|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef BASEMODEL_PANEL_H
#define BASEMODEL_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "matsys_controls/mdlpanel.h"
//-----------------------------------------------------------------------------
// Resource file data used in posing the model inside of the model panel.
//-----------------------------------------------------------------------------
struct BMPResAnimData_t { const char *m_pszName; const char *m_pszSequence; const char *m_pszActivity; KeyValues *m_pPoseParameters; bool m_bDefault;
BMPResAnimData_t() { m_pszName = NULL; m_pszSequence = NULL; m_pszActivity = NULL; m_pPoseParameters = NULL; m_bDefault = false; }
~BMPResAnimData_t() { if ( m_pszName && m_pszName[0] ) { delete [] m_pszName; m_pszName = NULL; }
if ( m_pszSequence && m_pszSequence[0] ) { delete [] m_pszSequence; m_pszSequence = NULL; }
if ( m_pszActivity && m_pszActivity[0] ) { delete [] m_pszActivity; m_pszActivity = NULL; }
if ( m_pPoseParameters ) { m_pPoseParameters->deleteThis(); m_pPoseParameters = NULL; } } };
struct BMPResAttachData_t { const char *m_pszModelName; int m_nSkin;
BMPResAttachData_t() { m_pszModelName = NULL; m_nSkin = 0; }
~BMPResAttachData_t() { if ( m_pszModelName && m_pszModelName[0] ) { delete [] m_pszModelName; m_pszModelName = NULL; } } };
struct BMPResData_t { float m_flFOV;
const char *m_pszModelName; const char *m_pszModelName_HWM; const char *m_pszVCD; QAngle m_angModelPoseRot; Vector m_vecOriginOffset; Vector m_vecFramedOriginOffset; Vector2D m_vecViewportOffset; int m_nSkin; bool m_bUseSpotlight;
CUtlVector<BMPResAnimData_t> m_aAnimations; CUtlVector<BMPResAttachData_t> m_aAttachModels;
BMPResData_t() { m_flFOV = 0.0f;
m_pszModelName = NULL; m_pszModelName_HWM = NULL; m_pszVCD = NULL; m_angModelPoseRot.Init(); m_vecOriginOffset.Init(); m_vecFramedOriginOffset.Init(); m_vecViewportOffset.Init(); m_nSkin = 0; m_bUseSpotlight = false; }
~BMPResData_t() { if ( m_pszModelName && m_pszModelName[0] ) { delete [] m_pszModelName; m_pszModelName = NULL; }
if ( m_pszModelName_HWM && m_pszModelName_HWM[0] ) { delete [] m_pszModelName_HWM; m_pszModelName_HWM = NULL; }
if ( m_pszVCD && m_pszVCD[0] ) { delete [] m_pszVCD; m_pszVCD = NULL; }
m_aAnimations.Purge(); m_aAttachModels.Purge(); } };
//-----------------------------------------------------------------------------
// Base Model Panel
//
// ...vgui::Panel |--> vgui
// +->vgui::EditablePanel |
// +->PotterWheelPanel |--> matsys_controls
// +->MDLPanel |
// +->BaseModelPanel |--> game_controls, client.dll
//
//-----------------------------------------------------------------------------
class CBaseModelPanel : public CMDLPanel { DECLARE_CLASS_SIMPLE( CBaseModelPanel, CMDLPanel );
public:
// Constructor, Destructor.
CBaseModelPanel( vgui::Panel *pParent, const char *pName ); virtual ~CBaseModelPanel();
// Overridden mdlpanel.h
virtual void SetMDL( MDLHandle_t handle, void *pProxyData = NULL ); virtual void SetMDL( const char *pMDLName, void *pProxyData = NULL ); virtual void SetModelAnglesAndPosition( const QAngle &angRot, const Vector &vecPos );
// Overridden methods of vgui::Panel
virtual void ApplySettings( KeyValues *inResourceData ); virtual void PerformLayout(); virtual void OnTick() OVERRIDE;
// Animation.
int FindDefaultAnim( void ); int FindAnimByName( const char *pszName ); void SetModelAnim( int iAnim );
// Manipulation.
virtual void OnKeyCodePressed ( vgui::KeyCode code ); virtual void OnKeyCodeReleased( vgui::KeyCode code ); virtual void OnMousePressed ( vgui::MouseCode code ); virtual void OnMouseReleased( vgui::MouseCode code ); virtual void OnCursorMoved( int x, int y ); virtual void OnMouseWheeled( int delta );
studiohdr_t* GetStudioHdr( void ) { return m_RootMDL.m_MDL.GetStudioHdr(); } void SetBody( unsigned int nBody ) { m_RootMDL.m_MDL.m_nBody = nBody; }
void RotateYaw( float flDelta ); void RotatePitch( float flDelta );
Vector GetPlayerPos() const; QAngle GetPlayerAngles() const;
void PlaySequence( const char *pszSequenceName );
void LookAtBounds( const Vector &vecBoundsMin, const Vector &vecBoundsMax );
// Set to true if external code has set a specific camera position that shouldn't be clobbered by layout
void SetForcedCameraPosition( bool bForcedCameraPosition ) { m_bForcedCameraPosition = bForcedCameraPosition; }
int FindSequenceFromActivity( CStudioHdr *pStudioHdr, const char *pszActivity );
protected:
// Resource file data.
void ParseModelResInfo( KeyValues *inResourceData ); void ParseModelAnimInfo( KeyValues *inResourceData ); void ParseModelAttachInfo( KeyValues *inResourceData );
void SetupModelDefaults( void ); void SetupModelAnimDefaults( void );
public: BMPResData_t m_BMPResData; // Base model panel data set in the .res file.
QAngle m_angPlayer; Vector m_vecPlayerPos;
protected: bool m_bForcePos; bool m_bMousePressed; bool m_bAllowRotation; bool m_bAllowPitch; bool m_bAllowFullManipulation; bool m_bApplyManipulators; bool m_bForcedCameraPosition;
int m_nActiveSequence; float m_flActiveSequenceDuration;
// VGUI script accessible variables.
CPanelAnimationVar( bool, m_bStartFramed, "start_framed", "0" ); CPanelAnimationVar( bool, m_bDisableManipulation, "disable_manipulation", "0" ); CPanelAnimationVar( bool, m_bUseParticle, "use_particle", "0" ); CPanelAnimationVar( float, m_flMaxPitch, "max_pitch", "90" );
struct particle_data_t { ~particle_data_t();
void UpdateControlPoints( CStudioHdr *pStudioHdr, matrix3x4_t *pWorldMatrix, const CUtlVector< int >& vecAttachments, int iDefaultBone = 0, const Vector& vecParticleOffset = vec3_origin );
bool m_bIsUpdateToDate; CParticleCollection *m_pParticleSystem; }; CUtlVector< particle_data_t* > m_particleList;
particle_data_t *CreateParticleData( const char *pszParticleName ); bool SafeDeleteParticleData( particle_data_t **pData );
virtual void PrePaint3D( IMatRenderContext *pRenderContext ) OVERRIDE; virtual void PostPaint3D( IMatRenderContext *pRenderContext ) OVERRIDE; };
#endif // BASEMODEL_PANEL_H
|