//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "hud.h" #include "hud_crosshair.h" #include "iclientmode.h" #include "view.h" #include "vgui_controls/Controls.h" #include "vgui/ISurface.h" #include "ivrenderview.h" #ifdef PORTAL2 #include "ivieweffects.h" #include "c_basehlplayer.h" #endif // PORTAL2 #ifdef SIXENSE #include "sixense/in_sixense.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #if !defined( CSTRIKE15 ) ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE ); ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE ); #endif using namespace vgui; int ScreenTransform( const Vector& point, Vector& screen ); DECLARE_HUDELEMENT( CHudCrosshair ); CHudCrosshair::CHudCrosshair( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" ) { vgui::Panel *pParent = GetClientMode()->GetViewport(); SetParent( pParent ); m_pCrosshair = 0; m_clrCrosshair = Color( 0, 0, 0, 0 ); m_vecCrossHairOffsetAngle.Init(); SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR ); } void CHudCrosshair::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme ); m_pDefaultCrosshair = HudIcons().GetIcon( "crosshair_default" ); SetPaintBackgroundEnabled( false ); SetSize( ScreenWidth(), ScreenHeight() ); } //----------------------------------------------------------------------------- // Purpose: Save CPU cycles by letting the HUD system early cull // costly traversal. Called per frame, return true if thinking and // painting need to occur. //----------------------------------------------------------------------------- bool CHudCrosshair::ShouldDraw( void ) { #if defined ( CSTRIKE15 ) return false; #else bool bNeedsDraw; if ( m_bHideCrosshair ) return false; C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return false; C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if ( pWeapon && !pWeapon->ShouldDrawCrosshair() ) return false; /* disabled to avoid assuming it's an HL2 player. // suppress crosshair in zoom. if ( pPlayer->m_HL2Local.m_bZooming ) return false; */ // draw a crosshair only if alive or spectating in eye if ( IsGameConsole() ) { bNeedsDraw = m_pCrosshair && !engine->IsDrawingLoadingImage() && !engine->IsPaused() && ( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) && GetClientMode()->ShouldDrawCrosshair() && !( pPlayer->GetFlags() & FL_FROZEN ) && ( pPlayer->IsViewEntity() ) && ( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) ); } else { bNeedsDraw = m_pCrosshair && crosshair.GetInt() && !engine->IsDrawingLoadingImage() && !engine->IsPaused() && GetClientMode()->ShouldDrawCrosshair() && !( pPlayer->GetFlags() & FL_FROZEN ) && ( pPlayer->IsViewEntity() ) && !pPlayer->IsInVGuiInputMode() && ( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) ); } return ( bNeedsDraw && CHudElement::ShouldDraw() ); #endif } void CHudCrosshair::Paint( void ) { if ( !m_pCrosshair ) return; if ( !IsCurrentViewAccessAllowed() ) return; #ifdef SIXENSE float x=0, y=0; if( g_pSixenseInput->IsEnabled() && C_BasePlayer::GetLocalPlayer() && (C_BasePlayer::GetLocalPlayer()->GetObserverMode()==OBS_MODE_NONE) ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( player != NULL ) { // Never autoaim a predicted weapon (for now) Vector aimVector; AngleVectors( CurrentViewAngles() - g_pSixenseInput->GetViewAngleOffset(), &aimVector ); // calculate where the bullet would go so we can draw the cross appropriately Vector vecStart = player->Weapon_ShootPosition(); Vector vecEnd = player->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH; trace_t tr; UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, player, COLLISION_GROUP_NONE, &tr ); Vector screen; screen.Init(); ScreenTransform(tr.endpos, screen); x = ScreenWidth() / 2; y = ScreenHeight() / 2; x += 0.5 * screen[0] * ScreenWidth() + 0.5; y += 0.5 * screen[1] * ScreenHeight() + 0.5; y = ScreenHeight() - y; } } else { x = ScreenWidth() / 2; y = ScreenHeight() / 2; } #else float x, y; x = ScreenWidth()/2; y = ScreenHeight()/2; #endif float flApparentZ = vgui::STEREO_NOOP; bool bStereoActive = materials->IsStereoActiveThisFrame(); m_curViewAngles = CurrentViewAngles(); m_curViewOrigin = CurrentViewOrigin(); Vector screen; screen.Init(); // TrackIR if ( IsHeadTrackingEnabled() ) { C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; // TrackIR // get the direction the player is aiming Vector aimVector = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES ); // calculate where the bullet would go so we can draw the cross appropriately Vector vecEnd = pPlayer->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH; trace_t tr; UTIL_TraceLine( pPlayer->Weapon_ShootPosition(), vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr ); QAngle angles; Vector forward; Vector point; // this code is wrong angles = m_curViewAngles + m_vecCrossHairOffsetAngle; AngleVectors( angles, &forward ); // need to project forward into an object to see how far this // vector should be!! //forward *= 1000; //VectorAdd( m_curViewOrigin, forward, point ); //ScreenTransform( point, screen ); if ( bStereoActive && ( !tr.allsolid || !tr.startsolid ) ) { // NOTE: This isn't exactly right, because the trace above starts with the gun and // not with the camera origin, so this will be slightly off. It shouldn't really matter. flApparentZ = ( tr.endpos - tr.startpos ).Length(); } ScreenTransform( tr.endpos, screen ); } // TrackIR else { Vector forward; // MattB - m_vecCrossHairOffsetAngle is the autoaim angle. // if we're not using autoaim, just draw in the middle of the // screen if ( m_vecCrossHairOffsetAngle != vec3_angle ) { QAngle angles; Vector point; // this code is wrong angles = m_curViewAngles + m_vecCrossHairOffsetAngle; AngleVectors( angles, &forward ); VectorAdd( m_curViewOrigin, forward, point ); ScreenTransform( point, screen ); } else { AngleVectors( m_curViewAngles, &forward ); } if ( bStereoActive ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer && m_clrCrosshair.a() != 0.0f ) // if we have a player and we're not going to ignore the results... { Vector vecEnd = m_curViewOrigin + ( forward * MAX_TRACE_LENGTH ); trace_t tr; UTIL_TraceLine( m_curViewOrigin, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr ); if ( !tr.allsolid || !tr.startsolid ) { // NOTE: This isn't exactly right, because the trace above starts with the gun and // not with the camera origin, so this will be slightly off. It shouldn't really matter. flApparentZ = ( tr.endpos - tr.startpos ).Length(); } } } } x += 0.5f * screen[0] * ScreenWidth() + 0.5f; y += 0.5f * screen[1] * ScreenHeight() + 0.5f; #ifdef PORTAL2 // Find any full-screen fades byte color[4]; bool blend; GetViewEffects()->GetFadeParams( &color[0], &color[1], &color[2], &color[3], &blend ); m_clrCrosshair[3] = SimpleSplineRemapValClamped( color[3], 0, 64, 255, 0 ); #endif // PORTAL2 C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return; float flWeaponScale = 1.f; float flW = m_pCrosshair->Width(); float flH = m_pCrosshair->Height(); C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if ( pWeapon ) { pWeapon->GetWeaponCrosshairScale( flWeaponScale ); } m_pCrosshair->DrawSelfCropped( x - 0.5f * m_pCrosshair->Width() * flWeaponScale + 0.5, y - 0.5f * m_pCrosshair->Height() * flWeaponScale + 0.5, 0, 0, flW, flH, flW*flWeaponScale, flH*flWeaponScale, m_clrCrosshair ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudCrosshair::SetCrosshairAngle( const QAngle& angle ) { VectorCopy( angle, m_vecCrossHairOffsetAngle ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CHudCrosshair::SetCrosshair( CHudTexture *texture, const Color& clr ) { m_pCrosshair = texture; m_clrCrosshair = clr; } //----------------------------------------------------------------------------- // Purpose: Resets the crosshair back to the default //----------------------------------------------------------------------------- void CHudCrosshair::ResetCrosshair() { SetCrosshair( m_pDefaultCrosshair, Color( 255, 255, 255, 255 ) ); }