Team Fortress 2 Source Code as on 22/4/2020
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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
}
}