Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

290 lines
9.0 KiB

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