//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: This is an entity that represents a vgui screen // // $NoKeywords: $ //===========================================================================// #include "cbase.h" #include "vguiscreen.h" #include "networkstringtable_gamedll.h" #include "saverestore_stringtable.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // This is an entity that represents a vgui screen //----------------------------------------------------------------------------- IMPLEMENT_SERVERCLASS_ST(CVGuiScreen, DT_VGuiScreen) SendPropFloat(SENDINFO(m_flWidth), 0, SPROP_NOSCALE ), SendPropFloat(SENDINFO(m_flHeight), 0, SPROP_NOSCALE ), SendPropIntWithMinusOneFlag(SENDINFO(m_nAttachmentIndex), 6 ), SendPropInt(SENDINFO(m_nPanelName), MAX_VGUI_SCREEN_STRING_BITS, SPROP_UNSIGNED ), SendPropInt(SENDINFO(m_fScreenFlags), VGUI_SCREEN_MAX_BITS, SPROP_UNSIGNED ), SendPropInt(SENDINFO(m_nOverlayMaterial), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ), SendPropEHandle(SENDINFO(m_hPlayerOwner)), END_SEND_TABLE(); LINK_ENTITY_TO_CLASS( vgui_screen, CVGuiScreen ); LINK_ENTITY_TO_CLASS( vgui_screen_team, CVGuiScreen ); PRECACHE_REGISTER( vgui_screen ); //----------------------------------------------------------------------------- // Save/load //----------------------------------------------------------------------------- BEGIN_DATADESC( CVGuiScreen ) DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ), DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ), // DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ), DEFINE_FIELD( m_fScreenFlags, FIELD_INTEGER ), DEFINE_KEYFIELD( m_flWidth, FIELD_FLOAT, "width" ), DEFINE_KEYFIELD( m_flHeight, FIELD_FLOAT, "height" ), DEFINE_KEYFIELD( m_strOverlayMaterial, FIELD_STRING, "overlaymaterial" ), DEFINE_FIELD( m_hPlayerOwner, FIELD_EHANDLE ), DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ), DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ), END_DATADESC() //----------------------------------------------------------------------------- // Constructor //----------------------------------------------------------------------------- CVGuiScreen::CVGuiScreen() { m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING; m_hPlayerOwner = NULL; } //----------------------------------------------------------------------------- // Read in worldcraft data... //----------------------------------------------------------------------------- bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue ) { //!! temp hack, until worldcraft is fixed // strip the # tokens from (duplicate) key names char *s = (char *)strchr( szKeyName, '#' ); if ( s ) { *s = '\0'; } if ( FStrEq( szKeyName, "panelname" )) { SetPanelName( szValue ); return true; } // NOTE: Have to do these separate because they set two values instead of one if( FStrEq( szKeyName, "angles" ) ) { Assert( GetMoveParent() == NULL ); QAngle angles; UTIL_StringToVector( angles.Base(), szValue ); // Because the vgui screen basis is strange (z is front, y is up, x is right) // we need to rotate the typical basis before applying it VMatrix mat, rotation, tmp; MatrixFromAngles( angles, mat ); MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 ); MatrixMultiply( mat, rotation, tmp ); MatrixBuildRotateZ( rotation, 90 ); MatrixMultiply( tmp, rotation, mat ); MatrixToAngles( mat, angles ); SetAbsAngles( angles ); return true; } return BaseClass::KeyValue( szKeyName, szValue ); } //----------------------------------------------------------------------------- // Precache... //----------------------------------------------------------------------------- void CVGuiScreen::Precache() { BaseClass::Precache(); if ( m_strOverlayMaterial != NULL_STRING ) { PrecacheMaterial( STRING(m_strOverlayMaterial) ); } } //----------------------------------------------------------------------------- // Spawn... //----------------------------------------------------------------------------- void CVGuiScreen::Spawn() { Precache(); // This has no model, but we want it to transmit if it's in the PVS anyways AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); m_nAttachmentIndex = 0; SetSolid( SOLID_OBB ); AddSolidFlags( FSOLID_NOT_SOLID ); SetActualSize( m_flWidth, m_flHeight ); m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE ); m_takedamage = DAMAGE_NO; AddFlag( FL_NOTARGET ); } //----------------------------------------------------------------------------- // Spawn... //----------------------------------------------------------------------------- void CVGuiScreen::Activate() { BaseClass::Activate(); if ( m_nOverlayMaterial == OVERLAY_MATERIAL_INVALID_STRING && m_strOverlayMaterial != NULL_STRING ) { SetOverlayMaterial( STRING(m_strOverlayMaterial) ); } } void CVGuiScreen::OnRestore() { UpdateTransmitState(); BaseClass::OnRestore(); } void CVGuiScreen::SetAttachmentIndex( int nIndex ) { m_nAttachmentIndex = nIndex; } void CVGuiScreen::SetOverlayMaterial( const char *pMaterial ) { int iMaterial = GetMaterialIndex( pMaterial ); if ( iMaterial == 0 ) { m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING; } else { m_nOverlayMaterial = iMaterial; } } bool CVGuiScreen::IsActive() const { return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0; } void CVGuiScreen::SetActive( bool bActive ) { if (bActive != IsActive()) { if (!bActive) { m_fScreenFlags &= ~VGUI_SCREEN_ACTIVE; } else { m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ACTIVE ); } } } //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CVGuiScreen::IsAttachedToViewModel() const { return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0; } //----------------------------------------------------------------------------- // Purpose: // Input : bAttached - //----------------------------------------------------------------------------- void CVGuiScreen::SetAttachedToViewModel( bool bAttached ) { if (bAttached != IsActive()) { if (!bAttached) { m_fScreenFlags &= ~VGUI_SCREEN_ATTACHED_TO_VIEWMODEL; } else { m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ATTACHED_TO_VIEWMODEL ); // attached screens have different transmit rules DispatchUpdateTransmitState(); } // attached screens have different transmit rules DispatchUpdateTransmitState(); } } void CVGuiScreen::SetTransparency( bool bTransparent ) { if (!bTransparent) { m_fScreenFlags &= ~VGUI_SCREEN_TRANSPARENT; } else { m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_TRANSPARENT ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVGuiScreen::InputSetActive( inputdata_t &inputdata ) { SetActive( true ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CVGuiScreen::InputSetInactive( inputdata_t &inputdata ) { SetActive( false ); } bool CVGuiScreen::IsVisibleOnlyToTeammates() const { return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0; } void CVGuiScreen::MakeVisibleOnlyToTeammates( bool bActive ) { if (bActive != IsVisibleOnlyToTeammates()) { if (!bActive) { m_fScreenFlags &= ~VGUI_SCREEN_VISIBLE_TO_TEAMMATES; } else { m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_VISIBLE_TO_TEAMMATES ); } } } bool CVGuiScreen::IsVisibleToTeam( int nTeam ) { // FIXME: Should this maybe go into a derived class of some sort? // Don't bother with screens on the wrong team if ( IsVisibleOnlyToTeammates() && (nTeam > 0) ) { // Hmmm... sort of a hack... CBaseEntity *pOwner = GetOwnerEntity(); if ( pOwner && (nTeam != pOwner->GetTeamNumber()) ) return false; } return true; } //----------------------------------------------------------------------------- // Purpose: Screens attached to view models only go to client if viewmodel is being sent, too. // Input : *recipient - // *pvs - // clientArea - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- int CVGuiScreen::UpdateTransmitState() { if ( IsAttachedToViewModel() ) { // only send to the owner, or someone spectating the owner. return SetTransmitState( FL_EDICT_FULLCHECK ); } else if ( GetMoveParent() ) { // Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit // for all the vgui screens in the map. return SetTransmitState( FL_EDICT_PVSCHECK ); } else { return BaseClass::UpdateTransmitState(); } } int CVGuiScreen::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { Assert( IsAttachedToViewModel() ); CBaseEntity *pViewModel = GetOwnerEntity(); if ( pViewModel ) { return pViewModel->ShouldTransmit( pInfo ); } return BaseClass::ShouldTransmit( pInfo ); } //----------------------------------------------------------------------------- // Convert the panel name into an integer //----------------------------------------------------------------------------- void CVGuiScreen::SetPanelName( const char *pPanelName ) { m_nPanelName = g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pPanelName ); } const char *CVGuiScreen::GetPanelName() const { return g_pStringTableVguiScreen->GetString( m_nPanelName ); } //----------------------------------------------------------------------------- // Sets the screen size + resolution //----------------------------------------------------------------------------- void CVGuiScreen::SetActualSize( float flWidth, float flHeight ) { m_flWidth = flWidth; m_flHeight = flHeight; Vector mins, maxs; mins.Init( 0.0f, 0.0f, -0.1f ); maxs.Init( 0.0f, 0.0f, 0.1f ); if (flWidth > 0) maxs.x = flWidth; else mins.x = flWidth; if (flHeight > 0) maxs.y = flHeight; else mins.y = flHeight; UTIL_SetSize( this, mins, maxs ); } //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- void CVGuiScreen::SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput /* = false */ ) { m_hPlayerOwner = pPlayer; if ( bOwnerOnlyInput ) { m_fScreenFlags.Set( VGUI_SCREEN_ONLY_USABLE_BY_OWNER ); } } //----------------------------------------------------------------------------- // Precaches a vgui screen //----------------------------------------------------------------------------- void PrecacheVGuiScreen( const char *pScreenType ) { g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pScreenType ); } //----------------------------------------------------------------------------- // Creates a vgui screen, attaches it to another player //----------------------------------------------------------------------------- CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex ) { Assert( pAttachedTo ); CVGuiScreen *pScreen = (CVGuiScreen *)CBaseEntity::Create( pScreenClassname, vec3_origin, vec3_angle, pAttachedTo ); pScreen->SetPanelName( pScreenType ); pScreen->FollowEntity( pAttachedTo ); pScreen->SetOwnerEntity( pOwner ); pScreen->SetAttachmentIndex( nAttachmentIndex ); return pScreen; } void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen ) { if (pVGuiScreen) { UTIL_Remove( pVGuiScreen ); } }