182 lines
7.2 KiB
C
182 lines
7.2 KiB
C
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//====== Copyright <20> 1996-2008, Valve Corporation, All rights reserved. =======
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//
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// Purpose: Add entities to this system, and the Locator will maintain an arrow
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// on the HUD that points to the entities when they are offscreen.
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//
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//=============================================================================
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#ifndef L4D_HUD_LOCATOR_H
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#define L4D_HUD_LOCATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui_controls/PHandle.h"
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#define MAX_LOCATOR_BINDINGS_SHOWN 8
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#define MAX_LOCATOR_TARGETS 10
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#define LOCATOR_FLAGS_NONE 0x00000000
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#define LOCATOR_ICON_FX_NONE 0x00000000
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#define LOCATOR_ICON_FX_PULSE_SLOW 0x00000001
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#define LOCATOR_ICON_FX_PULSE_FAST 0x00000002
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#define LOCATOR_ICON_FX_PULSE_URGENT 0x00000004
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#define LOCATOR_ICON_FX_ALPHA_SLOW 0x00000008
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#define LOCATOR_ICON_FX_ALPHA_FAST 0x00000010
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#define LOCATOR_ICON_FX_ALPHA_URGENT 0x00000020
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#define LOCATOR_ICON_FX_SHAKE_NARROW 0x00000040
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#define LOCATOR_ICON_FX_SHAKE_WIDE 0x00000080
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#define LOCATOR_ICON_FX_STATIC 0x00000100 // This icon draws at a fixed location on the HUD.
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#define LOCATOR_ICON_FX_NO_OFFSCREEN 0x00000200
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#define LOCATOR_ICON_FX_FORCE_CAPTION 0x00000400 // Always draw the caption, even when the icon is occluded.
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#define LOCATOR_ICON_FX_FADE_OUT 0x00000800 // Set when deactivated so it can smoothly vanish
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#define LOCATOR_ICON_FX_FADE_IN 0x00001000 // Set when activated so it can smoothly appear
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#include "tier1/UtlSymbol.h"
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// See comments in UtlSymbol on why this is useful
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DECLARE_PRIVATE_SYMBOLTYPE( CGameInstructorSymbol );
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//-----------------------------------------------------------------------------
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// This class represents a single target to be tracked by the locator
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//-----------------------------------------------------------------------------
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class CLocatorTarget
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{
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public:
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bool m_bOriginInScreenspace;
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Vector m_vecOrigin; // The location in the world to draw on the locator
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// ONLY the locator panel should fiddle with these fields.
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bool m_isActive;
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int m_serialNumber;
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int m_frameLastUpdated;
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bool m_bOnscreen;
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bool m_bOccluded;
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bool m_bVisible;
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bool m_bIsDrawing;
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float m_distFromPlayer;
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CHudTexture *m_pIcon_onscreen;
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CHudTexture *m_pIcon_offscreen;
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int m_iBindingTick;
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float m_flNextBindingTick;
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float m_flNextOcclusionTest;
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int m_iBindingChoicesCount;
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const char *(m_pchBindingChoices[ MAX_LOCATOR_BINDINGS_SHOWN ]);
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int m_iBindChoicesOriginalToken[ MAX_LOCATOR_BINDINGS_SHOWN ];
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// Fields for drawing
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int m_targetX; // screen X position of the actual target
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int m_targetY; // screen Y position of the actual target
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int m_iconX; // screen X position (top)
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int m_iconY; // screen Y position (left)
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int m_centerX; // screen X position (center)
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int m_centerY; // screen Y position (center)
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int m_wide; // draw width of icon (may be different from frame to frame as the icon's size animates, for instance)
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int m_tall; // draw height of icon '' ''
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float m_widthScale_onscreen; // for icons that are wider than standard
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int m_alpha; //
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float m_fadeStart; // time stamp when fade out started
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float m_lerpStart; // time stamp when lerping started
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float m_pulseStart; // time stamp when pulsing started
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int m_declutterIndex; // sort order from the declutterer
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int m_lastDeclutterIndex; // last sort order from the declutterer
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int m_drawArrowDirection; // Whether to draw an arrow indicating this target is off-screen, also tells us which arrow to draw (left, up, etc.)
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int m_captionWide; // How wide (pixels) my caption is.
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bool m_bDrawControllerButton;
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bool m_bDrawControllerButtonOffscreen;
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int m_offsetX; // User-specified X offset which is applied in screenspace
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int m_offsetY; // User-specified Y offset which is applied in screenspace
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// Fields for interpolating icon position
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float m_flTimeLerpDone; // How much time left before this icon arrives where it is supposed to be.
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int m_lastXPos; // screen X position last frame
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int m_lastYPos; // '' Y
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CLocatorTarget( void );
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void Activate( int serialNumber );
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void Deactivate( bool bNoFade = false );
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void Update();
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int GetIconX( void );
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int GetIconY( void );
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int GetIconCenterX( void );
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int GetIconCenterY( void );
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int GetIconWidth( void );
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int GetIconHeight( void );
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void AddIconEffects( int add ) { m_iEffectsFlags |= add; }
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void RemoveIconEffects( int remove ) { m_iEffectsFlags &= ~remove; }
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int GetIconEffectsFlags() { return m_iEffectsFlags; }
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void SetCaptionColor( Color col ) { m_captionColor = col; }
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void SetCaptionColor( const char *pszCaptionColor );
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bool IsStatic();
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bool IsPresenting();
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void StartTimedLerp();
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void StartPresent();
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void EndPresent();
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void UpdateVguiTarget( void );
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vgui::Panel *GetVguiTarget( void );
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void SetVguiTargetName( const char *pchVguiTargetName );
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const char *GetVguiTargetName( void ) { return m_szVguiTargetName.String(); }
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void SetVguiTargetLookup( const char *pchVguiTargetLookup );
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const char *GetVguiTargetLookup( void ) { return m_szVguiTargetLookup.String(); }
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void SetVguiTargetEdge( int nVguiEdge );
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int GetVguiTargetEdge( void ) const { return m_nVguiTargetEdge; }
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void SetOnscreenIconTextureName( const char *pszTexture );
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void SetOffscreenIconTextureName( const char *pszTexture );
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void SetBinding( const char *pszBinding );
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const char *UseBindingImage( char *pchIconTextureName, size_t bufSize );
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const char *GetOnscreenIconTextureName() { return m_szOnscreenTexture.String(); }
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const char *GetOffscreenIconTextureName() { return m_szOffscreenTexture.String(); }
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const char *GetBinding() { return m_szBinding.String(); }
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void SetVisible( bool bVisible );
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bool IsVisible( void );
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void SetCaptionText( const char *pszText, const char *pszParam );
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const wchar_t *GetCaptionText( void ) { return (const wchar_t *)m_wszCaption.Base(); }
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bool HasCaptionText( void ) { return m_wszCaption.Count() > 1; }
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void DrawBindingName( const char *pchDrawName ) { m_pchDrawBindingName = pchDrawName; }
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void DrawBindingNameOffscreen( const char *pchDrawName ) { m_pchDrawBindingNameOffscreen = pchDrawName; }
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const char *DrawBindingName( void ) { return m_pchDrawBindingName; }
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const char *DrawBindingNameOffscreen( void ) { return m_pchDrawBindingNameOffscreen; }
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bool IsOnScreen() { return m_bOnscreen; }
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bool IsOccluded() { return m_bOccluded; }
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private:
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CGameInstructorSymbol m_szVguiTargetName;
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CGameInstructorSymbol m_szVguiTargetLookup;
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vgui::DHANDLE<vgui::Panel> m_hVguiTarget;
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int m_nVguiTargetEdge;
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CGameInstructorSymbol m_szOnscreenTexture;
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CGameInstructorSymbol m_szOffscreenTexture;
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CGameInstructorSymbol m_szBinding;
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bool m_bWasControllerLast;
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const char *m_pchDrawBindingName;
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const char *m_pchDrawBindingNameOffscreen;
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int m_iEffectsFlags;
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CUtlVector< wchar_t > m_wszCaption;
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public:
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Color m_captionColor;
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};
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extern int Locator_AddTarget();
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extern void Locator_RemoveTarget( int hTarget );
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CLocatorTarget *Locator_GetTargetFromHandle( int hTarget );
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void Locator_ComputeTargetIconPositionFromHandle( int hTarget );
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#endif // L4D_HUD_LOCATOR_H
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