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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "hud_numericdisplay.h"
#include "iclientmode.h"
#include "c_cs_player.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/AnimationController.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Draws the zoom screen
//-----------------------------------------------------------------------------
class CHudScope : public vgui::Panel, public CHudElement { DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );
public: CHudScope( const char *pElementName ); void Init( void ); void LevelInit( void );
protected: virtual void ApplySchemeSettings(vgui::IScheme *scheme); virtual void Paint( void );
private: CMaterialReference m_ScopeMaterial; CMaterialReference m_DustOverlayMaterial;
int m_iScopeArcTexture; int m_iScopeDustTexture; };
DECLARE_HUDELEMENT_DEPTH( CHudScope, 70 );
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope") { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); SetHiddenBits( HIDEHUD_PLAYERDEAD ); }
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::Init( void ) { m_iScopeArcTexture = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile(m_iScopeArcTexture, "sprites/scope_arc", true, false);
m_iScopeDustTexture = vgui::surface()->CreateNewTextureID(); vgui::surface()->DrawSetTextureFile(m_iScopeDustTexture, "overlays/scope_lens", true, false); }
//-----------------------------------------------------------------------------
// Purpose: standard hud element init function
//-----------------------------------------------------------------------------
void CHudScope::LevelInit( void ) { Init(); }
//-----------------------------------------------------------------------------
// Purpose: sets scheme colors
//-----------------------------------------------------------------------------
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme ) { BaseClass::ApplySchemeSettings(scheme);
SetPaintBackgroundEnabled(false); SetPaintBorderEnabled(false);
int screenWide, screenTall; GetHudSize(screenWide, screenTall); SetBounds(0, 0, screenWide, screenTall); }
//-----------------------------------------------------------------------------
// Purpose: draws the zoom effect
//-----------------------------------------------------------------------------
void CHudScope::Paint( void ) { C_CSPlayer *pPlayer = dynamic_cast<C_CSPlayer *>(C_BasePlayer::GetLocalPlayer()); if ( pPlayer == NULL ) return;
CWeaponCSBase *pWeapon = pPlayer->GetActiveCSWeapon(); if( !pWeapon ) return;
Assert( m_iScopeArcTexture ); Assert( m_iScopeDustTexture );
// see if we're zoomed with a sniper rifle
if( pPlayer->GetFOV() != pPlayer->GetDefaultFOV() && pWeapon->GetCSWpnData().m_WeaponType == WEAPONTYPE_SNIPER_RIFLE ) { int screenWide, screenTall; GetHudSize(screenWide, screenTall);
// calculate the bounds in which we should draw the scope
int inset = screenTall / 16; int y1 = inset; int x1 = (screenWide - screenTall) / 2 + inset; int y2 = screenTall - inset; int x2 = screenWide - x1;
int x = screenWide / 2; int y = screenTall / 2;
float uv1 = 0.5f / 256.0f, uv2 = 1.0f - uv1;
vgui::Vertex_t vert[4]; Vector2D uv11( uv1, uv1 ); Vector2D uv12( uv1, uv2 ); Vector2D uv21( uv2, uv1 ); Vector2D uv22( uv2, uv2 );
int xMod = ( screenWide / 2 ); int yMod = ( screenTall / 2 );
int iMiddleX = (screenWide / 2 ); int iMiddleY = (screenTall / 2 );
vgui::surface()->DrawSetTexture( m_iScopeDustTexture ); vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
vert[0].Init( Vector2D( iMiddleX + xMod, iMiddleY + yMod ), uv21 ); vert[1].Init( Vector2D( iMiddleX - xMod, iMiddleY + yMod ), uv11 ); vert[2].Init( Vector2D( iMiddleX - xMod, iMiddleY - yMod ), uv12 ); vert[3].Init( Vector2D( iMiddleX + xMod, iMiddleY - yMod ), uv22 ); vgui::surface()->DrawTexturedPolygon( 4, vert ); vgui::surface()->DrawSetColor(0,0,0,255);
//Draw the reticle with primitives
vgui::surface()->DrawLine( 0, y, screenWide, y ); vgui::surface()->DrawLine( x, 0, x, screenTall );
//Draw the outline
vgui::surface()->DrawSetTexture(m_iScopeArcTexture);
// bottom right
vert[0].Init( Vector2D( x, y ), uv11 ); vert[1].Init( Vector2D( x2, y ), uv21 ); vert[2].Init( Vector2D( x2, y2 ), uv22 ); vert[3].Init( Vector2D( x, y2 ), uv12 ); vgui::surface()->DrawTexturedPolygon( 4, vert );
// top right
vert[0].Init( Vector2D( x - 1, y1 ), uv12 ); vert[1].Init( Vector2D ( x2, y1 ), uv22 ); vert[2].Init( Vector2D( x2, y + 1 ), uv21 ); vert[3].Init( Vector2D( x - 1, y + 1 ), uv11 ); vgui::surface()->DrawTexturedPolygon(4, vert);
// bottom left
vert[0].Init( Vector2D( x1, y ), uv21 ); vert[1].Init( Vector2D( x, y ), uv11 ); vert[2].Init( Vector2D( x, y2 ), uv12 ); vert[3].Init( Vector2D( x1, y2), uv22 ); vgui::surface()->DrawTexturedPolygon(4, vert);
// top left
vert[0].Init( Vector2D( x1, y1 ), uv22 ); vert[1].Init( Vector2D( x, y1 ), uv12 ); vert[2].Init( Vector2D( x, y ), uv11 ); vert[3].Init( Vector2D( x1, y ), uv21 ); vgui::surface()->DrawTexturedPolygon(4, vert); vgui::surface()->DrawFilledRect(0, 0, screenWide, y1); // top
vgui::surface()->DrawFilledRect(0, y2, screenWide, screenTall); // bottom
vgui::surface()->DrawFilledRect(0, y1, x1, screenTall); // left
vgui::surface()->DrawFilledRect(x2, y1, screenWide, screenTall); // right
} }
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