Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "graphicgroup.h"
#include "gamegraphic.h"
#include "gameuidefinition.h"
#include "animdata.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DMXELEMENT_UNPACK ( CGraphicGroup )
DMXELEMENT_UNPACK_FIELD_UTLSTRING( "name", "", m_pName )
DMXELEMENT_UNPACK_FIELD( "center", "0 0", Vector2D, m_Geometry.m_Center )
DMXELEMENT_UNPACK_FIELD( "scale", "1 1", Vector2D, m_Geometry.m_Scale )
DMXELEMENT_UNPACK_FIELD( "rotation", "0", float, m_Geometry.m_Rotation )
DMXELEMENT_UNPACK_FIELD( "maintainaspectratio", "0", bool, m_Geometry.m_bMaintainAspectRatio )
DMXELEMENT_UNPACK_FIELD( "sublayertype", "0", int, m_Geometry.m_Sublayer )
DMXELEMENT_UNPACK_FIELD( "visible", "1", bool, m_Geometry.m_bVisible )
DMXELEMENT_UNPACK_FIELD( "initialstate", "-1", int, m_CurrentState )
DMXELEMENT_UNPACK_FIELD( "horizgradient", "0", bool, m_Geometry.m_bHorizontalGradient )
DMXELEMENT_UNPACK_FIELD( "color", "255 255 255 255", Color, m_Geometry.m_Color )
DMXELEMENT_UNPACK_FIELD( "topcolor", "255 255 255 255", Color, m_Geometry.m_TopColor )
DMXELEMENT_UNPACK_FIELD( "bottomcolor", "255 255 255 255", Color, m_Geometry.m_BottomColor )
END_DMXELEMENT_UNPACK( CGraphicGroup, s_GraphicGroupUnpack )
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CGraphicGroup::CGraphicGroup()
{
m_ResultantColor.r = 0;
m_ResultantColor.g = 0;
m_ResultantColor.b = 0;
m_ResultantColor.a = 0;
}
CGraphicGroup::~CGraphicGroup()
{
}
//-----------------------------------------------------------------------------
// Load data from file.
//-----------------------------------------------------------------------------
bool CGraphicGroup::Unserialize( CDmxElement *pElement, CUtlDict< CGameGraphic *, int > &unserializedGraphicMapping )
{
pElement->UnpackIntoStructure( this, s_GraphicGroupUnpack );
CDmxAttribute *pGroupElements = pElement->GetAttribute( "groupElements" );
if ( !pGroupElements || pGroupElements->GetType() != AT_ELEMENT_ARRAY )
{
return false;
}
const CUtlVector< CDmxElement * > &elements = pGroupElements->GetArray< CDmxElement * >( );
int nCount = elements.Count();
for ( int i = 0; i < nCount; ++i )
{
// Find the element in the map.
char pBuf[255];
UniqueIdToString( elements[i]->GetId(), pBuf, 255 );
int index = unserializedGraphicMapping.Find( pBuf );
Assert( unserializedGraphicMapping.IsValidIndex( index ) );
CGameGraphic *pGraphic = unserializedGraphicMapping.Element(index);
pGraphic->SetGroup( this );
m_MemberList.AddToTail( pGraphic );
}
// ANIMSTATES
CDmxAttribute *pImageAnims = pElement->GetAttribute( "imageanims" );
if ( !pImageAnims || pImageAnims->GetType() != AT_ELEMENT_ARRAY )
{
return false;
}
const CUtlVector< CDmxElement * > &imageanims = pImageAnims->GetArray< CDmxElement * >( );
nCount = imageanims.Count();
for ( int i = 0; i < nCount; ++i )
{
CAnimData *pAnimData = new CAnimData;
if ( !pAnimData->Unserialize( imageanims[i] ) )
{
delete pAnimData;
return false;
}
m_Anims.AddToTail( pAnimData );
}
char pBuf[255];
UniqueIdToString( pElement->GetId(), pBuf, 255 );
unserializedGraphicMapping.Insert( pBuf, this );
// Ok the initial state is 0, which is (usually ) default.
// default could be aliased to another state though so if it is fix the initial state here.
// default might also not be the state that is 0 so this sets the graphic's initial
// state to be the default one.
SetState( "default" );
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGraphicGroup::UpdateGeometry()
{
if ( m_CurrentState == -1 )
return;
DmeTime_t flAnimTime = GetAnimationTimePassed();
// Update color
m_Anims[ m_CurrentState ]->m_ColorAnim.GetValue( flAnimTime, &m_Geometry.m_Color );
// Update center location
m_Anims[ m_CurrentState ]->m_CenterPosAnim.GetValue( flAnimTime, &m_Geometry.m_Center );
// Update scale
m_Anims[ m_CurrentState ]->m_ScaleAnim.GetValue( flAnimTime, &m_Geometry.m_Scale );
// Update rotation
m_Anims[ m_CurrentState ]->m_RotationAnim.GetValue( flAnimTime, &m_Geometry.m_Rotation );
for ( int i = 0; i < m_MemberList.Count(); ++i )
{
m_MemberList[i]->UpdateGeometry();
}
}
//-----------------------------------------------------------------------------
// Store the resultant color for groups so kids can just get that.
//-----------------------------------------------------------------------------
void CGraphicGroup::UpdateRenderData( color32 parentColor )
{
if ( !m_Geometry.m_bVisible )
return;
m_ResultantColor.r = (int)( (float)m_Geometry.m_Color.r * (float)(parentColor.r/255.0) );
m_ResultantColor.g = (int)( (float)m_Geometry.m_Color.g * (float)(parentColor.g/255.0) );
m_ResultantColor.b = (int)( (float)m_Geometry.m_Color.b * (float)(parentColor.b/255.0) );
m_ResultantColor.a = (int)( (float)m_Geometry.m_Color.a * (float)(parentColor.a/255.0) );
// Update any children that are groups
// Graphic members are not done because the colors are calculated when we get the render data out.
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
if ( m_MemberList[i]->IsGroup() )
{
CGraphicGroup *pGroup = (CGraphicGroup *)m_MemberList[i];
pGroup->UpdateRenderData( parentColor );
}
}
}
//-----------------------------------------------------------------------------
// Populate lists for rendering
//-----------------------------------------------------------------------------
void CGraphicGroup::UpdateRenderTransforms( const StageRenderInfo_t &stageRenderInfo )
{
m_Geometry.UpdateRenderTransforms( stageRenderInfo, GetGroup() );
// Create a matrix that ensures no aspect ratio changes.
// Update positions relative to the center, texture coords, and vertex colors
// If the group maintains aspect ratio it will already have handled this in its transform update.
Vector2D center;
// If this is the case we transform the center to screen coords first.
// Then take into account any size scaling in the scalemat
matrix3x4_t screenScalemat;
SetScaleMatrix( stageRenderInfo.parentScale.x, stageRenderInfo.parentScale.y, 1, screenScalemat );
Vector centerVec( m_Geometry.m_Center.x, m_Geometry.m_Center.y, 0 );
Vector centerInScreen;
VectorTransform( centerVec, screenScalemat, centerInScreen );
center.x = centerInScreen.x;
center.y = centerInScreen.y;
matrix3x4_t transmat;
Vector position( center.x, center.y, 0 );
SetIdentityMatrix( transmat );
PositionMatrix( position, transmat );
matrix3x4_t scalemat;
SetScaleMatrix( m_Geometry.m_Scale.x, m_Geometry.m_Scale.y, 1, scalemat );
matrix3x4_t rotmat;
Vector axis( 0, 0, 1 );
MatrixBuildRotationAboutAxis( axis, m_Geometry.m_Rotation, rotmat );
matrix3x4_t temp;
MatrixMultiply( rotmat, scalemat, temp );
matrix3x4_t rawToLocal;
MatrixMultiply( transmat, temp, rawToLocal );
matrix3x4_t groupToScreen;
// Use the matrix that doesn't contain any scale changes if we should
m_pGroup->GetRenderTransform( groupToScreen, true );
MatrixMultiply( groupToScreen, rawToLocal, m_RelToScreenHoldAspectRatio );
// Update all children
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
m_MemberList[i]->UpdateRenderTransforms( stageRenderInfo );
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGraphicGroup::AddToGroup( CGameGraphic *pGraphic )
{
m_MemberList.AddToTail( pGraphic );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGraphicGroup::RemoveFromGroup( CGameGraphic *pGraphic )
{
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
// TODO, what if the graphic is a group?
if ( m_MemberList[i] == pGraphic )
{
m_MemberList.Remove( i );
return;
}
}
}
//-----------------------------------------------------------------------------
// Returns true if any graphic in this group has the state.
//-----------------------------------------------------------------------------
bool CGraphicGroup::HasState( const char *pStateName )
{
if ( CGameGraphic::HasState( pStateName ) )
return true;
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
if ( m_MemberList[i]->HasState( pStateName ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Set the state of all members to this state
//-----------------------------------------------------------------------------
void CGraphicGroup::SetState( const char *pStateName )
{
CGameGraphic::SetState( pStateName );
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
m_MemberList[i]->SetState( pStateName );
}
}
//-----------------------------------------------------------------------------
// Start playing animations
//-----------------------------------------------------------------------------
void CGraphicGroup::StartPlaying()
{
CGameGraphic::StartPlaying();
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
m_MemberList[i]->StartPlaying();
}
}
//-----------------------------------------------------------------------------
// Stop playing animations
//-----------------------------------------------------------------------------
void CGraphicGroup::StopPlaying()
{
CGameGraphic::StopPlaying();
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
m_MemberList[i]->StopPlaying();
}
}
//-----------------------------------------------------------------------------
// Move all members to the next available state
// Note this could put all of them into different states
//-----------------------------------------------------------------------------
void CGraphicGroup::AdvanceState()
{
CGameGraphic::AdvanceState();
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
m_MemberList[i]->AdvanceState();
}
}
//-----------------------------------------------------------------------------
// Return the first member of this group that can have keyfocus.
//-----------------------------------------------------------------------------
CHitArea *CGraphicGroup::GetKeyFocusRequestGraphic()
{
for ( int i = 0; i < m_MemberList.Count(); i++ )
{
if ( m_MemberList[i]->CanAcceptInput() )
{
return ( CHitArea * )m_MemberList[i];
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Does this graphic own a graphic with this name?
//-----------------------------------------------------------------------------
CGameGraphic *CGraphicGroup::FindGraphicByName( const char *pName ) const
{
int nGraphicCount = m_MemberList.Count();
for ( int i = 0; i < nGraphicCount; ++i )
{
CGameGraphic *pMember = m_MemberList[i];
if ( pMember->IsGraphicNamed( pName ) )
{
// Match.
return pMember;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Group visibility affects all children.
//-----------------------------------------------------------------------------
void CGraphicGroup::SetVisible( bool bVisible )
{
CGameGraphic::SetVisible( bVisible );
int nGraphicCount = m_MemberList.Count();
for ( int i = 0; i < nGraphicCount; ++i )
{
CGameGraphic *pMember = m_MemberList[i];
pMember->SetVisible( bVisible );
}
}
//-----------------------------------------------------------------------------
// Return the appropriate render transform.
// m_RelToScreenHoldAspectRatio is calculated for a stage aspect ratio that has not changed.
//-----------------------------------------------------------------------------
void CGraphicGroup::GetRenderTransform( matrix3x4_t &relToScreen, bool bMaintainAspectRatio ) const
{
if ( bMaintainAspectRatio )
{
relToScreen = m_RelToScreenHoldAspectRatio;
}
else
{
relToScreen = m_Geometry.m_RenderToScreen;
}
}
//-----------------------------------------------------------------------------
// If any parent of this group should maintain aspect ratio, this group should.
//-----------------------------------------------------------------------------
bool CGraphicGroup::MaintainAspectRatio() const
{
if ( m_pGroup && !m_Geometry.m_bMaintainAspectRatio )
{
return m_pGroup->MaintainAspectRatio();
}
return m_Geometry.m_bMaintainAspectRatio;
}