Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements visual effects entities: sprites, beams, bubbles, etc.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "shake.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CEnvFade : public CLogicalEntity
{
private:
float m_Duration;
float m_HoldTime;
COutputEvent m_OnBeginFade;
DECLARE_DATADESC();
public:
DECLARE_CLASS( CEnvFade, CLogicalEntity );
virtual void Spawn( void );
inline float Duration( void ) { return m_Duration; }
inline float HoldTime( void ) { return m_HoldTime; }
inline void SetDuration( float duration ) { m_Duration = duration; }
inline void SetHoldTime( float hold ) { m_HoldTime = hold; }
int DrawDebugTextOverlays(void);
// Inputs
void InputFade( inputdata_t &inputdata );
};
LINK_ENTITY_TO_CLASS( env_fade, CEnvFade );
BEGIN_DATADESC( CEnvFade )
DEFINE_KEYFIELD( m_Duration, FIELD_FLOAT, "duration" ),
DEFINE_KEYFIELD( m_HoldTime, FIELD_FLOAT, "holdtime" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Fade", InputFade ),
DEFINE_OUTPUT( m_OnBeginFade, "OnBeginFade"),
END_DATADESC()
#define SF_FADE_IN 0x0001 // Fade in, not out
#define SF_FADE_MODULATE 0x0002 // Modulate, don't blend
#define SF_FADE_ONLYONE 0x0004
#define SF_FADE_STAYOUT 0x0008
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CEnvFade::Spawn( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Input handler that does the screen fade.
//-----------------------------------------------------------------------------
void CEnvFade::InputFade( inputdata_t &inputdata )
{
int fadeFlags = 0;
if ( m_spawnflags & SF_FADE_IN )
{
fadeFlags |= FFADE_IN;
}
else
{
fadeFlags |= FFADE_OUT;
}
if ( m_spawnflags & SF_FADE_MODULATE )
{
fadeFlags |= FFADE_MODULATE;
}
if ( m_spawnflags & SF_FADE_STAYOUT )
{
fadeFlags |= FFADE_STAYOUT;
}
if ( m_spawnflags & SF_FADE_ONLYONE )
{
if ( inputdata.pActivator && inputdata.pActivator->IsNetClient() )
{
UTIL_ScreenFade( inputdata.pActivator, m_clrRender, Duration(), HoldTime(), fadeFlags );
}
}
else
{
UTIL_ScreenFadeAll( m_clrRender, Duration(), HoldTime(), fadeFlags|FFADE_PURGE );
}
m_OnBeginFade.FireOutput( inputdata.pActivator, this );
}
//-----------------------------------------------------------------------------
// Purpose: Fetches the arguments from the command line for the fadein and fadeout
// console commands.
// Input : flTime - Returns the fade time in seconds (the time to fade in or out)
// clrFade - Returns the color to fade to or from.
//-----------------------------------------------------------------------------
static void GetFadeParms( const CCommand &args, float &flTime, color32 &clrFade)
{
flTime = 2.0f;
if ( args.ArgC() > 1 )
{
flTime = atof( args[1] );
}
clrFade.r = 0;
clrFade.g = 0;
clrFade.b = 0;
clrFade.a = 255;
if ( args.ArgC() > 4 )
{
clrFade.r = atoi( args[2] );
clrFade.g = atoi( args[3] );
clrFade.b = atoi( args[4] );
if ( args.ArgC() == 5 )
{
clrFade.a = atoi( args[5] );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Console command to fade out to a given color.
//-----------------------------------------------------------------------------
static void CC_FadeOut( const CCommand &args )
{
float flTime;
color32 clrFade;
GetFadeParms( args, flTime, clrFade );
CBasePlayer *pPlayer = UTIL_GetCommandClient();
UTIL_ScreenFade( pPlayer, clrFade, flTime, 0, FFADE_OUT | FFADE_PURGE | FFADE_STAYOUT );
}
static ConCommand fadeout("fadeout", CC_FadeOut, "fadeout {time r g b}: Fades the screen to black or to the specified color over the given number of seconds.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Console command to fade in from a given color.
//-----------------------------------------------------------------------------
static void CC_FadeIn( const CCommand &args )
{
float flTime;
color32 clrFade;
GetFadeParms( args, flTime, clrFade );
CBasePlayer *pPlayer = UTIL_GetCommandClient();
UTIL_ScreenFade( pPlayer, clrFade, flTime, 0, FFADE_IN | FFADE_PURGE );
}
static ConCommand fadein("fadein", CC_FadeIn, "fadein {time r g b}: Fades the screen in from black or from the specified color over the given number of seconds.", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CEnvFade::DrawDebugTextOverlays( void )
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
// print duration
Q_snprintf(tempstr,sizeof(tempstr)," duration: %f", m_Duration);
EntityText(text_offset,tempstr,0);
text_offset++;
// print hold time
Q_snprintf(tempstr,sizeof(tempstr)," hold time: %f", m_HoldTime);
EntityText(text_offset,tempstr,0);
text_offset++;
}
return text_offset;
}