#include "hud.h" #include "cl_util.h" #include "parsemsg.h" #include "hudgl.h" // Crosshair system based on OpenAG // https://github.com/YaLTeR/OpenAG int CHudCrosshairs::Init() { m_iFlags = HUD_ACTIVE; cl_cross = CVAR_CREATE("cl_cross", "0", FCVAR_ARCHIVE); cl_cross_color = CVAR_CREATE("cl_cross_color", "255 255 255", FCVAR_ARCHIVE); cl_cross_alpha = CVAR_CREATE("cl_cross_alpha", "255", FCVAR_ARCHIVE); cl_cross_thickness = CVAR_CREATE("cl_cross_thickness", "2", FCVAR_ARCHIVE); cl_cross_size = CVAR_CREATE("cl_cross_size", "6", FCVAR_ARCHIVE); cl_cross_gap = CVAR_CREATE("cl_cross_gap", "3", FCVAR_ARCHIVE); cl_cross_outline = CVAR_CREATE("cl_cross_outline", "2", FCVAR_ARCHIVE); cl_cross_outline_alpha = CVAR_CREATE("cl_cross_outline_alpha", "", FCVAR_ARCHIVE); cl_cross_outline_inner = CVAR_CREATE("cl_cross_outline_inner", "0", FCVAR_ARCHIVE); cl_cross_circle_radius = CVAR_CREATE("cl_cross_circle_radius", "0", FCVAR_ARCHIVE); cl_cross_circle_color = CVAR_CREATE("cl_cross_circle_color", "", FCVAR_ARCHIVE); cl_cross_circle_thickness = CVAR_CREATE("cl_cross_circle_thickness", "1", FCVAR_ARCHIVE); cl_cross_circle_alpha = CVAR_CREATE("cl_cross_circle_alpha", "", FCVAR_ARCHIVE); cl_cross_circle_outline = CVAR_CREATE("cl_cross_circle_outline", "", FCVAR_ARCHIVE); cl_cross_circle_outline_alpha = CVAR_CREATE("cl_cross_circle_outline_alpha", "", FCVAR_ARCHIVE); cl_cross_circle_outline_inner = CVAR_CREATE("cl_cross_circle_outline_inner", "", FCVAR_ARCHIVE); cl_cross_dot_size = CVAR_CREATE("cl_cross_dot_size", "0", FCVAR_ARCHIVE); cl_cross_dot_color = CVAR_CREATE("cl_cross_dot_color", "", FCVAR_ARCHIVE); cl_cross_dot_alpha = CVAR_CREATE("cl_cross_dot_alpha", "", FCVAR_ARCHIVE); cl_cross_dot_outline = CVAR_CREATE("cl_cross_dot_outline", "0", FCVAR_ARCHIVE); cl_cross_dot_outline_alpha = CVAR_CREATE("cl_cross_dot_outline_alpha", "", FCVAR_ARCHIVE); cl_cross_line_top = CVAR_CREATE("cl_cross_line_top", "1", FCVAR_ARCHIVE); cl_cross_line_bottom = CVAR_CREATE("cl_cross_line_bottom", "1", FCVAR_ARCHIVE); cl_cross_line_left = CVAR_CREATE("cl_cross_line_left", "1", FCVAR_ARCHIVE); cl_cross_line_right = CVAR_CREATE("cl_cross_line_right", "1", FCVAR_ARCHIVE); gHUD.AddHudElem(this); return 0; } int CHudCrosshairs::VidInit() { return 1; } int CHudCrosshairs::Draw(float time) { if (cl_cross->value == 0.0f) return 0; unsigned char alpha; if (sscanf(cl_cross_alpha->string, "%hhu", &alpha) != 1) alpha = 255; if (alpha == 0) return 0; if (gHUD.GetInTopDownMode()) return 0; unsigned char r, g, b; if (sscanf(cl_cross_color->string, "%hhu %hhu %hhu", &r, &g, &b) != 3) { r = 0; g = 255; b = 0; } Vector2D center(ScreenWidth() / 2.0f, ScreenHeight() / 2.0f); HudGL gl; // Draw the outline. // TODO: this contains a terrible amount of repeating complex code. // // Possible solution: can be changed to this with the one downside being in rare cases where cl_cross_thickness is high AND its alpha is <255, the center of each line will be slightly darker. // Example below is for bottom line. Would also cause certain crosshairs that have outlines on invisible cross lines to not look right. // gl.rectangle(Vector2D(center.x + offset, center.y + gap - half_width), Vector2D(center.x - offset, center.y + gap + size + half_width)); if (cl_cross_outline->value > 0.0f) { unsigned char outalpha; if (sscanf(cl_cross_outline_alpha->string, "%hhu", &outalpha) != 1) outalpha = alpha; gl.color(0, 0, 0, outalpha); gl.line_width(cl_cross_outline->value); float size = cl_cross_size->value; float gap = cl_cross_gap->value; float half_thickness = cl_cross_thickness->value / 2.0f; float half_width = cl_cross_outline->value / 2.0f; float offset = half_thickness + half_width; // Top line if (cl_cross_line_top->value) { gl.line(Vector2D(center.x - offset, center.y - gap - size), Vector2D(center.x + offset, center.y - gap - size)); if (cl_cross_outline_inner->value == 0.0f) { gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + half_width), Vector2D(center.x + half_thickness, center.y - gap)); gl.line(Vector2D(center.x - half_thickness, center.y - gap), Vector2D(center.x - half_thickness, center.y - gap - size + half_width)); } else { gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + half_width), Vector2D(center.x + half_thickness, center.y - gap - half_width)); gl.line(Vector2D(center.x + offset, center.y - gap), Vector2D(center.x - offset, center.y - gap)); gl.line(Vector2D(center.x - half_thickness, center.y - gap - half_width), Vector2D(center.x - half_thickness, center.y - gap - size + half_width)); } } // Bottom line if (cl_cross_line_bottom->value) { gl.line(Vector2D(center.x - offset, center.y + gap + size), Vector2D(center.x + offset, center.y + gap + size)); if (cl_cross_outline_inner->value == 0.0f) { gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - half_width), Vector2D(center.x + half_thickness, center.y + gap)); gl.line(Vector2D(center.x - half_thickness, center.y + gap), Vector2D(center.x - half_thickness, center.y + gap + size - half_width)); } else { gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - half_width), Vector2D(center.x + half_thickness, center.y + gap + half_width)); gl.line(Vector2D(center.x + offset, center.y + gap), Vector2D(center.x - offset, center.y + gap)); gl.line(Vector2D(center.x - half_thickness, center.y + gap + half_width), Vector2D(center.x - half_thickness, center.y + gap + size - half_width)); } } // Left line if (cl_cross_line_left->value) { gl.line(Vector2D(center.x - gap - size, center.y - offset), Vector2D(center.x - gap - size, center.y + offset)); if (cl_cross_outline_inner->value == 0.0f) { gl.line(Vector2D(center.x - gap - size + half_width, center.y + half_thickness), Vector2D(center.x - gap, center.y + half_thickness)); gl.line(Vector2D(center.x - gap, center.y - half_thickness), Vector2D(center.x - gap - size + half_width, center.y - half_thickness)); } else { gl.line(Vector2D(center.x - gap - size + half_width, center.y + half_thickness), Vector2D(center.x - gap - half_width, center.y + half_thickness)); gl.line(Vector2D(center.x - gap, center.y + offset), Vector2D(center.x - gap, center.y - offset)); gl.line(Vector2D(center.x - gap - half_width, center.y - half_thickness), Vector2D(center.x - gap - size + half_width, center.y - half_thickness)); } } // Right line if (cl_cross_line_right->value) { gl.line(Vector2D(center.x + gap + size, center.y - offset), Vector2D(center.x + gap + size, center.y + offset)); if (cl_cross_outline_inner->value == 0.0f) { gl.line(Vector2D(center.x + gap + size - half_width, center.y + half_thickness), Vector2D(center.x + gap, center.y + half_thickness)); gl.line(Vector2D(center.x + gap, center.y - half_thickness), Vector2D(center.x + gap + size - half_width, center.y - half_thickness)); } else { gl.line(Vector2D(center.x + gap + size - half_width, center.y + half_thickness), Vector2D(center.x + gap + half_width, center.y + half_thickness)); gl.line(Vector2D(center.x + gap, center.y + offset), Vector2D(center.x + gap, center.y - offset)); gl.line(Vector2D(center.x + gap + half_width, center.y - half_thickness), Vector2D(center.x + gap + size - half_width, center.y - half_thickness)); } } } unsigned char dotout; if (sscanf(cl_cross_dot_outline->string, "%hhu", &dotout) != 1) dotout = cl_cross_outline->value; // Dot outline if (cl_cross_dot_size->value > 0.0f && dotout > 0.0f) { unsigned char dotoutalpha; if (sscanf(cl_cross_circle_outline_alpha->string, "%hhu", &dotoutalpha) != 1) dotoutalpha = alpha; gl.color(0, 0, 0, dotoutalpha); float size = cl_cross_dot_size->value; Vector2D offset = Vector2D(size / 2.0f, size / 2.0f); float dot_half_width = dotout / 2.0f; gl.line(Vector2D(center.x - offset.x - dot_half_width, center.y - offset.y), Vector2D(center.x + offset.x + dot_half_width, center.y - offset.y)); gl.line(Vector2D(center.x + offset.x, center.y - offset.y + dot_half_width), Vector2D(center.x + offset.x, center.y + offset.y - dot_half_width)); gl.line(Vector2D(center.x - offset.x, center.y - offset.y + dot_half_width), Vector2D(center.x - offset.x, center.y + offset.y - dot_half_width)); gl.line(Vector2D(center.x - offset.x - dot_half_width, center.y + offset.y), Vector2D(center.x + offset.x + dot_half_width, center.y + offset.y)); } unsigned char circleout; if (sscanf(cl_cross_circle_outline->string, "%hhu", &circleout) != 1) circleout = cl_cross_outline->value; // Circle outline if (cl_cross_circle_radius->value > 0.0f && cl_cross_circle_thickness->value > 0.0f && circleout > 0.0f) { unsigned char circleoutalpha; if (sscanf(cl_cross_circle_outline_alpha->string, "%hhu", &circleoutalpha) != 1) circleoutalpha = alpha; unsigned char circleoutinner; if (sscanf(cl_cross_circle_outline_inner->string, "%hhu", &circleoutinner) != 1) circleoutinner = cl_cross_outline_inner->value; gl.color(0, 0, 0, circleoutalpha); auto radius = cl_cross_circle_radius->value; if (circleoutinner == 0.0f) { radius += (cl_cross_circle_thickness->value * 0.5f) + (circleout * 0.5f); gl.line_width(circleout); } else { gl.line_width(cl_cross_circle_thickness->value + circleout); } if (old_circle_radius != radius) { // Recompute the circle points. circle_points = HudGL::compute_circle(radius); old_circle_radius = radius; } gl.circle(center, circle_points); } gl.color(r, g, b, alpha); // Draw the crosshairs. if (cl_cross_thickness->value > 0.0f) { //gl.line_width(cl_cross_thickness->value); //clamp dot size to prevent using it as a full screen transparent mask for highlighting eneimies like with the /nvg night vision server plugin. gl.line_width(min(cl_cross_thickness->value, ScreenHeight() * 0.3f)); float size = cl_cross_size->value; float gap = cl_cross_gap->value; if (cl_cross_line_top->value) gl.line(Vector2D(center.x, center.y - gap - size), Vector2D(center.x, center.y - gap)); if (cl_cross_line_bottom->value) gl.line(Vector2D(center.x, center.y + gap + size), Vector2D(center.x, center.y + gap)); if (cl_cross_line_left->value) gl.line(Vector2D(center.x - gap - size, center.y), Vector2D(center.x - gap, center.y)); if (cl_cross_line_right->value) gl.line(Vector2D(center.x + gap + size, center.y), Vector2D(center.x + gap, center.y)); } // Draw the circle. if (cl_cross_circle_radius->value > 0.0f && cl_cross_circle_thickness->value > 0.0f) { unsigned char circlealpha; if (sscanf(cl_cross_circle_alpha->string, "%hhu", &circlealpha) != 1) circlealpha = alpha; unsigned char circr, circg, circb; if (sscanf(cl_cross_circle_color->string, "%hhu %hhu %hhu", &circr, &circg, &circb) == 3) { gl.color(circr, circg, circb, circlealpha); } else { gl.color(r, g, b, circlealpha); } gl.line_width(cl_cross_circle_thickness->value); float radius = cl_cross_circle_radius->value; if (old_circle_radius != radius) { // Recompute the circle points. circle_points = HudGL::compute_circle(radius); old_circle_radius = radius; } gl.circle(center, circle_points); } // Draw the dot. if (cl_cross_dot_size->value > 0.0f) { unsigned char dotalpha; if (sscanf(cl_cross_dot_alpha->string, "%hhu", &dotalpha) != 1) dotalpha = alpha; unsigned char dotr, dotg, dotb; if (sscanf(cl_cross_dot_color->string, "%hhu %hhu %hhu", &dotr, &dotg, &dotb) == 3) { gl.color(dotr, dotg, dotb, dotalpha); } else { gl.color(r, g, b, dotalpha); } //float size = cl_cross_dot_size->value; //clamp dot size to prevent using it as a full screen transparent mask for highlighting eneimies like with the /nvg night vision server plugin. float size = min(cl_cross_dot_size->value, ScreenHeight() * 0.2f); Vector2D offset = Vector2D(size / 2.0f, size / 2.0f); gl.rectangle(center - offset, center + offset); } return 0; }