Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "gamerect.h"
// To handle scaling
#include "materialsystem/imaterialsystem.h"
#include "animdata.h"
#include "Color.h"
#include "gameuisystemmgr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DMXELEMENT_UNPACK ( CGameRect )
DMXELEMENT_UNPACK_FIELD_UTLSTRING( "name", "", m_pName )
DMXELEMENT_UNPACK_FIELD( "center", "0 0", Vector2D, m_Geometry.m_Center )
DMXELEMENT_UNPACK_FIELD( "scale", "0 0", Vector2D, m_Geometry.m_Scale )
DMXELEMENT_UNPACK_FIELD( "rotation", "0", float, m_Geometry.m_Rotation )
DMXELEMENT_UNPACK_FIELD( "maintainaspectratio", "0", bool, m_Geometry.m_bMaintainAspectRatio )
DMXELEMENT_UNPACK_FIELD( "sublayertype", "0", int, m_Geometry.m_Sublayer )
DMXELEMENT_UNPACK_FIELD( "visible", "1", bool, m_Geometry.m_bVisible )
DMXELEMENT_UNPACK_FIELD( "initialstate", "-1", int, m_CurrentState )
DMXELEMENT_UNPACK_FIELD( "horizgradient", "0", bool, m_Geometry.m_bHorizontalGradient )
DMXELEMENT_UNPACK_FIELD( "color", "255 255 255 255", Color, m_Geometry.m_Color )
DMXELEMENT_UNPACK_FIELD( "topcolor", "255 255 255 255", Color, m_Geometry.m_TopColor )
DMXELEMENT_UNPACK_FIELD( "bottomcolor", "255 255 255 255", Color, m_Geometry.m_BottomColor )
// color is gotten from log.
// sheet seq number is gotten from log.
END_DMXELEMENT_UNPACK( CGameRect, s_GameRectUnpack )
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CGameRect::CGameRect( const char *pName )
{
m_Geometry.m_SheetSequenceNumber = 0; // FIXME, not updating seq numbers yet.
m_bCanAcceptInput = false;
// DME default values.
m_pName = pName;
m_Geometry.m_Center.x = 0;
m_Geometry.m_Center.y = 0;
m_Geometry.m_Scale.x = 0;
m_Geometry.m_Scale.y = 0;
m_Geometry.m_Rotation = 0;
m_Geometry.m_bMaintainAspectRatio = 0;
m_Geometry.m_Sublayer = 0;
m_Geometry.m_bVisible = true;
m_CurrentState = -1;
m_Geometry.m_bHorizontalGradient = false;
m_Geometry.m_Color.r = 255;
m_Geometry.m_Color.g = 255;
m_Geometry.m_Color.b = 255;
m_Geometry.m_Color.a = 255;
m_Geometry.m_TopColor.r = 255;
m_Geometry.m_TopColor.g = 255;
m_Geometry.m_TopColor.b = 255;
m_Geometry.m_TopColor.a = 255;
m_Geometry.m_BottomColor.r = 255;
m_Geometry.m_BottomColor.g = 255;
m_Geometry.m_BottomColor.b = 255;
m_Geometry.m_BottomColor.a = 255;
m_Geometry.m_RelativePositions.AddToTail( Vector2D( -.5, -.5 ) );
m_Geometry.m_RelativePositions.AddToTail( Vector2D( .5, -.5 ) );
m_Geometry.m_RelativePositions.AddToTail( Vector2D( .5, .5 ) );
m_Geometry.m_RelativePositions.AddToTail( Vector2D( -.5, .5 ) );
m_Geometry.m_TextureCoords.AddToTail( Vector2D( 0.0, 0.0 ) );
m_Geometry.m_TextureCoords.AddToTail( Vector2D( 1.0, 0.0 ) );
m_Geometry.m_TextureCoords.AddToTail( Vector2D( 1.0, 1.0 ) );
m_Geometry.m_TextureCoords.AddToTail( Vector2D( 0.0, 1.0 ) );
SetupVertexColors();
CTriangle triangle;
triangle.m_PointIndex[0] = 0;
triangle.m_PointIndex[1] = 1;
triangle.m_PointIndex[2] = 2;
m_Geometry.m_Triangles.AddToTail( triangle );
triangle.m_PointIndex[0] = 0;
triangle.m_PointIndex[1] = 2;
triangle.m_PointIndex[2] = 3;
m_Geometry.m_Triangles.AddToTail( triangle );
}
CGameRect::~CGameRect()
{
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CGameRect::Unserialize( CDmxElement *pGraphic )
{
pGraphic->UnpackIntoStructure( this, s_GameRectUnpack );
// GEOMETRY
CDmxAttribute *pRelativePositions = pGraphic->GetAttribute( "relativepositions" );
if ( !pRelativePositions || pRelativePositions->GetType() != AT_VECTOR2_ARRAY )
{
return false;
}
const CUtlVector< Vector2D > &relpositions = pRelativePositions->GetArray< Vector2D >( );
int nCount = relpositions.Count();
m_Geometry.m_RelativePositions.RemoveAll();
for ( int i = 0; i < nCount; ++i )
{
m_Geometry.m_RelativePositions.AddToTail( Vector2D( relpositions[i].x, relpositions[i].y ) );
}
CDmxAttribute *pTexCoords = pGraphic->GetAttribute( "texcoords" );
if ( !pTexCoords || pTexCoords->GetType() != AT_VECTOR2_ARRAY )
{
return false;
}
const CUtlVector< Vector2D > &texcoords = pTexCoords->GetArray< Vector2D >( );
nCount = texcoords.Count();
m_Geometry.m_TextureCoords.RemoveAll();
for ( int i = 0; i < nCount; ++i )
{
m_Geometry.m_TextureCoords.AddToTail( Vector2D( texcoords[i].x, texcoords[i].y ) );
}
SetupVertexColors();
CDmxAttribute *pTriangles = pGraphic->GetAttribute( "triangles" );
if ( !pTriangles || pTriangles->GetType() != AT_ELEMENT_ARRAY )
{
return false;
}
const CUtlVector< CDmxElement * > &triangles = pTriangles->GetArray< CDmxElement * >( );
nCount = triangles.Count();
m_Geometry.m_Triangles.RemoveAll();
for ( int i = 0; i < nCount; ++i )
{
CDmxAttribute *pPoints = triangles[i]->GetAttribute( "positionindexes" );
const CUtlVector< int > &points = pPoints->GetArray< int >( );
CTriangle triangle;
triangle.m_PointIndex[0] = points[0];
triangle.m_PointIndex[1] = points[1];
triangle.m_PointIndex[2] = points[2];
m_Geometry.m_Triangles.AddToTail( triangle );
}
// ANIMSTATES
CDmxAttribute *pImageAnims = pGraphic->GetAttribute( "imageanims" );
if ( !pImageAnims || pImageAnims->GetType() != AT_ELEMENT_ARRAY )
{
return false;
}
const CUtlVector< CDmxElement * > &imageanims = pImageAnims->GetArray< CDmxElement * >( );
nCount = imageanims.Count();
for ( int i = 0; i < nCount; ++i )
{
CAnimData *pAnimData = new CAnimData;
if ( !pAnimData->Unserialize( imageanims[i] ) )
{
delete pAnimData;
return false;
}
m_Anims.AddToTail( pAnimData );
}
// Ok the initial state is 0, which is (usually ) default.
// default could be aliased to another state though so if it is fix the initial state here.
// default might also not be the state that is 0 so this sets the graphic's initial
// state to be the default one.
SetState( "default" );
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGameRect::UpdateGeometry()
{
if ( m_CurrentState == -1 )
return;
Assert( m_CurrentState < m_Anims.Count() );
DmeTime_t flAnimTime = GetAnimationTimePassed();
// Update texture
m_Geometry.m_SheetSequenceNumber = m_Anims[ m_CurrentState ]->m_TextureAnimSheetSeqNumber;
m_Geometry.m_AnimationRate = m_Anims[ m_CurrentState ]->m_AnimationRate;
// Update color
m_Anims[ m_CurrentState ]->m_ColorAnim.GetValue( flAnimTime, &m_Geometry.m_Color );
// Update center location
m_Anims[ m_CurrentState ]->m_CenterPosAnim.GetValue( flAnimTime, &m_Geometry.m_Center );
// Update scale
m_Anims[ m_CurrentState ]->m_ScaleAnim.GetValue( flAnimTime, &m_Geometry.m_Scale );
// Update rotation
m_Anims[ m_CurrentState ]->m_RotationAnim.GetValue( flAnimTime, &m_Geometry.m_Rotation );
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGameRect::UpdateRenderData( color32 parentColor, CUtlVector< RenderGeometryList_t > &renderGeometryLists, int firstListIndex )
{
if ( !m_Geometry.m_bVisible )
return;
m_Geometry.SetResultantColor( parentColor );
m_Geometry.UpdateRenderData( renderGeometryLists, firstListIndex );
// Now transform our array of positions into local graphic coord system.
int nCount = m_Geometry.m_RelativePositions.Count();
m_ScreenPositions.RemoveAll();
for ( int i = 0; i < nCount; ++i )
{
// Position
Vector relativePosition( m_Geometry.m_RelativePositions[i].x, m_Geometry.m_RelativePositions[i].y, 0 );
Vector screenpos;
VectorTransform( relativePosition, m_Geometry.m_RenderToScreen, screenpos );
m_ScreenPositions.AddToTail( Vector2D( screenpos.x, screenpos.y ) );
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGameRect::SetupVertexColors()
{
m_Geometry.m_VertexColors.RemoveAll();
// Create 4 vertex colors for this rect.
color32 c;
c.r = 255;
c.g = 255;
c.b = 255;
c.a = 255;
m_Geometry.m_VertexColors.AddToTail( c );
m_Geometry.m_VertexColors.AddToTail( c );
m_Geometry.m_VertexColors.AddToTail( c );
m_Geometry.m_VertexColors.AddToTail( c );
}
//-----------------------------------------------------------------------------
// Determine if x,y is inside the graphic.
//-----------------------------------------------------------------------------
bool CGameRect::HitTest( int x, int y )
{
if ( !m_Geometry.m_bVisible )
return false;
if ( m_ScreenPositions.Count() == 0 )
return false;
for ( int i = 0; i < m_Geometry.GetTriangleCount(); ++i )
{
if ( PointTriangleHitTest(
m_ScreenPositions[ m_Geometry.m_Triangles[i].m_PointIndex[0] ],
m_ScreenPositions[ m_Geometry.m_Triangles[i].m_PointIndex[1] ],
m_ScreenPositions[ m_Geometry.m_Triangles[i].m_PointIndex[2] ],
Vector2D( x, y ) ) )
{
//Msg( "%d, %d hit\n", x, y );
return true;
}
}
return false;
}