Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "HapticControlBox.h"
#include <vgui_controls/Controls.h>
#include <vgui_controls/Panel.h>
#include "cvarslider.h"
#include "mathlib/vmatrix.h"
#include <vgui/ISurface.h>
#include "KeyValues.h"
#include <vgui/ISystem.h>
ControlBoxVisual::ControlBoxVisual(vgui::Panel *parent,const char *panelName, CCvarSlider *n, CCvarSlider *r, CCvarSlider *u, CCvarSlider *f, CCvarSlider *l, CCvarSlider *d) :
BaseClass(parent,panelName)
{
m_iMouseOver = -1;
m_flTime=0;
//disable mouse input.
SetMouseInputEnabled(false);
SlideValues = new CCvarSliderCube(n, r, u, f, l, d);
SlideValues->Down->AddActionSignalTarget(GetVPanel());
SlideValues->Far->AddActionSignalTarget(GetVPanel());
SlideValues->Up->AddActionSignalTarget(GetVPanel());
SlideValues->Near->AddActionSignalTarget(GetVPanel());
SlideValues->Left->AddActionSignalTarget(GetVPanel());
SlideValues->Right->AddActionSignalTarget(GetVPanel());
SetWide(64);
SetTall(64);
}
void ControlBoxVisual::OnSlideEnter(KeyValues*data)
{
vgui::VPANEL fromPanel = data->GetInt("VPANEL");
if(fromPanel == SlideValues->Up->GetVPanel())
m_iMouseOver = HUI_BOX_UP;
else if(fromPanel == SlideValues->Down->GetVPanel())
m_iMouseOver = HUI_BOX_DOWN;
else if(fromPanel == SlideValues->Right->GetVPanel())
m_iMouseOver = HUI_BOX_RIGHT;
else if(fromPanel == SlideValues->Left->GetVPanel())
m_iMouseOver = HUI_BOX_LEFT;
else if(fromPanel == SlideValues->Far->GetVPanel())
m_iMouseOver = HUI_BOX_FAR;
else if(fromPanel == SlideValues->Near->GetVPanel())
m_iMouseOver = HUI_BOX_NEAR;
}
void ControlBoxVisual::OnSlideExit(KeyValues*data)
{
//vgui::VPANEL fromPanel = data->GetInt("VPANEL");
m_iMouseOver=-1;
}
void ControlBoxVisual::Paint()
{
m_flTime = vgui::system()->GetFrameTime();
BaseClass::Paint();
vgui::surface()->DrawSetColor(0,0,0,255);
DrawCube();
vgui::surface()->DrawSetColor(255,255,255,255);
//first draw the cube once.
DrawCube( SlideValues->Near->GetSliderValue()*-1,
SlideValues->Right->GetSliderValue()*-1,
SlideValues->Up->GetSliderValue()*-1,
SlideValues->Far->GetSliderValue(),
SlideValues->Left->GetSliderValue(),
SlideValues->Down->GetSliderValue());
//then check if we have something selected
if(m_iMouseOver!=-1)
{
vgui::surface()->DrawSetColor(255,0,0,255);
// if we do, draw a special cube.
DrawCube( SlideValues->Near->GetSliderValue()*-1,
SlideValues->Right->GetSliderValue()*-1,
SlideValues->Up->GetSliderValue()*-1,
SlideValues->Far->GetSliderValue(),
SlideValues->Left->GetSliderValue(),
SlideValues->Down->GetSliderValue(),
m_iMouseOver);
}
}
void ControlBoxVisual::DrawCube(float n, float r, float u, float f, float l, float d, int specialside)
{
l*=-1;
r*=-1;//flip
Vector right[4];
//right side
right[0]= Vector(f,r,d);
right[1]= Vector(f,r,u);
right[2]= Vector(n,r,u);
right[3]= Vector(n,r,d);
Vector left[4];
//left side
left[0]= Vector(f,l,d);
left[1]= Vector(f,l,u);
left[2]= Vector(n,l,u);
left[3]= Vector(n,l,d);
//yikes, this is kind of alot of typing.
switch(specialside)
{
case HUI_BOX_UP:
left[0] = left[1];
left[3] = left[2];
left[1] =Vector(1,-1,-1);
left[2] =Vector(-1,-1,-1);
right[0]= right[1];
right[3]= right[2];
right[1]=Vector(1,1,-1);
right[2]=Vector(-1,1,-1);
break;
case HUI_BOX_DOWN:
left[1] = left[0];
left[2] = left[3];
left[0] =Vector(1,-1,1);
left[3] =Vector(-1,-1,1);
right[1] = right[0];
right[2] = right[3];
right[0] =Vector(1,1,1);
right[3] =Vector(-1,1,1);
break;
case HUI_BOX_LEFT:
right[0] = left[0];
right[1] = left[1];
right[2] = left[2];
right[3] = left[3];
left[0] =Vector(1,-1,1);
left[1] =Vector(1,-1,-1);
left[2] =Vector(-1,-1,-1);
left[3] =Vector(-1,-1,1);
break;
case HUI_BOX_RIGHT:
left[0] = right[0];
left[1] = right[1];
left[2] = right[2];
left[3] = right[3];
right[0] =Vector(1,1,1);
right[1] =Vector(1,1,-1);
right[2] =Vector(-1,1,-1);
right[3] =Vector(-1,1,1);
break;
case HUI_BOX_FAR:
left[3] = left[0];
left[2] = left[1];
left[0] =Vector(1,-1,1);
left[1] =Vector(1,-1,-1);
right[3] = right[0];
right[2] = right[1];
right[0] =Vector(1,1,1);
right[1] =Vector(1,1,-1);
break;
case HUI_BOX_NEAR:
left[0] = left[3];
left[1] = left[2];
left[3] =Vector(-1,-1,1);
left[2] =Vector(-1,-1,-1);
right[0] = right[3];
right[1] = right[2];
right[3] =Vector(-1,1,1);
right[2] =Vector(-1,1,-1);
break;
default:
break;
}
Vector pos = Vector(0,0.25 + sin(m_flTime),0.5);
VMatrix Project = SetupMatrixProjection(pos,VPlane(Vector(1,0,0),-3));
Vector vdrawsize = Vector(1,(float)GetWide()/10.0f,(float)GetTall()/10.0f);
for(int i=0;i!=4;i++)
{
right[i] = Project.VMul3x3(right[i])*vdrawsize;
left[i] = Project.VMul3x3(left[i])*vdrawsize;
}
vdrawsize *=5;
for(int i = 0;i!=4;i++)
{
int next = i+1;
if(next>3)
next = 0;
vgui::surface()->DrawLine(vdrawsize.y+left[i].y,vdrawsize.z+left[i].z,vdrawsize.y+left[next].y,vdrawsize.z+left[next].z);
vgui::surface()->DrawLine(vdrawsize.y+right[i].y,vdrawsize.z+right[i].z,vdrawsize.y+right[next].y,vdrawsize.z+right[next].z);
vgui::surface()->DrawLine(vdrawsize.y+left[i].y,vdrawsize.z+left[i].z,vdrawsize.y+right[i].y,vdrawsize.z+right[i].z);
}
}