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297 lines
9.3 KiB
297 lines
9.3 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 "gamerect.h"
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// To handle scaling
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#include "materialsystem/imaterialsystem.h"
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#include "animdata.h"
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#include "Color.h"
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#include "gameuisystemmgr.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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BEGIN_DMXELEMENT_UNPACK ( CGameRect )
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DMXELEMENT_UNPACK_FIELD_UTLSTRING( "name", "", m_pName )
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DMXELEMENT_UNPACK_FIELD( "center", "0 0", Vector2D, m_Geometry.m_Center )
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DMXELEMENT_UNPACK_FIELD( "scale", "0 0", Vector2D, m_Geometry.m_Scale )
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DMXELEMENT_UNPACK_FIELD( "rotation", "0", float, m_Geometry.m_Rotation )
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DMXELEMENT_UNPACK_FIELD( "maintainaspectratio", "0", bool, m_Geometry.m_bMaintainAspectRatio )
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DMXELEMENT_UNPACK_FIELD( "sublayertype", "0", int, m_Geometry.m_Sublayer )
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DMXELEMENT_UNPACK_FIELD( "visible", "1", bool, m_Geometry.m_bVisible )
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DMXELEMENT_UNPACK_FIELD( "initialstate", "-1", int, m_CurrentState )
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DMXELEMENT_UNPACK_FIELD( "horizgradient", "0", bool, m_Geometry.m_bHorizontalGradient )
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DMXELEMENT_UNPACK_FIELD( "color", "255 255 255 255", Color, m_Geometry.m_Color )
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DMXELEMENT_UNPACK_FIELD( "topcolor", "255 255 255 255", Color, m_Geometry.m_TopColor )
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DMXELEMENT_UNPACK_FIELD( "bottomcolor", "255 255 255 255", Color, m_Geometry.m_BottomColor )
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// color is gotten from log.
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// sheet seq number is gotten from log.
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END_DMXELEMENT_UNPACK( CGameRect, s_GameRectUnpack )
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CGameRect::CGameRect( const char *pName )
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{
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m_Geometry.m_SheetSequenceNumber = 0; // FIXME, not updating seq numbers yet.
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m_bCanAcceptInput = false;
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// DME default values.
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m_pName = pName;
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m_Geometry.m_Center.x = 0;
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m_Geometry.m_Center.y = 0;
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m_Geometry.m_Scale.x = 0;
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m_Geometry.m_Scale.y = 0;
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m_Geometry.m_Rotation = 0;
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m_Geometry.m_bMaintainAspectRatio = 0;
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m_Geometry.m_Sublayer = 0;
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m_Geometry.m_bVisible = true;
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m_CurrentState = -1;
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m_Geometry.m_bHorizontalGradient = false;
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m_Geometry.m_Color.r = 255;
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m_Geometry.m_Color.g = 255;
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m_Geometry.m_Color.b = 255;
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m_Geometry.m_Color.a = 255;
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m_Geometry.m_TopColor.r = 255;
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m_Geometry.m_TopColor.g = 255;
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m_Geometry.m_TopColor.b = 255;
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m_Geometry.m_TopColor.a = 255;
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m_Geometry.m_BottomColor.r = 255;
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m_Geometry.m_BottomColor.g = 255;
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m_Geometry.m_BottomColor.b = 255;
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m_Geometry.m_BottomColor.a = 255;
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m_Geometry.m_RelativePositions.AddToTail( Vector2D( -.5, -.5 ) );
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m_Geometry.m_RelativePositions.AddToTail( Vector2D( .5, -.5 ) );
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m_Geometry.m_RelativePositions.AddToTail( Vector2D( .5, .5 ) );
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m_Geometry.m_RelativePositions.AddToTail( Vector2D( -.5, .5 ) );
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m_Geometry.m_TextureCoords.AddToTail( Vector2D( 0.0, 0.0 ) );
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m_Geometry.m_TextureCoords.AddToTail( Vector2D( 1.0, 0.0 ) );
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m_Geometry.m_TextureCoords.AddToTail( Vector2D( 1.0, 1.0 ) );
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m_Geometry.m_TextureCoords.AddToTail( Vector2D( 0.0, 1.0 ) );
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SetupVertexColors();
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CTriangle triangle;
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triangle.m_PointIndex[0] = 0;
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triangle.m_PointIndex[1] = 1;
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triangle.m_PointIndex[2] = 2;
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m_Geometry.m_Triangles.AddToTail( triangle );
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triangle.m_PointIndex[0] = 0;
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triangle.m_PointIndex[1] = 2;
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triangle.m_PointIndex[2] = 3;
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m_Geometry.m_Triangles.AddToTail( triangle );
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}
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CGameRect::~CGameRect()
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{
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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bool CGameRect::Unserialize( CDmxElement *pGraphic )
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{
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pGraphic->UnpackIntoStructure( this, s_GameRectUnpack );
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// GEOMETRY
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CDmxAttribute *pRelativePositions = pGraphic->GetAttribute( "relativepositions" );
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if ( !pRelativePositions || pRelativePositions->GetType() != AT_VECTOR2_ARRAY )
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{
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return false;
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}
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const CUtlVector< Vector2D > &relpositions = pRelativePositions->GetArray< Vector2D >( );
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int nCount = relpositions.Count();
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m_Geometry.m_RelativePositions.RemoveAll();
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for ( int i = 0; i < nCount; ++i )
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{
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m_Geometry.m_RelativePositions.AddToTail( Vector2D( relpositions[i].x, relpositions[i].y ) );
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}
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CDmxAttribute *pTexCoords = pGraphic->GetAttribute( "texcoords" );
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if ( !pTexCoords || pTexCoords->GetType() != AT_VECTOR2_ARRAY )
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{
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return false;
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}
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const CUtlVector< Vector2D > &texcoords = pTexCoords->GetArray< Vector2D >( );
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nCount = texcoords.Count();
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m_Geometry.m_TextureCoords.RemoveAll();
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for ( int i = 0; i < nCount; ++i )
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{
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m_Geometry.m_TextureCoords.AddToTail( Vector2D( texcoords[i].x, texcoords[i].y ) );
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}
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SetupVertexColors();
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CDmxAttribute *pTriangles = pGraphic->GetAttribute( "triangles" );
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if ( !pTriangles || pTriangles->GetType() != AT_ELEMENT_ARRAY )
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{
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return false;
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}
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const CUtlVector< CDmxElement * > &triangles = pTriangles->GetArray< CDmxElement * >( );
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nCount = triangles.Count();
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m_Geometry.m_Triangles.RemoveAll();
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for ( int i = 0; i < nCount; ++i )
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{
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CDmxAttribute *pPoints = triangles[i]->GetAttribute( "positionindexes" );
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const CUtlVector< int > &points = pPoints->GetArray< int >( );
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CTriangle triangle;
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triangle.m_PointIndex[0] = points[0];
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triangle.m_PointIndex[1] = points[1];
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triangle.m_PointIndex[2] = points[2];
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m_Geometry.m_Triangles.AddToTail( triangle );
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}
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// ANIMSTATES
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CDmxAttribute *pImageAnims = pGraphic->GetAttribute( "imageanims" );
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if ( !pImageAnims || pImageAnims->GetType() != AT_ELEMENT_ARRAY )
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{
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return false;
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}
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const CUtlVector< CDmxElement * > &imageanims = pImageAnims->GetArray< CDmxElement * >( );
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nCount = imageanims.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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CAnimData *pAnimData = new CAnimData;
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if ( !pAnimData->Unserialize( imageanims[i] ) )
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{
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delete pAnimData;
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return false;
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}
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m_Anims.AddToTail( pAnimData );
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}
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// Ok the initial state is 0, which is (usually ) default.
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// default could be aliased to another state though so if it is fix the initial state here.
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// default might also not be the state that is 0 so this sets the graphic's initial
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// state to be the default one.
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SetState( "default" );
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CGameRect::UpdateGeometry()
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{
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if ( m_CurrentState == -1 )
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return;
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Assert( m_CurrentState < m_Anims.Count() );
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DmeTime_t flAnimTime = GetAnimationTimePassed();
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// Update texture
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m_Geometry.m_SheetSequenceNumber = m_Anims[ m_CurrentState ]->m_TextureAnimSheetSeqNumber;
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m_Geometry.m_AnimationRate = m_Anims[ m_CurrentState ]->m_AnimationRate;
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// Update color
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m_Anims[ m_CurrentState ]->m_ColorAnim.GetValue( flAnimTime, &m_Geometry.m_Color );
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// Update center location
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m_Anims[ m_CurrentState ]->m_CenterPosAnim.GetValue( flAnimTime, &m_Geometry.m_Center );
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// Update scale
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m_Anims[ m_CurrentState ]->m_ScaleAnim.GetValue( flAnimTime, &m_Geometry.m_Scale );
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// Update rotation
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m_Anims[ m_CurrentState ]->m_RotationAnim.GetValue( flAnimTime, &m_Geometry.m_Rotation );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CGameRect::UpdateRenderData( color32 parentColor, CUtlVector< RenderGeometryList_t > &renderGeometryLists, int firstListIndex )
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{
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if ( !m_Geometry.m_bVisible )
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return;
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m_Geometry.SetResultantColor( parentColor );
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m_Geometry.UpdateRenderData( renderGeometryLists, firstListIndex );
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// Now transform our array of positions into local graphic coord system.
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int nCount = m_Geometry.m_RelativePositions.Count();
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m_ScreenPositions.RemoveAll();
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for ( int i = 0; i < nCount; ++i )
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{
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// Position
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Vector relativePosition( m_Geometry.m_RelativePositions[i].x, m_Geometry.m_RelativePositions[i].y, 0 );
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Vector screenpos;
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VectorTransform( relativePosition, m_Geometry.m_RenderToScreen, screenpos );
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m_ScreenPositions.AddToTail( Vector2D( screenpos.x, screenpos.y ) );
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}
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CGameRect::SetupVertexColors()
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{
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m_Geometry.m_VertexColors.RemoveAll();
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// Create 4 vertex colors for this rect.
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color32 c;
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c.r = 255;
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c.g = 255;
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c.b = 255;
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c.a = 255;
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m_Geometry.m_VertexColors.AddToTail( c );
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m_Geometry.m_VertexColors.AddToTail( c );
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m_Geometry.m_VertexColors.AddToTail( c );
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m_Geometry.m_VertexColors.AddToTail( c );
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}
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//-----------------------------------------------------------------------------
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// Determine if x,y is inside the graphic.
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//-----------------------------------------------------------------------------
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bool CGameRect::HitTest( int x, int y )
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{
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if ( !m_Geometry.m_bVisible )
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return false;
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if ( m_ScreenPositions.Count() == 0 )
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return false;
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for ( int i = 0; i < m_Geometry.GetTriangleCount(); ++i )
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{
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if ( PointTriangleHitTest(
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m_ScreenPositions[ m_Geometry.m_Triangles[i].m_PointIndex[0] ],
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m_ScreenPositions[ m_Geometry.m_Triangles[i].m_PointIndex[1] ],
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m_ScreenPositions[ m_Geometry.m_Triangles[i].m_PointIndex[2] ],
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Vector2D( x, y ) ) )
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{
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//Msg( "%d, %d hit\n", x, y );
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return true;
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}
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}
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return false;
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}
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