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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#undef fopen
#if !defined( _GAMECONSOLE ) && !defined( _OSX ) && !defined (LINUX)
#include <windows.h> // SRC only!!
#endif
#if defined( POSIX ) && !defined( _PS3 )
#ifdef OSX
#include <copyfile.h>
#endif
#define DeleteFile unlink
#endif
#include "optionssubmultiplayer.h"
#include "multiplayeradvanceddialog.h"
#include <stdio.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/CheckButton.h>
#include "tier1/keyvalues.h"
#include <vgui_controls/Label.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include <vgui/Cursor.h>
#include <vgui_controls/RadioButton.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui_controls/FileOpenDialog.h>
#include <vgui_controls/MessageBox.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <vgui/IPanel.h>
#include <vgui_controls/MessageBox.h>
#include "cvartextentry.h"
#include "cvartogglecheckbutton.h"
#include "cvarslider.h"
#include "labeledcommandcombobox.h"
#include "filesystem.h"
#include "engineinterface.h"
#include "bitmapimagepanel.h"
#include "utlbuffer.h"
#include "modinfo.h"
#include "tier1/convar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
// use the JPEGLIB_USE_STDIO define so that we can read in jpeg's from outside the game directory tree. For Spray Import.
#define JPEGLIB_USE_STDIO
#include "jpeglib/jpeglib.h"
#undef JPEGLIB_USE_STDIO
#include <setjmp.h>
#include "bitmap/tgawriter.h"
#include "ivtex.h"
// dgoodenough - io.h doesn't exist on the PS3
// PS3_BUILDFIX
#if !defined( _PS3 ) && !defined( _OSX ) && !defined (LINUX)
#include <io.h>
#endif
// dgoodenough - select the correct stubs header based on current console
// PS3_BUILDFIX
#if defined( _PS3 )
#include "ps3/ps3_win32stubs.h"
#endif
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
#define DEFAULT_SUIT_HUE 30
#define DEFAULT_PLATE_HUE 6
void UpdateLogoWAD( void *hdib, int r, int g, int b );
struct ColorItem_t { char *name; int r, g, b; };
static ColorItem_t itemlist[]= { { "#Valve_Orange", 255, 120, 24 }, { "#Valve_Yellow", 225, 180, 24 }, { "#Valve_Blue", 0, 60, 255 }, { "#Valve_Ltblue", 0, 167, 255 }, { "#Valve_Green", 0, 167, 0 }, { "#Valve_Red", 255, 43, 0 }, { "#Valve_Brown", 123, 73, 0 }, { "#Valve_Ltgray", 100, 100, 100 }, { "#Valve_Dkgray", 36, 36, 36 }, };
static ColorItem_t s_crosshairColors[] = { { "#Valve_Green", 50, 250, 50 }, { "#Valve_Red", 250, 50, 50 }, { "#Valve_Blue", 50, 50, 250 }, { "#Valve_Yellow", 250, 250, 50 }, { "#Valve_Ltblue", 50, 250, 250 } }; static const int NumCrosshairColors = sizeof( s_crosshairColors ) / sizeof( s_crosshairColors[0] );
//-----------------------------------------------------------------------------
class CrosshairImagePanel : public ImagePanel { typedef ImagePanel BaseClass; public: CrosshairImagePanel( Panel *parent, const char *name, CCvarToggleCheckButton *pAdditive );
virtual void Paint();
void UpdateCrosshair( int r, int g, int b, int size );
protected: int m_R, m_G, m_B; int m_barSize; int m_barGap; CCvarToggleCheckButton *m_pAdditive; int m_iCrosshairTextureID; };
//-----------------------------------------------------------------------------
CrosshairImagePanel::CrosshairImagePanel( Panel *parent, const char *name, CCvarToggleCheckButton *pAdditive ) : ImagePanel( parent, name ) { m_pAdditive = pAdditive; UpdateCrosshair( 50, 250, 50, 0 );
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, "vgui/white_additive" , true, false); }
//-----------------------------------------------------------------------------
void CrosshairImagePanel::UpdateCrosshair( int r, int g, int b, int size ) { m_R = r; m_G = g; m_B = b;
int screenWide, screenTall; surface()->GetScreenSize( screenWide, screenTall ); if ( size == 0 ) { if (screenWide <= 640) { // if the screen width is 640 or less, set the crosshair num to 3 (large)
size = 1; } else if (screenWide < 1024) { // if the screen width is between 640 and 1024, set the crosshair num to 2 (medium)
size = 2; } else { // if the screen width is 1024 or greater, set the crosshair num to 1 (small)
size = 3; } }
int scaleBase = 1024; switch( size ) { case 3: scaleBase = 640; break; case 2: scaleBase = 800; break; default: scaleBase = 1024; break; }
m_barSize = (int) 9 * screenWide / scaleBase; m_barGap = (int) 5 * screenWide / scaleBase; }
//-----------------------------------------------------------------------------
static void DrawCrosshairRect( int x, int y, int w, int h, bool additive ) { if ( additive ) { vgui::surface()->DrawTexturedRect( x, y, x+w, y+h ); } else { vgui::surface()->DrawFilledRect( x, y, x+w, y+h ); } }
//-----------------------------------------------------------------------------
void CrosshairImagePanel::Paint() { BaseClass::Paint();
if ( !m_pAdditive ) return;
int wide, tall; GetSize( wide, tall );
bool additive = m_pAdditive->IsSelected();
int a = 200; if ( !additive ) { ConVarRef cl_crosshairalpha( "cl_crosshairalpha" ); if ( cl_crosshairalpha.IsValid() ) { a = clamp( cl_crosshairalpha.GetInt(), 0, 255 ); } } vgui::surface()->DrawSetColor( m_R, m_G, m_B, a );
if ( additive ) { vgui::surface()->DrawSetTexture( m_iCrosshairTextureID ); }
DrawCrosshairRect( (wide / 2 - m_barGap - m_barSize) + 1, tall / 2, m_barSize, 1, additive ); DrawCrosshairRect( wide / 2 + m_barGap, tall / 2, m_barSize, 1, additive ); DrawCrosshairRect( wide / 2, tall / 2 - m_barGap - m_barSize, 1, m_barSize, additive ); DrawCrosshairRect( wide / 2, tall / 2 + m_barGap, 1, m_barSize, additive ); }
//-----------------------------------------------------------------------------
class AdvancedCrosshairImagePanel : public ImagePanel { typedef ImagePanel BaseClass; public: AdvancedCrosshairImagePanel( Panel *parent, const char *name ); virtual ~AdvancedCrosshairImagePanel();
virtual void Paint();
void UpdateCrosshair( int r, int g, int b, float scale, const char *crosshairname );
protected: int m_R, m_G, m_B; float m_flScale;
// material
int m_iCrosshairTextureID; IVguiMatInfo *m_pAdvCrosshair;
// animation
IVguiMatInfoVar *m_pFrameVar; float m_flNextFrameChange; int m_nNumFrames; bool m_bAscending; // animating forward or in reverse?
};
//-----------------------------------------------------------------------------
AdvancedCrosshairImagePanel::AdvancedCrosshairImagePanel( Panel *parent, const char *name ) : ImagePanel( parent, name ) { m_pAdvCrosshair = NULL; m_pFrameVar = NULL;
if ( ModInfo().AdvCrosshair() ) { m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID(); UpdateCrosshair( 50, 250, 50, 32.0, "vgui/crosshairs/crosshair1" ); } }
AdvancedCrosshairImagePanel::~AdvancedCrosshairImagePanel() { if ( m_pFrameVar ) { delete m_pFrameVar; m_pFrameVar = NULL; }
if ( m_pAdvCrosshair ) { delete m_pAdvCrosshair; m_pAdvCrosshair = NULL; } }
//-----------------------------------------------------------------------------
void AdvancedCrosshairImagePanel::UpdateCrosshair( int r, int g, int b, float scale, const char *crosshairname ) { m_R = r; m_G = g; m_B = b;
m_flScale = scale;
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, crosshairname, true, false );
if ( m_pAdvCrosshair ) { delete m_pAdvCrosshair; }
m_pAdvCrosshair = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
Assert(m_pAdvCrosshair);
m_pFrameVar = m_pAdvCrosshair->FindVarFactory( "$frame", NULL ); m_nNumFrames = m_pAdvCrosshair->GetNumAnimationFrames();
m_flNextFrameChange = system()->GetFrameTime() + 0.2; m_bAscending = true; }
//-----------------------------------------------------------------------------
void AdvancedCrosshairImagePanel::Paint() { BaseClass::Paint();
int wide, tall; GetSize( wide, tall );
int iClipX0, iClipY0, iClipX1, iClipY1; ipanel()->GetClipRect(GetVPanel(), iClipX0, iClipY0, iClipX1, iClipY1 );
// scroll through all frames
if ( m_pFrameVar ) { float curtime = system()->GetFrameTime();
if ( curtime >= m_flNextFrameChange ) { m_flNextFrameChange = curtime + 0.2;
int frame = m_pFrameVar->GetIntValue();
if ( m_bAscending ) { frame++; if ( frame >= m_nNumFrames ) { m_bAscending = !m_bAscending; frame--; } } else { frame--; if ( frame < 0 ) { m_bAscending = !m_bAscending; frame++; } }
m_pFrameVar->SetIntValue(frame); } }
float x, y;
// assume square
float flDrawWidth = ( m_flScale/48.0 ) * (float)wide; int flHalfWidth = (int)( flDrawWidth / 2 );
x = wide/2 - flHalfWidth; y = tall/2 - flHalfWidth;
vgui::surface()->DrawSetColor( m_R, m_G, m_B, 255 ); vgui::surface()->DrawSetTexture( m_iCrosshairTextureID ); vgui::surface()->DrawTexturedRect( x, y, x+flDrawWidth, y+flDrawWidth ); vgui::surface()->DrawSetTexture(0); }
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
COptionsSubMultiplayer::COptionsSubMultiplayer(vgui::Panel *parent) : vgui::PropertyPage(parent, "OptionsSubMultiplayer") { Button *cancel = new Button( this, "Cancel", "#GameUI_Cancel" ); cancel->SetCommand( "Close" );
Button *ok = new Button( this, "OK", "#GameUI_OK" ); ok->SetCommand( "Ok" );
Button *apply = new Button( this, "Apply", "#GameUI_Apply" ); apply->SetCommand( "Apply" );
Button *advanced = new Button( this, "Advanced", "#GameUI_AdvancedEllipsis" ); advanced->SetCommand( "Advanced" );
Button *importSprayImage = new Button( this, "ImportSprayImage", "#GameUI_ImportSprayEllipsis" ); importSprayImage->SetCommand("ImportSprayImage");
m_hImportSprayDialog = NULL;
m_pPrimaryColorSlider = new CCvarSlider( this, "Primary Color Slider", "#GameUI_PrimaryColor", 0.0f, 255.0f, "topcolor" );
m_pSecondaryColorSlider = new CCvarSlider( this, "Secondary Color Slider", "#GameUI_SecondaryColor", 0.0f, 255.0f, "bottomcolor" );
m_pHighQualityModelCheckBox = new CCvarToggleCheckButton( this, "High Quality Models", "#GameUI_HighModels", "cl_himodels" );
m_pModelList = new CLabeledCommandComboBox( this, "Player model" ); m_ModelName[0] = 0; InitModelList( m_pModelList );
m_pLogoList = new CLabeledCommandComboBox( this, "SpraypaintList" ); m_LogoName[0] = 0; InitLogoList( m_pLogoList );
m_pModelImage = new CBitmapImagePanel( this, "ModelImage", NULL ); m_pModelImage->AddActionSignalTarget( this );
m_pLogoImage = new ImagePanel( this, "LogoImage" ); m_pLogoImage->AddActionSignalTarget( this );
m_nTopColor = DEFAULT_SUIT_HUE; m_nBottomColor = DEFAULT_PLATE_HUE; m_nLogoR = 255; m_nLogoG = 255; m_nLogoB = 255;
// crosshair controls
m_pCrosshairColorComboBox = new ComboBox(this, "CrosshairColorComboBox", 6, false); m_pCrosshairSize = new CLabeledCommandComboBox(this, "CrosshairSizeComboBox"); m_pCrosshairTranslucencyCheckbox = new CCvarToggleCheckButton(this, "CrosshairTranslucencyCheckbox", "#GameUI_Translucent", "cl_crosshairusealpha"); m_pCrosshairImage = new CrosshairImagePanel( this, "CrosshairImage", m_pCrosshairTranslucencyCheckbox );
// advanced crosshair controls
//==========
m_pAdvCrosshairRedSlider = new CCvarSlider( this, "Red Color Slider", "#GameUI_CrosshairColor_Red", 0.0f, 255.0f, "cl_crosshair_red" ); m_pAdvCrosshairGreenSlider = new CCvarSlider( this, "Green Color Slider", "#GameUI_CrosshairColor_Green", 0.0f, 255.0f, "cl_crosshair_green" ); m_pAdvCrosshairBlueSlider = new CCvarSlider( this, "Blue Color Slider", "#GameUI_CrosshairColor_Blue", 0.0f, 255.0f, "cl_crosshair_blue" );
m_pAdvCrosshairScaleSlider = new CCvarSlider( this, "Scale Slider", "#GameUI_CrosshairScale", 16.0f, 48.0f, "cl_crosshair_scale" );
m_pAdvCrosshairRedSlider->AddActionSignalTarget( this ); m_pAdvCrosshairGreenSlider->AddActionSignalTarget( this ); m_pAdvCrosshairBlueSlider->AddActionSignalTarget( this ); m_pAdvCrosshairScaleSlider->AddActionSignalTarget( this );
m_pAdvCrosshairStyle = new CLabeledCommandComboBox( this, "AdvCrosshairList" ); m_pAdvCrosshairImage = new AdvancedCrosshairImagePanel( this, "AdvCrosshairImage" );
InitAdvCrosshairStyleList(m_pAdvCrosshairStyle); RedrawAdvCrosshairImage(); //=========
m_pDownloadFilterCombo = new ComboBox( this, "DownloadFilterCheck", 3, false ); m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_ALL", NULL ); m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_NoSounds", NULL ); m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_None", NULL );
//=========
LoadControlSettings("Resource/OptionsSubMultiplayer.res");
InitCrosshairColorEntries(); InitCrosshairSizeList(m_pCrosshairSize); RedrawCrosshairImage();
// turn off the crosshair stuff if the mod specifies "nocrosshair" in the gameinfo.txt file
if ( ModInfo().NoCrosshair() ) { m_pCrosshairColorComboBox->SetVisible( false ); m_pCrosshairSize->SetVisible( false ); m_pCrosshairTranslucencyCheckbox->SetVisible( false ); m_pCrosshairImage->SetVisible( false );
Panel *pTempPanel = NULL;
// #GameUI_CrosshairDescription (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "CrosshairLabel" );
if ( pTempPanel ) { pTempPanel->SetVisible( false ); } }
// turn off model selection stuff if the mod specifies "nomodels" in the gameinfo.txt file
if ( ModInfo().NoModels() ) { Panel *pTempPanel = NULL;
if ( m_pModelImage ) { m_pModelImage->SetVisible( false ); }
if ( m_pModelList ) { m_pModelList->SetVisible( false ); }
if ( m_pPrimaryColorSlider ) { m_pPrimaryColorSlider->SetVisible( false ); }
if ( m_pSecondaryColorSlider ) { m_pSecondaryColorSlider->SetVisible( false ); }
// #GameUI_PlayerModel (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "Label1" );
if ( pTempPanel ) { pTempPanel->SetVisible( false ); }
// #GameUI_ColorSliders (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "Colors" );
if ( pTempPanel ) { pTempPanel->SetVisible( false ); } }
// turn off the himodel stuff if the mod specifies "nohimodel" in the gameinfo.txt file
if ( ModInfo().NoHiModel() ) { if ( m_pHighQualityModelCheckBox ) { m_pHighQualityModelCheckBox->SetVisible( false ); } }
// Advanced crosshair selection
if ( !ModInfo().AdvCrosshair() ) { m_pAdvCrosshairImage->SetVisible( false );
m_pAdvCrosshairRedSlider->SetVisible( false ); m_pAdvCrosshairBlueSlider->SetVisible( false ); m_pAdvCrosshairGreenSlider->SetVisible( false ); m_pAdvCrosshairScaleSlider->SetVisible( false ); m_pAdvCrosshairStyle->SetVisible( false );
Panel *pTempPanel = NULL;
// #GameUI_AdvCrosshairDescription (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "AdvCrosshairLabel" ); if ( pTempPanel ) { pTempPanel->SetVisible( false ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsSubMultiplayer::~COptionsSubMultiplayer() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnCommand( const char *command ) { if ( !stricmp( command, "Advanced" ) ) { if (!m_hMultiplayerAdvancedDialog.Get()) { m_hMultiplayerAdvancedDialog = new CMultiplayerAdvancedDialog( this ); } m_hMultiplayerAdvancedDialog->Activate(); } else if (!stricmp( command, "ImportSprayImage" ) ) { if (m_hImportSprayDialog == NULL) { m_hImportSprayDialog = new FileOpenDialog(NULL, "#GameUI_ImportSprayImage", true); m_hImportSprayDialog->AddFilter("*.tga,*.jpg,*.bmp,*.vtf", "#GameUI_All_Images", true); m_hImportSprayDialog->AddFilter("*.tga", "#GameUI_TGA_Images", false); m_hImportSprayDialog->AddFilter("*.jpg", "#GameUI_JPEG_Images", false); m_hImportSprayDialog->AddFilter("*.bmp", "#GameUI_BMP_Images", false); m_hImportSprayDialog->AddFilter("*.vtf", "#GameUI_VTF_Images", false); m_hImportSprayDialog->AddActionSignalTarget(this); } m_hImportSprayDialog->DoModal(false); m_hImportSprayDialog->Activate(); }
BaseClass::OnCommand( command ); }
// file selected. This can only happen when someone selects an image to be imported as a spray logo.
void COptionsSubMultiplayer::OnFileSelected(const char *fullpath) { if ((fullpath == NULL) || (fullpath[0] == 0)) { return; }
ConversionErrorType errcode;
// this can take a while, put up a waiting cursor
surface()->SetCursor(dc_hourglass);
// get the extension of the file we're to convert
char extension[MAX_PATH]; const char *constchar = fullpath + strlen(fullpath); while ((constchar > fullpath) && (*(constchar-1) != '.')) { --constchar; } Q_strncpy(extension, constchar, MAX_PATH);
bool deleteIntermediateTGA = false; bool deleteIntermediateVTF = false; bool convertTGAToVTF = true; char tgaPath[MAX_PATH*2]; char *c; bool failed = false;
Q_strncpy(tgaPath, fullpath, sizeof(tgaPath));
if (stricmp(extension, "tga")) { // construct a .tga version of this file path.
c = tgaPath + strlen(tgaPath); while ((c > tgaPath) && (*(c-1) != '\\') && (*(c-1) != '/')) { --c; } *c = 0;
char origpath[MAX_PATH*2]; Q_strncpy(origpath, tgaPath, sizeof(origpath));
int index = 0; // dgoodenough - remove this section on PS3 since we don't have a filesystem _access(...) function yet
// PS3_BUILDFIX
// FIXME FIXME FIXME
#if !defined( _PS3 )
do { Q_snprintf(tgaPath, sizeof(tgaPath), "%stemp%d.tga", origpath, index); ++index; } while (_access(tgaPath, 0) != -1); #endif
if (!stricmp(extension, "jpg") || !stricmp(extension, "jpeg")) { // convert from the jpeg file format to the TGA file format
errcode = ConvertJPEGToTGA(fullpath, tgaPath); if (errcode == CE_SUCCESS) { deleteIntermediateTGA = true; } else { failed = true; vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory"); } else if (errcode == CE_CANT_OPEN_SOURCE_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image"); } else if (errcode == CE_ERROR_PARSING_SOURCE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt"); } else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output"); } else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED ) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Image_Wrong_Size"); }
if (errorDialog != NULL) { errorDialog->DoModal(); } } } else if (!stricmp(extension, "bmp")) { // convert from the bmp file format to the TGA file format
errcode = ConvertBMPToTGA(fullpath, tgaPath);
if (errcode == CE_SUCCESS) { deleteIntermediateTGA = true; } else { failed = true; vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory"); } else if (errcode == CE_CANT_OPEN_SOURCE_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image"); } else if (errcode == CE_ERROR_PARSING_SOURCE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt"); } else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_BMP_Format_Not_Supported"); } else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output"); }
if (errorDialog != NULL) { errorDialog->DoModal(); } } } else if (!stricmp(extension, "vtf")) { // if the file is already in the vtf format there's no need to convert it.
convertTGAToVTF = false; } }
if (convertTGAToVTF && !failed) { // convert the TGA file to the VTF format.
errcode = ConvertTGA(tgaPath); // resize TGA so that it has power-of-two dimensions with a max size of 256x256.
if (errcode != CE_SUCCESS) { failed = true; vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory"); } else if (errcode == CE_CANT_OPEN_SOURCE_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image"); } else if (errcode == CE_ERROR_PARSING_SOURCE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt"); } else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_TGA_Format_Not_Supported"); } else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output"); }
if (errorDialog != NULL) { errorDialog->DoModal(); } }
if (!failed) { char tempPath[MAX_PATH*2]; Q_strncpy(tempPath, tgaPath, sizeof(tempPath));
errcode = ConvertTGAToVTF(tempPath); if (errcode == CE_SUCCESS) { deleteIntermediateVTF = true; } else { failed = true; vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory"); } else if (errcode == CE_CANT_OPEN_SOURCE_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image"); } else if (errcode == CE_ERROR_PARSING_SOURCE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt"); } else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_TGA_Format_Not_Supported"); } else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output"); } else if (errcode == CE_ERROR_LOADING_DLL) { errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Cant_Load_VTEX_DLL"); }
if (errorDialog != NULL) { errorDialog->DoModal(); } } } }
char finalPath[MAX_PATH*2]; finalPath[0] = 0; char vtfPath[MAX_PATH*2]; vtfPath[0] = 0;
if (!failed) { Q_strncpy(vtfPath, tgaPath, sizeof(vtfPath));
// rename the tga file to be a vtf file.
c = vtfPath + strlen(vtfPath); while ((c > vtfPath) && (*(c-1) != '.')) { --c; } *c = 0; Q_strncat(vtfPath, "vtf", sizeof(vtfPath), COPY_ALL_CHARACTERS);
// get the vtfFilename from the path.
const char *vtfFilename = fullpath + strlen(fullpath); while ((vtfFilename > fullpath) && (*(vtfFilename-1) != '\\') && (*(vtfFilename-1) != '/')) { --vtfFilename; }
Q_strncpy(finalPath, engine->GetGameDirectory(), sizeof(finalPath)); Q_strncat(finalPath, "\\materials\\VGUI\\logos\\", sizeof(finalPath), COPY_ALL_CHARACTERS); Q_strncat(finalPath, vtfFilename, sizeof(finalPath), COPY_ALL_CHARACTERS);
c = finalPath + strlen(finalPath); while ((c > finalPath) && (*(c-1) != '.')) { --c; } *c = 0; Q_strncat(finalPath,"vtf", sizeof(finalPath), COPY_ALL_CHARACTERS);
// make sure the directory exists before we try to copy the file.
g_pFullFileSystem->CreateDirHierarchy("materials/VGUI/logos/", "GAME");
// write out the spray VMT file.
errcode = WriteSprayVMT(finalPath); if (errcode != CE_SUCCESS) { failed = true;
vgui::MessageBox *errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Output"); errorDialog->DoModal(); }
if (!failed) { // copy vtf file to the final location.
#ifdef WIN32
CopyFile(vtfPath, finalPath, true); #elif defined( OSX )
copyfile( vtfPath, finalPath, 0, 0 ); #elif !defined( _PS3 )
engine->CopyLocalFile( vtfPath, finalPath ); #endif
// refresh the logo list so the new spray shows up.
InitLogoList(m_pLogoList);
char rootFilename[MAX_PATH]; Q_strncpy(rootFilename, vtfFilename, MAX_PATH);
// get the root filename so we can select in the spray list.
rootFilename[strlen(rootFilename) - 4] = 0;
// automatically select the logo that was just imported.
SelectLogo(rootFilename); } }
// delete the intermediate VTF file if one was made.
if (deleteIntermediateVTF) { // dgoodenough - DeleteFile is Win32 specific, remove it for PS3 build
// PS3_BUILDFIX
// FIXME - How will this be handled on PS3?
#if !defined( _PS3 )
DeleteFile(vtfPath); #endif
// the TGA->VTF conversion process generates a .txt file if one wasn't already there.
// in this case, delete the .txt file.
c = vtfPath + strlen(vtfPath); while ((c > vtfPath) && (*(c-1) != '.')) { --c; } Q_strncpy(c, "txt", sizeof(vtfPath)-(c-vtfPath)); // dgoodenough - DeleteFile is Win32 specific, remove it for PS3 build
// PS3_BUILDFIX
// FIXME - How will this be handled on PS3?
#if !defined( _PS3 )
DeleteFile(vtfPath); #endif
}
// delete the intermediate TGA file if one was made.
if (deleteIntermediateTGA) { // dgoodenough - DeleteFile is Win32 specific, remove it for PS3 build
// PS3_BUILDFIX
// FIXME - How will this be handled on PS3?
#if !defined( _PS3 )
DeleteFile(tgaPath); #endif
}
// change the cursor back to normal
surface()->SetCursor(dc_user); }
struct ValveJpegErrorHandler_t { // The default manager
struct jpeg_error_mgr m_Base; // For handling any errors
jmp_buf m_ErrorContext; };
//-----------------------------------------------------------------------------
// Purpose: We'll override the default error handler so we can deal with errors without having to exit the engine
//-----------------------------------------------------------------------------
static void ValveJpegErrorHandler( j_common_ptr cinfo ) { ValveJpegErrorHandler_t *pError = reinterpret_cast< ValveJpegErrorHandler_t * >( cinfo->err );
char buffer[ JMSG_LENGTH_MAX ];
/* Create the message */ ( *cinfo->err->format_message )( cinfo, buffer );
Warning( "%s\n", buffer );
// Bail
longjmp( pError->m_ErrorContext, 1 ); }
// convert the JPEG file given to a TGA file at the given output path.
ConversionErrorType COptionsSubMultiplayer::ConvertJPEGToTGA(const char *jpegpath, const char *tgaPath) { #if !defined( _GAMECONSOLE )
struct jpeg_decompress_struct jpegInfo; struct ValveJpegErrorHandler_t jerr; JSAMPROW row_pointer[1]; int row_stride; int cur_row = 0;
// image attributes
int image_height; int image_width;
// open the jpeg image file.
FILE *infile = fopen(jpegpath, "rb"); if (infile == NULL) { return CE_CANT_OPEN_SOURCE_FILE; }
// setup error to print to stderr.
jpegInfo.err = jpeg_std_error(&jerr.m_Base);
jpegInfo.err->error_exit = &ValveJpegErrorHandler;
// create the decompress struct.
jpeg_create_decompress(&jpegInfo);
if ( setjmp( jerr.m_ErrorContext ) ) { // Get here if there is any error
jpeg_destroy_decompress( &jpegInfo );
fclose(infile);
return CE_ERROR_PARSING_SOURCE; }
jpeg_stdio_src(&jpegInfo, infile);
// read in the jpeg header and make sure that's all good.
if (jpeg_read_header(&jpegInfo, TRUE) != JPEG_HEADER_OK) { fclose(infile); return CE_ERROR_PARSING_SOURCE; }
// start the decompress with the jpeg engine.
if (jpeg_start_decompress(&jpegInfo) != TRUE) { jpeg_destroy_decompress(&jpegInfo); fclose(infile); return CE_ERROR_PARSING_SOURCE; }
// Check for valid width and height (ie. power of 2 and print out an error and exit if not).
if ( !IsPowerOfTwo( jpegInfo.image_height ) || !IsPowerOfTwo( jpegInfo.image_width ) ) { jpeg_destroy_decompress(&jpegInfo); fclose( infile ); return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; }
// now that we've started the decompress with the jpeg lib, we have the attributes of the
// image ready to be read out of the decompress struct.
row_stride = jpegInfo.output_width * jpegInfo.output_components; image_height = jpegInfo.image_height; image_width = jpegInfo.image_width; int mem_required = jpegInfo.image_height * jpegInfo.image_width * jpegInfo.output_components;
// allocate the memory to read the image data into.
unsigned char *buf = (unsigned char *)malloc(mem_required); if (buf == NULL) { jpeg_destroy_decompress(&jpegInfo); fclose(infile); return CE_MEMORY_ERROR; }
// read in all the scan lines of the image into our image data buffer.
bool working = true; while (working && (jpegInfo.output_scanline < jpegInfo.output_height)) { row_pointer[0] = &(buf[cur_row * row_stride]); if (jpeg_read_scanlines(&jpegInfo, row_pointer, 1) != TRUE) { working = false; } ++cur_row; }
if (!working) { free(buf); jpeg_destroy_decompress(&jpegInfo); fclose(infile); return CE_ERROR_PARSING_SOURCE; }
jpeg_finish_decompress(&jpegInfo);
fclose(infile);
// ok, at this point we have read in the JPEG image to our buffer, now we need to write it out as a TGA file.
CUtlBuffer outBuf; bool bRetVal = TGAWriter::WriteToBuffer( buf, outBuf, image_width, image_height, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 ); if ( bRetVal ) { if ( !g_pFullFileSystem->WriteFile( tgaPath, NULL, outBuf ) ) { bRetVal = false; } }
free(buf); return bRetVal ? CE_SUCCESS : CE_ERROR_WRITING_OUTPUT_FILE;
#else
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; #endif
}
// convert the bmp file given to a TGA file at the given destination path.
ConversionErrorType COptionsSubMultiplayer::ConvertBMPToTGA(const char *bmpPath, const char *tgaPath) { if ( !IsPC() ) return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
// @wge TODO FIXME - fix OSX build
#if defined( _OSX ) || defined (LINUX)
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; #else
HBITMAP hBitmap = (HBITMAP)LoadImage(NULL, bmpPath, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE | LR_DEFAULTSIZE); BITMAP bitmap;
GetObject(hBitmap, sizeof(bitmap), &bitmap);
BITMAPINFO *bitmapInfo;
if (bitmap.bmBitsPixel == 24) { bitmapInfo = (BITMAPINFO *)malloc(sizeof(BITMAPINFO)); } else { int colorsUsed = 1 << bitmap.bmBitsPixel; bitmapInfo = (BITMAPINFO *)malloc(colorsUsed * sizeof(RGBQUAD) + sizeof(BITMAPINFO)); }
memset(bitmapInfo, 0, sizeof(BITMAPINFO)); bitmapInfo->bmiHeader.biSize = sizeof(bitmapInfo->bmiHeader); if (bitmap.bmBitsPixel != 24) { bitmapInfo->bmiHeader.biBitCount = bitmap.bmBitsPixel; // need to specify the bits per pixel so GDI will generate a color table for us.
}
HDC dc = CreateCompatibleDC(NULL);
int retcode = GetDIBits(dc, hBitmap, 0, bitmap.bmHeight, NULL, bitmapInfo, DIB_RGB_COLORS);
DeleteDC(dc);
if (retcode == 0) { // error getting the bitmap info for some reason.
free(bitmapInfo); return CE_ERROR_PARSING_SOURCE; }
int mem_required = 3 * bitmap.bmWidth * bitmap.bmHeight; // mem required for copying the data out into RGB format.
unsigned char *buf = (unsigned char *)malloc(mem_required); if (buf == NULL) { free(bitmapInfo); return CE_MEMORY_ERROR; }
if (bitmapInfo->bmiHeader.biBitCount == 24) { if ((bitmap.bmWidth * 3) == bitmap.bmWidthBytes) { // 24-bit BGR color bitmap that is word aligned.
memcpy(buf, bitmap.bmBits, mem_required); } else { // 24-bit BGR color bitmap that is not word aligned.
// need to read it in one row at a time since it isn't word aligned.
int row; for (row = 0; row < bitmap.bmHeight; ++row) { memcpy(buf + (row * 3 * bitmap.bmWidth), (unsigned char *)(bitmap.bmBits) + (row * bitmap.bmWidthBytes), 3 * bitmap.bmWidth); } }
// bitmaps are loaded as BGR, need to convert it to RGB.
int numPixels = bitmap.bmHeight * bitmap.bmWidth;
// convert to RGB
int index; for (index = 0; index < numPixels; ++index) { unsigned char blue = buf[3 * index]; // save blue value
buf[3 * index] = buf[3 * index + 2]; // copy red value.
buf[3 * index + 2] = blue; // copy blue value.
} } else if (bitmapInfo->bmiHeader.biBitCount == 8) { // 8-bit 256 color bitmap.
int y, x, index, colorTableEntry; for (y = 0; y < bitmap.bmHeight; ++y) { for (x = 0; x < bitmap.bmWidth; ++x) { // compute the color map entry for this pixel
index = y * bitmap.bmWidthBytes + x; colorTableEntry = ((unsigned char *)bitmap.bmBits)[index];
// get the color for this color map entry.
RGBQUAD *rgbQuad = &(bitmapInfo->bmiColors[colorTableEntry]);
// copy the color values for this pixel to the destination buffer.
buf[(y * bitmap.bmWidth * 3) + (x * 3)] = rgbQuad->rgbRed; buf[(y * bitmap.bmWidth * 3) + (x * 3) + 1] = rgbQuad->rgbGreen; buf[(y * bitmap.bmWidth * 3) + (x * 3) + 2] = rgbQuad->rgbBlue; } } } else if (bitmapInfo->bmiHeader.biBitCount == 4) { // 4-bit 16 color bitmap.
int y, x, index, colorTableEntry; for (y = 0; y < bitmap.bmHeight; ++y) { for (x = 0; x < bitmap.bmWidth; x += 2) { // two color table entries per byte
index = y * bitmap.bmWidthBytes + x / 2;
// get the color table entry for this pixel
colorTableEntry = (0xf0 & ((unsigned char *)bitmap.bmBits)[index]) >> 4;
// get the color values for this pixel's color table entry.
RGBQUAD *rgbQuad = &(bitmapInfo->bmiColors[colorTableEntry]);
// copy the pixel's color values to the destination buffer.
buf[(y * bitmap.bmWidth * 3) + (x * 3)] = rgbQuad->rgbRed; buf[(y * bitmap.bmWidth * 3) + (x * 3) + 1] = rgbQuad->rgbGreen; buf[(y * bitmap.bmWidth * 3) + (x * 3) + 2] = rgbQuad->rgbBlue;
// make sure we haven't reached the end of the row.
if ((x + 1) > bitmap.bmWidth) { break; }
// get the color table entry for this pixel.
colorTableEntry = 0x0f & ((unsigned char *)bitmap.bmBits)[index];
// get the color values for this pixel's color table entry.
rgbQuad = &(bitmapInfo->bmiColors[colorTableEntry]);
// copy the pixel's color values to the destination buffer.
buf[(y * bitmap.bmWidth * 3) + ((x+1) * 3)] = rgbQuad->rgbRed; buf[(y * bitmap.bmWidth * 3) + ((x+1) * 3) + 1] = rgbQuad->rgbGreen; buf[(y * bitmap.bmWidth * 3) + ((x+1) * 3) + 2] = rgbQuad->rgbBlue; } } } else if (bitmapInfo->bmiHeader.biBitCount == 1) { // 1-bit monochrome bitmap.
int y, x, index, bit, bitMask; for (y = 0; y < bitmap.bmHeight; ++y) { x = 0; while (x < bitmap.bmWidth) { RGBQUAD *rgbQuad = NULL; bitMask = 0x80;
// get the index into the bitmap data for the next 8 pixels.
index = y * bitmap.bmWidthBytes + x / 8;
// go through all 8 bits in this byte to get all 8 pixel colors.
do { // get the value of the bit for this pixel.
bit = ((unsigned char *)bitmap.bmBits)[index] & bitMask;
// bit will either be 0 or non-zero since there are only two colors.
if (bit == 0) { rgbQuad = &(bitmapInfo->bmiColors[0]); } else { rgbQuad = &(bitmapInfo->bmiColors[1]); }
// copy this pixel's color values into the destination buffer.
buf[(y * bitmap.bmWidth * 3) + (x * 3)] = rgbQuad->rgbRed; buf[(y * bitmap.bmWidth * 3) + (x * 3) + 1] = rgbQuad->rgbGreen; buf[(y * bitmap.bmWidth * 3) + (x * 3) + 2] = rgbQuad->rgbBlue;
// go to the next pixel.
++x; bitMask = bitMask >> 1; } while ((x < bitmap.bmWidth) && (bitMask > 0)); } } } else { free(bitmapInfo); free(buf); DeleteObject(hBitmap);
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; }
free(bitmapInfo);
// bitmaps are stored upside down, so flip the image vertically
int index; int rowWidth = 3 * bitmap.bmWidth; unsigned char *row = (unsigned char *)malloc(rowWidth); for (index = 0; index < (bitmap.bmHeight / 2); ++index) { memcpy(row, buf + (index * rowWidth), rowWidth); memcpy(buf + (index * rowWidth), buf + (((bitmap.bmHeight - 1) - index) * rowWidth), rowWidth); memcpy(buf + (((bitmap.bmHeight - 1) - index) * rowWidth), row, rowWidth); }
// write out the TGA file using the RGB data buffer.
CUtlBuffer outBuf; bool retval = TGAWriter::WriteToBuffer(buf, outBuf, bitmap.bmWidth, bitmap.bmHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888); if ( retval ) { if ( !g_pFullFileSystem->WriteFile( tgaPath, NULL, outBuf ) ) { retval = false; } } DeleteObject(hBitmap); return retval ? CE_SUCCESS : CE_ERROR_WRITING_OUTPUT_FILE; #endif // !_OSX
}
// read a TGA header from the current point in the file stream.
static void ReadTGAHeader(FILE *infile, TGAHeader &header) { if (infile == NULL) { return; }
fread(&header.identsize, sizeof(header.identsize), 1, infile); fread(&header.colourmaptype, sizeof(header.colourmaptype), 1, infile); fread(&header.imagetype, sizeof(header.imagetype), 1, infile); fread(&header.colourmapstart, sizeof(header.colourmapstart), 1, infile); fread(&header.colourmaplength, sizeof(header.colourmaplength), 1, infile); fread(&header.colourmapbits, sizeof(header.colourmapbits), 1, infile); fread(&header.xstart, sizeof(header.xstart), 1, infile); fread(&header.ystart, sizeof(header.ystart), 1, infile); fread(&header.width, sizeof(header.width), 1, infile); fread(&header.height, sizeof(header.height), 1, infile); fread(&header.bits, sizeof(header.bits), 1, infile); fread(&header.descriptor, sizeof(header.descriptor), 1, infile); }
// write a TGA header to the current point in the file stream.
static void WriteTGAHeader(FILE *outfile, TGAHeader &header) { if (outfile == NULL) { return; }
fwrite(&header.identsize, sizeof(header.identsize), 1, outfile); fwrite(&header.colourmaptype, sizeof(header.colourmaptype), 1, outfile); fwrite(&header.imagetype, sizeof(header.imagetype), 1, outfile); fwrite(&header.colourmapstart, sizeof(header.colourmapstart), 1, outfile); fwrite(&header.colourmaplength, sizeof(header.colourmaplength), 1, outfile); fwrite(&header.colourmapbits, sizeof(header.colourmapbits), 1, outfile); fwrite(&header.xstart, sizeof(header.xstart), 1, outfile); fwrite(&header.ystart, sizeof(header.ystart), 1, outfile); fwrite(&header.width, sizeof(header.width), 1, outfile); fwrite(&header.height, sizeof(header.height), 1, outfile); fwrite(&header.bits, sizeof(header.bits), 1, outfile); fwrite(&header.descriptor, sizeof(header.descriptor), 1, outfile); }
// reads in a TGA file and converts it to 32 bit RGBA color values in a memory buffer.
unsigned char * COptionsSubMultiplayer::ReadTGAAsRGBA(const char *tgaPath, int &width, int &height, ConversionErrorType &errcode, TGAHeader &tgaHeader ) { FILE *tgaFile = fopen(tgaPath, "rb"); if (tgaFile == NULL) { errcode = CE_CANT_OPEN_SOURCE_FILE; return NULL; }
// read header for TGA file.
ReadTGAHeader(tgaFile, tgaHeader);
// image type 2 is RGB, other types not supported.
if (tgaHeader.imagetype != 2) { fclose(tgaFile);
errcode = CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; return NULL; }
int tgaDataSize = tgaHeader.width * tgaHeader.height * tgaHeader.bits / 8; unsigned char *tgaData = (unsigned char *)malloc(tgaDataSize); if (tgaData == NULL) { fclose(tgaFile);
errcode = CE_MEMORY_ERROR; return NULL; }
fread(tgaData, 1, tgaDataSize, tgaFile);
fclose(tgaFile);
width = tgaHeader.width; height = tgaHeader.height;
if (tgaHeader.bits == 24) { // image needs to be converted to a 32-bit image.
int numPixels = tgaHeader.width * tgaHeader.height;
unsigned char *retBuf = (unsigned char *)malloc(numPixels * 4); if (retBuf == NULL) { free(tgaData);
errcode = CE_MEMORY_ERROR; return NULL; }
// convert from RGB to RGBA color format.
int index; for (index = 0; index < numPixels; ++index) { retBuf[index * 4] = tgaData[index * 3]; retBuf[index * 4 + 1] = tgaData[index * 3 + 1]; retBuf[index * 4 + 2] = tgaData[index * 3 + 2]; retBuf[index * 4 + 3] = 0xff; }
free(tgaData);
tgaHeader.bits = 32;
errcode = CE_SUCCESS; return retBuf; } else if (tgaHeader.bits == 32) { // already in RGBA format so just return it.
errcode = CE_SUCCESS; return tgaData; }
// format not supported, fail.
free(tgaData);
errcode = CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; return NULL; }
// resizes the file specified by tgaPath so that it has dimensions that are
// powers-of-two and is equal to or smaller than 256x256.
// also converts from 24-bit RGB to 32-bit RGB (with 8-bit alpha)
ConversionErrorType COptionsSubMultiplayer::ConvertTGA(const char *tgaPath) { int tgaWidth = 0, tgaHeight = 0; ConversionErrorType errcode; TGAHeader tgaHeader; unsigned char *srcBuffer = ReadTGAAsRGBA(tgaPath, tgaWidth, tgaHeight, errcode, tgaHeader);
if (srcBuffer == NULL) { return errcode; }
int paddedImageWidth, paddedImageHeight;
if ((tgaWidth <= 0) || (tgaHeight <= 0)) { free(srcBuffer); return CE_ERROR_PARSING_SOURCE; }
// get the nearest power of two that is greater than the width of the image.
paddedImageWidth = tgaWidth; if (!IsPowerOfTwo(paddedImageWidth)) { // width is not a power of two, calculate the next highest power of two value.
int i = 1; while (paddedImageWidth > 1) { paddedImageWidth = paddedImageWidth >> 1; ++i; }
paddedImageWidth = paddedImageWidth << i; }
// make sure the width is less than or equal to 256
if (paddedImageWidth > 256) { paddedImageWidth = 256; }
// get the nearest power of two that is greater than the height of the image
paddedImageHeight = tgaHeight; if (!IsPowerOfTwo(paddedImageHeight)) { // height is not a power of two, calculate the next highest power of two value.
int i = 1; while (paddedImageHeight > 1) { paddedImageHeight = paddedImageHeight >> 1; ++i; }
paddedImageHeight = paddedImageHeight << i; }
// make sure the height is less than or equal to 256
if (paddedImageHeight > 256) { paddedImageHeight = 256; }
// compute the amount of stretching that needs to be done to both width and height to get the image to fit.
float widthRatio = (float)paddedImageWidth / tgaWidth; float heightRatio = (float)paddedImageHeight / tgaHeight;
int finalWidth; int finalHeight;
// compute the final dimensions of the stretched image.
if (widthRatio < heightRatio) { finalWidth = paddedImageWidth; finalHeight = (int)(tgaHeight * widthRatio + 0.5f); // i.e. for 1x1 size pixels in the resized image we will take color from sourceRatio x sourceRatio sized pixels in the source image.
} else if (heightRatio < widthRatio) { finalHeight = paddedImageHeight; finalWidth = (int)(tgaWidth * heightRatio + 0.5f); } else { finalHeight = paddedImageHeight; finalWidth = paddedImageWidth; }
unsigned char *resizeBuffer = (unsigned char *)malloc(finalWidth * finalHeight * 4);
// do the actual stretching
StretchRGBAImage(srcBuffer, tgaWidth, tgaHeight, resizeBuffer, finalWidth, finalHeight);
free(srcBuffer); // don't need this anymore.
///////////////////////////////////////////////////////////////////////
///// need to pad the image so both dimensions are power of two's /////
///////////////////////////////////////////////////////////////////////
unsigned char *finalBuffer = (unsigned char *)malloc(paddedImageWidth * paddedImageHeight * 4); PadRGBAImage(resizeBuffer, finalWidth, finalHeight, finalBuffer, paddedImageWidth, paddedImageHeight);
FILE *outfile = fopen(tgaPath, "wb"); if (outfile == NULL) { free(resizeBuffer); free(finalBuffer);
return CE_ERROR_WRITING_OUTPUT_FILE; }
tgaHeader.width = paddedImageWidth; tgaHeader.height = paddedImageHeight;
WriteTGAHeader(outfile, tgaHeader);
fwrite(finalBuffer, 1, paddedImageWidth * paddedImageHeight * 4, outfile);
fclose(outfile);
free(resizeBuffer); free(finalBuffer);
return CE_SUCCESS; }
// resize by stretching (or compressing) an RGBA image pointed to by srcBuf into the buffer pointed to by destBuf.
// the buffers are assumed to be sized appropriately to accomidate RGBA images of the given widths and heights.
ConversionErrorType COptionsSubMultiplayer::StretchRGBAImage(const unsigned char *srcBuf, const int srcWidth, const int srcHeight, unsigned char *destBuf, const int destWidth, const int destHeight) { if ((srcBuf == NULL) || (destBuf == NULL)) { return CE_CANT_OPEN_SOURCE_FILE; }
int destRow,destColumn;
float ratioX = (float)srcWidth / (float)destWidth; float ratioY = (float)srcHeight / (float)destHeight;
// loop through all the pixels in the destination image.
for (destRow = 0; destRow < destHeight; ++destRow) { for (destColumn = 0; destColumn < destWidth; ++destColumn) { // calculate the center of the pixel in the source image.
float srcCenterX = ratioX * (destColumn + 0.5f); float srcCenterY = ratioY * (destRow + 0.5f);
// calculate the starting and ending coords for this destination pixel in the source image.
float srcStartX = srcCenterX - (ratioX / 2.0f); if (srcStartX < 0.0f) { srcStartX = 0.0f; // this should never happen, but just in case.
}
float srcStartY = srcCenterY - (ratioY / 2.0f); if (srcStartY < 0.0f) { srcStartY = 0.0f; // this should never happen, but just in case.
}
float srcEndX = srcCenterX + (ratioX / 2.0f); if (srcEndX > srcWidth) { srcEndX = srcWidth; // this should never happen, but just in case.
}
float srcEndY = srcCenterY + (ratioY / 2.0f); if (srcEndY > srcHeight) { srcEndY = srcHeight; // this should never happen, but just in case.
}
// Calculate the percentage of each source pixels' contribution to the destination pixel color.
float srcCurrentX; // initialized at the start of the y loop.
float srcCurrentY = srcStartY;
float destRed = 0.0f; float destGreen = 0.0f; float destBlue = 0.0f; float destAlpha = 0.0f;
//// loop for the parts of the source image that will contribute color to the destination pixel.
while (srcCurrentY < srcEndY) { float srcCurrentEndY = (float)((int)srcCurrentY + 1); if (srcCurrentEndY > srcEndY) { srcCurrentEndY = srcEndY; }
float srcCurrentHeight = srcCurrentEndY - srcCurrentY;
srcCurrentX = srcStartX;
while (srcCurrentX < srcEndX) { float srcCurrentEndX = (float)((int)srcCurrentX + 1); if (srcCurrentEndX > srcEndX) { srcCurrentEndX = srcEndX; } float srcCurrentWidth = srcCurrentEndX - srcCurrentX;
// compute the percentage of the destination pixel's color this source pixel will contribute.
float srcColorPercentage = (srcCurrentWidth / ratioX) * (srcCurrentHeight / ratioY);
int srcCurrentPixelX = (int)srcCurrentX; int srcCurrentPixelY = (int)srcCurrentY;
// get the color values for this source pixel.
unsigned char srcCurrentRed = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4)]; unsigned char srcCurrentGreen = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4) + 1]; unsigned char srcCurrentBlue = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4) + 2]; unsigned char srcCurrentAlpha = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4) + 3];
// add the color contribution from this source pixel to the destination pixel.
destRed += srcCurrentRed * srcColorPercentage; destGreen += srcCurrentGreen * srcColorPercentage; destBlue += srcCurrentBlue * srcColorPercentage; destAlpha += srcCurrentAlpha * srcColorPercentage;
srcCurrentX = srcCurrentEndX; }
srcCurrentY = srcCurrentEndY; }
// assign the computed color to the destination pixel, round to the nearest value. Make sure the value doesn't exceed 255.
destBuf[(destRow * destWidth * 4) + (destColumn * 4)] = MIN((int)(destRed + 0.5f), 255); destBuf[(destRow * destWidth * 4) + (destColumn * 4) + 1] = MIN((int)(destGreen + 0.5f), 255); destBuf[(destRow * destWidth * 4) + (destColumn * 4) + 2] = MIN((int)(destBlue + 0.5f), 255); destBuf[(destRow * destWidth * 4) + (destColumn * 4) + 3] = MIN((int)(destAlpha + 0.5f), 255); } // column loop
} // row loop
return CE_SUCCESS; }
ConversionErrorType COptionsSubMultiplayer::PadRGBAImage(const unsigned char *srcBuf, const int srcWidth, const int srcHeight, unsigned char *destBuf, const int destWidth, const int destHeight) { if ((srcBuf == NULL) || (destBuf == NULL)) { return CE_CANT_OPEN_SOURCE_FILE; }
memset(destBuf, 0, destWidth * destHeight * 4);
if ((destWidth < srcWidth) || (destHeight < srcHeight)) { return CE_ERROR_PARSING_SOURCE; }
if ((srcWidth == destWidth) && (srcHeight == destHeight)) { // no padding is needed, just copy the buffer straight over and call it done.
memcpy(destBuf, srcBuf, destWidth * destHeight * 4); return CE_SUCCESS; }
if (destWidth == srcWidth) { // only the top and bottom of the image need padding.
// do this separately since we can do this more efficiently than the other cases.
int numRowsToPad = (destHeight - srcHeight) / 2; memcpy(destBuf + (numRowsToPad * destWidth * 4), srcBuf, srcWidth * srcHeight * 4); } else { int numColumnsToPad = (destWidth - srcWidth) / 2; int numRowsToPad = (destHeight - srcHeight) / 2; int lastRow = numRowsToPad + srcHeight; int row; for (row = numRowsToPad; row < lastRow; ++row) { unsigned char * destOffset = destBuf + (row * destWidth * 4) + (numColumnsToPad * 4); const unsigned char * srcOffset = srcBuf + ((row - numRowsToPad) * srcWidth * 4); memcpy(destOffset, srcOffset, srcWidth * 4); } }
return CE_SUCCESS; }
// convert TGA file at the given location to a VTF file of the same root name at the same location.
ConversionErrorType COptionsSubMultiplayer::ConvertTGAToVTF(const char *tgaPath) { FILE *infile = fopen(tgaPath, "rb"); if (infile == NULL) { return CE_CANT_OPEN_SOURCE_FILE; }
// read out the header of the image.
TGAHeader header; ReadTGAHeader(infile, header);
// check to make sure that the TGA has the proper dimensions and size.
if (!IsPowerOfTwo(header.width) || !IsPowerOfTwo(header.height)) { fclose(infile); return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; } // check to make sure that the TGA isn't too big.
if ((header.width > 256) || (header.height > 256)) { fclose(infile); return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED; }
int imageMemoryFootprint = header.width * header.height * header.bits / 8;
CUtlBuffer inbuf(0, imageMemoryFootprint);
// read in the image
int nBytesRead = fread(inbuf.Base(), imageMemoryFootprint, 1, infile);
fclose(infile); inbuf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
// load vtex_dll.dll and get the interface to it.
CSysModule *vtexmod = Sys_LoadModule("vtex_dll"); if (vtexmod == NULL) { return CE_ERROR_LOADING_DLL; }
CreateInterfaceFn factory = Sys_GetFactory(vtexmod); if (factory == NULL) { Sys_UnloadModule(vtexmod); return CE_ERROR_LOADING_DLL; }
IVTex *vtex = (IVTex *)factory(IVTEX_VERSION_STRING, NULL); if (vtex == NULL) { Sys_UnloadModule(vtexmod); return CE_ERROR_LOADING_DLL; }
char *vtfParams[4];
// the 0th entry is skipped cause normally thats the program name.
vtfParams[0] = ""; vtfParams[1] = "-quiet"; vtfParams[2] = "-dontusegamedir"; vtfParams[3] = (char *)tgaPath;
// call vtex to do the conversion.
vtex->VTex(4, vtfParams);
Sys_UnloadModule(vtexmod);
return CE_SUCCESS; }
// write a VMT file for the spray VTF file at the given path.
ConversionErrorType COptionsSubMultiplayer::WriteSprayVMT(const char *vtfPath) { if (vtfPath == NULL) { return CE_ERROR_WRITING_OUTPUT_FILE; }
// make the vmt filename
char vmtPath[MAX_PATH*4]; Q_strncpy(vmtPath, vtfPath, sizeof(vmtPath)); char *c = vmtPath + strlen(vmtPath); while ((c > vmtPath) && (*(c-1) != '.')) { --c; } Q_strncpy(c, "vmt", sizeof(vmtPath) - (c - vmtPath));
// get the root filename for the vtf file
char filename[MAX_PATH]; while ((c > vmtPath) && (*(c-1) != '/') && (*(c-1) != '\\')) { --c; }
int i = 0; while ((*c != 0) && (*c != '.')) { filename[i++] = *(c++); } filename[i] = 0;
// create the vmt file.
FILE *vmtFile = fopen(vmtPath, "w"); if (vmtFile == NULL) { return CE_ERROR_WRITING_OUTPUT_FILE; }
// write the contents of the file.
fprintf(vmtFile, "LightmappedGeneric\n{\n\t\"$basetexture\" \"vgui\\logos\\%s\"\n\t\"$translucent\" \"1\"\n\t\"$decal\" \"1\"\n\t\"$decalscale\" \"0.250\"\n}\n", filename);
fclose(vmtFile);
return CE_SUCCESS; }
//-----------------------------------------------------------------------------
// Purpose: Builds the list of logos
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitLogoList( CLabeledCommandComboBox *cb ) { // Find out images
FileFindHandle_t fh; char directory[ 512 ];
// NOTE: <<vitaliy>> this feature is obsolete in CS:GO
ConVarRef cl_logofile( "cl_logofile" ); if ( !cl_logofile.IsValid() ) return;
cb->DeleteAllItems();
const char *logofile = cl_logofile.GetString(); Q_snprintf( directory, sizeof( directory ), "materials/vgui/logos/*.vtf" ); const char *fn = g_pFullFileSystem->FindFirst( directory, &fh ); int i = 0, initialItem = 0; while (fn) { char filename[ 512 ]; Q_snprintf( filename, sizeof(filename), "materials/vgui/logos/%s", fn ); if ( strlen( filename ) >= 4 ) { filename[ strlen( filename ) - 4 ] = 0; Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS ); if ( g_pFullFileSystem->FileExists( filename ) ) { // strip off the extension
Q_strncpy( filename, fn, sizeof( filename ) ); filename[ strlen( filename ) - 4 ] = 0; cb->AddItem( filename, "" );
// check to see if this is the one we have set
Q_snprintf( filename, sizeof(filename), "materials/vgui/logos/%s", fn ); if (!Q_stricmp(filename, logofile)) { initialItem = i; }
++i; } }
fn = g_pFullFileSystem->FindNext( fh ); }
g_pFullFileSystem->FindClose( fh ); cb->SetInitialItem(initialItem); }
//-----------------------------------------------------------------------------
// Purpose: Selects the given logo in the logo list.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::SelectLogo(const char *logoName) { int numEntries = m_pLogoList->GetItemCount(); int index; wchar_t itemText[MAX_PATH]; wchar_t itemToSelectText[MAX_PATH];
// convert the logo filename to unicode
g_pVGuiLocalize->ConvertANSIToUnicode(logoName, itemToSelectText, sizeof(itemToSelectText));
// find the index of the spray we want.
for (index = 0; index < numEntries; ++index) { m_pLogoList->GetItemText(index, itemText, sizeof(itemText)); if (!wcscmp(itemText, itemToSelectText)) { break; } }
if (index < numEntries) { // select the logo.
m_pLogoList->ActivateItem(index); } }
#define MODEL_MATERIAL_BASE_FOLDER "materials/vgui/playermodels/"
void StripStringOutOfString( const char *pPattern, const char *pIn, char *pOut ) { int iLengthBase = strlen( pPattern ); int iLengthString = strlen( pIn );
int k = 0;
for ( int j = iLengthBase; j < iLengthString; j++ ) { pOut[k] = pIn[j]; k++; }
pOut[k] = 0; }
void FindVMTFilesInFolder( const char *pFolder, const char *pFolderName, CLabeledCommandComboBox *cb, int &iCount, int &iInitialItem ) { ConVarRef cl_modelfile( "cl_playermodel" ); if ( !cl_modelfile.IsValid() ) return;
char directory[ 512 ]; Q_snprintf( directory, sizeof( directory ), "%s/*.*", pFolder );
FileFindHandle_t fh;
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh ); const char *modelfile = cl_modelfile.GetString();
while ( fn ) { if ( !stricmp( fn, ".") || !stricmp( fn, "..") ) { fn = g_pFullFileSystem->FindNext( fh ); continue; }
if ( g_pFullFileSystem->FindIsDirectory( fh ) ) { char folderpath[512];
Q_snprintf( folderpath, sizeof( folderpath ), "%s/%s", pFolder, fn );
FindVMTFilesInFolder( folderpath, fn, cb, iCount, iInitialItem ); fn = g_pFullFileSystem->FindNext( fh ); continue; }
if ( !strstr( fn, ".vmt" ) ) { fn = g_pFullFileSystem->FindNext( fh ); continue; }
char filename[ 512 ]; Q_snprintf( filename, sizeof(filename), "%s/%s", pFolder, fn ); if ( strlen( filename ) >= 4 ) { filename[ strlen( filename ) - 4 ] = 0; Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS ); if ( g_pFullFileSystem->FileExists( filename ) ) { char displayname[ 512 ]; char texturepath[ 512 ]; // strip off the extension
Q_strncpy( displayname, fn, sizeof( displayname ) ); StripStringOutOfString( MODEL_MATERIAL_BASE_FOLDER, filename, texturepath ); displayname[ strlen( displayname ) - 4 ] = 0; cb->AddItem( displayname, texturepath + 1 ); // ignore the initial "/" in texture path
char realname[ 512 ]; Q_FileBase( modelfile, realname, sizeof( realname ) ); Q_FileBase( filename, filename, sizeof( filename ) ); if (!stricmp(filename, realname)) { iInitialItem = iCount; }
++iCount; } }
fn = g_pFullFileSystem->FindNext( fh ); } }
//-----------------------------------------------------------------------------
// Purpose: Builds model list
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitModelList( CLabeledCommandComboBox *cb ) { // Find out images
int i = 0, initialItem = 0;
cb->DeleteAllItems(); FindVMTFilesInFolder( MODEL_MATERIAL_BASE_FOLDER, "", cb, i, initialItem ); cb->SetInitialItem( initialItem ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitCrosshairColorEntries() { // parse the string for the custom color settings and get the initial settings.
ConVarRef cl_crosshaircolor( "cl_crosshaircolor" ); int index = 0; if ( cl_crosshaircolor.IsValid() ) { index = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors ); }
if (m_pCrosshairColorComboBox != NULL) { KeyValues *data = new KeyValues("data");
// add in the "Default" selection
data->Clear();
// add in the colors for the color list
for ( int i = 0; i < NumCrosshairColors; i++ ) { data->SetInt("color", i); m_pCrosshairColorComboBox->AddItem( s_crosshairColors[ i ].name, data); }
m_pCrosshairColorComboBox->ActivateItemByRow(index);
data->deleteThis(); }
// force the crosshair to redraw.
RedrawCrosshairImage(); // don't need to do this since we're not drawing anything.
}
//-----------------------------------------------------------------------------
// Purpose: takes the settings from the crosshair settings combo boxes and sliders
// and apply it to the crosshair illustrations.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RedrawCrosshairImage() { if (m_pCrosshairColorComboBox == NULL) { return; }
bool enableApplyButton = false;
// get the color selected in the combo box.
KeyValues *data = m_pCrosshairColorComboBox->GetActiveItemUserData(); int colorIndex = data->GetInt("color"); colorIndex = clamp( colorIndex, 0, NumCrosshairColors );
int selectedVal = 0; int actualVal = 0; if (m_pCrosshairColorComboBox != NULL) { selectedVal = m_pCrosshairColorComboBox->GetActiveItem(); }
ConVarRef cl_crosshaircolor( "cl_crosshaircolor" ); if ( cl_crosshaircolor.IsValid() ) { actualVal = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors ); }
if ( selectedVal != actualVal ) { enableApplyButton = true; }
if (enableApplyButton) { OnApplyButtonEnable(); }
if ( m_pCrosshairImage && m_pCrosshairSize ) { int size = m_pCrosshairSize->GetActiveItem(); m_pCrosshairImage->UpdateCrosshair( s_crosshairColors[selectedVal].r, s_crosshairColors[selectedVal].g, s_crosshairColors[selectedVal].b, size ); } }
//-----------------------------------------------------------------------------
// Purpose: takes the settings from the crosshair settings combo boxes and sliders
// and apply it to the crosshair illustrations.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RedrawAdvCrosshairImage() { if ( !ModInfo().AdvCrosshair() ) { return; }
// get the color selected in the combo box.
int r,g,b;
r = clamp( m_pAdvCrosshairRedSlider->GetSliderValue(), 0, 255 ); g = clamp( m_pAdvCrosshairGreenSlider->GetSliderValue(), 0, 255 ); b = clamp( m_pAdvCrosshairBlueSlider->GetSliderValue(), 0, 255 );
float scale = m_pAdvCrosshairScaleSlider->GetSliderValue();
if ( m_pAdvCrosshairImage && m_pAdvCrosshairStyle ) { char crosshairname[256]; m_pAdvCrosshairStyle->GetText( crosshairname, sizeof(crosshairname) );
char texture[ 256 ]; Q_snprintf ( texture, sizeof( texture ), "vgui/crosshairs/%s", crosshairname );
m_pAdvCrosshairImage->UpdateCrosshair( r, g, b, scale, texture ); } }
//-----------------------------------------------------------------------------
// Purpose: initialize the crosshair size list.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitCrosshairSizeList(CLabeledCommandComboBox *cb) { if (cb == NULL) { return; }
cb->Reset();
// add in the auto, small, medium, and large size selections.
cb->AddItem("#GameUI_Auto", "cl_crosshairscale 0"); cb->AddItem("#GameUI_Small", "cl_crosshairscale 1200"); cb->AddItem("#GameUI_Medium", "cl_crosshairscale 768"); cb->AddItem("#GameUI_Large", "cl_crosshairscale 600");
// parse out the size value from the cvar and set the initial value.
int initialScale = 0; ConVarRef cl_crosshairscale( "cl_crosshairscale" ); if ( cl_crosshairscale.IsValid() ) { initialScale = cl_crosshairscale.GetInt(); if ( initialScale <= 0 ) { initialScale = 0; } else if ( initialScale <= 600 ) { initialScale = 3; } else if ( initialScale <= 768 ) { initialScale = 2; } else { initialScale = 1; } } cb->SetInitialItem( initialScale ); }
//-----------------------------------------------------------------------------
// Purpose: initialize the crosshair style list
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitAdvCrosshairStyleList(CLabeledCommandComboBox *cb) { // Find out images
FileFindHandle_t fh; char directory[ 512 ];
ConVarRef cl_crosshair_file( "cl_crosshair_file" ); if ( !cl_crosshair_file.IsValid() ) return;
cb->DeleteAllItems();
char crosshairfile[256]; Q_snprintf( crosshairfile, sizeof(crosshairfile), "materials/vgui/crosshairs/%s.vtf", cl_crosshair_file.GetString() );
Q_snprintf( directory, sizeof( directory ), "materials/vgui/crosshairs/*.vtf" ); const char *fn = g_pFullFileSystem->FindFirst( directory, &fh ); int i = 0, initialItem = 0; while (fn) { char filename[ 512 ]; Q_snprintf( filename, sizeof(filename), "materials/vgui/crosshairs/%s", fn ); if ( strlen( filename ) >= 4 ) { filename[ strlen( filename ) - 4 ] = 0; Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS ); if ( g_pFullFileSystem->FileExists( filename ) ) { // strip off the extension
Q_strncpy( filename, fn, sizeof( filename ) ); filename[ strlen( filename ) - 4 ] = 0; cb->AddItem( filename, "" );
// check to see if this is the one we have set
Q_snprintf( filename, sizeof(filename), "materials/vgui/crosshairs/%s", fn ); if (!stricmp(filename, crosshairfile)) { initialItem = i; }
++i; } }
fn = g_pFullFileSystem->FindNext( fh ); }
g_pFullFileSystem->FindClose( fh ); cb->SetInitialItem(initialItem); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapLogo() { char logoname[256];
m_pLogoList->GetText( logoname, sizeof( logoname ) ); if( !logoname[ 0 ] ) return;
char fullLogoName[512];
// make sure there is a version with the proper shader
g_pFullFileSystem->CreateDirHierarchy( "materials/VGUI/logos/UI", "GAME" ); Q_snprintf( fullLogoName, sizeof( fullLogoName ), "materials/VGUI/logos/UI/%s.vmt", logoname ); if ( !g_pFullFileSystem->FileExists( fullLogoName ) ) { FileHandle_t fp = g_pFullFileSystem->Open( fullLogoName, "wb" ); if ( !fp ) return;
char data[1024]; Q_snprintf( data, sizeof( data ), "\"UnlitGeneric\"\n\
{\n\ // Original shader: BaseTimesVertexColorAlphaBlendNoOverbright\n\ \"$translucent\" 1\n\
\"$basetexture\" \"VGUI\\logos\\%s\"\n\
\"$vertexcolor\" 1\n\
\"$vertexalpha\" 1\n\
\"$no_fullbright\" 1\n\
\"$ignorez\" 1\n\
}\n\ ", logoname );
g_pFullFileSystem->Write( data, strlen( data ), fp ); g_pFullFileSystem->Close( fp ); }
Q_snprintf( fullLogoName, sizeof( fullLogoName ), "logos/UI/%s", logoname ); m_pLogoImage->SetImage( fullLogoName ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapModel() { const char *pModelName = m_pModelList->GetActiveItemCommand(); if( pModelName == NULL ) return;
char texture[ 256 ]; Q_snprintf ( texture, sizeof( texture ), "vgui/playermodels/%s", pModelName ); texture[ strlen( texture ) - 4 ] = 0;
m_pModelImage->setTexture( texture ); }
//-----------------------------------------------------------------------------
// Purpose: Called whenever model name changes
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnTextChanged(vgui::Panel *panel) { RemapModel(); RemapLogo();
RedrawCrosshairImage(); // redraw the crosshair.
RedrawAdvCrosshairImage(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnSliderMoved(KeyValues *data) { m_nTopColor = (int) m_pPrimaryColorSlider->GetSliderValue(); m_nBottomColor = (int) m_pSecondaryColorSlider->GetSliderValue();
RemapModel(); RedrawAdvCrosshairImage(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnApplyButtonEnable() { PostMessage(GetParent(), new KeyValues("ApplyButtonEnable")); InvalidateLayout(); }
//#include <windows.h>
#define DIB_HEADER_MARKER ((WORD) ('M' << 8) | 'B')
#define SUIT_HUE_START 192
#define SUIT_HUE_END 223
#define PLATE_HUE_START 160
#define PLATE_HUE_END 191
// @wge this struct definition is from Portal 2 source, but didn't want to conflict with other platforms so made it OSX only.
#if defined( _OSX ) || defined (LINUX)
typedef struct tagRGBQUAD { uint8 rgbBlue; uint8 rgbGreen; uint8 rgbRed; uint8 rgbReserved; } RGBQUAD; #endif // _OSX
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void PaletteHueReplace( RGBQUAD *palSrc, int newHue, int Start, int end ) { int i; float r, b, g; float maxcol, mincol; float hue, val, sat;
hue = (float)(newHue * (360.0 / 255));
for (i = Start; i <= end; i++) { b = palSrc[ i ].rgbBlue; g = palSrc[ i ].rgbGreen; r = palSrc[ i ].rgbRed; maxcol = MAX( MAX( r, g ), b ) / 255.0f; mincol = MIN( MIN( r, g ), b ) / 255.0f; val = maxcol; sat = (maxcol - mincol) / maxcol;
mincol = val * (1.0f - sat);
if (hue <= 120) { b = mincol; if (hue < 60) { r = val; g = mincol + hue * (val - mincol)/(120 - hue); } else { g = val; r = mincol + (120 - hue)*(val-mincol)/hue; } } else if (hue <= 240) { r = mincol; if (hue < 180) { g = val; b = mincol + (hue - 120)*(val-mincol)/(240 - hue); } else { b = val; g = mincol + (240 - hue)*(val-mincol)/(hue - 120); } } else { g = mincol; if (hue < 300) { b = val; r = mincol + (hue - 240)*(val-mincol)/(360 - hue); } else { r = val; b = mincol + (360 - hue)*(val-mincol)/(hue - 240); } }
palSrc[ i ].rgbBlue = (unsigned char)(b * 255); palSrc[ i ].rgbGreen = (unsigned char)(g * 255); palSrc[ i ].rgbRed = (unsigned char)(r * 255); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapPalette( char *filename, int topcolor, int bottomcolor ) { #if !defined( _OSX ) && !defined( _PS3 ) && !defined (LINUX)
char infile[ 256 ]; char outfile[ 256 ];
FileHandle_t file; CUtlBuffer outbuffer( 16384, 16384 );
Q_snprintf( infile, sizeof( infile ), "models/player/%s/%s.bmp", filename, filename ); Q_strncpy( outfile, "models/player/remapped.bmp", sizeof( outfile ) );
file = g_pFullFileSystem->Open( infile, "rb" ); if ( file == FILESYSTEM_INVALID_HANDLE ) return;
// Parse bitmap
BITMAPFILEHEADER bmfHeader; DWORD dwBitsSize, dwFileSize; LPBITMAPINFO lpbmi;
dwFileSize = g_pFullFileSystem->Size( file );
g_pFullFileSystem->Read( &bmfHeader, sizeof(bmfHeader), file ); outbuffer.Put( &bmfHeader, sizeof( bmfHeader ) ); if (bmfHeader.bfType == DIB_HEADER_MARKER) { dwBitsSize = dwFileSize - sizeof(bmfHeader);
HGLOBAL hDIB = GlobalAlloc( GMEM_MOVEABLE | GMEM_ZEROINIT, dwBitsSize ); char *pDIB = (LPSTR)GlobalLock((HGLOBAL)hDIB); { g_pFullFileSystem->Read(pDIB, dwBitsSize, file );
lpbmi = (LPBITMAPINFO)pDIB;
// Remap palette
PaletteHueReplace( lpbmi->bmiColors, topcolor, SUIT_HUE_START, SUIT_HUE_END ); PaletteHueReplace( lpbmi->bmiColors, bottomcolor, PLATE_HUE_START, PLATE_HUE_END );
outbuffer.Put( pDIB, dwBitsSize ); }
GlobalUnlock( hDIB); GlobalFree((HGLOBAL) hDIB); }
g_pFullFileSystem->Close(file);
g_pFullFileSystem->RemoveFile( outfile, NULL );
g_pFullFileSystem->CreateDirHierarchy("models/player", NULL); file = g_pFullFileSystem->Open( outfile, "wb" ); if ( file != FILESYSTEM_INVALID_HANDLE ) { g_pFullFileSystem->Write( outbuffer.Base(), outbuffer.TellPut(), file ); g_pFullFileSystem->Close( file ); } #endif // !_OSX && !_PS3
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::ColorForName( char const *pszColorName, int&r, int&g, int&b ) { r = g = b = 0; int count = sizeof( itemlist ) / sizeof( itemlist[0] );
for ( int i = 0; i < count; i++ ) { if ( StringHasPrefix( pszColorName, itemlist[ i ].name ) ) { r = itemlist[ i ].r; g = itemlist[ i ].g; b = itemlist[ i ].b; return; } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnResetData() { // reset the DownloadFilter combo box
if ( m_pDownloadFilterCombo ) { // cl_downloadfilter
ConVarRef cl_downloadfilter( "cl_downloadfilter" );
if ( Q_stricmp( cl_downloadfilter.GetString(), "none" ) == 0 ) { m_pDownloadFilterCombo->ActivateItem( 2 ); } else if ( Q_stricmp( cl_downloadfilter.GetString(), "nosounds" ) == 0 ) { m_pDownloadFilterCombo->ActivateItem( 1 ); } else { m_pDownloadFilterCombo->ActivateItem( 0 ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnApplyChanges() { m_pPrimaryColorSlider->ApplyChanges(); m_pSecondaryColorSlider->ApplyChanges(); // m_pModelList->ApplyChanges();
m_pLogoList->ApplyChanges(); m_pLogoList->GetText(m_LogoName, sizeof(m_LogoName)); m_pHighQualityModelCheckBox->ApplyChanges();
for ( int i=0; i<m_cvarToggleCheckButtons.GetCount(); ++i ) { CCvarToggleCheckButton *toggleButton = m_cvarToggleCheckButtons[i]; if( toggleButton->IsVisible() && toggleButton->IsEnabled() ) { toggleButton->ApplyChanges(); } }
if ( !ModInfo().NoCrosshair() ) { if (m_pCrosshairSize != NULL) { m_pCrosshairSize->ApplyChanges(); }
if (m_pCrosshairTranslucencyCheckbox != NULL) { m_pCrosshairTranslucencyCheckbox->ApplyChanges(); }
ApplyCrosshairColorChanges(); }
if ( ModInfo().AdvCrosshair() ) { m_pAdvCrosshairRedSlider->ApplyChanges(); m_pAdvCrosshairGreenSlider->ApplyChanges(); m_pAdvCrosshairBlueSlider->ApplyChanges(); m_pAdvCrosshairScaleSlider->ApplyChanges(); m_pAdvCrosshairStyle->ApplyChanges();
// save the crosshair
char cmd[512]; char crosshair[256]; m_pAdvCrosshairStyle->GetText(crosshair, sizeof(crosshair)); Q_snprintf(cmd, sizeof(cmd), "cl_crosshair_file %s\n", crosshair); engine->ClientCmd_Unrestricted(cmd); }
// NOTE: <<vitaliy>> this feature is obsolete in CS:GO
// save the logo name
char cmd[512]; if ( m_LogoName[ 0 ] ) { Q_snprintf(cmd, sizeof(cmd), "cl_logofile materials/vgui/logos/%s.vtf\n", m_LogoName); } else { Q_strncpy( cmd, "cl_logofile \"\"\n", sizeof( cmd ) ); } engine->ClientCmd_Unrestricted(cmd);
if ( m_pModelList && m_pModelList->IsVisible() && m_pModelList->GetActiveItemCommand() ) { Q_strncpy( m_ModelName, m_pModelList->GetActiveItemCommand(), sizeof( m_ModelName ) ); Q_StripExtension( m_ModelName, m_ModelName, sizeof ( m_ModelName ) ); // save the player model name
Q_snprintf(cmd, sizeof(cmd), "cl_playermodel models/%s.mdl\n", m_ModelName ); engine->ClientCmd_Unrestricted(cmd); } else { m_ModelName[0] = 0; }
// set the DownloadFilter cvar
if ( m_pDownloadFilterCombo ) { ConVarRef cl_downloadfilter( "cl_downloadfilter" ); switch ( m_pDownloadFilterCombo->GetActiveItem() ) { default: case 0: cl_downloadfilter.SetValue( "all" ); break; case 1: cl_downloadfilter.SetValue( "nosounds" ); break; case 2: cl_downloadfilter.SetValue( "none" ); break; } } }
//-----------------------------------------------------------------------------
// Purpose: apply the crosshair color values to the cvar.
// also set the slider values to match the new value.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::ApplyCrosshairColorChanges() { char cmd[256]; cmd[0] = 0;
if (m_pCrosshairColorComboBox != NULL) { int val = m_pCrosshairColorComboBox->GetActiveItem(); Q_snprintf( cmd, sizeof(cmd), "cl_crosshaircolor %d\n", val ); engine->ClientCmd_Unrestricted( cmd ); } }
//-----------------------------------------------------------------------------
// Purpose: Allow the res file to create controls on per-mod basis
//-----------------------------------------------------------------------------
Panel *COptionsSubMultiplayer::CreateControlByName( const char *controlName ) { if( !Q_stricmp( "CCvarToggleCheckButton", controlName ) ) { CCvarToggleCheckButton *newButton = new CCvarToggleCheckButton( this, controlName, "", "" ); m_cvarToggleCheckButtons.AddElement( newButton ); return newButton; } else { return BaseClass::CreateControlByName( controlName ); } }
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