|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "shake.h"
#ifdef INFESTED_DLL
#include "asw_marine.h"
#include "asw_player.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CEnvFade : public CLogicalEntity { private:
float m_Duration; float m_HoldTime;
COutputEvent m_OnBeginFade;
DECLARE_DATADESC();
float m_flFadeStartTime; float m_flReverseFadeStartTime; float m_flReverseFadeDuration;
public: DECLARE_CLASS( CEnvFade, CLogicalEntity );
CEnvFade();
virtual void Spawn( void );
inline float Duration( void ) { return m_Duration; } inline float HoldTime( void ) { return m_HoldTime; }
inline void SetDuration( float duration ) { m_Duration = duration; } inline void SetHoldTime( float hold ) { m_HoldTime = hold; }
int DrawDebugTextOverlays(void);
// Inputs
void InputFade( inputdata_t &inputdata ); void InputReverseFade( inputdata_t &inputdata ); };
LINK_ENTITY_TO_CLASS( env_fade, CEnvFade );
BEGIN_DATADESC( CEnvFade )
DEFINE_KEYFIELD( m_Duration, FIELD_FLOAT, "duration" ), DEFINE_KEYFIELD( m_HoldTime, FIELD_FLOAT, "holdtime" ), DEFINE_KEYFIELD( m_flReverseFadeDuration, FIELD_FLOAT, "ReverseFadeDuration" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Fade", InputFade ), DEFINE_INPUTFUNC( FIELD_VOID, "FadeReverse", InputReverseFade ),
DEFINE_OUTPUT( m_OnBeginFade, "OnBeginFade"),
END_DATADESC()
#define SF_FADE_IN 0x0001 // Fade in, not out
#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
#define SF_FADE_ONLYONE 0x0004
#define SF_FADE_STAYOUT 0x0008
CEnvFade::CEnvFade() : m_flFadeStartTime(0.0f), m_flReverseFadeStartTime(0.0f) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvFade::Spawn( void ) { }
//-----------------------------------------------------------------------------
// Purpose: Input handler that does the screen fade.
//-----------------------------------------------------------------------------
void CEnvFade::InputFade( inputdata_t &inputdata ) { int fadeFlags = 0;
if ( m_spawnflags & SF_FADE_IN ) { fadeFlags |= FFADE_IN; } else { fadeFlags |= FFADE_OUT; }
if ( m_spawnflags & SF_FADE_MODULATE ) { fadeFlags |= FFADE_MODULATE; }
if ( m_spawnflags & SF_FADE_STAYOUT ) { fadeFlags |= FFADE_STAYOUT; }
//color32 fadeColor = m_clrRender;
//if( m_flReverseFadeStartTime != 0.0f )
//{
// float flCurrentFadeTime = gpGlobals->curtime - m_flReverseFadeStartTime;
// //Change the fade alpha to match the alpha of the current fade to prevent a pop
// if( flCurrentFadeTime < m_Duration )
// {
// fadeColor.a = m_clrRender.GetA() * ( flCurrentFadeTime )/ m_flReverseFadeDuration;
// }
//}
if ( m_spawnflags & SF_FADE_ONLYONE ) { #ifdef INFESTED_DLL
if ( inputdata.pActivator->Classify() == CLASS_ASW_MARINE ) { CASW_Marine *pMarine = static_cast<CASW_Marine*>( inputdata.pActivator ); CASW_Player *pPlayer = pMarine->GetCommander(); if ( pPlayer && pMarine->IsInhabited() ) { UTIL_ScreenFade( pPlayer, m_clrRender, Duration(), HoldTime(), fadeFlags ); } } #else
if ( inputdata.pActivator->IsNetClient() ) { UTIL_ScreenFade( inputdata.pActivator, m_clrRender, Duration(), HoldTime(), fadeFlags ); } #endif
} else { UTIL_ScreenFadeAll( m_clrRender, Duration(), HoldTime(), fadeFlags|FFADE_PURGE ); }
m_flFadeStartTime = gpGlobals->curtime;
m_OnBeginFade.FireOutput( inputdata.pActivator, this ); }
void CEnvFade::InputReverseFade( inputdata_t &inputdata ) { int fadeFlags = 0;
if ( m_spawnflags & SF_FADE_IN ) { fadeFlags |= FFADE_OUT; } else { fadeFlags |= FFADE_IN; }
if ( m_spawnflags & SF_FADE_MODULATE ) { fadeFlags |= FFADE_MODULATE; }
if ( m_spawnflags & SF_FADE_STAYOUT ) { fadeFlags |= FFADE_STAYOUT; }
color32 fadeColor = m_clrRender;
if( m_flFadeStartTime != 0.0f ) { float flCurrentFadeTime = gpGlobals->curtime - m_flFadeStartTime;
//Change the fade alpha to match the alpha of the current fade to prevent a pop
if( flCurrentFadeTime < m_Duration ) { fadeColor.a = m_clrRender.GetA() * ( flCurrentFadeTime )/ m_Duration; } }
if ( m_spawnflags & SF_FADE_ONLYONE ) { if ( inputdata.pActivator->IsNetClient() ) { UTIL_ScreenFade( inputdata.pActivator, fadeColor, m_flReverseFadeDuration, HoldTime(), fadeFlags ); } } else { UTIL_ScreenFadeAll( fadeColor, m_flReverseFadeDuration, HoldTime(), fadeFlags|FFADE_PURGE ); }
m_flReverseFadeStartTime = gpGlobals->curtime;
m_OnBeginFade.FireOutput( inputdata.pActivator, this ); }
//-----------------------------------------------------------------------------
// Purpose: Fetches the arguments from the command line for the fadein and fadeout
// console commands.
// Input : flTime - Returns the fade time in seconds (the time to fade in or out)
// clrFade - Returns the color to fade to or from.
//-----------------------------------------------------------------------------
static void GetFadeParms( const CCommand &args, float &flTime, color32 &clrFade) { flTime = 2.0f;
if ( args.ArgC() > 1 ) { flTime = atof( args[1] ); } clrFade.r = 0; clrFade.g = 0; clrFade.b = 0; clrFade.a = 255;
if ( args.ArgC() > 4 ) { clrFade.r = atoi( args[2] ); clrFade.g = atoi( args[3] ); clrFade.b = atoi( args[4] );
if ( args.ArgC() == 5 ) { clrFade.a = atoi( args[5] ); } } }
//-----------------------------------------------------------------------------
// Purpose: Console command to fade out to a given color.
//-----------------------------------------------------------------------------
static void CC_FadeOut( const CCommand &args ) { float flTime; color32 clrFade; GetFadeParms( args, flTime, clrFade );
CBasePlayer *pPlayer = UTIL_GetCommandClient(); UTIL_ScreenFade( pPlayer, clrFade, flTime, 0, FFADE_OUT | FFADE_PURGE | FFADE_STAYOUT ); } static ConCommand fadeout("fadeout", CC_FadeOut, "fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Console command to fade in from a given color.
//-----------------------------------------------------------------------------
static void CC_FadeIn( const CCommand &args ) { float flTime; color32 clrFade; GetFadeParms( args, flTime, clrFade );
CBasePlayer *pPlayer = UTIL_GetCommandClient(); UTIL_ScreenFade( pPlayer, clrFade, flTime, 0, FFADE_IN | FFADE_PURGE ); }
static ConCommand fadein("fadein", CC_FadeIn, "fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CEnvFade::DrawDebugTextOverlays( void ) { int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT) { char tempstr[512];
// print duration
Q_snprintf(tempstr,sizeof(tempstr)," duration: %f", m_Duration); EntityText(text_offset,tempstr,0); text_offset++;
// print hold time
Q_snprintf(tempstr,sizeof(tempstr)," hold time: %f", m_HoldTime); EntityText(text_offset,tempstr,0); text_offset++; } return text_offset; }
|