Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "Render2D.h"
#include "gameconfig.h"
#include "vgui_controls/Controls.h"
#include "HammerVGui.h"
#include "material.h"
#include <VGuiMatSurface/IMatSystemSurface.h>
#include "mapview2d.h"
#include "camera.h"
#include "vgui/IScheme.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: constructor - initialize all the member variables
//-----------------------------------------------------------------------------
CRender2D::CRender2D()
{
m_vCurLine.Init();
}
//-----------------------------------------------------------------------------
// Purpose: deconstructor - free all info that may need to be freed
//-----------------------------------------------------------------------------
CRender2D::~CRender2D()
{
}
void CRender2D::MoveTo( const Vector &vPoint )
{
m_vCurLine = vPoint;
}
void CRender2D::DrawLineTo( const Vector &vPoint )
{
DrawLine( m_vCurLine, vPoint );
m_vCurLine = vPoint;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose:
// Input : ptCenter - the center point in client coordinates
// nRadiusX - the x radius in pixels
// nRadiusY - the y radius in pixels
// bFill - Whether to fill the ellipse with the fill color or not.
//-----------------------------------------------------------------------------
void CRender2D::DrawCircle( const Vector &vCenter, float fRadius )
{
Vector vNormal;
GetCamera()->GetViewForward( vNormal );
CRender::DrawCircle( vCenter, vNormal, fRadius, 32 );
}
void CRender2D::DrawRectangle( const Vector &vMins, const Vector &vMaxs, bool bFill, int extent )
{
Vector2D ptMin, ptMax;
TransformPoint( ptMin, vMins );
TransformPoint( ptMax, vMaxs );
if ( ptMin.x > ptMax.x )
V_swap( ptMin.x, ptMax.x );
if ( ptMin.y > ptMax.y )
V_swap( ptMin.y, ptMax.y );
if ( extent != 0 )
{
ptMin.x -= extent;
ptMin.y -= extent;
ptMax.x += extent;
ptMax.y += extent;
}
bool bPopMode = BeginClientSpace();
if ( bFill )
{
CRender::DrawFilledRect( ptMin, ptMax, (byte*)&m_DrawColor, false );
}
else
{
CRender::DrawRect( ptMin, ptMax, (byte*)&m_DrawColor );
}
if ( bPopMode )
EndClientSpace();
}
void CRender2D::DrawBox( const Vector &vMins, const Vector &vMaxs, bool bFill)
{
Vector points[8];
PointsFromBox( vMins, vMaxs, points );
meshBuilder.Begin( m_pMesh, MATERIAL_LINE_LOOP, 6 );
meshBuilder.Position3fv( &points[0].x );
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( &points[4].x );
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( &points[6].x );
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( &points[7].x );
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( &points[3].x );
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
meshBuilder.AdvanceVertex();
meshBuilder.Position3fv( &points[1].x );
meshBuilder.Color4ubv( (byte*)&m_DrawColor );
meshBuilder.AdvanceVertex();
meshBuilder.End();
m_pMesh->Draw();
}