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