//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef C_VGUISCREEN_H #define C_VGUISCREEN_H #ifdef _WIN32 #pragma once #endif #include #include "c_baseentity.h" #include "panelmetaclassmgr.h" class KeyValues; //----------------------------------------------------------------------------- // Helper macro to make overlay factories one line of code. Use like this: // DECLARE_VGUI_SCREEN_FACTORY( CVguiScreenPanel, "image" ); //----------------------------------------------------------------------------- struct VGuiScreenInitData_t { C_BaseEntity *m_pEntity; VGuiScreenInitData_t() : m_pEntity(NULL) {} explicit VGuiScreenInitData_t( C_BaseEntity *pEntity ) : m_pEntity(pEntity) {} }; #define DECLARE_VGUI_SCREEN_FACTORY( _PanelClass, _nameString ) \ DECLARE_PANEL_FACTORY( _PanelClass, VGuiScreenInitData_t, _nameString ) //----------------------------------------------------------------------------- // Base class for vgui screen panels //----------------------------------------------------------------------------- class CVGuiScreenPanel : public vgui::EditablePanel { DECLARE_CLASS_GAMEROOT( CVGuiScreenPanel, vgui::EditablePanel ); public: CVGuiScreenPanel( vgui::Panel *parent, const char *panelName ); CVGuiScreenPanel( vgui::Panel *parent, const char *panelName, vgui::HScheme hScheme ); virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData ); vgui::Panel *CreateControlByName(const char *controlName); virtual void OnCommand( const char *command ); protected: C_BaseEntity *GetEntity() const { return m_hEntity.Get(); } private: EHANDLE m_hEntity; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_VGuiScreen : public C_BaseEntity { DECLARE_CLASS( C_VGuiScreen, C_BaseEntity ); public: DECLARE_CLIENTCLASS(); C_VGuiScreen(); ~C_VGuiScreen(); virtual void PreDataUpdate( DataUpdateType_t updateType ); virtual void OnDataChanged( DataUpdateType_t type ); virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual bool ShouldDraw( void ); virtual void ClientThink( ); virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pOrigin, QAngle *pAngles ); virtual bool IsVisibleToPlayer( C_BasePlayer *pViewingPlayer ); virtual RenderableTranslucencyType_t ComputeTranslucencyType(); const char *PanelName() const; // The view screen has the cursor pointing at it void GainFocus( ); void LoseFocus(); // Button state... void SetButtonState( int nButtonState ); // Is the screen backfaced given a view position? bool IsBackfacing( const Vector &viewOrigin ); // Return intersection point of ray with screen in barycentric coords bool IntersectWithRay( const Ray_t &ray, float *u, float *v, float *t ); // Is the screen turned on? bool IsActive() const; // Are we only visible to teammates? bool IsVisibleOnlyToTeammates() const; // Are we visible to someone on this team? bool IsVisibleToTeam( int nTeam ); bool IsAttachedToViewModel() const; bool AcceptsInput() const; void SetAcceptsInput( bool acceptsinput ); C_BasePlayer *GetPlayerOwner( void ); bool IsInputOnlyToOwner( void ); int GetScreenFlags( void ) const; private: // Vgui screen management void CreateVguiScreen( const char *pTypeName ); void DestroyVguiScreen( ); // Computes the panel to world transform void ComputePanelToWorld(); // Computes control points of the quad describing the screen void ComputeEdges( Vector *pUpperLeft, Vector *pUpperRight, Vector *pLowerLeft ); // Writes the z buffer void DrawScreenOverlay(); private: int m_nPixelWidth; int m_nPixelHeight; float m_flWidth; float m_flHeight; int m_nPanelName; // The name of the panel int m_nButtonState; int m_nButtonPressed; int m_nButtonReleased; int m_nOldPx; int m_nOldPy; int m_nOldButtonState; int m_nAttachmentIndex; int m_nOverlayMaterial; int m_fScreenFlags; int m_nOldPanelName; int m_nOldOverlayMaterial; bool m_bLoseThinkNextFrame; bool m_bAcceptsInput; CMaterialReference m_WriteZMaterial; CMaterialReference m_OverlayMaterial; VMatrix m_PanelToWorld; CPanelWrapper m_PanelWrapper; CHandle m_hPlayerOwner; }; //----------------------------------------------------------------------------- // Returns an entity that is the nearby vgui screen; NULL if there isn't one //----------------------------------------------------------------------------- C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam = -1 ); //----------------------------------------------------------------------------- // Activates/Deactivates vgui screen //----------------------------------------------------------------------------- void ActivateVguiScreen( C_BaseEntity *pVguiScreen ); void DeactivateVguiScreen( C_BaseEntity *pVguiScreen ); //----------------------------------------------------------------------------- // Updates vgui screen button state //----------------------------------------------------------------------------- void SetVGuiScreenButtonState( C_BaseEntity *pVguiScreen, int nButtonState ); // Called at shutdown. void ClearKeyValuesCache(); #endif // C_VGUISCREEN_H