Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_VGUISCREEN_H
#define C_VGUISCREEN_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#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<C_BasePlayer> 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