Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#undef fopen
#if !defined( _GAMECONSOLE ) && !defined( _OSX ) && !defined (LINUX)
#include <windows.h> // SRC only!!
#endif
#if defined( POSIX ) && !defined( _PS3 )
#ifdef OSX
#include <copyfile.h>
#endif
#define DeleteFile unlink
#endif
#include "optionssubmultiplayer.h"
#include "multiplayeradvanceddialog.h"
#include <stdio.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/CheckButton.h>
#include "tier1/keyvalues.h"
#include <vgui_controls/Label.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include <vgui/Cursor.h>
#include <vgui_controls/RadioButton.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui_controls/FileOpenDialog.h>
#include <vgui_controls/MessageBox.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <vgui/IPanel.h>
#include <vgui_controls/MessageBox.h>
#include "cvartextentry.h"
#include "cvartogglecheckbutton.h"
#include "cvarslider.h"
#include "labeledcommandcombobox.h"
#include "filesystem.h"
#include "engineinterface.h"
#include "bitmapimagepanel.h"
#include "utlbuffer.h"
#include "modinfo.h"
#include "tier1/convar.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
// use the JPEGLIB_USE_STDIO define so that we can read in jpeg's from outside the game directory tree. For Spray Import.
#define JPEGLIB_USE_STDIO
#include "jpeglib/jpeglib.h"
#undef JPEGLIB_USE_STDIO
#include <setjmp.h>
#include "bitmap/tgawriter.h"
#include "ivtex.h"
// dgoodenough - io.h doesn't exist on the PS3
// PS3_BUILDFIX
#if !defined( _PS3 ) && !defined( _OSX ) && !defined (LINUX)
#include <io.h>
#endif
// dgoodenough - select the correct stubs header based on current console
// PS3_BUILDFIX
#if defined( _PS3 )
#include "ps3/ps3_win32stubs.h"
#endif
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
#define DEFAULT_SUIT_HUE 30
#define DEFAULT_PLATE_HUE 6
void UpdateLogoWAD( void *hdib, int r, int g, int b );
struct ColorItem_t
{
char *name;
int r, g, b;
};
static ColorItem_t itemlist[]=
{
{ "#Valve_Orange", 255, 120, 24 },
{ "#Valve_Yellow", 225, 180, 24 },
{ "#Valve_Blue", 0, 60, 255 },
{ "#Valve_Ltblue", 0, 167, 255 },
{ "#Valve_Green", 0, 167, 0 },
{ "#Valve_Red", 255, 43, 0 },
{ "#Valve_Brown", 123, 73, 0 },
{ "#Valve_Ltgray", 100, 100, 100 },
{ "#Valve_Dkgray", 36, 36, 36 },
};
static ColorItem_t s_crosshairColors[] =
{
{ "#Valve_Green", 50, 250, 50 },
{ "#Valve_Red", 250, 50, 50 },
{ "#Valve_Blue", 50, 50, 250 },
{ "#Valve_Yellow", 250, 250, 50 },
{ "#Valve_Ltblue", 50, 250, 250 }
};
static const int NumCrosshairColors = sizeof( s_crosshairColors ) / sizeof( s_crosshairColors[0] );
//-----------------------------------------------------------------------------
class CrosshairImagePanel : public ImagePanel
{
typedef ImagePanel BaseClass;
public:
CrosshairImagePanel( Panel *parent, const char *name, CCvarToggleCheckButton *pAdditive );
virtual void Paint();
void UpdateCrosshair( int r, int g, int b, int size );
protected:
int m_R, m_G, m_B;
int m_barSize;
int m_barGap;
CCvarToggleCheckButton *m_pAdditive;
int m_iCrosshairTextureID;
};
//-----------------------------------------------------------------------------
CrosshairImagePanel::CrosshairImagePanel( Panel *parent, const char *name, CCvarToggleCheckButton *pAdditive ) : ImagePanel( parent, name )
{
m_pAdditive = pAdditive;
UpdateCrosshair( 50, 250, 50, 0 );
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, "vgui/white_additive" , true, false);
}
//-----------------------------------------------------------------------------
void CrosshairImagePanel::UpdateCrosshair( int r, int g, int b, int size )
{
m_R = r;
m_G = g;
m_B = b;
int screenWide, screenTall;
surface()->GetScreenSize( screenWide, screenTall );
if ( size == 0 )
{
if (screenWide <= 640)
{
// if the screen width is 640 or less, set the crosshair num to 3 (large)
size = 1;
}
else if (screenWide < 1024)
{
// if the screen width is between 640 and 1024, set the crosshair num to 2 (medium)
size = 2;
}
else
{
// if the screen width is 1024 or greater, set the crosshair num to 1 (small)
size = 3;
}
}
int scaleBase = 1024;
switch( size )
{
case 3:
scaleBase = 640;
break;
case 2:
scaleBase = 800;
break;
default:
scaleBase = 1024;
break;
}
m_barSize = (int) 9 * screenWide / scaleBase;
m_barGap = (int) 5 * screenWide / scaleBase;
}
//-----------------------------------------------------------------------------
static void DrawCrosshairRect( int x, int y, int w, int h, bool additive )
{
if ( additive )
{
vgui::surface()->DrawTexturedRect( x, y, x+w, y+h );
}
else
{
vgui::surface()->DrawFilledRect( x, y, x+w, y+h );
}
}
//-----------------------------------------------------------------------------
void CrosshairImagePanel::Paint()
{
BaseClass::Paint();
if ( !m_pAdditive )
return;
int wide, tall;
GetSize( wide, tall );
bool additive = m_pAdditive->IsSelected();
int a = 200;
if ( !additive )
{
ConVarRef cl_crosshairalpha( "cl_crosshairalpha" );
if ( cl_crosshairalpha.IsValid() )
{
a = clamp( cl_crosshairalpha.GetInt(), 0, 255 );
}
}
vgui::surface()->DrawSetColor( m_R, m_G, m_B, a );
if ( additive )
{
vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
}
DrawCrosshairRect( (wide / 2 - m_barGap - m_barSize) + 1, tall / 2, m_barSize, 1, additive );
DrawCrosshairRect( wide / 2 + m_barGap, tall / 2, m_barSize, 1, additive );
DrawCrosshairRect( wide / 2, tall / 2 - m_barGap - m_barSize, 1, m_barSize, additive );
DrawCrosshairRect( wide / 2, tall / 2 + m_barGap, 1, m_barSize, additive );
}
//-----------------------------------------------------------------------------
class AdvancedCrosshairImagePanel : public ImagePanel
{
typedef ImagePanel BaseClass;
public:
AdvancedCrosshairImagePanel( Panel *parent, const char *name );
virtual ~AdvancedCrosshairImagePanel();
virtual void Paint();
void UpdateCrosshair( int r, int g, int b, float scale, const char *crosshairname );
protected:
int m_R, m_G, m_B;
float m_flScale;
// material
int m_iCrosshairTextureID;
IVguiMatInfo *m_pAdvCrosshair;
// animation
IVguiMatInfoVar *m_pFrameVar;
float m_flNextFrameChange;
int m_nNumFrames;
bool m_bAscending; // animating forward or in reverse?
};
//-----------------------------------------------------------------------------
AdvancedCrosshairImagePanel::AdvancedCrosshairImagePanel( Panel *parent, const char *name ) : ImagePanel( parent, name )
{
m_pAdvCrosshair = NULL;
m_pFrameVar = NULL;
if ( ModInfo().AdvCrosshair() )
{
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
UpdateCrosshair( 50, 250, 50, 32.0, "vgui/crosshairs/crosshair1" );
}
}
AdvancedCrosshairImagePanel::~AdvancedCrosshairImagePanel()
{
if ( m_pFrameVar )
{
delete m_pFrameVar;
m_pFrameVar = NULL;
}
if ( m_pAdvCrosshair )
{
delete m_pAdvCrosshair;
m_pAdvCrosshair = NULL;
}
}
//-----------------------------------------------------------------------------
void AdvancedCrosshairImagePanel::UpdateCrosshair( int r, int g, int b, float scale, const char *crosshairname )
{
m_R = r;
m_G = g;
m_B = b;
m_flScale = scale;
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, crosshairname, true, false );
if ( m_pAdvCrosshair )
{
delete m_pAdvCrosshair;
}
m_pAdvCrosshair = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
Assert(m_pAdvCrosshair);
m_pFrameVar = m_pAdvCrosshair->FindVarFactory( "$frame", NULL );
m_nNumFrames = m_pAdvCrosshair->GetNumAnimationFrames();
m_flNextFrameChange = system()->GetFrameTime() + 0.2;
m_bAscending = true;
}
//-----------------------------------------------------------------------------
void AdvancedCrosshairImagePanel::Paint()
{
BaseClass::Paint();
int wide, tall;
GetSize( wide, tall );
int iClipX0, iClipY0, iClipX1, iClipY1;
ipanel()->GetClipRect(GetVPanel(), iClipX0, iClipY0, iClipX1, iClipY1 );
// scroll through all frames
if ( m_pFrameVar )
{
float curtime = system()->GetFrameTime();
if ( curtime >= m_flNextFrameChange )
{
m_flNextFrameChange = curtime + 0.2;
int frame = m_pFrameVar->GetIntValue();
if ( m_bAscending )
{
frame++;
if ( frame >= m_nNumFrames )
{
m_bAscending = !m_bAscending;
frame--;
}
}
else
{
frame--;
if ( frame < 0 )
{
m_bAscending = !m_bAscending;
frame++;
}
}
m_pFrameVar->SetIntValue(frame);
}
}
float x, y;
// assume square
float flDrawWidth = ( m_flScale/48.0 ) * (float)wide;
int flHalfWidth = (int)( flDrawWidth / 2 );
x = wide/2 - flHalfWidth;
y = tall/2 - flHalfWidth;
vgui::surface()->DrawSetColor( m_R, m_G, m_B, 255 );
vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
vgui::surface()->DrawTexturedRect( x, y, x+flDrawWidth, y+flDrawWidth );
vgui::surface()->DrawSetTexture(0);
}
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
COptionsSubMultiplayer::COptionsSubMultiplayer(vgui::Panel *parent) : vgui::PropertyPage(parent, "OptionsSubMultiplayer")
{
Button *cancel = new Button( this, "Cancel", "#GameUI_Cancel" );
cancel->SetCommand( "Close" );
Button *ok = new Button( this, "OK", "#GameUI_OK" );
ok->SetCommand( "Ok" );
Button *apply = new Button( this, "Apply", "#GameUI_Apply" );
apply->SetCommand( "Apply" );
Button *advanced = new Button( this, "Advanced", "#GameUI_AdvancedEllipsis" );
advanced->SetCommand( "Advanced" );
Button *importSprayImage = new Button( this, "ImportSprayImage", "#GameUI_ImportSprayEllipsis" );
importSprayImage->SetCommand("ImportSprayImage");
m_hImportSprayDialog = NULL;
m_pPrimaryColorSlider = new CCvarSlider( this, "Primary Color Slider", "#GameUI_PrimaryColor",
0.0f, 255.0f, "topcolor" );
m_pSecondaryColorSlider = new CCvarSlider( this, "Secondary Color Slider", "#GameUI_SecondaryColor",
0.0f, 255.0f, "bottomcolor" );
m_pHighQualityModelCheckBox = new CCvarToggleCheckButton( this, "High Quality Models", "#GameUI_HighModels", "cl_himodels" );
m_pModelList = new CLabeledCommandComboBox( this, "Player model" );
m_ModelName[0] = 0;
InitModelList( m_pModelList );
m_pLogoList = new CLabeledCommandComboBox( this, "SpraypaintList" );
m_LogoName[0] = 0;
InitLogoList( m_pLogoList );
m_pModelImage = new CBitmapImagePanel( this, "ModelImage", NULL );
m_pModelImage->AddActionSignalTarget( this );
m_pLogoImage = new ImagePanel( this, "LogoImage" );
m_pLogoImage->AddActionSignalTarget( this );
m_nTopColor = DEFAULT_SUIT_HUE;
m_nBottomColor = DEFAULT_PLATE_HUE;
m_nLogoR = 255;
m_nLogoG = 255;
m_nLogoB = 255;
// crosshair controls
m_pCrosshairColorComboBox = new ComboBox(this, "CrosshairColorComboBox", 6, false);
m_pCrosshairSize = new CLabeledCommandComboBox(this, "CrosshairSizeComboBox");
m_pCrosshairTranslucencyCheckbox = new CCvarToggleCheckButton(this, "CrosshairTranslucencyCheckbox", "#GameUI_Translucent", "cl_crosshairusealpha");
m_pCrosshairImage = new CrosshairImagePanel( this, "CrosshairImage", m_pCrosshairTranslucencyCheckbox );
// advanced crosshair controls
//==========
m_pAdvCrosshairRedSlider = new CCvarSlider( this, "Red Color Slider", "#GameUI_CrosshairColor_Red",
0.0f, 255.0f, "cl_crosshair_red" );
m_pAdvCrosshairGreenSlider = new CCvarSlider( this, "Green Color Slider", "#GameUI_CrosshairColor_Green",
0.0f, 255.0f, "cl_crosshair_green" );
m_pAdvCrosshairBlueSlider = new CCvarSlider( this, "Blue Color Slider", "#GameUI_CrosshairColor_Blue",
0.0f, 255.0f, "cl_crosshair_blue" );
m_pAdvCrosshairScaleSlider = new CCvarSlider( this, "Scale Slider", "#GameUI_CrosshairScale",
16.0f, 48.0f, "cl_crosshair_scale" );
m_pAdvCrosshairRedSlider->AddActionSignalTarget( this );
m_pAdvCrosshairGreenSlider->AddActionSignalTarget( this );
m_pAdvCrosshairBlueSlider->AddActionSignalTarget( this );
m_pAdvCrosshairScaleSlider->AddActionSignalTarget( this );
m_pAdvCrosshairStyle = new CLabeledCommandComboBox( this, "AdvCrosshairList" );
m_pAdvCrosshairImage = new AdvancedCrosshairImagePanel( this, "AdvCrosshairImage" );
InitAdvCrosshairStyleList(m_pAdvCrosshairStyle);
RedrawAdvCrosshairImage();
//=========
m_pDownloadFilterCombo = new ComboBox( this, "DownloadFilterCheck", 3, false );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_ALL", NULL );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_NoSounds", NULL );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_None", NULL );
//=========
LoadControlSettings("Resource/OptionsSubMultiplayer.res");
InitCrosshairColorEntries();
InitCrosshairSizeList(m_pCrosshairSize);
RedrawCrosshairImage();
// turn off the crosshair stuff if the mod specifies "nocrosshair" in the gameinfo.txt file
if ( ModInfo().NoCrosshair() )
{
m_pCrosshairColorComboBox->SetVisible( false );
m_pCrosshairSize->SetVisible( false );
m_pCrosshairTranslucencyCheckbox->SetVisible( false );
m_pCrosshairImage->SetVisible( false );
Panel *pTempPanel = NULL;
// #GameUI_CrosshairDescription (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "CrosshairLabel" );
if ( pTempPanel )
{
pTempPanel->SetVisible( false );
}
}
// turn off model selection stuff if the mod specifies "nomodels" in the gameinfo.txt file
if ( ModInfo().NoModels() )
{
Panel *pTempPanel = NULL;
if ( m_pModelImage )
{
m_pModelImage->SetVisible( false );
}
if ( m_pModelList )
{
m_pModelList->SetVisible( false );
}
if ( m_pPrimaryColorSlider )
{
m_pPrimaryColorSlider->SetVisible( false );
}
if ( m_pSecondaryColorSlider )
{
m_pSecondaryColorSlider->SetVisible( false );
}
// #GameUI_PlayerModel (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "Label1" );
if ( pTempPanel )
{
pTempPanel->SetVisible( false );
}
// #GameUI_ColorSliders (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "Colors" );
if ( pTempPanel )
{
pTempPanel->SetVisible( false );
}
}
// turn off the himodel stuff if the mod specifies "nohimodel" in the gameinfo.txt file
if ( ModInfo().NoHiModel() )
{
if ( m_pHighQualityModelCheckBox )
{
m_pHighQualityModelCheckBox->SetVisible( false );
}
}
// Advanced crosshair selection
if ( !ModInfo().AdvCrosshair() )
{
m_pAdvCrosshairImage->SetVisible( false );
m_pAdvCrosshairRedSlider->SetVisible( false );
m_pAdvCrosshairBlueSlider->SetVisible( false );
m_pAdvCrosshairGreenSlider->SetVisible( false );
m_pAdvCrosshairScaleSlider->SetVisible( false );
m_pAdvCrosshairStyle->SetVisible( false );
Panel *pTempPanel = NULL;
// #GameUI_AdvCrosshairDescription (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "AdvCrosshairLabel" );
if ( pTempPanel )
{
pTempPanel->SetVisible( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsSubMultiplayer::~COptionsSubMultiplayer()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnCommand( const char *command )
{
if ( !stricmp( command, "Advanced" ) )
{
if (!m_hMultiplayerAdvancedDialog.Get())
{
m_hMultiplayerAdvancedDialog = new CMultiplayerAdvancedDialog( this );
}
m_hMultiplayerAdvancedDialog->Activate();
}
else if (!stricmp( command, "ImportSprayImage" ) )
{
if (m_hImportSprayDialog == NULL)
{
m_hImportSprayDialog = new FileOpenDialog(NULL, "#GameUI_ImportSprayImage", true);
m_hImportSprayDialog->AddFilter("*.tga,*.jpg,*.bmp,*.vtf", "#GameUI_All_Images", true);
m_hImportSprayDialog->AddFilter("*.tga", "#GameUI_TGA_Images", false);
m_hImportSprayDialog->AddFilter("*.jpg", "#GameUI_JPEG_Images", false);
m_hImportSprayDialog->AddFilter("*.bmp", "#GameUI_BMP_Images", false);
m_hImportSprayDialog->AddFilter("*.vtf", "#GameUI_VTF_Images", false);
m_hImportSprayDialog->AddActionSignalTarget(this);
}
m_hImportSprayDialog->DoModal(false);
m_hImportSprayDialog->Activate();
}
BaseClass::OnCommand( command );
}
// file selected. This can only happen when someone selects an image to be imported as a spray logo.
void COptionsSubMultiplayer::OnFileSelected(const char *fullpath)
{
if ((fullpath == NULL) || (fullpath[0] == 0))
{
return;
}
ConversionErrorType errcode;
// this can take a while, put up a waiting cursor
surface()->SetCursor(dc_hourglass);
// get the extension of the file we're to convert
char extension[MAX_PATH];
const char *constchar = fullpath + strlen(fullpath);
while ((constchar > fullpath) && (*(constchar-1) != '.'))
{
--constchar;
}
Q_strncpy(extension, constchar, MAX_PATH);
bool deleteIntermediateTGA = false;
bool deleteIntermediateVTF = false;
bool convertTGAToVTF = true;
char tgaPath[MAX_PATH*2];
char *c;
bool failed = false;
Q_strncpy(tgaPath, fullpath, sizeof(tgaPath));
if (stricmp(extension, "tga"))
{
// construct a .tga version of this file path.
c = tgaPath + strlen(tgaPath);
while ((c > tgaPath) && (*(c-1) != '\\') && (*(c-1) != '/'))
{
--c;
}
*c = 0;
char origpath[MAX_PATH*2];
Q_strncpy(origpath, tgaPath, sizeof(origpath));
int index = 0;
// dgoodenough - remove this section on PS3 since we don't have a filesystem _access(...) function yet
// PS3_BUILDFIX
// FIXME FIXME FIXME
#if !defined( _PS3 )
do {
Q_snprintf(tgaPath, sizeof(tgaPath), "%stemp%d.tga", origpath, index);
++index;
} while (_access(tgaPath, 0) != -1);
#endif
if (!stricmp(extension, "jpg") || !stricmp(extension, "jpeg"))
{
// convert from the jpeg file format to the TGA file format
errcode = ConvertJPEGToTGA(fullpath, tgaPath);
if (errcode == CE_SUCCESS)
{
deleteIntermediateTGA = true;
}
else
{
failed = true;
vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory");
}
else if (errcode == CE_CANT_OPEN_SOURCE_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image");
}
else if (errcode == CE_ERROR_PARSING_SOURCE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt");
}
else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output");
}
else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED )
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Image_Wrong_Size");
}
if (errorDialog != NULL)
{
errorDialog->DoModal();
}
}
}
else if (!stricmp(extension, "bmp"))
{
// convert from the bmp file format to the TGA file format
errcode = ConvertBMPToTGA(fullpath, tgaPath);
if (errcode == CE_SUCCESS)
{
deleteIntermediateTGA = true;
}
else
{
failed = true;
vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory");
}
else if (errcode == CE_CANT_OPEN_SOURCE_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image");
}
else if (errcode == CE_ERROR_PARSING_SOURCE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt");
}
else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_BMP_Format_Not_Supported");
}
else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output");
}
if (errorDialog != NULL)
{
errorDialog->DoModal();
}
}
}
else if (!stricmp(extension, "vtf"))
{
// if the file is already in the vtf format there's no need to convert it.
convertTGAToVTF = false;
}
}
if (convertTGAToVTF && !failed)
{
// convert the TGA file to the VTF format.
errcode = ConvertTGA(tgaPath); // resize TGA so that it has power-of-two dimensions with a max size of 256x256.
if (errcode != CE_SUCCESS)
{
failed = true;
vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory");
}
else if (errcode == CE_CANT_OPEN_SOURCE_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image");
}
else if (errcode == CE_ERROR_PARSING_SOURCE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt");
}
else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_TGA_Format_Not_Supported");
}
else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output");
}
if (errorDialog != NULL)
{
errorDialog->DoModal();
}
}
if (!failed)
{
char tempPath[MAX_PATH*2];
Q_strncpy(tempPath, tgaPath, sizeof(tempPath));
errcode = ConvertTGAToVTF(tempPath);
if (errcode == CE_SUCCESS)
{
deleteIntermediateVTF = true;
}
else
{
failed = true;
vgui::MessageBox *errorDialog = NULL;
if (errcode == CE_MEMORY_ERROR)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Memory");
}
else if (errcode == CE_CANT_OPEN_SOURCE_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Reading_Image");
}
else if (errcode == CE_ERROR_PARSING_SOURCE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Image_File_Corrupt");
}
else if (errcode == CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_TGA_Format_Not_Supported");
}
else if (errcode == CE_ERROR_WRITING_OUTPUT_FILE)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Temp_Output");
}
else if (errcode == CE_ERROR_LOADING_DLL)
{
errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Cant_Load_VTEX_DLL");
}
if (errorDialog != NULL)
{
errorDialog->DoModal();
}
}
}
}
char finalPath[MAX_PATH*2];
finalPath[0] = 0;
char vtfPath[MAX_PATH*2];
vtfPath[0] = 0;
if (!failed)
{
Q_strncpy(vtfPath, tgaPath, sizeof(vtfPath));
// rename the tga file to be a vtf file.
c = vtfPath + strlen(vtfPath);
while ((c > vtfPath) && (*(c-1) != '.'))
{
--c;
}
*c = 0;
Q_strncat(vtfPath, "vtf", sizeof(vtfPath), COPY_ALL_CHARACTERS);
// get the vtfFilename from the path.
const char *vtfFilename = fullpath + strlen(fullpath);
while ((vtfFilename > fullpath) && (*(vtfFilename-1) != '\\') && (*(vtfFilename-1) != '/'))
{
--vtfFilename;
}
Q_strncpy(finalPath, engine->GetGameDirectory(), sizeof(finalPath));
Q_strncat(finalPath, "\\materials\\VGUI\\logos\\", sizeof(finalPath), COPY_ALL_CHARACTERS);
Q_strncat(finalPath, vtfFilename, sizeof(finalPath), COPY_ALL_CHARACTERS);
c = finalPath + strlen(finalPath);
while ((c > finalPath) && (*(c-1) != '.'))
{
--c;
}
*c = 0;
Q_strncat(finalPath,"vtf", sizeof(finalPath), COPY_ALL_CHARACTERS);
// make sure the directory exists before we try to copy the file.
g_pFullFileSystem->CreateDirHierarchy("materials/VGUI/logos/", "GAME");
// write out the spray VMT file.
errcode = WriteSprayVMT(finalPath);
if (errcode != CE_SUCCESS)
{
failed = true;
vgui::MessageBox *errorDialog = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", "#GameUI_Spray_Import_Error_Writing_Output");
errorDialog->DoModal();
}
if (!failed)
{
// copy vtf file to the final location.
#ifdef WIN32
CopyFile(vtfPath, finalPath, true);
#elif defined( OSX )
copyfile( vtfPath, finalPath, 0, 0 );
#elif !defined( _PS3 )
engine->CopyLocalFile( vtfPath, finalPath );
#endif
// refresh the logo list so the new spray shows up.
InitLogoList(m_pLogoList);
char rootFilename[MAX_PATH];
Q_strncpy(rootFilename, vtfFilename, MAX_PATH);
// get the root filename so we can select in the spray list.
rootFilename[strlen(rootFilename) - 4] = 0;
// automatically select the logo that was just imported.
SelectLogo(rootFilename);
}
}
// delete the intermediate VTF file if one was made.
if (deleteIntermediateVTF)
{
// dgoodenough - DeleteFile is Win32 specific, remove it for PS3 build
// PS3_BUILDFIX
// FIXME - How will this be handled on PS3?
#if !defined( _PS3 )
DeleteFile(vtfPath);
#endif
// the TGA->VTF conversion process generates a .txt file if one wasn't already there.
// in this case, delete the .txt file.
c = vtfPath + strlen(vtfPath);
while ((c > vtfPath) && (*(c-1) != '.'))
{
--c;
}
Q_strncpy(c, "txt", sizeof(vtfPath)-(c-vtfPath));
// dgoodenough - DeleteFile is Win32 specific, remove it for PS3 build
// PS3_BUILDFIX
// FIXME - How will this be handled on PS3?
#if !defined( _PS3 )
DeleteFile(vtfPath);
#endif
}
// delete the intermediate TGA file if one was made.
if (deleteIntermediateTGA)
{
// dgoodenough - DeleteFile is Win32 specific, remove it for PS3 build
// PS3_BUILDFIX
// FIXME - How will this be handled on PS3?
#if !defined( _PS3 )
DeleteFile(tgaPath);
#endif
}
// change the cursor back to normal
surface()->SetCursor(dc_user);
}
struct ValveJpegErrorHandler_t
{
// The default manager
struct jpeg_error_mgr m_Base;
// For handling any errors
jmp_buf m_ErrorContext;
};
//-----------------------------------------------------------------------------
// Purpose: We'll override the default error handler so we can deal with errors without having to exit the engine
//-----------------------------------------------------------------------------
static void ValveJpegErrorHandler( j_common_ptr cinfo )
{
ValveJpegErrorHandler_t *pError = reinterpret_cast< ValveJpegErrorHandler_t * >( cinfo->err );
char buffer[ JMSG_LENGTH_MAX ];
/* Create the message */
( *cinfo->err->format_message )( cinfo, buffer );
Warning( "%s\n", buffer );
// Bail
longjmp( pError->m_ErrorContext, 1 );
}
// convert the JPEG file given to a TGA file at the given output path.
ConversionErrorType COptionsSubMultiplayer::ConvertJPEGToTGA(const char *jpegpath, const char *tgaPath)
{
#if !defined( _GAMECONSOLE )
struct jpeg_decompress_struct jpegInfo;
struct ValveJpegErrorHandler_t jerr;
JSAMPROW row_pointer[1];
int row_stride;
int cur_row = 0;
// image attributes
int image_height;
int image_width;
// open the jpeg image file.
FILE *infile = fopen(jpegpath, "rb");
if (infile == NULL)
{
return CE_CANT_OPEN_SOURCE_FILE;
}
// setup error to print to stderr.
jpegInfo.err = jpeg_std_error(&jerr.m_Base);
jpegInfo.err->error_exit = &ValveJpegErrorHandler;
// create the decompress struct.
jpeg_create_decompress(&jpegInfo);
if ( setjmp( jerr.m_ErrorContext ) )
{
// Get here if there is any error
jpeg_destroy_decompress( &jpegInfo );
fclose(infile);
return CE_ERROR_PARSING_SOURCE;
}
jpeg_stdio_src(&jpegInfo, infile);
// read in the jpeg header and make sure that's all good.
if (jpeg_read_header(&jpegInfo, TRUE) != JPEG_HEADER_OK)
{
fclose(infile);
return CE_ERROR_PARSING_SOURCE;
}
// start the decompress with the jpeg engine.
if (jpeg_start_decompress(&jpegInfo) != TRUE)
{
jpeg_destroy_decompress(&jpegInfo);
fclose(infile);
return CE_ERROR_PARSING_SOURCE;
}
// Check for valid width and height (ie. power of 2 and print out an error and exit if not).
if ( !IsPowerOfTwo( jpegInfo.image_height ) || !IsPowerOfTwo( jpegInfo.image_width ) )
{
jpeg_destroy_decompress(&jpegInfo);
fclose( infile );
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
}
// now that we've started the decompress with the jpeg lib, we have the attributes of the
// image ready to be read out of the decompress struct.
row_stride = jpegInfo.output_width * jpegInfo.output_components;
image_height = jpegInfo.image_height;
image_width = jpegInfo.image_width;
int mem_required = jpegInfo.image_height * jpegInfo.image_width * jpegInfo.output_components;
// allocate the memory to read the image data into.
unsigned char *buf = (unsigned char *)malloc(mem_required);
if (buf == NULL)
{
jpeg_destroy_decompress(&jpegInfo);
fclose(infile);
return CE_MEMORY_ERROR;
}
// read in all the scan lines of the image into our image data buffer.
bool working = true;
while (working && (jpegInfo.output_scanline < jpegInfo.output_height))
{
row_pointer[0] = &(buf[cur_row * row_stride]);
if (jpeg_read_scanlines(&jpegInfo, row_pointer, 1) != TRUE)
{
working = false;
}
++cur_row;
}
if (!working)
{
free(buf);
jpeg_destroy_decompress(&jpegInfo);
fclose(infile);
return CE_ERROR_PARSING_SOURCE;
}
jpeg_finish_decompress(&jpegInfo);
fclose(infile);
// ok, at this point we have read in the JPEG image to our buffer, now we need to write it out as a TGA file.
CUtlBuffer outBuf;
bool bRetVal = TGAWriter::WriteToBuffer( buf, outBuf, image_width, image_height, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888 );
if ( bRetVal )
{
if ( !g_pFullFileSystem->WriteFile( tgaPath, NULL, outBuf ) )
{
bRetVal = false;
}
}
free(buf);
return bRetVal ? CE_SUCCESS : CE_ERROR_WRITING_OUTPUT_FILE;
#else
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
#endif
}
// convert the bmp file given to a TGA file at the given destination path.
ConversionErrorType COptionsSubMultiplayer::ConvertBMPToTGA(const char *bmpPath, const char *tgaPath)
{
if ( !IsPC() )
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
// @wge TODO FIXME - fix OSX build
#if defined( _OSX ) || defined (LINUX)
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
#else
HBITMAP hBitmap = (HBITMAP)LoadImage(NULL, bmpPath, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE | LR_DEFAULTSIZE);
BITMAP bitmap;
GetObject(hBitmap, sizeof(bitmap), &bitmap);
BITMAPINFO *bitmapInfo;
if (bitmap.bmBitsPixel == 24)
{
bitmapInfo = (BITMAPINFO *)malloc(sizeof(BITMAPINFO));
}
else
{
int colorsUsed = 1 << bitmap.bmBitsPixel;
bitmapInfo = (BITMAPINFO *)malloc(colorsUsed * sizeof(RGBQUAD) + sizeof(BITMAPINFO));
}
memset(bitmapInfo, 0, sizeof(BITMAPINFO));
bitmapInfo->bmiHeader.biSize = sizeof(bitmapInfo->bmiHeader);
if (bitmap.bmBitsPixel != 24)
{
bitmapInfo->bmiHeader.biBitCount = bitmap.bmBitsPixel; // need to specify the bits per pixel so GDI will generate a color table for us.
}
HDC dc = CreateCompatibleDC(NULL);
int retcode = GetDIBits(dc, hBitmap, 0, bitmap.bmHeight, NULL, bitmapInfo, DIB_RGB_COLORS);
DeleteDC(dc);
if (retcode == 0)
{
// error getting the bitmap info for some reason.
free(bitmapInfo);
return CE_ERROR_PARSING_SOURCE;
}
int mem_required = 3 * bitmap.bmWidth * bitmap.bmHeight; // mem required for copying the data out into RGB format.
unsigned char *buf = (unsigned char *)malloc(mem_required);
if (buf == NULL)
{
free(bitmapInfo);
return CE_MEMORY_ERROR;
}
if (bitmapInfo->bmiHeader.biBitCount == 24)
{
if ((bitmap.bmWidth * 3) == bitmap.bmWidthBytes)
{
// 24-bit BGR color bitmap that is word aligned.
memcpy(buf, bitmap.bmBits, mem_required);
}
else
{
// 24-bit BGR color bitmap that is not word aligned.
// need to read it in one row at a time since it isn't word aligned.
int row;
for (row = 0; row < bitmap.bmHeight; ++row)
{
memcpy(buf + (row * 3 * bitmap.bmWidth), (unsigned char *)(bitmap.bmBits) + (row * bitmap.bmWidthBytes), 3 * bitmap.bmWidth);
}
}
// bitmaps are loaded as BGR, need to convert it to RGB.
int numPixels = bitmap.bmHeight * bitmap.bmWidth;
// convert to RGB
int index;
for (index = 0; index < numPixels; ++index)
{
unsigned char blue = buf[3 * index]; // save blue value
buf[3 * index] = buf[3 * index + 2]; // copy red value.
buf[3 * index + 2] = blue; // copy blue value.
}
}
else if (bitmapInfo->bmiHeader.biBitCount == 8)
{
// 8-bit 256 color bitmap.
int y, x, index, colorTableEntry;
for (y = 0; y < bitmap.bmHeight; ++y)
{
for (x = 0; x < bitmap.bmWidth; ++x)
{
// compute the color map entry for this pixel
index = y * bitmap.bmWidthBytes + x;
colorTableEntry = ((unsigned char *)bitmap.bmBits)[index];
// get the color for this color map entry.
RGBQUAD *rgbQuad = &(bitmapInfo->bmiColors[colorTableEntry]);
// copy the color values for this pixel to the destination buffer.
buf[(y * bitmap.bmWidth * 3) + (x * 3)] = rgbQuad->rgbRed;
buf[(y * bitmap.bmWidth * 3) + (x * 3) + 1] = rgbQuad->rgbGreen;
buf[(y * bitmap.bmWidth * 3) + (x * 3) + 2] = rgbQuad->rgbBlue;
}
}
}
else if (bitmapInfo->bmiHeader.biBitCount == 4)
{
// 4-bit 16 color bitmap.
int y, x, index, colorTableEntry;
for (y = 0; y < bitmap.bmHeight; ++y)
{
for (x = 0; x < bitmap.bmWidth; x += 2)
{
// two color table entries per byte
index = y * bitmap.bmWidthBytes + x / 2;
// get the color table entry for this pixel
colorTableEntry = (0xf0 & ((unsigned char *)bitmap.bmBits)[index]) >> 4;
// get the color values for this pixel's color table entry.
RGBQUAD *rgbQuad = &(bitmapInfo->bmiColors[colorTableEntry]);
// copy the pixel's color values to the destination buffer.
buf[(y * bitmap.bmWidth * 3) + (x * 3)] = rgbQuad->rgbRed;
buf[(y * bitmap.bmWidth * 3) + (x * 3) + 1] = rgbQuad->rgbGreen;
buf[(y * bitmap.bmWidth * 3) + (x * 3) + 2] = rgbQuad->rgbBlue;
// make sure we haven't reached the end of the row.
if ((x + 1) > bitmap.bmWidth)
{
break;
}
// get the color table entry for this pixel.
colorTableEntry = 0x0f & ((unsigned char *)bitmap.bmBits)[index];
// get the color values for this pixel's color table entry.
rgbQuad = &(bitmapInfo->bmiColors[colorTableEntry]);
// copy the pixel's color values to the destination buffer.
buf[(y * bitmap.bmWidth * 3) + ((x+1) * 3)] = rgbQuad->rgbRed;
buf[(y * bitmap.bmWidth * 3) + ((x+1) * 3) + 1] = rgbQuad->rgbGreen;
buf[(y * bitmap.bmWidth * 3) + ((x+1) * 3) + 2] = rgbQuad->rgbBlue;
}
}
}
else if (bitmapInfo->bmiHeader.biBitCount == 1)
{
// 1-bit monochrome bitmap.
int y, x, index, bit, bitMask;
for (y = 0; y < bitmap.bmHeight; ++y)
{
x = 0;
while (x < bitmap.bmWidth)
{
RGBQUAD *rgbQuad = NULL;
bitMask = 0x80;
// get the index into the bitmap data for the next 8 pixels.
index = y * bitmap.bmWidthBytes + x / 8;
// go through all 8 bits in this byte to get all 8 pixel colors.
do
{
// get the value of the bit for this pixel.
bit = ((unsigned char *)bitmap.bmBits)[index] & bitMask;
// bit will either be 0 or non-zero since there are only two colors.
if (bit == 0)
{
rgbQuad = &(bitmapInfo->bmiColors[0]);
}
else
{
rgbQuad = &(bitmapInfo->bmiColors[1]);
}
// copy this pixel's color values into the destination buffer.
buf[(y * bitmap.bmWidth * 3) + (x * 3)] = rgbQuad->rgbRed;
buf[(y * bitmap.bmWidth * 3) + (x * 3) + 1] = rgbQuad->rgbGreen;
buf[(y * bitmap.bmWidth * 3) + (x * 3) + 2] = rgbQuad->rgbBlue;
// go to the next pixel.
++x;
bitMask = bitMask >> 1;
} while ((x < bitmap.bmWidth) && (bitMask > 0));
}
}
}
else
{
free(bitmapInfo);
free(buf);
DeleteObject(hBitmap);
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
}
free(bitmapInfo);
// bitmaps are stored upside down, so flip the image vertically
int index;
int rowWidth = 3 * bitmap.bmWidth;
unsigned char *row = (unsigned char *)malloc(rowWidth);
for (index = 0; index < (bitmap.bmHeight / 2); ++index)
{
memcpy(row, buf + (index * rowWidth), rowWidth);
memcpy(buf + (index * rowWidth), buf + (((bitmap.bmHeight - 1) - index) * rowWidth), rowWidth);
memcpy(buf + (((bitmap.bmHeight - 1) - index) * rowWidth), row, rowWidth);
}
// write out the TGA file using the RGB data buffer.
CUtlBuffer outBuf;
bool retval = TGAWriter::WriteToBuffer(buf, outBuf, bitmap.bmWidth, bitmap.bmHeight, IMAGE_FORMAT_RGB888, IMAGE_FORMAT_RGB888);
if ( retval )
{
if ( !g_pFullFileSystem->WriteFile( tgaPath, NULL, outBuf ) )
{
retval = false;
}
}
DeleteObject(hBitmap);
return retval ? CE_SUCCESS : CE_ERROR_WRITING_OUTPUT_FILE;
#endif // !_OSX
}
// read a TGA header from the current point in the file stream.
static void ReadTGAHeader(FILE *infile, TGAHeader &header)
{
if (infile == NULL)
{
return;
}
fread(&header.identsize, sizeof(header.identsize), 1, infile);
fread(&header.colourmaptype, sizeof(header.colourmaptype), 1, infile);
fread(&header.imagetype, sizeof(header.imagetype), 1, infile);
fread(&header.colourmapstart, sizeof(header.colourmapstart), 1, infile);
fread(&header.colourmaplength, sizeof(header.colourmaplength), 1, infile);
fread(&header.colourmapbits, sizeof(header.colourmapbits), 1, infile);
fread(&header.xstart, sizeof(header.xstart), 1, infile);
fread(&header.ystart, sizeof(header.ystart), 1, infile);
fread(&header.width, sizeof(header.width), 1, infile);
fread(&header.height, sizeof(header.height), 1, infile);
fread(&header.bits, sizeof(header.bits), 1, infile);
fread(&header.descriptor, sizeof(header.descriptor), 1, infile);
}
// write a TGA header to the current point in the file stream.
static void WriteTGAHeader(FILE *outfile, TGAHeader &header)
{
if (outfile == NULL)
{
return;
}
fwrite(&header.identsize, sizeof(header.identsize), 1, outfile);
fwrite(&header.colourmaptype, sizeof(header.colourmaptype), 1, outfile);
fwrite(&header.imagetype, sizeof(header.imagetype), 1, outfile);
fwrite(&header.colourmapstart, sizeof(header.colourmapstart), 1, outfile);
fwrite(&header.colourmaplength, sizeof(header.colourmaplength), 1, outfile);
fwrite(&header.colourmapbits, sizeof(header.colourmapbits), 1, outfile);
fwrite(&header.xstart, sizeof(header.xstart), 1, outfile);
fwrite(&header.ystart, sizeof(header.ystart), 1, outfile);
fwrite(&header.width, sizeof(header.width), 1, outfile);
fwrite(&header.height, sizeof(header.height), 1, outfile);
fwrite(&header.bits, sizeof(header.bits), 1, outfile);
fwrite(&header.descriptor, sizeof(header.descriptor), 1, outfile);
}
// reads in a TGA file and converts it to 32 bit RGBA color values in a memory buffer.
unsigned char * COptionsSubMultiplayer::ReadTGAAsRGBA(const char *tgaPath, int &width, int &height, ConversionErrorType &errcode, TGAHeader &tgaHeader )
{
FILE *tgaFile = fopen(tgaPath, "rb");
if (tgaFile == NULL)
{
errcode = CE_CANT_OPEN_SOURCE_FILE;
return NULL;
}
// read header for TGA file.
ReadTGAHeader(tgaFile, tgaHeader);
// image type 2 is RGB, other types not supported.
if (tgaHeader.imagetype != 2)
{
fclose(tgaFile);
errcode = CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
return NULL;
}
int tgaDataSize = tgaHeader.width * tgaHeader.height * tgaHeader.bits / 8;
unsigned char *tgaData = (unsigned char *)malloc(tgaDataSize);
if (tgaData == NULL)
{
fclose(tgaFile);
errcode = CE_MEMORY_ERROR;
return NULL;
}
fread(tgaData, 1, tgaDataSize, tgaFile);
fclose(tgaFile);
width = tgaHeader.width;
height = tgaHeader.height;
if (tgaHeader.bits == 24)
{
// image needs to be converted to a 32-bit image.
int numPixels = tgaHeader.width * tgaHeader.height;
unsigned char *retBuf = (unsigned char *)malloc(numPixels * 4);
if (retBuf == NULL)
{
free(tgaData);
errcode = CE_MEMORY_ERROR;
return NULL;
}
// convert from RGB to RGBA color format.
int index;
for (index = 0; index < numPixels; ++index)
{
retBuf[index * 4] = tgaData[index * 3];
retBuf[index * 4 + 1] = tgaData[index * 3 + 1];
retBuf[index * 4 + 2] = tgaData[index * 3 + 2];
retBuf[index * 4 + 3] = 0xff;
}
free(tgaData);
tgaHeader.bits = 32;
errcode = CE_SUCCESS;
return retBuf;
}
else if (tgaHeader.bits == 32)
{
// already in RGBA format so just return it.
errcode = CE_SUCCESS;
return tgaData;
}
// format not supported, fail.
free(tgaData);
errcode = CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
return NULL;
}
// resizes the file specified by tgaPath so that it has dimensions that are
// powers-of-two and is equal to or smaller than 256x256.
// also converts from 24-bit RGB to 32-bit RGB (with 8-bit alpha)
ConversionErrorType COptionsSubMultiplayer::ConvertTGA(const char *tgaPath)
{
int tgaWidth = 0, tgaHeight = 0;
ConversionErrorType errcode;
TGAHeader tgaHeader;
unsigned char *srcBuffer = ReadTGAAsRGBA(tgaPath, tgaWidth, tgaHeight, errcode, tgaHeader);
if (srcBuffer == NULL)
{
return errcode;
}
int paddedImageWidth, paddedImageHeight;
if ((tgaWidth <= 0) || (tgaHeight <= 0))
{
free(srcBuffer);
return CE_ERROR_PARSING_SOURCE;
}
// get the nearest power of two that is greater than the width of the image.
paddedImageWidth = tgaWidth;
if (!IsPowerOfTwo(paddedImageWidth))
{
// width is not a power of two, calculate the next highest power of two value.
int i = 1;
while (paddedImageWidth > 1)
{
paddedImageWidth = paddedImageWidth >> 1;
++i;
}
paddedImageWidth = paddedImageWidth << i;
}
// make sure the width is less than or equal to 256
if (paddedImageWidth > 256)
{
paddedImageWidth = 256;
}
// get the nearest power of two that is greater than the height of the image
paddedImageHeight = tgaHeight;
if (!IsPowerOfTwo(paddedImageHeight))
{
// height is not a power of two, calculate the next highest power of two value.
int i = 1;
while (paddedImageHeight > 1)
{
paddedImageHeight = paddedImageHeight >> 1;
++i;
}
paddedImageHeight = paddedImageHeight << i;
}
// make sure the height is less than or equal to 256
if (paddedImageHeight > 256)
{
paddedImageHeight = 256;
}
// compute the amount of stretching that needs to be done to both width and height to get the image to fit.
float widthRatio = (float)paddedImageWidth / tgaWidth;
float heightRatio = (float)paddedImageHeight / tgaHeight;
int finalWidth;
int finalHeight;
// compute the final dimensions of the stretched image.
if (widthRatio < heightRatio)
{
finalWidth = paddedImageWidth;
finalHeight = (int)(tgaHeight * widthRatio + 0.5f);
// i.e. for 1x1 size pixels in the resized image we will take color from sourceRatio x sourceRatio sized pixels in the source image.
}
else if (heightRatio < widthRatio)
{
finalHeight = paddedImageHeight;
finalWidth = (int)(tgaWidth * heightRatio + 0.5f);
}
else
{
finalHeight = paddedImageHeight;
finalWidth = paddedImageWidth;
}
unsigned char *resizeBuffer = (unsigned char *)malloc(finalWidth * finalHeight * 4);
// do the actual stretching
StretchRGBAImage(srcBuffer, tgaWidth, tgaHeight, resizeBuffer, finalWidth, finalHeight);
free(srcBuffer); // don't need this anymore.
///////////////////////////////////////////////////////////////////////
///// need to pad the image so both dimensions are power of two's /////
///////////////////////////////////////////////////////////////////////
unsigned char *finalBuffer = (unsigned char *)malloc(paddedImageWidth * paddedImageHeight * 4);
PadRGBAImage(resizeBuffer, finalWidth, finalHeight, finalBuffer, paddedImageWidth, paddedImageHeight);
FILE *outfile = fopen(tgaPath, "wb");
if (outfile == NULL)
{
free(resizeBuffer);
free(finalBuffer);
return CE_ERROR_WRITING_OUTPUT_FILE;
}
tgaHeader.width = paddedImageWidth;
tgaHeader.height = paddedImageHeight;
WriteTGAHeader(outfile, tgaHeader);
fwrite(finalBuffer, 1, paddedImageWidth * paddedImageHeight * 4, outfile);
fclose(outfile);
free(resizeBuffer);
free(finalBuffer);
return CE_SUCCESS;
}
// resize by stretching (or compressing) an RGBA image pointed to by srcBuf into the buffer pointed to by destBuf.
// the buffers are assumed to be sized appropriately to accomidate RGBA images of the given widths and heights.
ConversionErrorType COptionsSubMultiplayer::StretchRGBAImage(const unsigned char *srcBuf, const int srcWidth, const int srcHeight,
unsigned char *destBuf, const int destWidth, const int destHeight)
{
if ((srcBuf == NULL) || (destBuf == NULL))
{
return CE_CANT_OPEN_SOURCE_FILE;
}
int destRow,destColumn;
float ratioX = (float)srcWidth / (float)destWidth;
float ratioY = (float)srcHeight / (float)destHeight;
// loop through all the pixels in the destination image.
for (destRow = 0; destRow < destHeight; ++destRow)
{
for (destColumn = 0; destColumn < destWidth; ++destColumn)
{
// calculate the center of the pixel in the source image.
float srcCenterX = ratioX * (destColumn + 0.5f);
float srcCenterY = ratioY * (destRow + 0.5f);
// calculate the starting and ending coords for this destination pixel in the source image.
float srcStartX = srcCenterX - (ratioX / 2.0f);
if (srcStartX < 0.0f)
{
srcStartX = 0.0f; // this should never happen, but just in case.
}
float srcStartY = srcCenterY - (ratioY / 2.0f);
if (srcStartY < 0.0f)
{
srcStartY = 0.0f; // this should never happen, but just in case.
}
float srcEndX = srcCenterX + (ratioX / 2.0f);
if (srcEndX > srcWidth)
{
srcEndX = srcWidth; // this should never happen, but just in case.
}
float srcEndY = srcCenterY + (ratioY / 2.0f);
if (srcEndY > srcHeight)
{
srcEndY = srcHeight; // this should never happen, but just in case.
}
// Calculate the percentage of each source pixels' contribution to the destination pixel color.
float srcCurrentX; // initialized at the start of the y loop.
float srcCurrentY = srcStartY;
float destRed = 0.0f;
float destGreen = 0.0f;
float destBlue = 0.0f;
float destAlpha = 0.0f;
//// loop for the parts of the source image that will contribute color to the destination pixel.
while (srcCurrentY < srcEndY)
{
float srcCurrentEndY = (float)((int)srcCurrentY + 1);
if (srcCurrentEndY > srcEndY)
{
srcCurrentEndY = srcEndY;
}
float srcCurrentHeight = srcCurrentEndY - srcCurrentY;
srcCurrentX = srcStartX;
while (srcCurrentX < srcEndX)
{
float srcCurrentEndX = (float)((int)srcCurrentX + 1);
if (srcCurrentEndX > srcEndX)
{
srcCurrentEndX = srcEndX;
}
float srcCurrentWidth = srcCurrentEndX - srcCurrentX;
// compute the percentage of the destination pixel's color this source pixel will contribute.
float srcColorPercentage = (srcCurrentWidth / ratioX) * (srcCurrentHeight / ratioY);
int srcCurrentPixelX = (int)srcCurrentX;
int srcCurrentPixelY = (int)srcCurrentY;
// get the color values for this source pixel.
unsigned char srcCurrentRed = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4)];
unsigned char srcCurrentGreen = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4) + 1];
unsigned char srcCurrentBlue = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4) + 2];
unsigned char srcCurrentAlpha = srcBuf[(srcCurrentPixelY * srcWidth * 4) + (srcCurrentPixelX * 4) + 3];
// add the color contribution from this source pixel to the destination pixel.
destRed += srcCurrentRed * srcColorPercentage;
destGreen += srcCurrentGreen * srcColorPercentage;
destBlue += srcCurrentBlue * srcColorPercentage;
destAlpha += srcCurrentAlpha * srcColorPercentage;
srcCurrentX = srcCurrentEndX;
}
srcCurrentY = srcCurrentEndY;
}
// assign the computed color to the destination pixel, round to the nearest value. Make sure the value doesn't exceed 255.
destBuf[(destRow * destWidth * 4) + (destColumn * 4)] = MIN((int)(destRed + 0.5f), 255);
destBuf[(destRow * destWidth * 4) + (destColumn * 4) + 1] = MIN((int)(destGreen + 0.5f), 255);
destBuf[(destRow * destWidth * 4) + (destColumn * 4) + 2] = MIN((int)(destBlue + 0.5f), 255);
destBuf[(destRow * destWidth * 4) + (destColumn * 4) + 3] = MIN((int)(destAlpha + 0.5f), 255);
} // column loop
} // row loop
return CE_SUCCESS;
}
ConversionErrorType COptionsSubMultiplayer::PadRGBAImage(const unsigned char *srcBuf, const int srcWidth, const int srcHeight,
unsigned char *destBuf, const int destWidth, const int destHeight)
{
if ((srcBuf == NULL) || (destBuf == NULL))
{
return CE_CANT_OPEN_SOURCE_FILE;
}
memset(destBuf, 0, destWidth * destHeight * 4);
if ((destWidth < srcWidth) || (destHeight < srcHeight))
{
return CE_ERROR_PARSING_SOURCE;
}
if ((srcWidth == destWidth) && (srcHeight == destHeight))
{
// no padding is needed, just copy the buffer straight over and call it done.
memcpy(destBuf, srcBuf, destWidth * destHeight * 4);
return CE_SUCCESS;
}
if (destWidth == srcWidth)
{
// only the top and bottom of the image need padding.
// do this separately since we can do this more efficiently than the other cases.
int numRowsToPad = (destHeight - srcHeight) / 2;
memcpy(destBuf + (numRowsToPad * destWidth * 4), srcBuf, srcWidth * srcHeight * 4);
}
else
{
int numColumnsToPad = (destWidth - srcWidth) / 2;
int numRowsToPad = (destHeight - srcHeight) / 2;
int lastRow = numRowsToPad + srcHeight;
int row;
for (row = numRowsToPad; row < lastRow; ++row)
{
unsigned char * destOffset = destBuf + (row * destWidth * 4) + (numColumnsToPad * 4);
const unsigned char * srcOffset = srcBuf + ((row - numRowsToPad) * srcWidth * 4);
memcpy(destOffset, srcOffset, srcWidth * 4);
}
}
return CE_SUCCESS;
}
// convert TGA file at the given location to a VTF file of the same root name at the same location.
ConversionErrorType COptionsSubMultiplayer::ConvertTGAToVTF(const char *tgaPath)
{
FILE *infile = fopen(tgaPath, "rb");
if (infile == NULL)
{
return CE_CANT_OPEN_SOURCE_FILE;
}
// read out the header of the image.
TGAHeader header;
ReadTGAHeader(infile, header);
// check to make sure that the TGA has the proper dimensions and size.
if (!IsPowerOfTwo(header.width) || !IsPowerOfTwo(header.height))
{
fclose(infile);
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
}
// check to make sure that the TGA isn't too big.
if ((header.width > 256) || (header.height > 256))
{
fclose(infile);
return CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED;
}
int imageMemoryFootprint = header.width * header.height * header.bits / 8;
CUtlBuffer inbuf(0, imageMemoryFootprint);
// read in the image
int nBytesRead = fread(inbuf.Base(), imageMemoryFootprint, 1, infile);
fclose(infile);
inbuf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
// load vtex_dll.dll and get the interface to it.
CSysModule *vtexmod = Sys_LoadModule("vtex_dll");
if (vtexmod == NULL)
{
return CE_ERROR_LOADING_DLL;
}
CreateInterfaceFn factory = Sys_GetFactory(vtexmod);
if (factory == NULL)
{
Sys_UnloadModule(vtexmod);
return CE_ERROR_LOADING_DLL;
}
IVTex *vtex = (IVTex *)factory(IVTEX_VERSION_STRING, NULL);
if (vtex == NULL)
{
Sys_UnloadModule(vtexmod);
return CE_ERROR_LOADING_DLL;
}
char *vtfParams[4];
// the 0th entry is skipped cause normally thats the program name.
vtfParams[0] = "";
vtfParams[1] = "-quiet";
vtfParams[2] = "-dontusegamedir";
vtfParams[3] = (char *)tgaPath;
// call vtex to do the conversion.
vtex->VTex(4, vtfParams);
Sys_UnloadModule(vtexmod);
return CE_SUCCESS;
}
// write a VMT file for the spray VTF file at the given path.
ConversionErrorType COptionsSubMultiplayer::WriteSprayVMT(const char *vtfPath)
{
if (vtfPath == NULL)
{
return CE_ERROR_WRITING_OUTPUT_FILE;
}
// make the vmt filename
char vmtPath[MAX_PATH*4];
Q_strncpy(vmtPath, vtfPath, sizeof(vmtPath));
char *c = vmtPath + strlen(vmtPath);
while ((c > vmtPath) && (*(c-1) != '.'))
{
--c;
}
Q_strncpy(c, "vmt", sizeof(vmtPath) - (c - vmtPath));
// get the root filename for the vtf file
char filename[MAX_PATH];
while ((c > vmtPath) && (*(c-1) != '/') && (*(c-1) != '\\'))
{
--c;
}
int i = 0;
while ((*c != 0) && (*c != '.'))
{
filename[i++] = *(c++);
}
filename[i] = 0;
// create the vmt file.
FILE *vmtFile = fopen(vmtPath, "w");
if (vmtFile == NULL)
{
return CE_ERROR_WRITING_OUTPUT_FILE;
}
// write the contents of the file.
fprintf(vmtFile, "LightmappedGeneric\n{\n\t\"$basetexture\" \"vgui\\logos\\%s\"\n\t\"$translucent\" \"1\"\n\t\"$decal\" \"1\"\n\t\"$decalscale\" \"0.250\"\n}\n", filename);
fclose(vmtFile);
return CE_SUCCESS;
}
//-----------------------------------------------------------------------------
// Purpose: Builds the list of logos
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitLogoList( CLabeledCommandComboBox *cb )
{
// Find out images
FileFindHandle_t fh;
char directory[ 512 ];
// NOTE: <<vitaliy>> this feature is obsolete in CS:GO
ConVarRef cl_logofile( "cl_logofile" );
if ( !cl_logofile.IsValid() )
return;
cb->DeleteAllItems();
const char *logofile = cl_logofile.GetString();
Q_snprintf( directory, sizeof( directory ), "materials/vgui/logos/*.vtf" );
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );
int i = 0, initialItem = 0;
while (fn)
{
char filename[ 512 ];
Q_snprintf( filename, sizeof(filename), "materials/vgui/logos/%s", fn );
if ( strlen( filename ) >= 4 )
{
filename[ strlen( filename ) - 4 ] = 0;
Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS );
if ( g_pFullFileSystem->FileExists( filename ) )
{
// strip off the extension
Q_strncpy( filename, fn, sizeof( filename ) );
filename[ strlen( filename ) - 4 ] = 0;
cb->AddItem( filename, "" );
// check to see if this is the one we have set
Q_snprintf( filename, sizeof(filename), "materials/vgui/logos/%s", fn );
if (!Q_stricmp(filename, logofile))
{
initialItem = i;
}
++i;
}
}
fn = g_pFullFileSystem->FindNext( fh );
}
g_pFullFileSystem->FindClose( fh );
cb->SetInitialItem(initialItem);
}
//-----------------------------------------------------------------------------
// Purpose: Selects the given logo in the logo list.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::SelectLogo(const char *logoName)
{
int numEntries = m_pLogoList->GetItemCount();
int index;
wchar_t itemText[MAX_PATH];
wchar_t itemToSelectText[MAX_PATH];
// convert the logo filename to unicode
g_pVGuiLocalize->ConvertANSIToUnicode(logoName, itemToSelectText, sizeof(itemToSelectText));
// find the index of the spray we want.
for (index = 0; index < numEntries; ++index)
{
m_pLogoList->GetItemText(index, itemText, sizeof(itemText));
if (!wcscmp(itemText, itemToSelectText))
{
break;
}
}
if (index < numEntries)
{
// select the logo.
m_pLogoList->ActivateItem(index);
}
}
#define MODEL_MATERIAL_BASE_FOLDER "materials/vgui/playermodels/"
void StripStringOutOfString( const char *pPattern, const char *pIn, char *pOut )
{
int iLengthBase = strlen( pPattern );
int iLengthString = strlen( pIn );
int k = 0;
for ( int j = iLengthBase; j < iLengthString; j++ )
{
pOut[k] = pIn[j];
k++;
}
pOut[k] = 0;
}
void FindVMTFilesInFolder( const char *pFolder, const char *pFolderName, CLabeledCommandComboBox *cb, int &iCount, int &iInitialItem )
{
ConVarRef cl_modelfile( "cl_playermodel" );
if ( !cl_modelfile.IsValid() )
return;
char directory[ 512 ];
Q_snprintf( directory, sizeof( directory ), "%s/*.*", pFolder );
FileFindHandle_t fh;
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );
const char *modelfile = cl_modelfile.GetString();
while ( fn )
{
if ( !stricmp( fn, ".") || !stricmp( fn, "..") )
{
fn = g_pFullFileSystem->FindNext( fh );
continue;
}
if ( g_pFullFileSystem->FindIsDirectory( fh ) )
{
char folderpath[512];
Q_snprintf( folderpath, sizeof( folderpath ), "%s/%s", pFolder, fn );
FindVMTFilesInFolder( folderpath, fn, cb, iCount, iInitialItem );
fn = g_pFullFileSystem->FindNext( fh );
continue;
}
if ( !strstr( fn, ".vmt" ) )
{
fn = g_pFullFileSystem->FindNext( fh );
continue;
}
char filename[ 512 ];
Q_snprintf( filename, sizeof(filename), "%s/%s", pFolder, fn );
if ( strlen( filename ) >= 4 )
{
filename[ strlen( filename ) - 4 ] = 0;
Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS );
if ( g_pFullFileSystem->FileExists( filename ) )
{
char displayname[ 512 ];
char texturepath[ 512 ];
// strip off the extension
Q_strncpy( displayname, fn, sizeof( displayname ) );
StripStringOutOfString( MODEL_MATERIAL_BASE_FOLDER, filename, texturepath );
displayname[ strlen( displayname ) - 4 ] = 0;
cb->AddItem( displayname, texturepath + 1 ); // ignore the initial "/" in texture path
char realname[ 512 ];
Q_FileBase( modelfile, realname, sizeof( realname ) );
Q_FileBase( filename, filename, sizeof( filename ) );
if (!stricmp(filename, realname))
{
iInitialItem = iCount;
}
++iCount;
}
}
fn = g_pFullFileSystem->FindNext( fh );
}
}
//-----------------------------------------------------------------------------
// Purpose: Builds model list
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitModelList( CLabeledCommandComboBox *cb )
{
// Find out images
int i = 0, initialItem = 0;
cb->DeleteAllItems();
FindVMTFilesInFolder( MODEL_MATERIAL_BASE_FOLDER, "", cb, i, initialItem );
cb->SetInitialItem( initialItem );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitCrosshairColorEntries()
{
// parse the string for the custom color settings and get the initial settings.
ConVarRef cl_crosshaircolor( "cl_crosshaircolor" );
int index = 0;
if ( cl_crosshaircolor.IsValid() )
{
index = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors );
}
if (m_pCrosshairColorComboBox != NULL)
{
KeyValues *data = new KeyValues("data");
// add in the "Default" selection
data->Clear();
// add in the colors for the color list
for ( int i = 0; i < NumCrosshairColors; i++ )
{
data->SetInt("color", i);
m_pCrosshairColorComboBox->AddItem( s_crosshairColors[ i ].name, data);
}
m_pCrosshairColorComboBox->ActivateItemByRow(index);
data->deleteThis();
}
// force the crosshair to redraw.
RedrawCrosshairImage(); // don't need to do this since we're not drawing anything.
}
//-----------------------------------------------------------------------------
// Purpose: takes the settings from the crosshair settings combo boxes and sliders
// and apply it to the crosshair illustrations.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RedrawCrosshairImage()
{
if (m_pCrosshairColorComboBox == NULL)
{
return;
}
bool enableApplyButton = false;
// get the color selected in the combo box.
KeyValues *data = m_pCrosshairColorComboBox->GetActiveItemUserData();
int colorIndex = data->GetInt("color");
colorIndex = clamp( colorIndex, 0, NumCrosshairColors );
int selectedVal = 0;
int actualVal = 0;
if (m_pCrosshairColorComboBox != NULL)
{
selectedVal = m_pCrosshairColorComboBox->GetActiveItem();
}
ConVarRef cl_crosshaircolor( "cl_crosshaircolor" );
if ( cl_crosshaircolor.IsValid() )
{
actualVal = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors );
}
if ( selectedVal != actualVal )
{
enableApplyButton = true;
}
if (enableApplyButton)
{
OnApplyButtonEnable();
}
if ( m_pCrosshairImage && m_pCrosshairSize )
{
int size = m_pCrosshairSize->GetActiveItem();
m_pCrosshairImage->UpdateCrosshair(
s_crosshairColors[selectedVal].r,
s_crosshairColors[selectedVal].g,
s_crosshairColors[selectedVal].b,
size );
}
}
//-----------------------------------------------------------------------------
// Purpose: takes the settings from the crosshair settings combo boxes and sliders
// and apply it to the crosshair illustrations.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RedrawAdvCrosshairImage()
{
if ( !ModInfo().AdvCrosshair() )
{
return;
}
// get the color selected in the combo box.
int r,g,b;
r = clamp( m_pAdvCrosshairRedSlider->GetSliderValue(), 0, 255 );
g = clamp( m_pAdvCrosshairGreenSlider->GetSliderValue(), 0, 255 );
b = clamp( m_pAdvCrosshairBlueSlider->GetSliderValue(), 0, 255 );
float scale = m_pAdvCrosshairScaleSlider->GetSliderValue();
if ( m_pAdvCrosshairImage && m_pAdvCrosshairStyle )
{
char crosshairname[256];
m_pAdvCrosshairStyle->GetText( crosshairname, sizeof(crosshairname) );
char texture[ 256 ];
Q_snprintf ( texture, sizeof( texture ), "vgui/crosshairs/%s", crosshairname );
m_pAdvCrosshairImage->UpdateCrosshair( r, g, b, scale, texture );
}
}
//-----------------------------------------------------------------------------
// Purpose: initialize the crosshair size list.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitCrosshairSizeList(CLabeledCommandComboBox *cb)
{
if (cb == NULL)
{
return;
}
cb->Reset();
// add in the auto, small, medium, and large size selections.
cb->AddItem("#GameUI_Auto", "cl_crosshairscale 0");
cb->AddItem("#GameUI_Small", "cl_crosshairscale 1200");
cb->AddItem("#GameUI_Medium", "cl_crosshairscale 768");
cb->AddItem("#GameUI_Large", "cl_crosshairscale 600");
// parse out the size value from the cvar and set the initial value.
int initialScale = 0;
ConVarRef cl_crosshairscale( "cl_crosshairscale" );
if ( cl_crosshairscale.IsValid() )
{
initialScale = cl_crosshairscale.GetInt();
if ( initialScale <= 0 )
{
initialScale = 0;
}
else if ( initialScale <= 600 )
{
initialScale = 3;
}
else if ( initialScale <= 768 )
{
initialScale = 2;
}
else
{
initialScale = 1;
}
}
cb->SetInitialItem( initialScale );
}
//-----------------------------------------------------------------------------
// Purpose: initialize the crosshair style list
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitAdvCrosshairStyleList(CLabeledCommandComboBox *cb)
{
// Find out images
FileFindHandle_t fh;
char directory[ 512 ];
ConVarRef cl_crosshair_file( "cl_crosshair_file" );
if ( !cl_crosshair_file.IsValid() )
return;
cb->DeleteAllItems();
char crosshairfile[256];
Q_snprintf( crosshairfile, sizeof(crosshairfile), "materials/vgui/crosshairs/%s.vtf", cl_crosshair_file.GetString() );
Q_snprintf( directory, sizeof( directory ), "materials/vgui/crosshairs/*.vtf" );
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );
int i = 0, initialItem = 0;
while (fn)
{
char filename[ 512 ];
Q_snprintf( filename, sizeof(filename), "materials/vgui/crosshairs/%s", fn );
if ( strlen( filename ) >= 4 )
{
filename[ strlen( filename ) - 4 ] = 0;
Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS );
if ( g_pFullFileSystem->FileExists( filename ) )
{
// strip off the extension
Q_strncpy( filename, fn, sizeof( filename ) );
filename[ strlen( filename ) - 4 ] = 0;
cb->AddItem( filename, "" );
// check to see if this is the one we have set
Q_snprintf( filename, sizeof(filename), "materials/vgui/crosshairs/%s", fn );
if (!stricmp(filename, crosshairfile))
{
initialItem = i;
}
++i;
}
}
fn = g_pFullFileSystem->FindNext( fh );
}
g_pFullFileSystem->FindClose( fh );
cb->SetInitialItem(initialItem);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapLogo()
{
char logoname[256];
m_pLogoList->GetText( logoname, sizeof( logoname ) );
if( !logoname[ 0 ] )
return;
char fullLogoName[512];
// make sure there is a version with the proper shader
g_pFullFileSystem->CreateDirHierarchy( "materials/VGUI/logos/UI", "GAME" );
Q_snprintf( fullLogoName, sizeof( fullLogoName ), "materials/VGUI/logos/UI/%s.vmt", logoname );
if ( !g_pFullFileSystem->FileExists( fullLogoName ) )
{
FileHandle_t fp = g_pFullFileSystem->Open( fullLogoName, "wb" );
if ( !fp )
return;
char data[1024];
Q_snprintf( data, sizeof( data ), "\"UnlitGeneric\"\n\
{\n\
// Original shader: BaseTimesVertexColorAlphaBlendNoOverbright\n\
\"$translucent\" 1\n\
\"$basetexture\" \"VGUI\\logos\\%s\"\n\
\"$vertexcolor\" 1\n\
\"$vertexalpha\" 1\n\
\"$no_fullbright\" 1\n\
\"$ignorez\" 1\n\
}\n\
", logoname );
g_pFullFileSystem->Write( data, strlen( data ), fp );
g_pFullFileSystem->Close( fp );
}
Q_snprintf( fullLogoName, sizeof( fullLogoName ), "logos/UI/%s", logoname );
m_pLogoImage->SetImage( fullLogoName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapModel()
{
const char *pModelName = m_pModelList->GetActiveItemCommand();
if( pModelName == NULL )
return;
char texture[ 256 ];
Q_snprintf ( texture, sizeof( texture ), "vgui/playermodels/%s", pModelName );
texture[ strlen( texture ) - 4 ] = 0;
m_pModelImage->setTexture( texture );
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever model name changes
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnTextChanged(vgui::Panel *panel)
{
RemapModel();
RemapLogo();
RedrawCrosshairImage(); // redraw the crosshair.
RedrawAdvCrosshairImage();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnSliderMoved(KeyValues *data)
{
m_nTopColor = (int) m_pPrimaryColorSlider->GetSliderValue();
m_nBottomColor = (int) m_pSecondaryColorSlider->GetSliderValue();
RemapModel();
RedrawAdvCrosshairImage();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnApplyButtonEnable()
{
PostMessage(GetParent(), new KeyValues("ApplyButtonEnable"));
InvalidateLayout();
}
//#include <windows.h>
#define DIB_HEADER_MARKER ((WORD) ('M' << 8) | 'B')
#define SUIT_HUE_START 192
#define SUIT_HUE_END 223
#define PLATE_HUE_START 160
#define PLATE_HUE_END 191
// @wge this struct definition is from Portal 2 source, but didn't want to conflict with other platforms so made it OSX only.
#if defined( _OSX ) || defined (LINUX)
typedef struct tagRGBQUAD {
uint8 rgbBlue;
uint8 rgbGreen;
uint8 rgbRed;
uint8 rgbReserved;
} RGBQUAD;
#endif // _OSX
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void PaletteHueReplace( RGBQUAD *palSrc, int newHue, int Start, int end )
{
int i;
float r, b, g;
float maxcol, mincol;
float hue, val, sat;
hue = (float)(newHue * (360.0 / 255));
for (i = Start; i <= end; i++)
{
b = palSrc[ i ].rgbBlue;
g = palSrc[ i ].rgbGreen;
r = palSrc[ i ].rgbRed;
maxcol = MAX( MAX( r, g ), b ) / 255.0f;
mincol = MIN( MIN( r, g ), b ) / 255.0f;
val = maxcol;
sat = (maxcol - mincol) / maxcol;
mincol = val * (1.0f - sat);
if (hue <= 120)
{
b = mincol;
if (hue < 60)
{
r = val;
g = mincol + hue * (val - mincol)/(120 - hue);
}
else
{
g = val;
r = mincol + (120 - hue)*(val-mincol)/hue;
}
}
else if (hue <= 240)
{
r = mincol;
if (hue < 180)
{
g = val;
b = mincol + (hue - 120)*(val-mincol)/(240 - hue);
}
else
{
b = val;
g = mincol + (240 - hue)*(val-mincol)/(hue - 120);
}
}
else
{
g = mincol;
if (hue < 300)
{
b = val;
r = mincol + (hue - 240)*(val-mincol)/(360 - hue);
}
else
{
r = val;
b = mincol + (360 - hue)*(val-mincol)/(hue - 240);
}
}
palSrc[ i ].rgbBlue = (unsigned char)(b * 255);
palSrc[ i ].rgbGreen = (unsigned char)(g * 255);
palSrc[ i ].rgbRed = (unsigned char)(r * 255);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapPalette( char *filename, int topcolor, int bottomcolor )
{
#if !defined( _OSX ) && !defined( _PS3 ) && !defined (LINUX)
char infile[ 256 ];
char outfile[ 256 ];
FileHandle_t file;
CUtlBuffer outbuffer( 16384, 16384 );
Q_snprintf( infile, sizeof( infile ), "models/player/%s/%s.bmp", filename, filename );
Q_strncpy( outfile, "models/player/remapped.bmp", sizeof( outfile ) );
file = g_pFullFileSystem->Open( infile, "rb" );
if ( file == FILESYSTEM_INVALID_HANDLE )
return;
// Parse bitmap
BITMAPFILEHEADER bmfHeader;
DWORD dwBitsSize, dwFileSize;
LPBITMAPINFO lpbmi;
dwFileSize = g_pFullFileSystem->Size( file );
g_pFullFileSystem->Read( &bmfHeader, sizeof(bmfHeader), file );
outbuffer.Put( &bmfHeader, sizeof( bmfHeader ) );
if (bmfHeader.bfType == DIB_HEADER_MARKER)
{
dwBitsSize = dwFileSize - sizeof(bmfHeader);
HGLOBAL hDIB = GlobalAlloc( GMEM_MOVEABLE | GMEM_ZEROINIT, dwBitsSize );
char *pDIB = (LPSTR)GlobalLock((HGLOBAL)hDIB);
{
g_pFullFileSystem->Read(pDIB, dwBitsSize, file );
lpbmi = (LPBITMAPINFO)pDIB;
// Remap palette
PaletteHueReplace( lpbmi->bmiColors, topcolor, SUIT_HUE_START, SUIT_HUE_END );
PaletteHueReplace( lpbmi->bmiColors, bottomcolor, PLATE_HUE_START, PLATE_HUE_END );
outbuffer.Put( pDIB, dwBitsSize );
}
GlobalUnlock( hDIB);
GlobalFree((HGLOBAL) hDIB);
}
g_pFullFileSystem->Close(file);
g_pFullFileSystem->RemoveFile( outfile, NULL );
g_pFullFileSystem->CreateDirHierarchy("models/player", NULL);
file = g_pFullFileSystem->Open( outfile, "wb" );
if ( file != FILESYSTEM_INVALID_HANDLE )
{
g_pFullFileSystem->Write( outbuffer.Base(), outbuffer.TellPut(), file );
g_pFullFileSystem->Close( file );
}
#endif // !_OSX && !_PS3
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::ColorForName( char const *pszColorName, int&r, int&g, int&b )
{
r = g = b = 0;
int count = sizeof( itemlist ) / sizeof( itemlist[0] );
for ( int i = 0; i < count; i++ )
{
if ( StringHasPrefix( pszColorName, itemlist[ i ].name ) )
{
r = itemlist[ i ].r;
g = itemlist[ i ].g;
b = itemlist[ i ].b;
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnResetData()
{
// reset the DownloadFilter combo box
if ( m_pDownloadFilterCombo )
{
// cl_downloadfilter
ConVarRef cl_downloadfilter( "cl_downloadfilter" );
if ( Q_stricmp( cl_downloadfilter.GetString(), "none" ) == 0 )
{
m_pDownloadFilterCombo->ActivateItem( 2 );
}
else if ( Q_stricmp( cl_downloadfilter.GetString(), "nosounds" ) == 0 )
{
m_pDownloadFilterCombo->ActivateItem( 1 );
}
else
{
m_pDownloadFilterCombo->ActivateItem( 0 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnApplyChanges()
{
m_pPrimaryColorSlider->ApplyChanges();
m_pSecondaryColorSlider->ApplyChanges();
// m_pModelList->ApplyChanges();
m_pLogoList->ApplyChanges();
m_pLogoList->GetText(m_LogoName, sizeof(m_LogoName));
m_pHighQualityModelCheckBox->ApplyChanges();
for ( int i=0; i<m_cvarToggleCheckButtons.GetCount(); ++i )
{
CCvarToggleCheckButton *toggleButton = m_cvarToggleCheckButtons[i];
if( toggleButton->IsVisible() && toggleButton->IsEnabled() )
{
toggleButton->ApplyChanges();
}
}
if ( !ModInfo().NoCrosshair() )
{
if (m_pCrosshairSize != NULL)
{
m_pCrosshairSize->ApplyChanges();
}
if (m_pCrosshairTranslucencyCheckbox != NULL)
{
m_pCrosshairTranslucencyCheckbox->ApplyChanges();
}
ApplyCrosshairColorChanges();
}
if ( ModInfo().AdvCrosshair() )
{
m_pAdvCrosshairRedSlider->ApplyChanges();
m_pAdvCrosshairGreenSlider->ApplyChanges();
m_pAdvCrosshairBlueSlider->ApplyChanges();
m_pAdvCrosshairScaleSlider->ApplyChanges();
m_pAdvCrosshairStyle->ApplyChanges();
// save the crosshair
char cmd[512];
char crosshair[256];
m_pAdvCrosshairStyle->GetText(crosshair, sizeof(crosshair));
Q_snprintf(cmd, sizeof(cmd), "cl_crosshair_file %s\n", crosshair);
engine->ClientCmd_Unrestricted(cmd);
}
// NOTE: <<vitaliy>> this feature is obsolete in CS:GO
// save the logo name
char cmd[512];
if ( m_LogoName[ 0 ] )
{
Q_snprintf(cmd, sizeof(cmd), "cl_logofile materials/vgui/logos/%s.vtf\n", m_LogoName);
}
else
{
Q_strncpy( cmd, "cl_logofile \"\"\n", sizeof( cmd ) );
}
engine->ClientCmd_Unrestricted(cmd);
if ( m_pModelList && m_pModelList->IsVisible() && m_pModelList->GetActiveItemCommand() )
{
Q_strncpy( m_ModelName, m_pModelList->GetActiveItemCommand(), sizeof( m_ModelName ) );
Q_StripExtension( m_ModelName, m_ModelName, sizeof ( m_ModelName ) );
// save the player model name
Q_snprintf(cmd, sizeof(cmd), "cl_playermodel models/%s.mdl\n", m_ModelName );
engine->ClientCmd_Unrestricted(cmd);
}
else
{
m_ModelName[0] = 0;
}
// set the DownloadFilter cvar
if ( m_pDownloadFilterCombo )
{
ConVarRef cl_downloadfilter( "cl_downloadfilter" );
switch ( m_pDownloadFilterCombo->GetActiveItem() )
{
default:
case 0:
cl_downloadfilter.SetValue( "all" );
break;
case 1:
cl_downloadfilter.SetValue( "nosounds" );
break;
case 2:
cl_downloadfilter.SetValue( "none" );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: apply the crosshair color values to the cvar.
// also set the slider values to match the new value.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::ApplyCrosshairColorChanges()
{
char cmd[256];
cmd[0] = 0;
if (m_pCrosshairColorComboBox != NULL)
{
int val = m_pCrosshairColorComboBox->GetActiveItem();
Q_snprintf( cmd, sizeof(cmd), "cl_crosshaircolor %d\n", val );
engine->ClientCmd_Unrestricted( cmd );
}
}
//-----------------------------------------------------------------------------
// Purpose: Allow the res file to create controls on per-mod basis
//-----------------------------------------------------------------------------
Panel *COptionsSubMultiplayer::CreateControlByName( const char *controlName )
{
if( !Q_stricmp( "CCvarToggleCheckButton", controlName ) )
{
CCvarToggleCheckButton *newButton = new CCvarToggleCheckButton( this, controlName, "", "" );
m_cvarToggleCheckButtons.AddElement( newButton );
return newButton;
}
else
{
return BaseClass::CreateControlByName( controlName );
}
}