != '\0' ) { wchar_t wszParamBuff[ 128 ]; wchar_t *pLocalizedParam = NULL;
if ( pszParam[ 0 ] == '#' ) { pLocalizedParam = g_pVGuiLocalize->Find( pszParam ); }
if ( !pLocalizedParam ) { g_pVGuiLocalize->ConvertANSIToUnicode( pszParam, wszParamBuff, sizeof( wszParamBuff ) ); pLocalizedParam = wszParamBuff; }
wchar_t wszTextBuff[ 128 ]; wchar_t *pLocalizedText = NULL;
if ( pszText[ 0 ] == '#' ) { pLocalizedText = g_pVGuiLocalize->Find( pszText ); }
if ( !pLocalizedText ) { g_pVGuiLocalize->ConvertANSIToUnicode( pszText, wszTextBuff, sizeof( wszTextBuff ) ); pLocalizedText = wszTextBuff; }
wchar_t buf[ 256 ]; g_pVGuiLocalize->ConstructString( buf, sizeof(buf), pLocalizedText, 1, pLocalizedParam );
UTIL_ReplaceKeyBindings( buf, sizeof( buf ), outbuf, sizeof( outbuf ) ); } else { wchar_t wszTextBuff[ 128 ]; wchar_t *pLocalizedText = NULL;
if ( pszText[ 0 ] == '#' ) { pLocalizedText = g_pVGuiLocalize->Find( pszText ); }
if ( !pLocalizedText ) { g_pVGuiLocalize->ConvertANSIToUnicode( pszText, wszTextBuff, sizeof( wszTextBuff ) ); pLocalizedText = wszTextBuff; }
wchar_t buf[ 256 ]; Q_wcsncpy( buf, pLocalizedText, sizeof( buf ) );
UTIL_ReplaceKeyBindings( buf, sizeof(buf), outbuf, sizeof( outbuf ) ); }
int len = wcslen( outbuf ) + 1; m_wszCaption.RemoveAll(); m_wszCaption.EnsureCount( len ); Q_wcsncpy( m_wszCaption.Base(), outbuf, len * sizeof( wchar_t ) ); }
void CLocatorTarget::SetCaptionColor( const char *pszCaptionColor ) { int r,g,b; r = g = b = 0;
CSplitString colorValues( pszCaptionColor, "," );
if( colorValues.Count() == 3 ) { r = atoi( colorValues[0] ); g = atoi( colorValues[1] ); b = atoi( colorValues[2] );
m_captionColor.SetColor( r,g,b, 255 ); } else { DevWarning( "caption_color format incorrect. RRR,GGG,BBB expected.\n"); } }
bool CLocatorTarget::IsStatic() { return ( ( m_iEffectsFlags & LOCATOR_ICON_FX_STATIC ) || IsPresenting() ); }
bool CLocatorTarget::IsPresenting() { return ( gpGlobals->curtime - m_lerpStart < locator_lerp_rest.GetFloat() ); }
void CLocatorTarget::StartTimedLerp() { if ( gpGlobals->curtime - m_lerpStart > locator_lerp_rest.GetFloat() ) { m_lerpStart = gpGlobals->curtime - locator_lerp_rest.GetFloat(); } }
void CLocatorTarget::StartPresent() { m_lerpStart = gpGlobals->curtime; }
void CLocatorTarget::EndPresent() { if ( gpGlobals->curtime - m_lerpStart < locator_lerp_rest.GetFloat() ) { m_lerpStart = gpGlobals->curtime - locator_lerp_rest.GetFloat(); } }
void CLocatorTarget::UpdateVguiTarget( void ) { const char *pchVguiTargetName = m_szVguiTargetName.String();
if ( !pchVguiTargetName || pchVguiTargetName[ 0 ] == '\0' ) { m_hVguiTarget = NULL; return; }
// Get the appropriate token based on the binding
if ( m_iBindingChoicesCount > 0 ) { int nTagetToken = m_iBindChoicesOriginalToken[ m_iBindingTick % m_iBindingChoicesCount ];
for ( int nToken = 0; nToken < nTagetToken && pchVguiTargetName; ++nToken ) { pchVguiTargetName = strchr( pchVguiTargetName, ';' );
if ( pchVguiTargetName ) { pchVguiTargetName++; } }
if ( !pchVguiTargetName || pchVguiTargetName[ 0 ] == '\0' ) { // There wasn't enough tokens, just use the first
pchVguiTargetName = m_szVguiTargetName.String(); } }
m_hVguiTarget = GetClientMode()->GetPanelFromViewport( pchVguiTargetName ); }
void CLocatorTarget::SetVguiTargetName( const char *pchVguiTargetName ) { if ( Q_strcmp( m_szVguiTargetName.String(), pchVguiTargetName ) == 0 ) return;
m_szVguiTargetName = pchVguiTargetName;
UpdateVguiTarget(); }
void CLocatorTarget::SetVguiTargetLookup( const char *pchVguiTargetLookup ) { m_szVguiTargetLookup = pchVguiTargetLookup; }
void CLocatorTarget::SetVguiTargetEdge( int nVguiEdge ) { m_nVguiTargetEdge = nVguiEdge; }
vgui::Panel *CLocatorTarget::GetVguiTarget( void ) { return (vgui::Panel *)m_hVguiTarget.Get(); }
//------------------------------------
void CLocatorTarget::SetOnscreenIconTextureName( const char *pszTexture ) { if ( Q_strcmp( m_szOnscreenTexture.String(), pszTexture ) == 0 ) return;
m_szOnscreenTexture = pszTexture; m_pIcon_onscreen = NULL; // Dirty the onscreen icon so that the Locator will look up the new icon by name.
m_pulseStart = gpGlobals->curtime; }
//------------------------------------
void CLocatorTarget::SetOffscreenIconTextureName( const char *pszTexture ) { if ( Q_strcmp( m_szOffscreenTexture.String(), pszTexture ) == 0 ) return;
m_szOffscreenTexture = pszTexture; m_pIcon_offscreen = NULL; // Ditto
m_pulseStart = gpGlobals->curtime; }
//------------------------------------
void CLocatorTarget::SetBinding( const char *pszBinding ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); BindingLookupOption_t nBindingLookupFlags = BINDINGLOOKUP_ALL;
if ( !IsGameConsole() ) { // Only show joystick binds if it's enabled and non-joystick if it's disabled
if ( g_pInputSystem->IsSteamControllerActive() ) nBindingLookupFlags = BINDINGLOOKUP_STEAMCONTROLLER_ONLY; else nBindingLookupFlags = input->ControllerModeActive() ? BINDINGLOOKUP_JOYSTICK_ONLY : BINDINGLOOKUP_KEYBOARD_ONLY; }
bool bIsControllerNow = ( nBindingLookupFlags != 0 );
#ifdef DEBUG
if ( !sc_debug_origins.GetBool() && (m_bWasControllerLast == bIsControllerNow && m_bWasSteamControllerLast == g_pInputSystem->IsSteamControllerActive()) ) #else
if ( m_bWasControllerLast == bIsControllerNow || m_bWasSteamControllerLast == g_pInputSystem->IsSteamControllerActive() ) #endif
{ // We haven't toggled joystick enabled recently, so if it's the same bind, bail
if ( Q_strcmp( m_szBinding.String(), pszBinding ) == 0 ) { return; } }
m_bWasControllerLast = bIsControllerNow; m_bWasSteamControllerLast = g_pInputSystem->IsSteamControllerActive();
m_szBinding = pszBinding; m_pIcon_onscreen = NULL; // Dirty the onscreen icon so that the Locator will look up the new icon by name.
m_pIcon_offscreen = NULL; // ditto.
m_flNextBindingTick = gpGlobals->curtime + 0.75f;
// Get a list of all the keys bound to these actions
m_iBindingChoicesCount = 0;
// Tokenize the binding name (could be more than one binding)
int nOriginalToken = 0; const char *pchToken = m_szBinding.String(); char szToken[ 128 ];
pchToken = nexttoken( szToken, pchToken, ';' );
// Get our steam controller handles ready
uint64 nSteamControllerHandles[STEAM_CONTROLLER_MAX_COUNT]; int nSteamControllerCount = 0; if ( nBindingLookupFlags == BINDINGLOOKUP_STEAMCONTROLLER_ONLY ) { if ( steamapicontext && steamapicontext->SteamController() ) { nSteamControllerCount = steamapicontext->SteamController()->GetConnectedControllers( nSteamControllerHandles ); } }
// Msg(" m_bWasControllerLast : %s\n", m_bWasControllerLast ? "TRUE" : "FALSE" );
// Msg(" m_bWasSteamControllerLast: %s\n", m_bWasSteamControllerLast ? "TRUE" : "FALSE" );
// Msg(" nSteamControllerCount : %d\n", nSteamControllerCount );
while ( pchToken ) { if ( nBindingLookupFlags == BINDINGLOOKUP_STEAMCONTROLLER_ONLY && nSteamControllerCount > 0 ) { // What to do if they have multiple controllers connected?
uint64 nController = nSteamControllerHandles[0];
const char *pszSearchToken = szToken; if ( pszSearchToken && pszSearchToken[0] == '+' ) { pszSearchToken++; }
const ControllerActionSetHandle_t handleActionSet = steamapicontext->SteamController()->GetActionSetHandle( "GameControls" );
// Get the handle for the game action matching the command.
ControllerDigitalActionHandle_t hDigitalAction = steamapicontext->SteamController()->GetDigitalActionHandle( pszSearchToken ); if ( hDigitalAction ) { EControllerActionOrigin eOrigins[STEAM_CONTROLLER_MAX_ORIGINS]; memset( eOrigins, k_EControllerActionOrigin_None, sizeof( eOrigins ) ); steamapicontext->SteamController()->GetDigitalActionOrigins( nController, handleActionSet, hDigitalAction, eOrigins ); SetSteamControllerBindingToOrigin( eOrigins, nOriginalToken, pszSearchToken ); } else { ControllerAnalogActionHandle_t hAnalogAction = steamapicontext->SteamController()->GetAnalogActionHandle( pszSearchToken ); if ( hAnalogAction ) { EControllerActionOrigin eOrigins[STEAM_CONTROLLER_MAX_ORIGINS]; memset( eOrigins, k_EControllerActionOrigin_None, sizeof( eOrigins ) ); steamapicontext->SteamController()->GetDigitalActionOrigins( nController, handleActionSet, hAnalogAction, eOrigins ); SetSteamControllerBindingToOrigin( eOrigins, nOriginalToken, pszSearchToken ); } } } else { // Get the first parameter
int iTokenBindingCount = 0; const char *pchBinding = engine->Key_LookupBindingEx( szToken, nSlot, iTokenBindingCount, nBindingLookupFlags );
while ( m_iBindingChoicesCount < MAX_LOCATOR_BINDINGS_SHOWN && pchBinding ) { m_pchBindingChoices[ m_iBindingChoicesCount ] = pchBinding; m_iBindChoicesOriginalToken[ m_iBindingChoicesCount ] = nOriginalToken; ++m_iBindingChoicesCount; ++iTokenBindingCount;
pchBinding = engine->Key_LookupBindingEx( szToken, nSlot, iTokenBindingCount, nBindingLookupFlags ); } }
nOriginalToken++; pchToken = nexttoken( szToken, pchToken, ';' ); }
//Msg(" m_iBindingChoicesCount : %d\n", m_iBindingChoicesCount );
if ( m_bWasSteamControllerLast && !m_iBindingChoicesCount ) { // This is a hack until we can get origins in other game action sets.
// By setting this back to false, it'll force us to keep looking for origins until the
// game action set has switched from the main menu controls back to the FPS Controls.
m_bWasSteamControllerLast = false; }
m_pulseStart = gpGlobals->curtime; }
#ifdef DEBUG
char *g_szControllerOrigins[] = { "k_EControllerActionOrigin_None", "k_EControllerActionOrigin_A", "k_EControllerActionOrigin_B", "k_EControllerActionOrigin_X", "k_EControllerActionOrigin_Y", "k_EControllerActionOrigin_LeftBumper", "k_EControllerActionOrigin_RightBumper", "k_EControllerActionOrigin_LeftGrip", "k_EControllerActionOrigin_RightGrip", "k_EControllerActionOrigin_Start", "k_EControllerActionOrigin_Back", "k_EControllerActionOrigin_LeftPad_Touch", "k_EControllerActionOrigin_LeftPad_Swipe", "k_EControllerActionOrigin_LeftPad_Click", "k_EControllerActionOrigin_LeftPad_DPadNorth", "k_EControllerActionOrigin_LeftPad_DPadSouth", "k_EControllerActionOrigin_LeftPad_DPadWest", "k_EControllerActionOrigin_LeftPad_DPadEast", "k_EControllerActionOrigin_RightPad_Touch", "k_EControllerActionOrigin_RightPad_Swipe", "k_EControllerActionOrigin_RightPad_Click", "k_EControllerActionOrigin_RightPad_DPadNorth", // include dpad ones on right pad?
"k_EControllerActionOrigin_RightPad_DPadSouth", "k_EControllerActionOrigin_RightPad_DPadWest", "k_EControllerActionOrigin_RightPad_DPadEast", "k_EControllerActionOrigin_LeftTrigger_Pull", "k_EControllerActionOrigin_LeftTrigger_Click", "k_EControllerActionOrigin_RightTrigger_Pull", "k_EControllerActionOrigin_RightTrigger_Click", "k_EControllerActionOrigin_LeftStick_Move", "k_EControllerActionOrigin_LeftStick_Click", "k_EControllerActionOrigin_Gyro_Move", "k_EControllerActionOrigin_Gyro_Pitch", "k_EControllerActionOrigin_Gyro_Yaw", "k_EControllerActionOrigin_Gyro_Roll", };
#endif
//------------------------------------
void CLocatorTarget::SetSteamControllerBindingToOrigin( EControllerActionOrigin *pOrigins, int nOriginalToken, const char *pszActionName ) { #ifdef DEBUG
if ( sc_debug_origins.GetBool() ) { bool bFound = false; for( int i = 0; i < STEAM_CONTROLLER_MAX_ORIGINS; i++ ) { if ( pOrigins[i] == k_EControllerActionOrigin_None ) break;
if ( !bFound ) { bFound = true; Msg("ORIGINS FOR %s\n", pszActionName); }
Msg(" (%d) %s\n", pOrigins[i], g_szControllerOrigins[ pOrigins[i] ] ); } } #endif
for( int i = 0; i < STEAM_CONTROLLER_MAX_ORIGINS; i++ ) { if ( pOrigins[i] == k_EControllerActionOrigin_None ) break;
m_pchBindingChoices[ m_iBindingChoicesCount ] = g_SteamControllerOriginStrings[ pOrigins[i] ]; m_iBindChoicesOriginalToken[ m_iBindingChoicesCount ] = nOriginalToken;
m_iBindingChoicesCount++; if ( m_iBindingChoicesCount >= MAX_LOCATOR_BINDINGS_SHOWN ) break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CLocatorTarget::UseBindingImage( char *pchIconTextureName, size_t bufSize ) { if ( m_iBindingChoicesCount <= 0 ) { if ( IsGameConsole() ) { Q_strncpy( pchIconTextureName, "icon_blank_wide", bufSize ); } else { Q_strncpy( pchIconTextureName, "icon_key_wide", bufSize ); return "#GameUI_Icons_NONE"; }
return NULL; }
// Cycle through the list of binds at a rate of 2 per second
const char *pchBinding = m_pchBindingChoices[ m_iBindingTick % m_iBindingChoicesCount ];
// We counted at least one binding... this should not be NULL!
Assert( pchBinding );
if ( IsGameConsole() ) { // Use a blank background for the button icons
Q_strncpy( pchIconTextureName, "icon_blank", bufSize ); return pchBinding; }
// Steam controller overrides all actions now
if ( g_pInputSystem->IsSteamControllerActive() ) { // Use a blank background for the button icons
Q_strncpy( pchIconTextureName, "icon_blank", bufSize ); return pchBinding; }
//icon_blank_wide
/*
if ( input->ControllerModeActive() && ( Q_strcmp( pchBinding, "A_BUTTON" ) == 0 || Q_strcmp( pchBinding, "B_BUTTON" ) == 0 || Q_strcmp( pchBinding, "X_BUTTON" ) == 0 || Q_strcmp( pchBinding, "Y_BUTTON" ) == 0 || Q_strcmp( pchBinding, "L_SHOULDER" ) == 0 || Q_strcmp( pchBinding, "R_SHOULDER" ) == 0 || Q_strcmp( pchBinding, "L_TRIGGER" ) == 0 || Q_strcmp( pchBinding, "R_TRIGGER" ) == 0 || Q_strcmp( pchBinding, "BACK" ) == 0 || Q_strcmp( pchBinding, "START" ) == 0 || Q_strcmp( pchBinding, "STICK1" ) == 0 || Q_strcmp( pchBinding, "STICK2" ) == 0 || Q_strcmp( pchBinding, "UP" ) == 0 || Q_strcmp( pchBinding, "DOWN" ) == 0 || Q_strcmp( pchBinding, "LEFT" ) == 0 || Q_strcmp( pchBinding, "RIGHT" ) == 0 ) ) { // Use a blank background for the button icons
Q_strncpy( pchIconTextureName, "icon_blank", bufSize ); return pchBinding; } */
if ( Q_strcmp( pchBinding, "MOUSE1" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_mouseLeft", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "MOUSE2" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_mouseRight", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "MOUSE3" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_mouseThree", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "MWHEELUP" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_mouseWheel_up", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "MWHEELDOWN" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_mouseWheel_down", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "UPARROW" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_key_up", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "LEFTARROW" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_key_left", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "DOWNARROW" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_key_down", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "RIGHTARROW" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_key_right", bufSize ); return NULL; } else if ( Q_strcmp( pchBinding, "SEMICOLON" ) == 0 || Q_strcmp( pchBinding, "INS" ) == 0 || Q_strcmp( pchBinding, "DEL" ) == 0 || Q_strcmp( pchBinding, "HOME" ) == 0 || Q_strcmp( pchBinding, "END" ) == 0 || Q_strcmp( pchBinding, "PGUP" ) == 0 || Q_strcmp( pchBinding, "PGDN" ) == 0 || Q_strcmp( pchBinding, "PAUSE" ) == 0 || Q_strcmp( pchBinding, "F10" ) == 0 || Q_strcmp( pchBinding, "F11" ) == 0 || Q_strcmp( pchBinding, "F12" ) == 0 ) { Q_strncpy( pchIconTextureName, "icon_key_generic", bufSize ); return pchBinding; } else if ( Q_strlen( pchBinding ) <= 2 ) { Q_strncpy( pchIconTextureName, "icon_key_generic", bufSize ); return pchBinding; } else if ( Q_strlen( pchBinding ) <= 6 ) { Q_strncpy( pchIconTextureName, "icon_key_wide", bufSize ); return pchBinding; } else { Q_strncpy( pchIconTextureName, "icon_key_wide", bufSize ); return pchBinding; }
return pchBinding; }
//-----------------------------------------------------------------------------
int CLocatorTarget::GetIconWidth( void ) { return m_wide; }
//-----------------------------------------------------------------------------
int CLocatorTarget::GetIconHeight( void ) { return m_tall; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CLocatorPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CLocatorPanel, vgui::EditablePanel ); public: CLocatorPanel( vgui::Panel *parent, const char *name ); ~CLocatorPanel( void );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PerformLayout( void ); virtual void OnTick( void ); virtual void PaintBackground( void ); virtual void Paint( void ); void ValidateTexture( int *pTextureID, const char *pszTextureName ); bool ValidateTargetTextures( CLocatorTarget *pTarget ); bool IconsAreIntersecting( CLocatorTarget &first, CLocatorTarget &second, int iTolerance ); virtual void PaintTarget( CLocatorTarget *pTarget );
void DrawPointerBackground( CLocatorTarget *pTarget, int nPointerX, int nPointerY, int nWide, int nTall, bool bPointer ); void DrawStaticIcon( CLocatorTarget *pTarget ); void DrawDynamicIcon( CLocatorTarget *pTarget, bool bDrawCaption, bool bDrawSimpleArrow ); void DrawIndicatorArrow( int x, int y, int iconWide, int iconTall, int textWidth, float fAngle ); void DrawTargetCaption( CLocatorTarget *pTarget, int x, int y, bool bDrawMultiline ); int GetScreenWidthForCaption( const wchar_t *pString, vgui::HFont hFont ); void DrawBindingName( CLocatorTarget *pTarget, const char *pchBindingName, int x, int y, bool bController ); void ComputeTargetIconPosition( CLocatorTarget *pTarget, bool bSetPosition ); void CalculateOcclusion( CLocatorTarget *pTarget );
void DrawSimpleArrow( int x, int y, int iconWide, int iconTall ); void GetIconPositionForOffscreenTarget( const Vector &vecDelta, float flDist, int *pXPos, int *pYPos );
CLocatorTarget *GetPointerForHandle( int hTarget ); int AddTarget(); void RemoveTarget( int hTarget );
void GetTargetPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation );
void DeactivateAllTargets(); void CollectGarbage();
// Animation
void AnimateIconSize( int flags, int *wide, int *tall, float fPulseStart, float flDistFromPlayer ); void AnimateIconPosition( int flags, int *x, int *y ); void AnimateIconAlpha( int flags, int *alpha, float fadeStart );
private:
CPanelAnimationVar( vgui::HFont, m_hCaptionFont, "font", "InstructorTitle" ); CPanelAnimationVar( vgui::HFont, m_hCaptionFont_ss, "font", "InstructorTitle_ss" ); CPanelAnimationVar( vgui::HFont, m_hButtonFont, "font", "InstructorButtons" ); #ifdef TERROR
CPanelAnimationVar( vgui::HFont, m_hButtonFont_ss, "font", "GameUIButtons" ); CPanelAnimationVar( vgui::HFont, m_hKeysFont, "font", "MenuSubTitle" ); #else
CPanelAnimationVar( vgui::HFont, m_hButtonFont_ss, "font", "InstructorButtons_ss" ); CPanelAnimationVar( vgui::HFont, m_hKeysFont, "font", "InstructorKeyBindings" ); CPanelAnimationVar( vgui::HFont, m_hKeysFontSmall, "font", "InstructorKeyBindingsSmall" ); #endif
CPanelAnimationVar( vgui::HFont, m_hButtonFontSC, "font", "InstructorButtonsSteamController" );
CPanelAnimationVar( int, m_iShouldWrapStaticLocators, "WrapStaticLocators", "0" );
static int m_serializer; // Used to issue unique serial numbers to targets, for use as handles
int m_textureID_ArrowRight; int m_textureID_ArrowLeft; int m_textureID_ArrowUp; int m_textureID_ArrowDown; int m_textureID_SimpleArrow;
int m_staticIconPosition;// Helps us stack static icons
CLocatorTarget m_targets[MAX_LOCATOR_TARGETS]; };
//-----------------------------------------------------------------------------
// Local variables
//-----------------------------------------------------------------------------
static CLocatorPanel *s_pLocatorPanel[ MAX_SPLITSCREEN_PLAYERS ];
inline CLocatorPanel *GetPlayerLocatorPanel() { ASSERT_LOCAL_PLAYER_RESOLVABLE(); if ( !engine->IsLocalPlayerResolvable() ) return NULL;
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); Assert( !( nSlot < 0 || nSlot >= ARRAYSIZE( s_pLocatorPanel ) ) ); if ( nSlot < 0 || nSlot >= ARRAYSIZE( s_pLocatorPanel ) ) return NULL;
Assert( nSlot >= 0 && nSlot < MAX_SPLITSCREEN_PLAYERS ); return s_pLocatorPanel[ nSlot ]; }
//-----------------------------------------------------------------------------
// Static variable initialization
//-----------------------------------------------------------------------------
int CLocatorPanel::m_serializer = 1000; // Serial numbers start at 1000
//-----------------------------------------------------------------------------
// This is the interface function that other systems use to send us targets
//-----------------------------------------------------------------------------
int Locator_AddTarget() { ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
if ( nSlot < 0 || nSlot >= ARRAYSIZE( s_pLocatorPanel ) ) return -1;
if( s_pLocatorPanel[ nSlot ] == NULL ) { // Locator has not been used yet. Construct it.
CLocatorPanel *pLocator = new CLocatorPanel( GetClientMode()->GetViewport(), "LocatorPanel" ); vgui::SETUP_PANEL(pLocator); pLocator->SetBounds( 0, 0, ScreenWidth(), ScreenHeight() ); pLocator->SetPos( 0, 0 ); pLocator->SetVisible( true ); vgui::ivgui()->AddTickSignal( pLocator->GetVPanel() ); }
Assert( s_pLocatorPanel[ nSlot ] != NULL );
return s_pLocatorPanel[ nSlot ] ? s_pLocatorPanel[ nSlot ]->AddTarget() : -1; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Locator_RemoveTarget( int hTarget ) { if ( CLocatorPanel *pPanel = GetPlayerLocatorPanel() ) { pPanel->RemoveTarget( hTarget ); } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
CLocatorTarget *Locator_GetTargetFromHandle( int hTarget ) { if ( CLocatorPanel *pPanel = GetPlayerLocatorPanel() ) return pPanel->GetPointerForHandle( hTarget ); else return NULL; }
void Locator_ComputeTargetIconPositionFromHandle( int hTarget ) { if ( CLocatorPanel *pPanel = GetPlayerLocatorPanel() ) { if ( CLocatorTarget *pTarget = pPanel->GetPointerForHandle( hTarget ) ) { if( !( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_STATIC ) ) { // It's not presenting in the middle of the screen, so figure out it's position
pPanel->ComputeTargetIconPosition( pTarget, !pTarget->IsPresenting() ); pPanel->CalculateOcclusion( pTarget ); } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLocatorPanel::CLocatorPanel( Panel *parent, const char *name ) : EditablePanel(parent,name) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); Assert( s_pLocatorPanel[ nSlot ] == NULL ); DeactivateAllTargets(); s_pLocatorPanel[ nSlot ] = this; m_textureID_ArrowRight = -1; m_textureID_ArrowLeft = -1; m_textureID_ArrowUp = -1; m_textureID_ArrowDown = -1; m_textureID_SimpleArrow = -1;
SetScheme( "clientscheme" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CLocatorPanel::~CLocatorPanel( void ) { ASSERT_LOCAL_PLAYER_RESOLVABLE(); int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT(); Assert( s_pLocatorPanel[ nSlot ] == this ); s_pLocatorPanel[ nSlot ] = NULL; }
//-----------------------------------------------------------------------------
// Purpose: Applies scheme settings
//-----------------------------------------------------------------------------
void CLocatorPanel::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); LoadControlSettings( "resource/UI/Locator.res" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLocatorPanel::PerformLayout( void ) { BaseClass::PerformLayout();
vgui::Panel *pPanel = FindChildByName( "LocatorBG" ); if ( pPanel ) { pPanel->SetPos( (GetWide() - pPanel->GetWide()) * 0.5, (GetTall() - pPanel->GetTall()) * 0.5 ); } }
//-----------------------------------------------------------------------------
// Purpose: Given an offscreen target position, compute the 'compass position'
// so that we can draw an icon on the imaginary circle around the crosshair
// that indicates which way the player should turn to bring the target into view.
//-----------------------------------------------------------------------------
void CLocatorPanel::GetTargetPosition( const Vector &vecDelta, float flRadius, float *xpos, float *ypos, float *flRotation ) { int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
// Player Data
Vector playerPosition = MainViewOrigin(nSlot); QAngle playerAngles = MainViewAngles(nSlot);
Vector forward, right, up(0,0,1); AngleVectors (playerAngles, &forward, NULL, NULL ); forward.z = 0; VectorNormalize(forward); CrossProduct( up, forward, right ); float front = DotProduct(vecDelta, forward); float side = DotProduct(vecDelta, right); *xpos = flRadius * -side; *ypos = flRadius * -front;
// Get the rotation (yaw)
*flRotation = atan2(*xpos,*ypos) + M_PI; *flRotation *= 180 / M_PI;
float yawRadians = -(*flRotation) * M_PI / 180.0f; float ca = cos( yawRadians ); float sa = sin( yawRadians );
// Rotate it around the circle, squash Y to make an oval rather than a circle
*xpos = (int)((ScreenWidth() / 2) + (flRadius * sa)); *ypos = (int)((ScreenHeight() / 2) - (flRadius * 0.6f * ca)); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CLocatorPanel::DeactivateAllTargets() { for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ ) { m_targets[ i ].Deactivate( true ); } }
//-----------------------------------------------------------------------------
// Purpose: Deactivate any target that has not been updated within several frames
//-----------------------------------------------------------------------------
void CLocatorPanel::CollectGarbage() { for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ ) { if( m_targets[ i ].m_isActive ) { if( gpGlobals->framecount - m_targets[ i ].m_frameLastUpdated > 20 ) { m_targets[ i ].Deactivate(); } } } }
//-----------------------------------------------------------------------------
// Purpose: Provide simple animation by modifying the width and height of the
// icon before it is drawn.
//-----------------------------------------------------------------------------
void CLocatorPanel::AnimateIconSize( int flags, int *wide, int *tall, float fPulseStart, float flDistFromPlayer ) { static ConVarRef ss_verticalsplit( "ss_verticalsplit" );
float flScale = MIN_ICON_SCALE; float scaleDelta = MAX_ICON_SCALE - MIN_ICON_SCALE;
float newWide = *wide; float newTall = *tall;
if( flags & LOCATOR_ICON_FX_PULSE_SLOW || gpGlobals->curtime - fPulseStart < locator_pulse_time.GetFloat() ) { flScale += scaleDelta * fabs( sin( ( gpGlobals->curtime - fPulseStart ) * M_PI ) ); } else if( flags & LOCATOR_ICON_FX_PULSE_FAST ) { flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 2 * M_PI ) ); } else if( flags & LOCATOR_ICON_FX_PULSE_URGENT ) { flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 4 * M_PI ) ); }
if ( newWide > newTall ) { // Get scale to make width change by only the standard height amount of pixels
int iHeightDelta = (int)(newTall * flScale - newTall); flScale = ( newWide + iHeightDelta ) / newWide; }
newWide = newWide * flScale; newTall = newTall * flScale;
if ( flags & LOCATOR_ICON_FX_SCALE_BY_DIST ) { const float flMaxDist = 1800.0f; const float flMinDist = 64.0f; const float flMaxIconScaler = 4.0f; const float flMinIconScaler = IsLocatorSplitscreen() ? 2.0f : 1.0f; float flInterp = 1.0f - clamp( (flDistFromPlayer - flMinDist) / (flMaxDist - flMinDist), 0.0f, 1.0f ); float flScaler = (((flMaxIconScaler - flMinIconScaler) * (flInterp*flInterp) ) + flMinIconScaler) * 0.45f; newTall *= flScaler; newWide *= flScaler;
//Msg( "SCALER = %f, dist = %f, wide = %f, tall = %f\n", flScaler, flDistFromPlayer, newWide, newTall );
}
if ( flags & LOCATOR_ICON_FX_SCALE_LARGE ) { newTall *= 3.0f; newWide *= 3.0f; }
*wide = newWide; *tall = newTall; }
//-----------------------------------------------------------------------------
// Purpose: Modify the alpha of the icon before it is drawn.
//-----------------------------------------------------------------------------
void CLocatorPanel::AnimateIconAlpha( int flags, int *alpha, float fadeStart ) { float flScale = MIN_ICON_ALPHA; float scaleDelta = MAX_ICON_ALPHA - MIN_ICON_ALPHA;
if( flags & LOCATOR_ICON_FX_ALPHA_SLOW ) { flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 3 ) ); } else if( flags & LOCATOR_ICON_FX_ALPHA_FAST ) { flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 7 ) ); } else if( flags & LOCATOR_ICON_FX_ALPHA_URGENT ) { flScale += scaleDelta * fabs( sin( gpGlobals->curtime * 10 ) ); } else { flScale = MAX_ICON_ALPHA; }
if ( flags & LOCATOR_ICON_FX_FADE_OUT ) { flScale *= MAX( 0.0f, ( locator_fade_time.GetFloat() - ( gpGlobals->curtime - fadeStart ) ) / locator_fade_time.GetFloat() ); } else if ( flags & LOCATOR_ICON_FX_FADE_IN ) { flScale *= MAX_ICON_ALPHA - MAX( 0.0f, ( locator_fade_time.GetFloat() - ( gpGlobals->curtime - fadeStart ) ) / locator_fade_time.GetFloat() ); }
*alpha = static_cast<int>( 255.0f * flScale ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLocatorPanel::AnimateIconPosition( int flags, int *x, int *y ) { int newX = *x; int newY = *y;
if( flags & LOCATOR_ICON_FX_SHAKE_NARROW ) { newX += RandomInt( -2, 2 ); newY += RandomInt( -2, 2 ); } else if( flags & LOCATOR_ICON_FX_SHAKE_WIDE ) { newX += RandomInt( -5, 5 ); newY += RandomInt( -5, 5 ); }
*x = newX; *y = newY; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLocatorPanel::OnTick( void ) {
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLocatorPanel::PaintBackground( void ) { return; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLocatorPanel::Paint( void ) { ValidateTexture( &m_textureID_ArrowLeft, "vgui/hud/icon_arrow_left" ); ValidateTexture( &m_textureID_ArrowRight, "vgui/hud/icon_arrow_right" ); ValidateTexture( &m_textureID_ArrowUp, "vgui/hud/icon_arrow_up" ); ValidateTexture( &m_textureID_ArrowDown, "vgui/hud/icon_arrow_down" ); ValidateTexture( &m_textureID_SimpleArrow, "vgui/hud/icon_arrow_plain" );
// reset the static icon position. This is the y position at which the first
// static icon will be drawn. This value will be incremented by the height of
// each static icon drawn, which forces the next static icon to be drawn below
// the previous one, creating a little fixed, vertical stack below the crosshair.
m_staticIconPosition = (ScreenHeight()/2) * locator_screen_pos_y.GetFloat();
// Time now to draw the 'dynamic' icons, the icons which help players locate things
// in actual world space.
//----------
// Batch 1
// Go through all of the active locator targets and compute where to draw the icons
// that represent each of them. This builds a poor man's draw list by updating the
// m_iconX, m_iconY members of each locator target.
CUtlVectorFixed< CLocatorTarget *, MAX_LOCATOR_TARGETS > vecValid;
for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ ) { CLocatorTarget *pLocatorTarget = &(m_targets[ i ]);
// Reset drawing state for this frame... set back to true when it's finally draws
pLocatorTarget->m_bIsDrawing = false;
if ( ( !pLocatorTarget->m_bVisible && !pLocatorTarget->m_alpha ) || !pLocatorTarget->m_isActive ) { // Don't want to be visible and have finished fading
continue; }
vecValid.AddToTail( pLocatorTarget );
// This prevents an error that if a locator was fading as the map transitioned
pLocatorTarget->m_fadeStart = fpmin( pLocatorTarget->m_fadeStart, gpGlobals->curtime );
if( !( pLocatorTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_STATIC ) ) { // It's not presenting in the middle of the screen, so figure out it's position
ComputeTargetIconPosition( pLocatorTarget, !pLocatorTarget->IsPresenting() ); CalculateOcclusion( pLocatorTarget );
pLocatorTarget->m_lastDeclutterIndex = pLocatorTarget->m_declutterIndex; pLocatorTarget->m_declutterIndex = 0; } }
//----------
// Batch 2
// Now that we know where each icon _wants_ to be drawn, we grovel through them and
// push apart any icons that are too close to one another. This helps to unclutter
// the display and ensure the maximum number of legible icons and captions. Obviously
// this process changes where some icons will be drawn. Bubble sort, but tiny data set.
int iTolerance = 1.25 * (ScreenWidth() * ICON_SIZE); int iterations = 0;// Count iterations, don't go infinite in the event of some weird case.
bool bStillUncluttering = true; static int MAX_UNCLUTTER_ITERATIONS = 10; while( iterations < MAX_UNCLUTTER_ITERATIONS && bStillUncluttering ) { iterations++; bStillUncluttering = false;
for( int i = 0 ; i < vecValid.Count() ; ++i ) { CLocatorTarget *pLocatorTarget1 = vecValid[ i ];
for( int j = i + 1 ; j < vecValid.Count() ; ++j ) { CLocatorTarget *pLocatorTarget2 = vecValid[ j ];
// Don't attempt to declutter icons if one or both is attempting to fade out
bool bLocatorsFullyActive = !((pLocatorTarget1->GetIconEffectsFlags()|pLocatorTarget2->GetIconEffectsFlags()) & LOCATOR_ICON_FX_FADE_OUT);
if ( bLocatorsFullyActive && IconsAreIntersecting( *pLocatorTarget1, *pLocatorTarget2, iTolerance ) ) { // Unclutter. Lift whichever icon is highest a bit higher
if( pLocatorTarget1->m_iconY < pLocatorTarget2->m_iconY ) { pLocatorTarget1->m_iconY = pLocatorTarget2->m_iconY - iTolerance; pLocatorTarget1->m_centerY = pLocatorTarget2->m_centerY - iTolerance; pLocatorTarget1->m_declutterIndex -= 1; } else { pLocatorTarget2->m_iconY = pLocatorTarget1->m_iconY - iTolerance; pLocatorTarget2->m_centerY = pLocatorTarget1->m_centerY - iTolerance; pLocatorTarget2->m_declutterIndex -= 1; }
bStillUncluttering = true; } } } }
if( iterations == MAX_UNCLUTTER_ITERATIONS ) { DevWarning( "Game instructor hit MAX_UNCLUTTER_ITERATIONS!\n"); }
float flLocatorLerpRest = locator_lerp_rest.GetFloat(); float flLocatorLerpTime = locator_lerp_time.GetFloat();
//----------
// Batch 3
// Draw each of the icons.
for( int i = 0 ; i < vecValid.Count() ; i++ ) { CLocatorTarget *pLocatorTarget = vecValid[ i ]; // Back to lerping for these guys
if ( pLocatorTarget->m_lastDeclutterIndex != pLocatorTarget->m_declutterIndex ) { // It wants to be popped to another position... do it smoothly
pLocatorTarget->StartTimedLerp(); }
// Lerp to the desired position
float flLerpTime = gpGlobals->curtime - pLocatorTarget->m_lerpStart;
if ( flLerpTime >= flLocatorLerpRest && flLerpTime < flLocatorLerpRest + flLocatorLerpTime ) { // Lerp slow to fast
float fInterp = 1.0f - ( ( flLocatorLerpTime - ( flLerpTime - flLocatorLerpRest ) ) / flLocatorLerpTime );
// Get our desired position
float iconX = pLocatorTarget->m_iconX; float iconY = pLocatorTarget->m_iconY;
// Get the distance we need to go to reach it
float diffX = fabsf( pLocatorTarget->m_iconX - pLocatorTarget->m_lastXPos ); float diffY = fabsf( pLocatorTarget->m_iconY - pLocatorTarget->m_lastYPos );
// Go from our current position toward the desired position as quick as the interp allows
pLocatorTarget->m_iconX = static_cast<int>( Approach( iconX, pLocatorTarget->m_lastXPos, diffX * fInterp ) ); pLocatorTarget->m_iconY = static_cast<int>( Approach( iconY, pLocatorTarget->m_lastYPos, diffY * fInterp ) );
// Get how much our position changed and apply it to the center values
int iOffsetX = pLocatorTarget->m_iconX - iconX; int iOffsetY = pLocatorTarget->m_iconY - iconY;
pLocatorTarget->m_centerX += iOffsetX; pLocatorTarget->m_centerY += iOffsetY;
if ( iOffsetX < 3 && iOffsetY < 3 ) { // Near our target! Stop lerping!
flLerpTime = flLocatorLerpRest + flLocatorLerpTime; } }
PaintTarget( pLocatorTarget ); }
CollectGarbage(); }
//-----------------------------------------------------------------------------
// Purpose: A helper function to save on typing. Make sure our texture ID's
// stay valid.
//-----------------------------------------------------------------------------
void CLocatorPanel::ValidateTexture( int *pTextureID, const char *pszTextureName ) { if( *pTextureID == -1 ) { *pTextureID = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile( *pTextureID, pszTextureName, true, false ); } }
//-----------------------------------------------------------------------------
// Purpose: Called every frame before painting the targets. Ensures that the
// target's textures are properly cached.
//-----------------------------------------------------------------------------
bool CLocatorPanel::ValidateTargetTextures( CLocatorTarget *pTarget ) { bool bBindingTick = false;
if ( gpGlobals->curtime >= pTarget->m_flNextBindingTick ) { if ( pTarget->m_iBindingChoicesCount > 1 ) { bBindingTick = true; pTarget->m_iBindingTick++; }
pTarget->m_flNextBindingTick = gpGlobals->curtime + 1.25f;
pTarget->UpdateVguiTarget(); }
bool bUsesBinding = ( Q_stricmp( pTarget->GetOnscreenIconTextureName(), "use_binding" ) == 0 );
if( !pTarget->m_pIcon_onscreen || !pTarget->m_pIcon_offscreen || ( bUsesBinding && bBindingTick ) ) { char szIconTextureName[ 256 ]; if ( bUsesBinding ) { const char *pchDrawBindingName = pTarget->UseBindingImage( szIconTextureName, sizeof( szIconTextureName ) ); pTarget->m_bDrawControllerButton = ( Q_strcmp( szIconTextureName, "icon_blank" ) == 0 ) || ( Q_strcmp( szIconTextureName, "icon_blank_wide" ) == 0 );
pTarget->DrawBindingName( pchDrawBindingName ); } else { pTarget->m_bDrawControllerButton = false; V_strcpy_safe( szIconTextureName, pTarget->GetOnscreenIconTextureName() ); pTarget->DrawBindingName( NULL ); }
// This target's texture ID is dirty, meaning the target is about to be drawn
// for the first time, or about to be drawn for the first time since a texture
// was changed.
if ( Q_strlen(szIconTextureName) == 0 ) { if ( !pTarget->m_bIconNoTarget ) DevWarning("Locator Target has no onscreen texture name!\n");
return false; } else { pTarget->m_pIcon_onscreen = HudIcons().GetIcon( szIconTextureName ); if ( pTarget->m_pIcon_onscreen ) { pTarget->m_widthScale_onscreen = static_cast< float >( pTarget->m_pIcon_onscreen->Width() ) / pTarget->m_pIcon_onscreen->Height(); } else { pTarget->m_widthScale_onscreen = 1.0f; } }
if ( Q_stricmp( pTarget->GetOffscreenIconTextureName() , "use_binding" ) == 0 ) { const char *pchDrawBindingName = pTarget->UseBindingImage( szIconTextureName, sizeof( szIconTextureName ) ); pTarget->m_bDrawControllerButtonOffscreen = ( Q_strcmp( szIconTextureName, "icon_blank" ) == 0 );
pTarget->DrawBindingNameOffscreen( pchDrawBindingName ); } else { pTarget->m_bDrawControllerButtonOffscreen = false; V_strcpy_safe( szIconTextureName, pTarget->GetOffscreenIconTextureName() ); pTarget->DrawBindingNameOffscreen( NULL ); }
if( Q_strlen(szIconTextureName) == 0 ) { if( !pTarget->m_pIcon_onscreen ) { DevWarning("Locator Target has no offscreen texture name and can't fall back!\n"); } else { // The onscreen texture is valid, so default behavior is to use that.
pTarget->m_pIcon_offscreen = pTarget->m_pIcon_onscreen; const char *pchDrawBindingName = pTarget->DrawBindingName(); pTarget->DrawBindingNameOffscreen( pchDrawBindingName ); } } else { pTarget->m_pIcon_offscreen = HudIcons().GetIcon( szIconTextureName ); }
return true; }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Compute where on the screen to draw the icon for this target.
//-----------------------------------------------------------------------------
void CLocatorPanel::ComputeTargetIconPosition( CLocatorTarget *pTarget, bool bSetPosition ) { int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
int iconX; int iconY;
// Measure the delta and the dist from this player to this target.
Vector vecTarget = pTarget->m_vecOrigin; Vector vecDelta = vecTarget - MainViewOrigin(nSlot);
if ( pTarget->m_bOriginInScreenspace ) { // Coordinates are already in screenspace
pTarget->m_distFromPlayer = 0.0f;
iconX = vecTarget.x * ScreenWidth(); iconY = vecTarget.y * ScreenHeight(); pTarget->m_targetX = iconX; pTarget->m_targetY = iconY; } else { pTarget->m_distFromPlayer = VectorNormalize( vecDelta );
if ( GetVectorInScreenSpace( vecTarget, iconX, iconY ) ) { // NOTE: GetVectorInScreenSpace returns false in an edge case where the
// target is very far off screen... just us the old values
pTarget->m_targetX = iconX; pTarget->m_targetY = iconY; } }
pTarget->m_bDrawArrow = false; float fTitleSafeInset = ScreenWidth() * 0.075f;
if ( iconX < fTitleSafeInset || iconX > ScreenWidth() - fTitleSafeInset || iconY < fTitleSafeInset || iconY > ScreenHeight() - fTitleSafeInset ) { // It's off the screen left or right.
if ( pTarget->m_bOnscreen && !( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_NO_OFFSCREEN ) ) { // Back to lerping
pTarget->StartTimedLerp(); pTarget->m_pulseStart = gpGlobals->curtime; }
if ( bSetPosition ) { pTarget->m_bOnscreen = false; }
GetIconPositionForOffscreenTarget( vecDelta, pTarget->m_distFromPlayer, &iconX, &iconY );
pTarget->m_bDrawArrow = true;
// Figure out the arrow angle
Vector vOffsetNormal = pTarget->m_vecOrigin - MainViewOrigin(nSlot); VectorNormalize( vOffsetNormal );
float fRightDot = MainViewRight(nSlot).Dot( vOffsetNormal ); float fUpDot = MainViewUp(nSlot).Dot( vOffsetNormal );
pTarget->m_fDrawArrowAngle = RemapVal( fUpDot, -1.0f, 1.0f, 0.0f, 180.0f ) * ( fRightDot > 0 ? 1.0f : -1.0f ); } else { if ( !pTarget->m_bOnscreen && !( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_NO_OFFSCREEN ) ) { // Back to lerping
pTarget->StartTimedLerp(); pTarget->m_pulseStart = gpGlobals->curtime; }
pTarget->m_bOnscreen = true; }
if ( bSetPosition ) { int tall = ScreenWidth() * ICON_SIZE; int wide = tall * pTarget->m_widthScale_onscreen;
// Animate the icon
AnimateIconSize( pTarget->GetIconEffectsFlags(), &wide, &tall, pTarget->m_pulseStart, pTarget->m_distFromPlayer ); AnimateIconPosition( pTarget->GetIconEffectsFlags(), &iconX, &iconY ); AnimateIconAlpha( pTarget->GetIconEffectsFlags(), &pTarget->m_alpha, pTarget->m_fadeStart );
if( !(pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_SCALE_BY_DIST) && !(pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_SCALE_LARGE) && pTarget->m_distFromPlayer > ICON_DIST_TOO_FAR && !locator_topdown_style.GetBool() ) { // Make the icon smaller
wide = wide >> 1; tall = tall >> 1; }
pTarget->m_centerX = iconX; pTarget->m_centerY = iconY;
pTarget->m_iconX = pTarget->m_centerX - ( wide >> 1 ); pTarget->m_iconY = pTarget->m_centerY - ( tall >> 1 ); pTarget->m_wide = wide; pTarget->m_tall = tall; } }
void CLocatorPanel::CalculateOcclusion( CLocatorTarget *pTarget ) { int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
if ( gpGlobals->curtime >= pTarget->m_flNextOcclusionTest ) { pTarget->m_flNextOcclusionTest = gpGlobals->curtime + LOCATOR_OCCLUSION_TEST_RATE;
// Assume the target is not occluded.
pTarget->m_bOccluded = false;
if ( pTarget->m_bOriginInScreenspace ) return;
trace_t tr; UTIL_TraceLine( pTarget->m_vecOrigin, MainViewOrigin(nSlot), (CONTENTS_SOLID|CONTENTS_MOVEABLE), NULL, COLLISION_GROUP_NONE, &tr ); if ( tr.fraction < 1.0f ) { pTarget->m_bOccluded = true; } } }
//-----------------------------------------------------------------------------
// Purpose: This is not valid until after you have computed the onscreen
// icon position for each target!
//-----------------------------------------------------------------------------
bool CLocatorPanel::IconsAreIntersecting( CLocatorTarget &first, CLocatorTarget &second, int iTolerance ) { if( first.m_bOnscreen != second.m_bOnscreen ) { // We only declutter onscreen icons against other onscreen icons and vice-versa.
return false; }
if( first.IsStatic() || second.IsStatic() ) { // Static icons don't count.
return false; }
if( abs(first.GetIconY() - second.GetIconY()) < iTolerance ) { // OK, we need the Y-check first. Now we have to see if these icons and their captions overlap.
int firstWide = iTolerance + first.m_captionWide; int secondWide = iTolerance + second.m_captionWide; if( abs(first.GetIconX() - second.GetIconX()) < (firstWide + secondWide) / 2 ) { return true; } }
return false; }
//-----------------------------------------------------------------------------
// Purpose: Draw this target on the locator.
//
// IF onscreen and visible, draw no icon, draw no arrows
// IF onscreen and occluded, draw icon transparently, draw no arrows
// IF offscreen, draw icon, draw an arrow indicating the direction to the target
//-----------------------------------------------------------------------------
void CLocatorPanel::PaintTarget( CLocatorTarget *pTarget ) { bool bNewTexture = ValidateTargetTextures( pTarget );
if ( bNewTexture ) { // Refigure the width/height for the new texture
int tall = ScreenWidth() * ICON_SIZE; int wide = tall * pTarget->m_widthScale_onscreen;
AnimateIconSize( pTarget->GetIconEffectsFlags(), &wide, &tall, pTarget->m_pulseStart, pTarget->m_distFromPlayer );
pTarget->m_wide = wide; pTarget->m_tall = tall; }
// A static icon just draws with other static icons in a stack under the crosshair.
// Once displayed, they do not move. The are often used for notifiers.
if( pTarget->IsStatic() ) { DrawStaticIcon( pTarget ); return; }
if ( !pTarget->m_bOnscreen && ( pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_NO_OFFSCREEN ) ) { // Doesn't draw when offscreen... reset it's alpha so it has to fade in again
pTarget->m_fadeStart = gpGlobals->curtime; pTarget->m_alpha = 0; } else { // Save these coordinates for later lerping
pTarget->m_lastXPos = pTarget->m_iconX; pTarget->m_lastYPos = pTarget->m_iconY;
// Draw when it's on screen or allowed to draw offscreen
DrawDynamicIcon( pTarget, pTarget->HasCaptionText(), pTarget->m_bOnscreen ); } }
//-----------------------------------------------------------------------------
// Purpose: Draws the caption-like background with word-bubble style pointer
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawPointerBackground( CLocatorTarget *pTarget, int nPointerX, int nPointerY, int nWide, int nTall, bool bPointer ) { if ( locator_background_style.GetInt() == 0 || pTarget->m_alpha == 0 || pTarget->m_bIconNoTarget ) return;
if ( locator_background_style.GetInt() == 2 && !pTarget->m_bOnscreen ) return;
int nPosX = pTarget->GetIconX() + locator_background_shift_x.GetInt() - locator_background_thickness_x.GetInt() / 2; int nPosY = pTarget->GetIconY() + locator_background_shift_y.GetInt() - locator_background_thickness_y.GetInt() / 2; int nBackgroundWide = nWide + locator_background_thickness_x.GetInt(); int nBackgroundTall = nTall + locator_background_thickness_y.GetInt();
nPointerX = clamp( nPointerX, -0.5f * ScreenWidth(), ScreenWidth() * 1.5f ); nPointerY = clamp( nPointerY, -0.5f * ScreenHeight(), ScreenHeight() * 1.5f );
float fAlpha = static_cast<float>( pTarget->m_alpha ) / 255.0f;
Color rgbaBackground = locator_background_color.GetColor(); rgbaBackground[ 3 ] *= fAlpha;
Color rgbaBorder = locator_background_border_color.GetColor(); rgbaBorder[ 3 ] *= fAlpha;
vgui::surface()->DrawWordBubble( nPosX, nPosY, nPosX + nBackgroundWide, nPosY + nBackgroundTall, locator_background_border_thickness.GetInt(), rgbaBackground, rgbaBorder, bPointer, nPointerX, nPointerY, ScreenWidth() * ICON_SIZE ); }
//-----------------------------------------------------------------------------
// Purpose: Draw an icon with the group of static icons.
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawStaticIcon( CLocatorTarget *pTarget ) { float flApparentZ = 15.0f; vgui::surface()->DrawSetApparentDepth( flApparentZ );
int centerX = ScreenWidth() / 2; int centerY = ScreenHeight() / 2; centerY += m_staticIconPosition;
int iconTall = ScreenWidth() * ICON_SIZE; int iconWide = iconTall * pTarget->m_widthScale_onscreen;
pTarget->m_centerX = centerX; pTarget->m_centerY = centerY;
// Animate the icon
AnimateIconSize( pTarget->GetIconEffectsFlags(), &iconWide, &iconTall, pTarget->m_pulseStart, pTarget->m_distFromPlayer ); AnimateIconPosition( pTarget->GetIconEffectsFlags(), ¢erX, ¢erY ); AnimateIconAlpha( pTarget->GetIconEffectsFlags(), &pTarget->m_alpha, pTarget->m_fadeStart );
// Figure out the caption width
pTarget->m_captionWide = GetScreenWidthForCaption( pTarget->GetCaptionText(), CAPTION_FONT_HANDLE );
bool bDrawMultilineCaption = false;
if ( m_iShouldWrapStaticLocators > 0 ) // conditionalized in locator.res
{ if ( pTarget->m_captionWide > ( ScreenWidth() * locator_split_maxwide_percent.GetFloat() ) ) { // we will double-line this
pTarget->m_captionWide = pTarget->m_captionWide * locator_split_len.GetFloat(); bDrawMultilineCaption = true; } } int totalWide = iconWide + ICON_GAP + pTarget->m_captionWide; pTarget->m_iconX = centerX - totalWide * 0.5f; pTarget->m_iconY = centerY - ( iconTall >> 1 );
// Lerp by speed on the Y axis
float iconY = pTarget->m_iconY;
float diffY = fabsf( pTarget->m_iconY - pTarget->m_lastYPos );
float flLerpSpeed = gpGlobals->frametime * locator_lerp_speed.GetFloat(); pTarget->m_iconY = static_cast<int>( Approach( iconY, pTarget->m_lastYPos, MAX( 3.0f, flLerpSpeed * diffY ) ) ); pTarget->m_centerY += ( pTarget->m_iconY - iconY );
pTarget->m_lastXPos = pTarget->m_iconX; pTarget->m_lastYPos = pTarget->m_iconY;
pTarget->m_bIsDrawing = true;
vgui::Panel *pVguiTarget = pTarget->GetVguiTarget();
if ( pVguiTarget ) { int nPanelX, nPanelY; nPanelX = 0; nPanelY = 0;
vgui::Label::Alignment nVguiTargetEdge = (vgui::Label::Alignment)pTarget->GetVguiTargetEdge();
int nWide = pVguiTarget->GetWide(); int nTall = pVguiTarget->GetTall();
const char *pchLookup = pTarget->GetVguiTargetLookup(); if ( pchLookup[ 0 ] != '\0' ) { bool bLookupSuccess = false; bLookupSuccess = pVguiTarget->LookupElementBounds( pchLookup, nPanelX, nPanelY, nWide, nTall );
Assert( bLookupSuccess ); }
if ( nVguiTargetEdge == vgui::Label::a_north || nVguiTargetEdge == vgui::Label::a_center || nVguiTargetEdge == vgui::Label::a_south ) { nPanelX += nWide / 2; } else if ( nVguiTargetEdge == vgui::Label::a_northeast || nVguiTargetEdge == vgui::Label::a_east || nVguiTargetEdge == vgui::Label::a_southeast ) { nPanelX += nWide; }
if ( nVguiTargetEdge == vgui::Label::a_west || nVguiTargetEdge == vgui::Label::a_center || nVguiTargetEdge == vgui::Label::a_east ) { nPanelY += nTall / 2; } else if ( nVguiTargetEdge == vgui::Label::a_southwest || nVguiTargetEdge == vgui::Label::a_south || nVguiTargetEdge == vgui::Label::a_southeast ) { nPanelY += nTall; }
pVguiTarget->LocalToScreen( nPanelX, nPanelY );
DrawPointerBackground( pTarget, nPanelX, nPanelY, totalWide, iconTall, true ); } else { DrawPointerBackground( pTarget, pTarget->m_centerX, pTarget->m_centerY, totalWide, iconTall, false ); }
if ( pTarget->m_pIcon_onscreen ) { if ( !pTarget->m_bDrawControllerButton ) { // Don't draw the icon if we're on 360 and have a binding to draw
Color colorIcon = pTarget->GetIconColor(); colorIcon[ 3 ] = pTarget->m_alpha * static_cast< float >( colorIcon[ 3 ] ) / 255.0f; pTarget->m_pIcon_onscreen->DrawSelf( pTarget->GetIconX(), pTarget->GetIconY(), iconWide, iconTall, colorIcon, flApparentZ ); } }
DrawTargetCaption( pTarget, pTarget->GetIconX() + iconWide + ICON_GAP, pTarget->GetIconCenterY(), bDrawMultilineCaption ); if ( pTarget->DrawBindingName() ) { DrawBindingName( pTarget, pTarget->DrawBindingName(), pTarget->GetIconX() + (iconWide>>1), pTarget->GetIconY() + (iconTall>>1), pTarget->m_bDrawControllerButton ); }
// Draw the arrow.
if ( pTarget->m_bDrawArrow ) { int iArrowSize = ScreenWidth() * ICON_SIZE; // Always square width
DrawIndicatorArrow( pTarget->GetIconX(), pTarget->GetIconY(), iArrowSize, iArrowSize, pTarget->m_captionWide + ICON_GAP, pTarget->m_fDrawArrowAngle ); }
pTarget->m_bOnscreen = true;
// Move the static icon position so the next static icon drawn this frame below this one.
m_staticIconPosition += iconTall + (iconTall>>2); // Move down a little more if this one was multi-line
if ( bDrawMultilineCaption ) { m_staticIconPosition += (iconTall>>2); }
vgui::surface()->DrawClearApparentDepth(); }
//-----------------------------------------------------------------------------
// Purpose: Position and animate this target's icon on the screen. Based on
// options, draw the indicator arrows (arrows that point to the
// direction the player should turn to see the icon), text caption,
// and the 'simple' arrow which just points down to indicate the
// item the icon represents.
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawDynamicIcon( CLocatorTarget *pTarget, bool bDrawCaption, bool bDrawSimpleArrow ) { int alpha = pTarget->m_alpha;
if( pTarget->m_bOccluded && !( (pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_FORCE_CAPTION) || locator_topdown_style.GetBool() ) ) { return; }
// Use the distance to target for stereo depth
Vector vOffsetNormal = pTarget->m_vecOrigin - MainViewOrigin( GET_ACTIVE_SPLITSCREEN_SLOT() ); float flApparentZ = vOffsetNormal.Length() * 0.75f; // Set the depth to 75% of the distance to center of object
vgui::surface()->DrawSetApparentDepth( flApparentZ );
// Draw the icon!
vgui::surface()->DrawSetColor( 255, 255, 255, alpha );
int iWide = pTarget->m_wide;
if ( !pTarget->m_bOnscreen ) { // Width is always square for offscreen icons
iWide /= pTarget->m_widthScale_onscreen; }
// Figure out the caption width
pTarget->m_captionWide = GetScreenWidthForCaption( pTarget->GetCaptionText(), CAPTION_FONT_HANDLE ); bool bDrawMultilineCaption = false;
if ( m_iShouldWrapStaticLocators > 0 ) // conditionalized in locator.res
{ if ( pTarget->m_captionWide > ( ScreenWidth() * locator_split_maxwide_percent.GetFloat() ) ) { // we will double-line this
pTarget->m_captionWide = pTarget->m_captionWide * locator_split_len.GetFloat(); bDrawMultilineCaption = true; } }
int totalWide = iWide;
bool bShouldDrawCaption = ( (pTarget->GetIconEffectsFlags() & LOCATOR_ICON_FX_FORCE_CAPTION) || (!pTarget->m_bOccluded && pTarget->m_distFromPlayer <= ICON_DIST_TOO_FAR) || locator_topdown_style.GetBool() );
if( pTarget->m_bOnscreen && bDrawCaption && bShouldDrawCaption ) { totalWide += ( ICON_GAP + pTarget->m_captionWide ); }
pTarget->m_bIsDrawing = true;
int nTargetX, nTargetY;
vgui::Panel *pVguiTarget = pTarget->GetVguiTarget();
if ( pVguiTarget ) { nTargetX = 0; nTargetY = 0;
vgui::Label::Alignment nVguiTargetEdge = (vgui::Label::Alignment)pTarget->GetVguiTargetEdge();
int nWide = pVguiTarget->GetWide(); int nTall = pVguiTarget->GetTall();
const char *pchLookup = pTarget->GetVguiTargetLookup(); if ( pchLookup[ 0 ] != '\0' ) { bool bLookupSuccess = false; bLookupSuccess = pVguiTarget->LookupElementBounds( pchLookup, nTargetX, nTargetY, nWide, nTall ); Assert( bLookupSuccess ); }
if ( nVguiTargetEdge == vgui::Label::a_north || nVguiTargetEdge == vgui::Label::a_center || nVguiTargetEdge == vgui::Label::a_south ) { nTargetX += nWide / 2; } else if ( nVguiTargetEdge== vgui::Label::a_northeast || nVguiTargetEdge == vgui::Label::a_east || nVguiTargetEdge == vgui::Label::a_southeast ) { nTargetX += nWide; }
if ( nVguiTargetEdge == vgui::Label::a_west || nVguiTargetEdge == vgui::Label::a_center || nVguiTargetEdge == vgui::Label::a_east ) { nTargetY += nTall / 2; } else if ( nVguiTargetEdge == vgui::Label::a_southwest || nVguiTargetEdge == vgui::Label::a_south || nVguiTargetEdge == vgui::Label::a_southeast ) { nTargetY += nTall; }
pVguiTarget->LocalToScreen( nTargetX, nTargetY ); } else if ( !pTarget->m_bOnscreen ) { nTargetX = pTarget->m_targetX; nTargetY = pTarget->m_targetY; } else { nTargetX = pTarget->m_centerX; nTargetY = pTarget->m_centerY; }
if ( pTarget->m_bOnscreen ) { DrawPointerBackground( pTarget, nTargetX, nTargetY, totalWide, pTarget->m_tall, true ); } else { // Offscreen we need to point the pointer toward out offscreen target
DrawPointerBackground( pTarget, nTargetX, nTargetY, totalWide, pTarget->m_tall, true ); }
if( pTarget->m_bOnscreen && pTarget->m_pIcon_onscreen ) { if ( !pTarget->m_bDrawControllerButton ) { Color colorIcon = pTarget->GetIconColor(); colorIcon[ 3 ] = pTarget->m_alpha * static_cast< float >( colorIcon[ 3 ] ) / 255.0f; pTarget->m_pIcon_onscreen->DrawSelf( pTarget->GetIconX(), pTarget->GetIconY(), iWide, pTarget->m_tall, colorIcon, flApparentZ ); //Msg( "WIDE = %i\n", iWide );
} } else if ( pTarget->m_pIcon_offscreen ) { if ( !pTarget->m_bDrawControllerButtonOffscreen ) { Color colorIcon = pTarget->GetIconColor(); colorIcon[ 3 ] = pTarget->m_alpha * static_cast< float >( colorIcon[ 3 ] ) / 255.0f; pTarget->m_pIcon_offscreen->DrawSelf( pTarget->GetIconX(), pTarget->GetIconY(), iWide, pTarget->m_tall, colorIcon, flApparentZ ); } }
if( !pTarget->m_bOnscreen ) { if ( pTarget->DrawBindingNameOffscreen() ) { DrawBindingName( pTarget, pTarget->DrawBindingName(), pTarget->GetIconX() + (iWide>>1), pTarget->GetIconY() + (pTarget->m_tall>>1), pTarget->m_bDrawControllerButtonOffscreen ); }
if ( pTarget->m_bDrawArrow && !pTarget->m_bIconNoTarget ) { if ( locator_background_style.GetInt() == 0 || locator_background_style.GetInt() == 2 ) { // Draw the arrow.
DrawIndicatorArrow( pTarget->GetIconX(), pTarget->GetIconY(), iWide, pTarget->m_tall, 0, pTarget->m_fDrawArrowAngle ); } } } else if( bShouldDrawCaption ) { if( bDrawCaption ) { DrawTargetCaption( pTarget, pTarget->GetIconCenterX() + ICON_GAP + ScreenWidth() * ICON_SIZE * pTarget->m_widthScale_onscreen * 0.5, pTarget->GetIconCenterY(), bDrawMultilineCaption ); } if ( pTarget->DrawBindingName() ) { DrawBindingName( pTarget, pTarget->DrawBindingName(), pTarget->GetIconX() + (iWide>>1), pTarget->GetIconY() + (pTarget->m_tall>>1), pTarget->m_bDrawControllerButton ); } }
vgui::surface()->DrawClearApparentDepth(); }
//-----------------------------------------------------------------------------
// Purpose: Some targets have text captions. Draw the text.
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawTargetCaption( CLocatorTarget *pTarget, int x, int y, bool bDrawMultiline ) { // Draw the caption
vgui::surface()->DrawSetTextFont( CAPTION_FONT_HANDLE ); int fontTall = vgui::surface()->GetFontTall( CAPTION_FONT_HANDLE ); int iCaptionWidth = GetScreenWidthForCaption( pTarget->GetCaptionText(), CAPTION_FONT_HANDLE );
if ( bDrawMultiline ) { iCaptionWidth *= locator_split_len.GetFloat(); }
// Only draw drop shadow on PC because it looks crappy on a TV
if ( !IsGameConsole() ) { // Draw black text (drop shadow)
vgui::surface()->DrawSetTextColor( 0,0,0, pTarget->m_alpha ); vgui::surface()->DrawSetTextPos( x, y - (fontTall >>1) ); vgui::surface()->DrawUnicodeString( pTarget->GetCaptionText() ); }
// Draw text
vgui::surface()->DrawSetTextColor( pTarget->m_captionColor.r(),pTarget->m_captionColor.g(),pTarget->m_captionColor.b(), pTarget->m_alpha );
if ( !bDrawMultiline ) { vgui::surface()->DrawSetTextPos( x - 1, y - (fontTall >>1) - 1 ); vgui::surface()->DrawUnicodeString( pTarget->GetCaptionText() ); } else { int charX = x-1; int charY = y - ( fontTall >> 1 ) - 1;
int iWidth = 0;
const wchar_t *pString = pTarget->GetCaptionText(); int len = Q_wcslen( pString );
for ( int iChar = 0; iChar < len; ++ iChar ) { int charW = vgui::surface()->GetCharacterWidth( CAPTION_FONT_HANDLE, pString[ iChar ] ); iWidth += charW;
if ( iWidth > pTarget->m_captionWide && pString[iChar] == L' ' ) { charY += fontTall; charX = x-1; iWidth = 0; }
vgui::surface()->DrawSetTextPos( charX, charY ); vgui::surface()->DrawUnicodeChar( pString[iChar] ); charX += charW; } } }
//-----------------------------------------------------------------------------
// Purpose: Figure out how wide (pixels) a string will be if rendered with this font
//
//-----------------------------------------------------------------------------
int CLocatorPanel::GetScreenWidthForCaption( const wchar_t *pString, vgui::HFont hFont ) { int iWidth = 0;
for ( int iChar = 0; iChar < Q_wcslen( pString ); ++ iChar ) { iWidth += vgui::surface()->GetCharacterWidth( hFont, pString[ iChar ] ); }
return iWidth; }
//-----------------------------------------------------------------------------
// Purpose: Some targets' captions contain information about key bindings that
// should be displayed to the player. Do so.
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawBindingName( CLocatorTarget *pTarget, const char *pchBindingName, int x, int y, bool bController ) { if ( !bController && !IsGameConsole() ) { char szBinding[ 256 ]; V_strcpy_safe( szBinding, pchBindingName ? pchBindingName : "" );
if ( Q_strcmp( szBinding, "SEMICOLON" ) == 0 ) { V_strcpy_safe( szBinding, ";" ); } else if ( Q_strcmp( szBinding, "ESCAPE" ) == 0 ) { V_strcpy_safe( szBinding, "ESC" ); } else if ( Q_strlen( szBinding ) == 1 && szBinding[ 0 ] >= 'a' && szBinding[ 0 ] <= 'z' ) { // Make single letters uppercase
szBinding[ 0 ] += ( 'A' - 'a' ); } // Draw the caption
vgui::HFont &KeysFont = ( Q_strlen( szBinding ) <= 5 ? m_hKeysFont : m_hKeysFontSmall );
vgui::surface()->DrawSetTextFont( KeysFont ); int fontTall = vgui::surface()->GetFontTall( KeysFont );
wchar_t wszCaption[ 64 ]; g_pVGuiLocalize->ConstructString( wszCaption, sizeof(wchar_t)*64, szBinding, NULL );
int iWidth = GetScreenWidthForCaption( wszCaption, KeysFont );
// Draw black text
vgui::surface()->DrawSetTextColor( 0,0,0, pTarget->m_alpha ); vgui::surface()->DrawSetTextPos( x - (iWidth>>1) - 1, y - (fontTall >>1) - 1 ); vgui::surface()->DrawUnicodeString( wszCaption ); } else { // Draw the caption
wchar_t wszCaption[ 64 ];
vgui::surface()->DrawSetTextFont( BUTTON_FONT_HANDLE ); int fontTall = vgui::surface()->GetFontTall( BUTTON_FONT_HANDLE );
char szBinding[ 256 ];
// Turn localized string into icon character
Q_snprintf( szBinding, sizeof( szBinding ), "#GameUI_Icons_%s", pchBindingName ); g_pVGuiLocalize->ConstructString( wszCaption, sizeof( wszCaption ), g_pVGuiLocalize->Find( szBinding ), 0 ); g_pVGuiLocalize->ConvertUnicodeToANSI( wszCaption, szBinding, sizeof( szBinding ) );
int iWidth = GetScreenWidthForCaption( wszCaption, BUTTON_FONT_HANDLE );
// Draw the button
vgui::surface()->DrawSetTextColor( 255,255,255, pTarget->m_alpha ); vgui::surface()->DrawSetTextPos( x - (iWidth>>1), y - (fontTall >>1) ); vgui::surface()->DrawUnicodeString( wszCaption );
} }
//-----------------------------------------------------------------------------
// Purpose: Draw an arrow to indicate that a target is offscreen
//
// iconWide is sent to this function so that the arrow knows how to straddle
// the icon that it is being drawn near.
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawIndicatorArrow( int x, int y, int iconWide, int iconTall, int textWidth, float fAngle ) { float fWide = iconWide; float fTall = iconTall;
// Rotated version of the bitmap!
// Rotate about the center of the bitmap
vgui::Vertex_t verts[4]; Vector2D center( x + (fWide * 0.5f), y + (fTall * 0.5f) );
// Choose a basis...
float yawRadians = -fAngle * M_PI / 180.0f; Vector2D axis[2]; axis[0].x = cos(yawRadians); axis[0].y = sin(yawRadians); axis[1].x = -axis[0].y; axis[1].y = axis[0].x;
center += Vector2D( axis[ 1 ].x * fTall, axis[ 1 ].y * fTall );
verts[0].m_TexCoord.Init( 0, 0 ); Vector2DMA( center, -0.5f * fWide, axis[0], verts[0].m_Position ); Vector2DMA( verts[0].m_Position, -0.5f * fTall, axis[1], verts[0].m_Position );
verts[1].m_TexCoord.Init( 1, 0 ); Vector2DMA( verts[0].m_Position, fWide, axis[0], verts[1].m_Position );
verts[2].m_TexCoord.Init( 1, 1 ); Vector2DMA( verts[1].m_Position, fTall, axis[1], verts[2].m_Position );
verts[3].m_TexCoord.Init( 0, 1 ); Vector2DMA( verts[0].m_Position, fTall, axis[1], verts[3].m_Position );
vgui::surface()->DrawSetTexture( m_textureID_ArrowDown ); vgui::surface()->DrawTexturedPolygon( 4, verts );
}
//-----------------------------------------------------------------------------
// Purpose: Draws a very simple arrow that points down.
//-----------------------------------------------------------------------------
void CLocatorPanel::DrawSimpleArrow( int x, int y, int iconWide, int iconTall ) { vgui::surface()->DrawSetTexture( m_textureID_SimpleArrow );
y += iconTall;
vgui::surface()->DrawTexturedRect( x, y, x + iconWide, y + iconTall ); }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CLocatorPanel::GetIconPositionForOffscreenTarget( const Vector &vecDelta, float flDist, int *pXPos, int *pYPos ) { float xpos = 0, ypos = 0; float flRotation = 0; float flRadius = YRES(OFFSCREEN_ICON_POSITION_RADIUS);
if ( locator_topdown_style.GetBool() ) { flRadius *= clamp( flDist / 600.0f, 1.75f, 3.0f ); }
GetTargetPosition( vecDelta, flRadius, &xpos, &ypos, &flRotation );
*pXPos = xpos; *pYPos = ypos; }
//-----------------------------------------------------------------------------
// Purpose: Given a handle, return the pointer to the proper locator target.
//-----------------------------------------------------------------------------
CLocatorTarget *CLocatorPanel::GetPointerForHandle( int hTarget ) { for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ ) { if( m_targets[ i ].m_isActive && m_targets[ i ].m_serialNumber == hTarget ) { return &m_targets[ i ]; } }
return NULL; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int CLocatorPanel::AddTarget() { for( int i = 0 ; i < MAX_LOCATOR_TARGETS ; i++ ) { if( !m_targets[ i ].m_isActive ) { m_targets[ i ].Activate( m_serializer ); m_serializer++;
return m_targets[ i ].m_serialNumber; } }
DevWarning( "Locator Panel has no free targets!\n" ); return -1; }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CLocatorPanel::RemoveTarget( int hTarget ) { CLocatorTarget *pTarget = GetPointerForHandle( hTarget );
if( pTarget ) { pTarget->Deactivate(); } }
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