#include "cl_dll/hud.h" #include "cl_dll/cl_util.h" #include "../common/const.h" #include "../common/entity_state.h" #include "../common/cl_entity.h" #include "ui/UITags.h" #include "AvHTeamHierarchy.h" #include "AvHSharedUtil.h" #include "AvHSpecials.h" #include "AvHMiniMap.h" #include "ui/UIUtil.h" #include "AvHPlayerUpgrade.h" #include "AvHSpriteAPI.h" #include "AvHSprites.h" using std::string; AvHTeamHierarchy::AvHTeamHierarchy(int wide,int tall) : StaticLabel(wide, tall) { mFullScreen = false; } void AvHTeamHierarchy::SetFullScreen(bool inFullScreen) { mFullScreen = inFullScreen; } void AvHTeamHierarchy::GetWorldPosFromMouse(int inMouseX, int inMouseY, float& outWorldX, float& outWorldY) { AvHOverviewMap::DrawInfo theDrawInfo; GetDrawInfo(theDrawInfo); gHUD.GetOverviewMap().GetWorldPosFromMouse(theDrawInfo, inMouseX, inMouseY, outWorldX, outWorldY); } void AvHTeamHierarchy::paint() { AvHOverviewMap::DrawInfo theDrawInfo; GetDrawInfo(theDrawInfo); AvHSpriteEnableVGUI(true); AvHSpriteSetVGUIOffset(theDrawInfo.mX, theDrawInfo.mY); AvHTeamHierarchy* tmp; if(gHUD.GetManager().GetVGUIComponentNamed(kHierarchy, tmp)) if ( tmp==this && gHUD.GetHUDUser3() == AVH_USER3_COMMANDER_PLAYER) theDrawInfo.mCommander=true; gHUD.GetOverviewMap().Draw(theDrawInfo); // Evil awful hack that must be done for mouse cursors to work :( gHUD.ComponentJustPainted(this); } void AvHTeamHierarchy::paintBackground() { } void AvHTeamHierarchy::GetDrawInfo(AvHOverviewMap::DrawInfo& outDrawInfo) { getPos(outDrawInfo.mX, outDrawInfo.mY); getSize(outDrawInfo.mWidth, outDrawInfo.mHeight); AvHOverviewMap& theOverviewMap = gHUD.GetOverviewMap(); AvHMapExtents theMapExtents; theOverviewMap.GetMapExtents(theMapExtents); outDrawInfo.mFullScreen = mFullScreen; outDrawInfo.mCommander=false; outDrawInfo.mZoomScale = 1.0f; if (this->mFullScreen) { float worldWidth = theMapExtents.GetMaxMapX() - theMapExtents.GetMinMapX(); float worldHeight = theMapExtents.GetMaxMapY() - theMapExtents.GetMinMapY(); float xScale; float yScale; float aspect1 = worldWidth / worldHeight; float aspect2 = ((float)outDrawInfo.mWidth) / outDrawInfo.mHeight; if (aspect1 > aspect2) { xScale = 1; yScale = 1 / aspect2; } else { xScale = aspect2; yScale = 1; } float centerX = (theMapExtents.GetMinMapX() + theMapExtents.GetMaxMapX()) / 2; float centerY = (theMapExtents.GetMinMapY() + theMapExtents.GetMaxMapY()) / 2; outDrawInfo.mViewWorldMinX = centerX - worldWidth * xScale * 0.5; outDrawInfo.mViewWorldMinY = centerY - worldHeight * yScale * 0.5; outDrawInfo.mViewWorldMaxX = centerX + worldWidth * xScale * 0.5; outDrawInfo.mViewWorldMaxY = centerY + worldHeight * yScale * 0.5; } else { float worldViewWidth = 800.0f; float aspectRatio = (float)(outDrawInfo.mHeight) / outDrawInfo.mWidth; float thePlayerX; float thePlayerY; theOverviewMap.GetWorldPosition(thePlayerX, thePlayerY); outDrawInfo.mViewWorldMinX = thePlayerX - worldViewWidth; outDrawInfo.mViewWorldMinY = thePlayerY - worldViewWidth * aspectRatio; outDrawInfo.mViewWorldMaxX = thePlayerX + worldViewWidth; outDrawInfo.mViewWorldMaxY = thePlayerY + worldViewWidth * aspectRatio; } } AvHUITeamHierarchy::AvHUITeamHierarchy(void) { this->mType = "TeamHierarchy"; } void AvHUITeamHierarchy::AllocateComponent(const TRDescription& inDesc) { // Width and height (normalized screen coords) float theWidth = UIDefaultWidth; float theHeight = UIDefaultHeight; inDesc.GetTagValue(UITagWidth, theWidth); inDesc.GetTagValue(UITagHeight, theHeight); this->mHierarchyComponent = new AvHTeamHierarchy(theWidth*ScreenWidth(), theHeight*ScreenHeight()); } // Destructor automatically removes component from the engine AvHUITeamHierarchy::~AvHUITeamHierarchy(void) { delete this->mHierarchyComponent; this->mHierarchyComponent = NULL; } Panel* AvHUITeamHierarchy::GetComponentPointer(void) { return this->mHierarchyComponent; } const string& AvHUITeamHierarchy::GetType(void) const { return this->mType; } bool AvHUITeamHierarchy::SetClassProperties(const TRDescription& inDesc, Panel* inComponent, CSchemeManager* inSchemeManager) { bool theSuccess = false; // read custom attributes here UIStaticLabel::SetClassProperties(inDesc, inComponent, inSchemeManager); // Get font to use std::string theSchemeName; if(inDesc.GetTagValue(UITagScheme, theSchemeName)) { AvHTeamHierarchy* theHierarchy = dynamic_cast(inComponent); if(theHierarchy) { const char* theSchemeCString = theSchemeName.c_str(); SchemeHandle_t theSchemeHandle = inSchemeManager->getSchemeHandle(theSchemeCString); Font* theFont = inSchemeManager->getFont(theSchemeHandle); if(theFont) { theHierarchy->setFont(theFont); } theSuccess = true; } } return theSuccess; }