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290 lines
9.0 KiB
290 lines
9.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#include "cl_screenshotmanager.h"
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#include "replay/screenshot.h"
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#include "replaysystem.h"
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#include "cl_replaymanager.h"
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#include "replay/replayutils.h"
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#include "replay/ireplayscreenshotsystem.h"
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#include "gametrace.h"
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#include "icliententity.h"
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#include "imageutils.h"
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#include "filesystem.h"
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#include "fmtstr.h"
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#include "vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//----------------------------------------------------------------------------------------
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#define SCREENSHOTS_SUBDIR "screenshots"
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//----------------------------------------------------------------------------------------
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CScreenshotManager::CScreenshotManager()
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: m_flLastScreenshotTime( 0.0f ),
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m_hScreenshotReplay( REPLAY_HANDLE_INVALID )
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{
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}
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CScreenshotManager::~CScreenshotManager()
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{
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}
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bool CScreenshotManager::Init()
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{
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// Create thumbnails directory
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CFmtStr fmtThumbnailsPath(
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"%s%cmaterials%cvgui%creplay%cthumbnails",
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g_pEngine->GetGameDir(), CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR,
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CORRECT_PATH_SEPARATOR, CORRECT_PATH_SEPARATOR
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);
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g_pFullFileSystem->CreateDirHierarchy( fmtThumbnailsPath.Access() );
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// Compute all possible resolutions if first time we're running this function
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for ( int iAspect = 0; iAspect < 3; ++iAspect )
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{
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for ( int iRes = 0; iRes < 2; ++iRes )
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{
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int nWidth = (int)FastPow2( 9 + iRes );
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m_aScreenshotWidths[ iAspect ][ iRes ] = nWidth;
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}
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}
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// Set current screenshot dims to 0 - screenshot cache will be created first time we see
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// proper screen dimensions
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m_nPrevScreenDims[0] = 0;
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m_nPrevScreenDims[1] = 0;
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// Initialize screenshot taker in client
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g_pClient->GetReplayScreenshotSystem()->UpdateReplayScreenshotCache();
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return true;
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}
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float CScreenshotManager::GetNextThinkTime() const
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{
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return 0.0f;
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}
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void CScreenshotManager::Think()
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{
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VPROF_BUDGET( "CScreenshotManager::Think", VPROF_BUDGETGROUP_REPLAY );
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//
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// NOTE:DoCaptureScreenshot() gets called from CReplaySystem::CL_Render()
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//
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IReplayScreenshotSystem *pScreenshotSystem = g_pClient->GetReplayScreenshotSystem(); Assert( pScreenshotSystem );
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// Check to see if screen resolution changed, and if so, update the client-side screenshot cache.
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int nScreenWidth = g_pEngineClient->GetScreenWidth();
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int nScreenHeight = g_pEngineClient->GetScreenHeight();
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if ( !CL_GetMovieManager()->IsRendering() && ( m_nPrevScreenDims[0] != nScreenWidth || m_nPrevScreenDims[1] != nScreenHeight ) )
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{
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if ( m_nPrevScreenDims[0] != 0 ) // If this is not the first update
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{
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pScreenshotSystem->UpdateReplayScreenshotCache();
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}
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m_nPrevScreenDims[0] = nScreenWidth;
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m_nPrevScreenDims[1] = nScreenHeight;
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}
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}
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bool CScreenshotManager::ShouldCaptureScreenshot()
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{
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// Record a screenshot if its been setup
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return ( m_flScreenshotCaptureTime >= 0.0f && m_flScreenshotCaptureTime <= g_pEngine->GetHostTime() );
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}
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void CScreenshotManager::CaptureScreenshot( CaptureScreenshotParams_t& params )
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{
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extern ConVar replay_enableeventbasedscreenshots;
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if ( !replay_enableeventbasedscreenshots.GetBool() && !params.m_bPrimary )
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return;
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// Schedule screenshot
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m_flScreenshotCaptureTime = g_pEngine->GetHostTime() + params.m_flDelay;
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// Cache parameters for when we take the screenshot
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V_memcpy( &m_screenshotParams, ¶ms, sizeof( params ) );
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}
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void CScreenshotManager::DoCaptureScreenshot()
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{
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// Reset screenshot capture schedule time, even if we don't end up actually taking the screenshot
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m_flScreenshotCaptureTime = -1.0f;
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// Make sure we're in-game
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if ( !g_pEngineClient->IsConnected() )
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return;
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// Get a pointer to the replay
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CReplay *pReplay = ::GetReplay( m_hScreenshotReplay );
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if ( !pReplay )
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{
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AssertMsg( 0, "Failed to take screenshot!\n" );
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return;
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}
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// Max # of screenshots already taken?
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extern ConVar replay_maxscreenshotsperreplay;
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int nScreenshotLimit = replay_maxscreenshotsperreplay.GetInt();
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if ( nScreenshotLimit && pReplay->GetScreenshotCount() >= nScreenshotLimit )
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return;
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// If not enough time has passed since the last screenshot was taken, get out
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extern ConVar replay_mintimebetweenscreenshots;
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if ( !m_screenshotParams.m_bIgnoreMinTimeBetweenScreenshots &&
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( g_pEngine->GetHostTime() - m_flLastScreenshotTime < replay_mintimebetweenscreenshots.GetInt() ) )
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return;
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// Update last screenshot taken time
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m_flLastScreenshotTime = g_pEngine->GetHostTime();
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// Setup screenshot base filename as <.dem base filename>_<N>
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char szBaseFilename[ MAX_OSPATH ];
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char szIdealBaseFilename[ MAX_OSPATH ];
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V_strcpy_safe( szIdealBaseFilename, CL_GetRecordingSessionManager()->m_ServerRecordingState.m_strSessionName.Get() );
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Replay_GetFirstAvailableFilename( szBaseFilename, sizeof( szBaseFilename ), szIdealBaseFilename, ".vtf",
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"materials\\vgui\\replay\\thumbnails", pReplay->GetScreenshotCount() );
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// Remove extension
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int i = V_strlen( szBaseFilename ) - 1;
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while ( i >= 0 )
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{
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if ( szBaseFilename[ i ] == '.' )
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break;
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--i;
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}
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szBaseFilename[ i ] = '\0';
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// Get destination file
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char szScreenshotPath[ MAX_OSPATH ];
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V_snprintf( szScreenshotPath, sizeof( szScreenshotPath ), "materials\\vgui\\replay\\thumbnails\\%s.vtf", szBaseFilename );
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// Make sure we're using the correct path separator
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V_FixSlashes( szScreenshotPath );
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// Setup screenshot dimensions
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int nScreenshotDims[2];
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GetUnpaddedScreenshotSize( nScreenshotDims[0], nScreenshotDims[1] );
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// Setup parameters for screenshot
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WriteReplayScreenshotParams_t params;
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V_memset( ¶ms, 0, sizeof( params ) );
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// Setup the camera
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Vector origin;
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QAngle angles;
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if ( m_screenshotParams.m_nEntity > 0 )
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{
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IClientEntity *pEntity = entitylist->GetClientEntity( m_screenshotParams.m_nEntity );
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if ( pEntity )
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{
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// Clip the camera position if any world geometry is in the way
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trace_t trace;
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Ray_t ray;
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CTraceFilterWorldAndPropsOnly traceFilter;
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Vector vStartPos = pEntity->GetAbsOrigin();
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ray.Init( vStartPos, pEntity->GetAbsOrigin() + m_screenshotParams.m_posCamera );
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g_pEngineTraceClient->TraceRay( ray, MASK_PLAYERSOLID, &traceFilter, &trace );
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// Setup world position and angles for camera
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origin = trace.endpos;
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if ( trace.DidHit() )
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{
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float d = 5; // The distance to push in if we
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Vector dir = trace.endpos - vStartPos;
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VectorNormalize( dir );
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origin -= Vector( d * dir.x, d * dir.y, d * dir.z );
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}
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// Use the new camera origin
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params.m_pOrigin = &origin;
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// Use angles too if appropriate
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if ( m_screenshotParams.m_bUseCameraAngles )
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{
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angles = m_screenshotParams.m_angCamera;
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params.m_pAngles = &angles;
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}
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}
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}
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// Write the screenshot to disk
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params.m_nWidth = nScreenshotDims[0];
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params.m_nHeight = nScreenshotDims[1];
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params.m_pFilename = szScreenshotPath;
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g_pClient->GetReplayScreenshotSystem()->WriteReplayScreenshot( params );
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// Write a generic VMT
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char szVTFFullPath[ MAX_OSPATH ];
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V_snprintf( szVTFFullPath, sizeof( szVTFFullPath ), "%s\\materials\\vgui\\replay\\thumbnails\\%s.vtf", g_pEngine->GetGameDir(), szBaseFilename );
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V_FixSlashes( szVTFFullPath );
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ImgUtl_WriteGenericVMT( szVTFFullPath, "vgui/replay/thumbnails" );
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// Create the new screenshot info
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pReplay->AddScreenshot( nScreenshotDims[0], nScreenshotDims[1], szBaseFilename );
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}
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void CScreenshotManager::DeleteScreenshotsForReplay( CReplay *pReplay )
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{
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char szFilename[ MAX_OSPATH ];
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for ( int i = 0; i < pReplay->GetScreenshotCount(); ++i )
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{
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const CReplayScreenshot *pScreenshot = pReplay->GetScreenshot( i );
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// Delete the VGUI thumbnail VTF
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V_snprintf( szFilename, sizeof( szFilename ), "materials\\vgui\\replay\\thumbnails\\%s.vtf", pScreenshot->m_szBaseFilename );
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V_FixSlashes( szFilename );
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g_pFullFileSystem->RemoveFile( szFilename );
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// Delete the VGUI thumbnail VMT
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V_snprintf( szFilename, sizeof( szFilename ), "materials\\vgui\\replay\\thumbnails\\%s.vmt", pScreenshot->m_szBaseFilename );
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V_FixSlashes( szFilename );
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g_pFullFileSystem->RemoveFile( szFilename );
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}
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}
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void CScreenshotManager::GetUnpaddedScreenshotSize( int &nOutWidth, int &nOutHeight )
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{
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// Figure out the proper screenshot size to use based on the aspect ratio
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int nScreenWidth = g_pEngineClient->GetScreenWidth();
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int nScreenHeight = g_pEngineClient->GetScreenHeight();
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float flAspectRatio = (float)nScreenWidth / nScreenHeight;
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// Get the screenshot res
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extern ConVar replay_screenshotresolution;
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int iRes = clamp( replay_screenshotresolution.GetInt(), 0, 1 );
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int iAspect;
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if ( flAspectRatio == 16.0f/9 )
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{
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iAspect = 0;
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}
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else if ( flAspectRatio == 16.0f/10 )
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{
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iAspect = 1;
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}
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else
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{
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iAspect = 2; // 4:3
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}
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static float s_flInvAspectRatios[3] = { 9.0f/16.0f, 10.0f/16, 3.0f/4 };
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nOutWidth = min( nScreenWidth, m_aScreenshotWidths[ iAspect ][ iRes ] );
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nOutHeight = m_aScreenshotWidths[ iAspect ][ iRes ] * s_flInvAspectRatios[ iAspect ];
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}
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void CScreenshotManager::SetScreenshotReplay( ReplayHandle_t hReplay )
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{
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m_hScreenshotReplay = hReplay;
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}
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//----------------------------------------------------------------------------------------
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