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2020-08-04 13:13:01 -04:00

181 lines
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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_VGUISCREEN_H
#define C_VGUISCREEN_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include "c_baseentity.h"
#include "panelmetaclassmgr.h"
class KeyValues;
//-----------------------------------------------------------------------------
// Helper macro to make overlay factories one line of code. Use like this:
// DECLARE_VGUI_SCREEN_FACTORY( CVguiScreenPanel, "image" );
//-----------------------------------------------------------------------------
struct VGuiScreenInitData_t {
C_BaseEntity *m_pEntity;
VGuiScreenInitData_t() : m_pEntity(NULL) {}
VGuiScreenInitData_t(C_BaseEntity *pEntity) : m_pEntity(pEntity) {}
};
#define DECLARE_VGUI_SCREEN_FACTORY(_PanelClass, _nameString) \
DECLARE_PANEL_FACTORY(_PanelClass, VGuiScreenInitData_t, _nameString)
//-----------------------------------------------------------------------------
// Base class for vgui screen panels
//-----------------------------------------------------------------------------
class CVGuiScreenPanel : public vgui::EditablePanel {
DECLARE_CLASS_GAMEROOT(CVGuiScreenPanel, vgui::EditablePanel);
public:
CVGuiScreenPanel(vgui::Panel *parent, const char *panelName);
CVGuiScreenPanel(vgui::Panel *parent, const char *panelName,
vgui::HScheme hScheme);
virtual bool Init(KeyValues *pKeyValues, VGuiScreenInitData_t *pInitData);
vgui::Panel *CreateControlByName(const char *controlName);
virtual void OnCommand(const char *command);
protected:
C_BaseEntity *GetEntity() const { return m_hEntity.Get(); }
private:
EHANDLE m_hEntity;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_VGuiScreen : public C_BaseEntity {
DECLARE_CLASS(C_VGuiScreen, C_BaseEntity);
public:
DECLARE_CLIENTCLASS();
C_VGuiScreen();
~C_VGuiScreen();
virtual void PreDataUpdate(DataUpdateType_t updateType);
virtual void OnDataChanged(DataUpdateType_t type);
virtual int DrawModel(int flags);
virtual bool ShouldDraw(void);
virtual void ClientThink();
virtual void GetAimEntOrigin(IClientEntity *pAttachedTo, Vector *pOrigin,
QAngle *pAngles);
virtual bool IsVisibleToPlayer(C_BasePlayer *pViewingPlayer);
virtual bool IsTransparent(void);
const char *PanelName() const;
// The view screen has the cursor pointing at it
void GainFocus();
void LoseFocus();
// Button state...
void SetButtonState(int nButtonState);
// Is the screen backfaced given a view position?
bool IsBackfacing(const Vector &viewOrigin);
// Return intersection point of ray with screen in barycentric coords
bool IntersectWithRay(const Ray_t &ray, float *u, float *v, float *t);
// Is the screen turned on?
bool IsActive() const;
// Are we only visible to teammates?
bool IsVisibleOnlyToTeammates() const;
// Are we visible to someone on this team?
bool IsVisibleToTeam(int nTeam);
bool IsAttachedToViewModel() const;
virtual RenderGroup_t GetRenderGroup();
bool AcceptsInput() const;
void SetAcceptsInput(bool acceptsinput);
C_BasePlayer *GetPlayerOwner(void);
bool IsInputOnlyToOwner(void);
private:
// Vgui screen management
void CreateVguiScreen(const char *pTypeName);
void DestroyVguiScreen();
// Computes the panel to world transform
void ComputePanelToWorld();
// Computes control points of the quad describing the screen
void ComputeEdges(Vector *pUpperLeft, Vector *pUpperRight,
Vector *pLowerLeft);
// Writes the z buffer
void DrawScreenOverlay();
private:
int m_nPixelWidth;
int m_nPixelHeight;
float m_flWidth;
float m_flHeight;
int m_nPanelName; // The name of the panel
int m_nButtonState;
int m_nButtonPressed;
int m_nButtonReleased;
int m_nOldPx;
int m_nOldPy;
int m_nOldButtonState;
int m_nAttachmentIndex;
int m_nOverlayMaterial;
int m_fScreenFlags;
int m_nOldPanelName;
int m_nOldOverlayMaterial;
bool m_bLoseThinkNextFrame;
bool m_bAcceptsInput;
CMaterialReference m_WriteZMaterial;
CMaterialReference m_OverlayMaterial;
VMatrix m_PanelToWorld;
CPanelWrapper m_PanelWrapper;
CHandle<C_BasePlayer> m_hPlayerOwner;
};
//-----------------------------------------------------------------------------
// Returns an entity that is the nearby vgui screen; NULL if there isn't one
//-----------------------------------------------------------------------------
C_BaseEntity *FindNearbyVguiScreen(const Vector &viewPosition,
const QAngle &viewAngle, int nTeam = -1);
//-----------------------------------------------------------------------------
// Activates/Deactivates vgui screen
//-----------------------------------------------------------------------------
void ActivateVguiScreen(C_BaseEntity *pVguiScreen);
void DeactivateVguiScreen(C_BaseEntity *pVguiScreen);
//-----------------------------------------------------------------------------
// Updates vgui screen button state
//-----------------------------------------------------------------------------
void SetVGuiScreenButtonState(C_BaseEntity *pVguiScreen, int nButtonState);
// Called at shutdown.
void ClearKeyValuesCache();
#endif // C_VGUISCREEN_H