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1044 lines
27 KiB
1044 lines
27 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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#include "cbase.h"
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#include "vgui_int.h"
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#include "ienginevgui.h"
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#include "itextmessage.h"
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#include "vguicenterprint.h"
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#include "iloadingdisc.h"
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#include "ifpspanel.h"
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#include "imessagechars.h"
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#include "inetgraphpanel.h"
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#include "idebugoverlaypanel.h"
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#include <vgui/ISurface.h>
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#include <vgui/IVGui.h>
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#include <vgui/IInput.h>
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#include "tier0/vprof.h"
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#include "iclientmode.h"
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#include <vgui_controls/Panel.h>
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#include <keyvalues.h>
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#include "filesystem.h"
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#include "matsys_controls/matsyscontrols.h"
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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#endif
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#ifdef _PS3
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#include "ps3/ps3_core.h"
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#endif
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using namespace vgui;
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#ifndef _GAMECONSOLE
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void MP3Player_Create( vgui::VPANEL parent );
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void MP3Player_Destroy();
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#endif
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#include <vgui/IInputInternal.h>
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vgui::IInputInternal *g_InputInternal = NULL;
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#include <vgui_controls/Controls.h>
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#include "cstrike15/gameui/cstrike15/steamoverlay/isteamoverlaymgr.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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bool IsWidescreen( void );
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void ss_pipsplit_changed( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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VGui_OnSplitScreenStateChanged();
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}
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static ConVar ss_pipsplit( "ss_pipsplit", "1", 0, "If enabled, use PIP instead of splitscreen. (Only works for 2 players)", ss_pipsplit_changed );
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static ConVar ss_pipscale( "ss_pipscale", "0.3f", 0, "Scale of the PIP aspect ratio to our resolution.", ss_pipsplit_changed );
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static ConVar ss_pip_right_offset( "ss_pip_right_offset", "25", 0, "PIP offset vector from the right of the screen", ss_pipsplit_changed );
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static ConVar ss_pip_bottom_offset( "ss_pip_bottom_offset", "25", 0, "PIP offset vector from the bottom of the screen", ss_pipsplit_changed );
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static ConVar ss_force_primary_fullscreen( "ss_force_primary_fullscreen", "0", 0, "If enabled, all splitscreen users will only see the first user's screen full screen", ss_pipsplit_changed );
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bool VGui_UsePipSplit();
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void ss_verticalsplit_changed( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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ConVarRef var( pConVar );
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if ( var.GetBool() != !!(int)flOldValue )
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{
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VGui_OnSplitScreenStateChanged();
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if ( GetFullscreenClientMode() )
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{
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// we have to force re-layout, because the screen dimensions haven't changed,
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// but our layout is going to be different.
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GetFullscreenClientMode()->Layout( true );
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}
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( i );
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GetClientMode()->Layout();
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GetHud().OnSplitScreenStateChanged();
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}
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}
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}
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static ConVar ss_verticalsplit( "ss_verticalsplit", "0", 0, "Two player split screen uses vertical split (do not set this directly, use ss_splitmode instead).", ss_verticalsplit_changed );
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void ss_splitmode_changed( IConVar *pConVar, const char *pOldString, float flOldValue )
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{
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ConVarRef var( pConVar );
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if ( !IsWidescreen() )
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{
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// Non-widescreen is alway horizontal
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ss_verticalsplit.SetValue( 0 );
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}
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else
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{
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if ( var.GetInt() == 1 )
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{
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// Horizontal
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ss_verticalsplit.SetValue( 0 );
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}
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else if ( var.GetInt() == 2 )
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{
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// Vertical
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ss_verticalsplit.SetValue( 1 );
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}
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else
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{
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// Vertical is default for widescreen
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ss_verticalsplit.SetValue( 1 );
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}
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}
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}
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static ConVar ss_splitmode( "ss_splitmode", "0", FCVAR_ARCHIVE | FCVAR_ARCHIVE_GAMECONSOLE, "Two player split screen mode (0 - recommended settings base on the width, 1 - horizontal, 2 - vertical (only allowed in widescreen)", ss_splitmode_changed );
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static ConVar ss_enable( "ss_enable", "0", FCVAR_RELEASE, "Enables Split Screen support. Play Single Player now launches into split screen mode. NO ONLINE SUPPORT" );
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void GetVGUICursorPos( int& x, int& y )
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{
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vgui::input()->GetCursorPos(x, y);
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}
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void SetVGUICursorPos( int x, int y )
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{
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if ( !g_bTextMode )
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{
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vgui::input()->SetCursorPos(x, y);
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}
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}
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class CHudTextureHandleProperty : public vgui::IPanelAnimationPropertyConverter
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{
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public:
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virtual void GetData( Panel *panel, KeyValues *kv, PanelAnimationMapEntry *entry )
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{
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void *data = ( void * )( (*entry->m_pfnLookup)( panel ) );
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CHudTextureHandle *pHandle = ( CHudTextureHandle * )data;
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// lookup texture name for id
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if ( pHandle->Get() )
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{
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kv->SetString( entry->name(), pHandle->Get()->szShortName );
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}
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else
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{
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kv->SetString( entry->name(), "" );
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}
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}
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virtual void SetData( Panel *panel, KeyValues *kv, PanelAnimationMapEntry *entry )
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{
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void *data = ( void * )( (*entry->m_pfnLookup)( panel ) );
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CHudTextureHandle *pHandle = ( CHudTextureHandle * )data;
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const char *texturename = kv->GetString( entry->name() );
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if ( texturename && texturename[ 0 ] )
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{
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CHudTexture *currentTexture = HudIcons().GetIcon( texturename );
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pHandle->Set( currentTexture );
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}
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else
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{
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pHandle->Set( NULL );
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}
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}
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virtual void InitFromDefault( Panel *panel, PanelAnimationMapEntry *entry )
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{
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void *data = ( void * )( (*entry->m_pfnLookup)( panel ) );
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CHudTextureHandle *pHandle = ( CHudTextureHandle * )data;
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const char *texturename = entry->defaultvalue();
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if ( texturename && texturename[ 0 ] )
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{
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CHudTexture *currentTexture = HudIcons().GetIcon( texturename );
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pHandle->Set( currentTexture );
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}
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else
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{
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pHandle->Set( NULL );
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}
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}
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};
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class CSplitScreenLetterBox
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{
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public:
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enum
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{
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SPLITSCREEN_NONWIDESCREEN_HORIZONTAL_SPLIT = 0,
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SPLITSCREEN_WIDESCREEN_HORIZONTAL_SPLIT,
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SPLITSCREEN_WIDESCREEN_VERTICAL_SPLIT,
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NUM_SPLITSCREEN_TYPES,
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};
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void Init();
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void SetNumSplitScreenPlayers( int nPlayers );
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bool GetSettings( bool *pbInsetHud, float *pflAspect, float *pFOV, float *pViewmodelFOV );
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private:
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struct LetterBox_t
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{
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LetterBox_t() : m_flAspectRatio( 4.0f / 3.0f ), m_bInsetHud( false ) {}
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float m_flAspectRatio;
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bool m_bInsetHud;
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float m_flFOV;
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float m_flViewModelFOV;
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};
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bool m_bValid;
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LetterBox_t m_Settings[ NUM_SPLITSCREEN_TYPES ];
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int m_nSplitScreenPlayers;
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};
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void CSplitScreenLetterBox::Init()
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{
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m_nSplitScreenPlayers = 1;
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char const *pchSlotNames[] = { "nonwidescreen", "widescreen_horizontal_split", "widescreen_vertical_split" };
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char const *pchConfigFile = "splitscreen_config.txt";
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m_bValid = true;
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KeyValues *kv = new KeyValues( "splitscreen" );
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if ( kv->LoadFromFile( g_pFullFileSystem, pchConfigFile, "MOD" ) )
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{
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for ( int i = 0; i < NUM_SPLITSCREEN_TYPES && m_bValid; ++i )
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{
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KeyValues *settings = kv->FindKey( pchSlotNames[ i ], false );
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if ( settings )
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{
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// Get settings
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char const *pchAspect = settings->GetString( "aspect", "4 by 3" );
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if ( pchAspect )
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{
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// Allowable syntax is "16 by 9" or "16 x 9" or "1.77"
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if ( Q_stristr( pchAspect, " by " ) )
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{
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float f1, f2;
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if ( 2 == sscanf( pchAspect, "%f by %f", &f1, &f2 ) && f2 > 0.001f )
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{
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m_Settings[ i ].m_flAspectRatio = f1 / f2;
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}
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else
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{
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Error( "%s: Invalid aspect ratio string '%s'\n", pchConfigFile, pchAspect );
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m_bValid = false;
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}
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}
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else if ( Q_stristr( pchAspect, " x " ) )
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{
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float f1, f2;
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if ( 2 == sscanf( pchAspect, "%f x %f", &f1, &f2 ) && f2 > 0.001f )
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{
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m_Settings[ i ].m_flAspectRatio = f1 / f2;
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}
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else
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{
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Error( "%s: Invalid aspect ratio string '%s'\n", pchConfigFile, pchAspect );
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m_bValid = false;
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}
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}
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else if ( Q_atof( pchAspect ) > 0.1f )
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{
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m_Settings[ i ].m_flAspectRatio = Q_atof( pchAspect );
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}
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else
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{
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Error( "%s: Invalid aspect ratio string '%s'\n", pchConfigFile, pchAspect );
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m_bValid = false;
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}
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}
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// Get inset for hud
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m_Settings[ i ].m_bInsetHud = settings->GetBool( "insethud", false );
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// Get FOV
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m_Settings[ i ].m_flFOV = settings->GetFloat( "fov", 90.0f );
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// Get viewmodel FOVs
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m_Settings[ i ].m_flViewModelFOV = settings->GetFloat( "viewmodelfov", 50.0f );
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}
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else
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{
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Error( "%s: Missing settings block for split screen mode '%s'\n", pchConfigFile, pchSlotNames[ i ] );
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m_bValid = false;
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break;
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}
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}
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}
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else
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{
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Msg( "No split screen config file '%s', using defaults\n", pchConfigFile );
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m_bValid = false;
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}
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kv->deleteThis();
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}
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void CSplitScreenLetterBox::SetNumSplitScreenPlayers( int nPlayers )
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{
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m_nSplitScreenPlayers = nPlayers;
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}
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bool IsWidescreen( void )
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{
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const AspectRatioInfo_t &aspectRatioInfo = materials->GetAspectRatioInfo();
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return aspectRatioInfo.m_bIsWidescreen;
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}
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bool CSplitScreenLetterBox::GetSettings( bool *pbInsetHud, float *pflAspect, float *pFOV, float *pViewModelFOV )
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{
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Assert( pbInsetHud );
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Assert( pflAspect );
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Assert( pFOV );
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Assert( pViewModelFOV );
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static bool bUsedDefaultsLastTime = false;
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if ( !m_bValid || m_nSplitScreenPlayers == 1 || VGui_UsePipSplit() || ss_force_primary_fullscreen.GetBool() )
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{
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if ( !bUsedDefaultsLastTime )
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{
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bUsedDefaultsLastTime = true;
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}
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*pbInsetHud = false;
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*pflAspect = 4.0f / 3.0f;
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// FIXME: These are the non-splitscreen defaults for L4D. This code needs to be sanitized for other games.
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*pFOV = 90.0f;
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*pViewModelFOV = 50.0f;
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return false;
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}
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// Figure out which splitscreen mode to use based on current configuration.
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int slot;
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if ( IsWidescreen() )
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{
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if ( ss_verticalsplit.GetBool() )
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{
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slot = SPLITSCREEN_WIDESCREEN_VERTICAL_SPLIT;
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}
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else
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{
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slot = SPLITSCREEN_WIDESCREEN_HORIZONTAL_SPLIT;
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}
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}
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else
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{
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slot = SPLITSCREEN_NONWIDESCREEN_HORIZONTAL_SPLIT;
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}
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bUsedDefaultsLastTime = false;
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const LetterBox_t &lb = m_Settings[ slot ];
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*pbInsetHud = lb.m_bInsetHud;
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*pflAspect = lb.m_flAspectRatio;
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*pFOV = lb.m_flFOV;
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*pViewModelFOV = lb.m_flViewModelFOV;
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return true;
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}
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static CSplitScreenLetterBox g_LetterBox;
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CON_COMMAND( ss_reloadletterbox, "ss_reloadletterbox" )
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{
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g_LetterBox.Init();
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VGui_OnSplitScreenStateChanged();
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FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( i );
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GetClientMode()->Layout();
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GetHud().OnSplitScreenStateChanged();
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}
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}
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static CHudTextureHandleProperty textureHandleConverter;
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static void VGui_OneTimeInit()
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{
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static bool initialized = false;
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if ( initialized )
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return;
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initialized = true;
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vgui::Panel::AddPropertyConverter( "CHudTextureHandle", &textureHandleConverter );
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g_LetterBox.Init();
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}
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bool VGui_Startup( CreateInterfaceFn appSystemFactory )
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{
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if ( !vgui::VGui_InitInterfacesList( "CLIENT", &appSystemFactory, 1 ) )
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return false;
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if ( !vgui::VGui_InitMatSysInterfacesList( "CLIENT", &appSystemFactory, 1 ) )
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return false;
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g_InputInternal = (IInputInternal *)appSystemFactory( VGUI_INPUTINTERNAL_INTERFACE_VERSION, NULL );
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if ( !g_InputInternal )
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{
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return false; // c_vguiscreen.cpp needs this!
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}
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VGui_OneTimeInit();
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// Create any root panels for .dll
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VGUI_CreateClientDLLRootPanel();
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// Make sure we have a panel
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for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
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VPANEL root = VGui_GetClientDLLRootPanel();
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if ( !root )
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{
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return false;
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}
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}
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CUtlVector< Panel * > list;
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VGui_GetPanelList( list );
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for ( int i = 0; i < list.Count(); ++i )
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{
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list[ i ]->SetMessageContextId_R( (uint32)i );
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}
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VGui_GetFullscreenRootPanel()->SetMessageContextId_R( (uint32)0 );
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VGui_OnSplitScreenStateChanged();
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void VGui_CreateGlobalPanels( void )
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{
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VPANEL gameToolParent = enginevgui->GetPanel( PANEL_CLIENTDLL_TOOLS );
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VPANEL toolParent = enginevgui->GetPanel( PANEL_TOOLS );
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#if defined( TRACK_BLOCKING_IO )
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VPANEL gameDLLPanel = enginevgui->GetPanel( PANEL_GAMEDLL );
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#endif
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// Part of game
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for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
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VPANEL root = VGui_GetClientDLLRootPanel();
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GetCenterPrint()->Create( root );
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}
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loadingdisc->Create( gameToolParent );
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messagechars->Create( gameToolParent );
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// Debugging or related tool
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fps->Create( toolParent );
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#if defined( TRACK_BLOCKING_IO )
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iopanel->Create( gameDLLPanel );
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#endif
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netgraphpanel->Create( toolParent );
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debugoverlaypanel->Create( gameToolParent );
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#ifndef _GAMECONSOLE
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// Create mp3 player off of tool parent panel
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MP3Player_Create( toolParent );
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#endif
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// Create Steam overlay
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if ( IsPS3() && g_pISteamOverlayMgr )
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g_pISteamOverlayMgr->Create( enginevgui->GetPanel( PANEL_STEAMOVERLAY ) );
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#ifdef SIXENSE
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g_pSixenseInput->CreateGUI( gameToolParent );
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#endif
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}
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void VGui_Shutdown()
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{
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// Destroy Steam overlay
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if ( IsPS3() && g_pISteamOverlayMgr )
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g_pISteamOverlayMgr->Destroy();
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#ifndef _GAMECONSOLE
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MP3Player_Destroy();
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#endif
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netgraphpanel->Destroy();
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debugoverlaypanel->Destroy();
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#if defined( TRACK_BLOCKING_IO )
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iopanel->Destroy();
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#endif
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fps->Destroy();
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messagechars->Destroy();
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loadingdisc->Destroy();
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for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
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GetCenterPrint()->Destroy();
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}
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for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh )
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{
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ACTIVE_SPLITSCREEN_PLAYER_GUARD_VGUI( hh );
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if ( GetClientMode() )
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{
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GetClientMode()->VGui_Shutdown();
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|
|
if ( hh == 0 )
|
|
{
|
|
GetFullscreenClientMode()->VGui_Shutdown();
|
|
}
|
|
}
|
|
}
|
|
|
|
VGUI_DestroyClientDLLRootPanel();
|
|
|
|
// Make sure anything "marked for deletion"
|
|
// actually gets deleted before this dll goes away
|
|
vgui::ivgui()->RunFrame();
|
|
}
|
|
|
|
static ConVar cl_showpausedimage( "cl_showpausedimage", "1", 0, "Show the 'Paused' image when game is paused." );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Things to do before rendering vgui stuff...
|
|
//-----------------------------------------------------------------------------
|
|
void VGui_PreRender()
|
|
{
|
|
ASSERT_LOCAL_PLAYER_RESOLVABLE();
|
|
VPROF( "VGui_PreRender" );
|
|
|
|
// 360 does not use these plaques
|
|
#if !defined( PORTAL2 )
|
|
if ( IsPC() )
|
|
{
|
|
loadingdisc->SetLoadingVisible( engine->IsDrawingLoadingImage() && !engine->IsPlayingDemo() );
|
|
loadingdisc->SetPausedVisible( !enginevgui->IsGameUIVisible() && cl_showpausedimage.GetBool() && engine->IsPaused() && !engine->IsTakingScreenshot() && !engine->IsPlayingDemo() );
|
|
}
|
|
#endif
|
|
|
|
int nSlot = GET_ACTIVE_SPLITSCREEN_SLOT();
|
|
|
|
CUtlVector< Panel * > list;
|
|
VGui_GetPanelList( list );
|
|
for ( int i = 0; i < list.Count() ; ++i )
|
|
{
|
|
list[ i ]->SetVisible( i == nSlot );
|
|
}
|
|
|
|
VGui_GetFullscreenRootPanel()->SetVisible( true );
|
|
}
|
|
|
|
void VGui_PostRender()
|
|
{
|
|
int w, h;
|
|
CUtlVector< Panel * > list;
|
|
VGui_GetPanelList( list );
|
|
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
|
|
{
|
|
int x, y;
|
|
VGui_GetHudBounds( i, x, y, w, h);
|
|
list[ i ]->SetVisible( true );
|
|
list[ i ]->SetBounds( x, y, w, h );
|
|
|
|
surface()->SetAbsPosForContext( i, x, y );
|
|
}
|
|
|
|
VGui_GetTrueScreenSize( w, h );
|
|
VGui_GetFullscreenRootPanel()->SetVisible( true );
|
|
VGui_GetFullscreenRootPanel()->SetBounds( 0, 0, w, h );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : cl_panelanimation -
|
|
//-----------------------------------------------------------------------------
|
|
CON_COMMAND( cl_panelanimation, "Shows panel animation variables: <panelname | blank for all panels>." )
|
|
{
|
|
if ( args.ArgC() == 2 )
|
|
{
|
|
PanelAnimationDumpVars( args[1] );
|
|
}
|
|
else
|
|
{
|
|
PanelAnimationDumpVars( NULL );
|
|
}
|
|
}
|
|
|
|
void GetHudSize( int& w, int &h )
|
|
{
|
|
vgui::surface()->GetScreenSize( w, h );
|
|
}
|
|
|
|
static vrect_t g_TrueScreenSize;
|
|
static vrect_t g_ScreenSpaceBounds[ MAX_SPLITSCREEN_CLIENTS ];
|
|
|
|
void VGui_GetTrueScreenSize( int &w, int &h )
|
|
{
|
|
w = g_TrueScreenSize.width;
|
|
h = g_TrueScreenSize.height;
|
|
}
|
|
|
|
void VGUI_SetScreenSpaceBounds( int slot, int x, int y, int w, int h )
|
|
{
|
|
vrect_t &r = g_ScreenSpaceBounds[ slot ];
|
|
r.x = x;
|
|
r.y = y;
|
|
r.width = w;
|
|
r.height = h;
|
|
}
|
|
|
|
void VGUI_UpdateScreenSpaceBounds( int nNumSplits, int sx, int sy, int sw, int sh )
|
|
{
|
|
g_TrueScreenSize.x = sx;
|
|
g_TrueScreenSize.y = sy;
|
|
g_TrueScreenSize.width = sw;
|
|
g_TrueScreenSize.height = sh;
|
|
|
|
CUtlVector< int > validSlots;
|
|
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
|
|
{
|
|
validSlots.AddToTail( i );
|
|
}
|
|
|
|
Assert( validSlots.Count() == nNumSplits );
|
|
|
|
switch ( nNumSplits )
|
|
{
|
|
default:
|
|
case 1:
|
|
// Make it screen sized
|
|
{
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], sx, sy, sw, sh );
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
if ( ss_force_primary_fullscreen.GetBool() )
|
|
{
|
|
// fullscreen
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], 0, 0, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 1 ], sw, sh, 1, 1 );
|
|
}
|
|
else if ( VGui_UsePipSplit() )
|
|
{
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], sx, sy, sw, sh );
|
|
// scale with PIP resolution
|
|
float flPIPScale = ss_pipscale.GetFloat();
|
|
int pipWidth = sw * flPIPScale;
|
|
int pipHeight = sh * flPIPScale;
|
|
int x = sw - pipWidth - ss_pip_right_offset.GetInt();
|
|
int y = sh - pipHeight - ss_pip_bottom_offset.GetInt();
|
|
// round upper left corner down to the nearest multiple of 8 for X360 (resolve alignment requirements)
|
|
if ( IsX360() )
|
|
{
|
|
x &= (~7);
|
|
y &= (~7);
|
|
}
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 1 ], x, y, pipWidth, pipHeight );
|
|
}
|
|
else if ( ss_verticalsplit.GetBool() )
|
|
{
|
|
sw /= 2;
|
|
// Stack two horiz, side by side
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], sx, sy, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 1 ], sx + sw, sy, sw, sh );
|
|
}
|
|
else
|
|
{
|
|
sh /= 2;
|
|
// Stack two wide on top of one another
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], sx, sy, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 1 ], sx, sy + sh, sw, sh );
|
|
}
|
|
}
|
|
break;
|
|
case 3:
|
|
{
|
|
int fullw = sw;
|
|
|
|
sw /= 2;
|
|
sh /= 2;
|
|
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], sx + ( fullw - sw ) / 2, sy, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 1 ], sx, sy + sh, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 2 ], sx + sw, sy + sh, sw, sh );
|
|
}
|
|
break;
|
|
case 4:
|
|
{
|
|
sw /= 2;
|
|
sh /= 2;
|
|
|
|
// Stack two wide on top of one another
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 0 ], sx, sy, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 1 ], sx + sw, sy, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 2 ], sx, sy + sh, sw, sh );
|
|
VGUI_SetScreenSpaceBounds( validSlots[ 3 ], sx + sw, sy + sh, sw, sh );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
CBitVec< MAX_SPLITSCREEN_PLAYERS > g_SplitScreenPlayers;
|
|
|
|
bool g_bIterateRemoteSplitScreenPlayers = false;
|
|
C_BasePlayer *g_RemoteSplitScreenPlayers[MAX_SPLITSCREEN_PLAYERS];
|
|
|
|
void AddRemoteSplitScreenViewPlayer( C_BasePlayer *pPlayer )
|
|
{
|
|
for( int i = 0; i != MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
if( g_RemoteSplitScreenPlayers[i] == pPlayer )
|
|
return; //don't add it twice
|
|
}
|
|
|
|
for( int i = 0; i != MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
if( !g_SplitScreenPlayers.IsBitSet( i ) && (g_RemoteSplitScreenPlayers[i] == NULL) )
|
|
{
|
|
g_RemoteSplitScreenPlayers[i] = pPlayer;
|
|
VGui_OnSplitScreenStateChanged();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RemoveRemoteSplitScreenViewPlayer( C_BasePlayer *pPlayer )
|
|
{
|
|
for( int i = 0; i != MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
if( g_RemoteSplitScreenPlayers[i] == pPlayer )
|
|
{
|
|
g_RemoteSplitScreenPlayers[i] = NULL;
|
|
VGui_OnSplitScreenStateChanged();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
C_BasePlayer *GetSplitScreenViewPlayer( int nSlot )
|
|
{
|
|
return g_SplitScreenPlayers.IsBitSet( nSlot ) ? C_BasePlayer::GetLocalPlayer( nSlot ) : g_RemoteSplitScreenPlayers[nSlot];
|
|
}
|
|
|
|
void cl_enable_remote_splitscreen_callback_f( IConVar *var, const char *pOldValue, float flOldValue )
|
|
{
|
|
VGui_OnSplitScreenStateChanged();
|
|
}
|
|
|
|
ConVar cl_enable_remote_splitscreen( "cl_enable_remote_splitscreen", "0", 0, "Allows viewing of nonlocal players in a split screen fashion", cl_enable_remote_splitscreen_callback_f );
|
|
static CUtlVector<bool> s_IterateNetworkedSplitScreenSlotsPushedValues;
|
|
void IterateRemoteSplitScreenViewSlots_Push( bool bSet )
|
|
{
|
|
if( !cl_enable_remote_splitscreen.GetBool() )
|
|
{
|
|
bSet = false;
|
|
}
|
|
|
|
s_IterateNetworkedSplitScreenSlotsPushedValues.AddToTail( g_bIterateRemoteSplitScreenPlayers );
|
|
g_bIterateRemoteSplitScreenPlayers = bSet;
|
|
}
|
|
|
|
void IterateRemoteSplitScreenViewSlots_Pop( void )
|
|
{
|
|
Assert( s_IterateNetworkedSplitScreenSlotsPushedValues.Count() > 0 );
|
|
g_bIterateRemoteSplitScreenPlayers = s_IterateNetworkedSplitScreenSlotsPushedValues.Tail();
|
|
s_IterateNetworkedSplitScreenSlotsPushedValues.RemoveMultipleFromTail( 1 );
|
|
}
|
|
|
|
bool IsLocalSplitScreenPlayer( int nSlot )
|
|
{
|
|
return g_SplitScreenPlayers.IsBitSet( nSlot );
|
|
}
|
|
|
|
int FirstValidSplitScreenSlot()
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
int NextValidSplitScreenSlot( int i )
|
|
{
|
|
++i;
|
|
while ( i< MAX_SPLITSCREEN_PLAYERS )
|
|
{
|
|
if ( g_SplitScreenPlayers.IsBitSet( i ) )
|
|
return i;
|
|
|
|
if( g_bIterateRemoteSplitScreenPlayers && cl_enable_remote_splitscreen.GetBool() && (g_RemoteSplitScreenPlayers[i] != NULL) )
|
|
return i;
|
|
|
|
++i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
bool IsValidSplitScreenSlot( int i )
|
|
{
|
|
return g_SplitScreenPlayers.IsBitSet( i ) || (g_bIterateRemoteSplitScreenPlayers && (g_RemoteSplitScreenPlayers[i] != NULL));
|
|
}
|
|
|
|
static int g_nCachedScreenSize[ 2 ] = { -1, -1 };
|
|
|
|
void VGui_OnScreenSizeChanged()
|
|
{
|
|
vgui::surface()->GetScreenSize( g_nCachedScreenSize[ 0 ], g_nCachedScreenSize[ 1 ] );
|
|
|
|
VGui_OnSplitScreenStateChanged();
|
|
}
|
|
|
|
static int g_nNumSplits = 1; //number of logical splits (local players + remote splits)
|
|
static int g_nNumLocalSplits = 1; //number of local players sitting at this computer
|
|
|
|
|
|
bool VGui_IsSplitScreen()
|
|
{
|
|
return g_nNumSplits >= 2;
|
|
}
|
|
|
|
bool VGui_IsSplitScreenPIP()
|
|
{
|
|
return VGui_IsSplitScreen() && g_nNumLocalSplits == ss_pipsplit.GetInt();
|
|
}
|
|
|
|
bool VGui_UsePipSplit()
|
|
{
|
|
return g_nNumLocalSplits <= ss_pipsplit.GetInt(); //ss_pipsplit 1 for remote splitscreen pip, ss_pipsplit 2 to use pip even with 2 local players
|
|
}
|
|
|
|
bool g_bSuppressConfigSystemLevelDueToPIPTransitions;
|
|
void VGui_OnSplitScreenStateChanged()
|
|
{
|
|
CUtlVector< Panel * > list;
|
|
VGui_GetPanelList( list );
|
|
|
|
g_SplitScreenPlayers.ClearAll();
|
|
g_nNumSplits = 0;
|
|
g_nNumLocalSplits = 0;
|
|
for ( int i = engine->FirstValidSplitScreenSlot();
|
|
i != -1;
|
|
i = engine->NextValidSplitScreenSlot( i ) )
|
|
{
|
|
g_SplitScreenPlayers.Set( i );
|
|
g_RemoteSplitScreenPlayers[i] = NULL; //actual splitscreen players nuke networked splitscreen players
|
|
++g_nNumSplits;
|
|
++g_nNumLocalSplits;
|
|
}
|
|
|
|
if( cl_enable_remote_splitscreen.GetBool() )
|
|
{
|
|
for( int i = 0; i != MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
if( g_RemoteSplitScreenPlayers[i] != NULL )
|
|
{
|
|
++g_nNumSplits;
|
|
}
|
|
}
|
|
}
|
|
|
|
IterateRemoteSplitScreenViewSlots_Push( true );
|
|
g_LetterBox.SetNumSplitScreenPlayers( g_nNumSplits );
|
|
|
|
for ( int i = 0; i < MAX_SPLITSCREEN_PLAYERS; ++i )
|
|
{
|
|
list[ i ]->SetVisible( IsValidSplitScreenSlot( i ) );
|
|
}
|
|
|
|
// Now tile, etc. the rest of them
|
|
int sw, sh;
|
|
if ( g_nCachedScreenSize[ 0 ] == -1 )
|
|
{
|
|
vgui::surface()->GetScreenSize( g_nCachedScreenSize[ 0 ], g_nCachedScreenSize[ 1 ] );
|
|
}
|
|
|
|
sw = g_nCachedScreenSize[ 0 ];
|
|
sh = g_nCachedScreenSize[ 1 ];
|
|
|
|
VGUI_UpdateScreenSpaceBounds( g_nNumSplits, 0, 0, sw, sh );
|
|
|
|
// get the current splitscreen/letterbox settings. We only care about fov and viewmodelfov.
|
|
bool bDummy;
|
|
float flDummy, flFOV, flViewModelFOV;
|
|
g_LetterBox.GetSettings( &bDummy, &flDummy, &flFOV, &flViewModelFOV );
|
|
|
|
static SplitScreenConVarRef fov_desired( "fov_desired", true );
|
|
|
|
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
|
|
{
|
|
if ( fov_desired.IsValid() )
|
|
{
|
|
fov_desired.SetValue( i, flFOV );
|
|
}
|
|
|
|
// The actual viewport panels are all at the top left of the screen, but sized appropriately
|
|
int x, y, w, h;
|
|
VGui_GetHudBounds( i, x, y, w, h);
|
|
list[ i ]->SetBounds( x, y, w, h );
|
|
|
|
surface()->SetAbsPosForContext( i, x, y );
|
|
}
|
|
|
|
// This is a hack to prevent changing the current system level during PIP mode transitions. Otherwise, on the next frame mat queue mode will be disabled for
|
|
// a frame and then re-enabled, which causes various known rendering problems and a noticeable hitch.
|
|
// I would have loved to plumb this down in a cleaner way, but this function is a convar change callback.
|
|
if ( !g_bSuppressConfigSystemLevelDueToPIPTransitions )
|
|
{
|
|
ConfigureCurrentSystemLevel( );
|
|
}
|
|
|
|
IterateRemoteSplitScreenViewSlots_Pop();
|
|
C_BaseEntity::UpdateVisibilityAllEntities();
|
|
}
|
|
|
|
void VGui_GetPanelBounds( int slot, int &x, int &y, int &w, int &h )
|
|
{
|
|
if ( !IsValidSplitScreenSlot( slot ) || g_nNumSplits == 1 )
|
|
{
|
|
x = y = 0;
|
|
vgui::surface()->GetScreenSize( w, h );
|
|
return;
|
|
}
|
|
|
|
vrect_t &r = g_ScreenSpaceBounds[ slot ];
|
|
x = r.x;
|
|
y = r.y;
|
|
w = r.width;
|
|
h = r.height;
|
|
}
|
|
|
|
void VGui_GetEngineRenderBounds( int slot, int &x, int &y, int &w, int &h, int &insetX, int &insetY )
|
|
{
|
|
insetX = insetY = 0;
|
|
|
|
if ( !IsValidSplitScreenSlot( slot ) || g_nNumSplits == 1 )
|
|
{
|
|
x = y = 0;
|
|
vgui::surface()->GetScreenSize( w, h );
|
|
return;
|
|
}
|
|
|
|
VGui_GetPanelBounds( slot, x, y, w, h );
|
|
|
|
bool bDummy = false;
|
|
float flDummy = 0;
|
|
float flAspect = 1.0f;
|
|
if ( !g_LetterBox.GetSettings( &bDummy, &flAspect, &flDummy, &flDummy ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Need to convert from physical to pixel aspect ratio. These aren't the same when using non-square pixels.
|
|
const AspectRatioInfo_t &aspectRatioInfo = materials->GetAspectRatioInfo();
|
|
flAspect *= aspectRatioInfo.m_flPhysicalToFrameBufferScalar;
|
|
|
|
// Figure out current aspect ratio
|
|
float flCurrentAspect = (float)w / (float)h;
|
|
float ratio = flAspect / flCurrentAspect;
|
|
|
|
if ( ratio > 1.0f )
|
|
{
|
|
// Screen is wider, need bars at top and bottom
|
|
int usetall = (float)w / flAspect;
|
|
if ( IsPC() )
|
|
{
|
|
insetY = ( h - usetall ) / 2;
|
|
y += insetY;
|
|
h = usetall;
|
|
}
|
|
else
|
|
{
|
|
// hopefully it centers, but it might not
|
|
usetall = AlignValue( usetall, 2 * GPU_RESOLVE_ALIGNMENT );
|
|
insetY = ( h - usetall ) / 2;
|
|
y += insetY;
|
|
y = AlignValue( y, GPU_RESOLVE_ALIGNMENT );
|
|
insetY = AlignValue( insetY, GPU_RESOLVE_ALIGNMENT );
|
|
h = usetall;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Screen is narrower, need bars at left/right
|
|
int usewide = (float)h * flAspect;
|
|
if ( IsPC() )
|
|
{
|
|
insetX = ( w - usewide ) / 2;
|
|
x += insetX;
|
|
w = usewide;
|
|
}
|
|
else
|
|
{
|
|
// hopefully it centers, but it might not
|
|
usewide = AlignValue( usewide, 2 * GPU_RESOLVE_ALIGNMENT );
|
|
insetX = ( w - usewide ) / 2;
|
|
x += insetX;
|
|
x = AlignValue( x, GPU_RESOLVE_ALIGNMENT );
|
|
insetX = AlignValue( insetX, GPU_RESOLVE_ALIGNMENT );
|
|
w = usewide;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VGui_GetHudBounds( int slot, int &x, int &y, int &w, int &h )
|
|
{
|
|
if ( !IsValidSplitScreenSlot( slot ) || g_nNumSplits == 1 )
|
|
{
|
|
x = y = 0;
|
|
vgui::surface()->GetScreenSize( w, h );
|
|
return;
|
|
}
|
|
|
|
bool bInset = false;
|
|
float dummy = 1.0f;
|
|
|
|
if ( !g_LetterBox.GetSettings( &bInset, &dummy, &dummy, &dummy ) ||
|
|
!bInset )
|
|
{
|
|
// Use entire bounds for HUD
|
|
VGui_GetPanelBounds( slot, x, y, w, h );
|
|
return;
|
|
}
|
|
|
|
int insetX = 0, insetY = 0;
|
|
VGui_GetEngineRenderBounds( slot, x, y, w, h, insetX, insetY );
|
|
}
|
|
|
|
int VGUI_FindSlotForRootPanel( vgui::Panel *pRoot )
|
|
{
|
|
CUtlVector< Panel * > list;
|
|
VGui_GetPanelList( list );
|
|
int slot = list.Find( pRoot ) ;
|
|
if ( slot == list.InvalidIndex() )
|
|
return 0;
|
|
return slot;
|
|
}
|