|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "clientmode.h"
#include "c_dod_player.h"
#include "dod_hud_crosshair.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
#include "mathlib/mathlib.h"
ConVar cl_crosshair_red( "cl_crosshair_red", "200", FCVAR_ARCHIVE ); ConVar cl_crosshair_green( "cl_crosshair_green", "200", FCVAR_ARCHIVE ); ConVar cl_crosshair_blue( "cl_crosshair_blue", "200", FCVAR_ARCHIVE ); ConVar cl_crosshair_alpha( "cl_crosshair_alpha", "200", FCVAR_ARCHIVE );
ConVar cl_crosshair_file( "cl_crosshair_file", "crosshair1", FCVAR_ARCHIVE );
ConVar cl_crosshair_scale( "cl_crosshair_scale", "32.0", FCVAR_ARCHIVE ); ConVar cl_crosshair_approach_speed( "cl_crosshair_approach_speed", "0.015" );
ConVar cl_dynamic_crosshair( "cl_dynamic_crosshair", "1", FCVAR_ARCHIVE );
using namespace vgui;
DECLARE_HUDELEMENT( CHudDODCrosshair );
CHudDODCrosshair::CHudDODCrosshair( const char *pName ) : vgui::Panel( NULL, "HudDODCrosshair" ), CHudElement( pName ) { SetParent( g_pClientMode->GetViewport() );
SetHiddenBits( HIDEHUD_PLAYERDEAD );
m_szPreviousCrosshair[0] = '\0'; m_pFrameVar = NULL; m_flAccuracy = 0.1; }
void CHudDODCrosshair::ApplySchemeSettings( IScheme *scheme ) { BaseClass::ApplySchemeSettings( scheme );
SetSize( ScreenWidth(), ScreenHeight() ); }
void CHudDODCrosshair::LevelShutdown( void ) { // forces m_pFrameVar to recreate next map
m_szPreviousCrosshair[0] = '\0';
if ( m_pCrosshair ) { delete m_pCrosshair; m_pCrosshair = NULL; }
if ( m_pFrameVar ) { delete m_pFrameVar; m_pFrameVar = NULL; } }
void CHudDODCrosshair::Init() { m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID(); }
bool CHudDODCrosshair::ShouldDraw() { C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if ( !pPlayer ) return false;
CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
if ( !pWeapon ) return false;
return pWeapon->ShouldDrawCrosshair(); }
void CHudDODCrosshair::Paint() { C_DODPlayer *pPlayer = C_DODPlayer::GetLocalDODPlayer();
if( !pPlayer ) return;
const char *crosshairfile = cl_crosshair_file.GetString();
if ( !crosshairfile ) return;
if ( Q_stricmp( m_szPreviousCrosshair, crosshairfile ) != 0 ) { char buf[256]; Q_snprintf( buf, sizeof(buf), "vgui/crosshairs/%s", crosshairfile );
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, buf, true, false );
if ( m_pCrosshair ) { delete m_pCrosshair; }
m_pCrosshair = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
if ( !m_pCrosshair ) return;
if ( m_pFrameVar ) { delete m_pFrameVar; }
bool bFound = false; m_pFrameVar = m_pCrosshair->FindVarFactory( "$frame", &bFound ); Assert( bFound );
m_nNumFrames = m_pCrosshair->GetNumAnimationFrames();
// save the name to compare with the cvar in the future
Q_strncpy( m_szPreviousCrosshair, crosshairfile, sizeof(m_szPreviousCrosshair) ); }
if ( m_pFrameVar ) { if ( cl_dynamic_crosshair.GetBool() == false ) { m_pFrameVar->SetIntValue( 0 ); } else { CWeaponDODBase *pWeapon = pPlayer->GetActiveDODWeapon();
if ( !pWeapon ) return;
float accuracy = pWeapon->GetWeaponAccuracy( pPlayer->GetAbsVelocity().Length2D() );
float flMin = 0.02;
float flMax = 0.125;
accuracy = clamp( accuracy, flMin, flMax );
// approach this accuracy from our current accuracy
m_flAccuracy = Approach( accuracy, m_flAccuracy, cl_crosshair_approach_speed.GetFloat() );
float flFrame = RemapVal( m_flAccuracy, flMin, flMax, 0, m_nNumFrames-1 );
m_pFrameVar->SetIntValue( (int)flFrame ); } }
Color clr( cl_crosshair_red.GetInt(), cl_crosshair_green.GetInt(), cl_crosshair_blue.GetInt(), 255 );
int screenWide, screenTall; GetHudSize(screenWide, screenTall);
int iX = screenWide / 2; int iY = screenTall / 2;
int iWidth, iHeight;
iWidth = iHeight = cl_crosshair_scale.GetInt();
vgui::surface()->DrawSetColor( clr ); vgui::surface()->DrawSetTexture( m_iCrosshairTextureID ); vgui::surface()->DrawTexturedRect( iX-iWidth, iY-iHeight, iX+iWidth, iY+iHeight ); vgui::surface()->DrawSetTexture(0); }
|