Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hud_crosshair.h"
#include "iclientmode.h"
#include "view.h"
#include "vgui_controls/Controls.h"
#include "vgui/ISurface.h"
#include "ivrenderview.h"
#ifdef PORTAL2
#include "ivieweffects.h"
#include "c_basehlplayer.h"
#endif // PORTAL2
#ifdef SIXENSE
#include "sixense/in_sixense.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if !defined( CSTRIKE15 )
ConVar crosshair( "crosshair", "1", FCVAR_ARCHIVE );
ConVar cl_observercrosshair( "cl_observercrosshair", "1", FCVAR_ARCHIVE );
#endif
using namespace vgui;
int ScreenTransform( const Vector& point, Vector& screen );
DECLARE_HUDELEMENT( CHudCrosshair );
CHudCrosshair::CHudCrosshair( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudCrosshair" )
{
vgui::Panel *pParent = GetClientMode()->GetViewport();
SetParent( pParent );
m_pCrosshair = 0;
m_clrCrosshair = Color( 0, 0, 0, 0 );
m_vecCrossHairOffsetAngle.Init();
SetHiddenBits( HIDEHUD_PLAYERDEAD | HIDEHUD_CROSSHAIR );
}
void CHudCrosshair::ApplySchemeSettings( IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
m_pDefaultCrosshair = HudIcons().GetIcon( "crosshair_default" );
SetPaintBackgroundEnabled( false );
SetSize( ScreenWidth(), ScreenHeight() );
}
//-----------------------------------------------------------------------------
// Purpose: Save CPU cycles by letting the HUD system early cull
// costly traversal. Called per frame, return true if thinking and
// painting need to occur.
//-----------------------------------------------------------------------------
bool CHudCrosshair::ShouldDraw( void )
{
#if defined ( CSTRIKE15 )
return false;
#else
bool bNeedsDraw;
if ( m_bHideCrosshair )
return false;
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return false;
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon && !pWeapon->ShouldDrawCrosshair() )
return false;
/* disabled to avoid assuming it's an HL2 player.
// suppress crosshair in zoom.
if ( pPlayer->m_HL2Local.m_bZooming )
return false;
*/
// draw a crosshair only if alive or spectating in eye
if ( IsGameConsole() )
{
bNeedsDraw = m_pCrosshair &&
!engine->IsDrawingLoadingImage() &&
!engine->IsPaused() &&
( !pPlayer->IsSuitEquipped() || g_pGameRules->IsMultiplayer() ) &&
GetClientMode()->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->IsViewEntity() ) &&
( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
}
else
{
bNeedsDraw = m_pCrosshair &&
crosshair.GetInt() &&
!engine->IsDrawingLoadingImage() &&
!engine->IsPaused() &&
GetClientMode()->ShouldDrawCrosshair() &&
!( pPlayer->GetFlags() & FL_FROZEN ) &&
( pPlayer->IsViewEntity() ) &&
!pPlayer->IsInVGuiInputMode() &&
( pPlayer->IsAlive() || ( pPlayer->GetObserverMode() == OBS_MODE_IN_EYE ) || ( cl_observercrosshair.GetBool() && pPlayer->GetObserverMode() == OBS_MODE_ROAMING ) );
}
return ( bNeedsDraw && CHudElement::ShouldDraw() );
#endif
}
void CHudCrosshair::Paint( void )
{
if ( !m_pCrosshair )
return;
if ( !IsCurrentViewAccessAllowed() )
return;
#ifdef SIXENSE
float x=0, y=0;
if( g_pSixenseInput->IsEnabled() && C_BasePlayer::GetLocalPlayer() && (C_BasePlayer::GetLocalPlayer()->GetObserverMode()==OBS_MODE_NONE) )
{
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
if ( player != NULL )
{
// Never autoaim a predicted weapon (for now)
Vector aimVector;
AngleVectors( CurrentViewAngles() - g_pSixenseInput->GetViewAngleOffset(), &aimVector );
// calculate where the bullet would go so we can draw the cross appropriately
Vector vecStart = player->Weapon_ShootPosition();
Vector vecEnd = player->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH;
trace_t tr;
UTIL_TraceLine( vecStart, vecEnd, MASK_SHOT, player, COLLISION_GROUP_NONE, &tr );
Vector screen;
screen.Init();
ScreenTransform(tr.endpos, screen);
x = ScreenWidth() / 2;
y = ScreenHeight() / 2;
x += 0.5 * screen[0] * ScreenWidth() + 0.5;
y += 0.5 * screen[1] * ScreenHeight() + 0.5;
y = ScreenHeight() - y;
}
}
else
{
x = ScreenWidth() / 2;
y = ScreenHeight() / 2;
}
#else
float x, y;
x = ScreenWidth()/2;
y = ScreenHeight()/2;
#endif
float flApparentZ = vgui::STEREO_NOOP;
bool bStereoActive = materials->IsStereoActiveThisFrame();
m_curViewAngles = CurrentViewAngles();
m_curViewOrigin = CurrentViewOrigin();
Vector screen;
screen.Init();
// TrackIR
if ( IsHeadTrackingEnabled() )
{
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
// TrackIR
// get the direction the player is aiming
Vector aimVector = pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
// calculate where the bullet would go so we can draw the cross appropriately
Vector vecEnd = pPlayer->Weapon_ShootPosition() + aimVector * MAX_TRACE_LENGTH;
trace_t tr;
UTIL_TraceLine( pPlayer->Weapon_ShootPosition(), vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
QAngle angles;
Vector forward;
Vector point;
// this code is wrong
angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
AngleVectors( angles, &forward );
// need to project forward into an object to see how far this
// vector should be!!
//forward *= 1000;
//VectorAdd( m_curViewOrigin, forward, point );
//ScreenTransform( point, screen );
if ( bStereoActive && ( !tr.allsolid || !tr.startsolid ) )
{
// NOTE: This isn't exactly right, because the trace above starts with the gun and
// not with the camera origin, so this will be slightly off. It shouldn't really matter.
flApparentZ = ( tr.endpos - tr.startpos ).Length();
}
ScreenTransform( tr.endpos, screen );
}
// TrackIR
else
{
Vector forward;
// MattB - m_vecCrossHairOffsetAngle is the autoaim angle.
// if we're not using autoaim, just draw in the middle of the
// screen
if ( m_vecCrossHairOffsetAngle != vec3_angle )
{
QAngle angles;
Vector point;
// this code is wrong
angles = m_curViewAngles + m_vecCrossHairOffsetAngle;
AngleVectors( angles, &forward );
VectorAdd( m_curViewOrigin, forward, point );
ScreenTransform( point, screen );
}
else
{
AngleVectors( m_curViewAngles, &forward );
}
if ( bStereoActive )
{
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( pPlayer && m_clrCrosshair.a() != 0.0f ) // if we have a player and we're not going to ignore the results...
{
Vector vecEnd = m_curViewOrigin + ( forward * MAX_TRACE_LENGTH );
trace_t tr;
UTIL_TraceLine( m_curViewOrigin, vecEnd, MASK_SHOT, pPlayer, COLLISION_GROUP_NONE, &tr );
if ( !tr.allsolid || !tr.startsolid )
{
// NOTE: This isn't exactly right, because the trace above starts with the gun and
// not with the camera origin, so this will be slightly off. It shouldn't really matter.
flApparentZ = ( tr.endpos - tr.startpos ).Length();
}
}
}
}
x += 0.5f * screen[0] * ScreenWidth() + 0.5f;
y += 0.5f * screen[1] * ScreenHeight() + 0.5f;
#ifdef PORTAL2
// Find any full-screen fades
byte color[4];
bool blend;
GetViewEffects()->GetFadeParams( &color[0], &color[1], &color[2], &color[3], &blend );
m_clrCrosshair[3] = SimpleSplineRemapValClamped( color[3], 0, 64, 255, 0 );
#endif // PORTAL2
C_BasePlayer* pPlayer = C_BasePlayer::GetLocalPlayer();
if ( !pPlayer )
return;
float flWeaponScale = 1.f;
float flW = m_pCrosshair->Width();
float flH = m_pCrosshair->Height();
C_BaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon();
if ( pWeapon )
{
pWeapon->GetWeaponCrosshairScale( flWeaponScale );
}
m_pCrosshair->DrawSelfCropped(
x - 0.5f * m_pCrosshair->Width() * flWeaponScale + 0.5,
y - 0.5f * m_pCrosshair->Height() * flWeaponScale + 0.5,
0, 0, flW, flH, flW*flWeaponScale, flH*flWeaponScale,
m_clrCrosshair );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudCrosshair::SetCrosshairAngle( const QAngle& angle )
{
VectorCopy( angle, m_vecCrossHairOffsetAngle );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudCrosshair::SetCrosshair( CHudTexture *texture, const Color& clr )
{
m_pCrosshair = texture;
m_clrCrosshair = clr;
}
//-----------------------------------------------------------------------------
// Purpose: Resets the crosshair back to the default
//-----------------------------------------------------------------------------
void CHudCrosshair::ResetCrosshair()
{
SetCrosshair( m_pDefaultCrosshair, Color( 255, 255, 255, 255 ) );
}