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8ab1a69972
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp - clear framebuffer between frames to fix visual bugs outside map - remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader - additional visual preset config updates
606 lines
16 KiB
C++
606 lines
16 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: FadingImageLabel.cpp $
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// $Date: 2002/09/09 19:46:34 $
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//
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//-------------------------------------------------------------------------------
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// $Log: FadingImageLabel.cpp,v $
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// Revision 1.16 2002/09/09 19:46:34 Flayra
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// - Changes to try to make this draw properly in software
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//
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// Revision 1.15 2002/08/31 18:04:32 Flayra
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// - Work at VALVe
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//
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// Revision 1.14 2002/07/23 16:52:59 Flayra
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// - Added support for multiple sprite frames (for pie nodes and max sprite problem), added document headers
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//
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//===============================================================================
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#include "ui/FadingImageLabel.h"
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#include "ui/UIUtil.h"
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#include "util/STLUtil.h"
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#include <assert.h>
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "common/const.h"
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#include "common/com_model.h"
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#include "engine/studio.h"
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#include "common/entity_state.h"
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#include "common/cl_entity.h"
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#include "common/dlight.h"
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#include "common/triangleapi.h"
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#include <stdio.h>
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#include <string.h>
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#include <memory.h>
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#include <math.h>
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#include "cl_dll/studio_util.h"
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#include "cl_dll/r_studioint.h"
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#include "cl_dll/StudioModelRenderer.h"
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#include "cl_dll/GameStudioModelRenderer.h"
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extern engine_studio_api_t IEngineStudio;
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const char* kFrameIndicator = "-frame";
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//FadingImageLabel::FadingImageLabel(const char* inImageName, int inX, int inY)/*, int inWidth, int inHeight)*/ : CImageLabel(inImageName, inX, inY, 64, 32), mTextImage("Default text")
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//{
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// this->Init();
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//}
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FadingImageLabel::FadingImageLabel(int inX, int inY)/*, int inWidth, int inHeight)*/ : /*Panel(inX, inY, 64, 32),*/ mTextImage("Default text")
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{
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this->Init();
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this->mImageMode = false;
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}
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FadingImageLabel::~FadingImageLabel()
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{
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}
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void FadingImageLabel::DoPaint()
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{
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//const float thePercentToChopOffXEdge = .1f;
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//const float thePercentToChopOffYEdge = 0.0f;
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int theX, theY;
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this->getPos(theX, theY);
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//if(!IEngineStudio.IsHardware())
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//{
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// theX += ScreenWidth/2;
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// theY += ScreenHeight/2;
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//}
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int theWidth, theHeight;
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this->getSize(theWidth, theHeight);
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//ASSERT(this->mVisibleWidth <= theWidth);
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//ASSERT(this->mVisibleHeight <= theHeight);
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if((this->mVisibleWidth <= theWidth) && (this->mVisibleHeight <= theHeight))
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{
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int r, g, b, a;
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this->getBgColor(r, g, b, a);
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//float theGammaSlope = gHUD.GetGammaSlope();
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//r = r/theGammaSlope;
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//g = g/theGammaSlope;
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//b = b/theGammaSlope;
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// Don't take gamma slope into account for alpha
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a = 255 - a;
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////int theXBorder = thePercentToChopOffXEdge*ScreenWidth;
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////int theYBorder = thePercentToChopOffYEdge*ScreenHeight;
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int theXBorder = (theWidth - this->mVisibleWidth)/2;
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int theYBorder = (theHeight - this->mVisibleHeight)/2;
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//vguiSimpleBox(theXBorder, theYBorder, theWidth - theXBorder*2 + theXBorder, theHeight - theYBorder*2 + theYBorder, r, g, b, a);
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if(!this->mImageMode)
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{
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//FillRGBA(theXBorder, theYBorder, theWidth - theXBorder*2, theHeight - theYBorder*2, r, g, b, a);
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//int theSprite = SPR_Load("sprites/marinenode.spr");
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//DrawScaledHUDSprite(theSprite, kRenderTransAdd, 1, theX, theY, theWidth, theHeight, 0);
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gEngfuncs.pTriAPI->RenderMode(kRenderTransAlpha);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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//gEngfuncs.pTriAPI->Brightness(1);
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theX = theXBorder;
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theY = theYBorder;
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theWidth = theWidth - theXBorder*2;
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theHeight = theHeight - theYBorder*2;
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// 0 = selectable, valid
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// 1 = selectable, valid, current
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// 2 = selectable, invalid
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// 3 = selectable, invalid, current
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int theFrame = 0;
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if(this->GetEnabled() && this->GetDrawHighlighted())
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{
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theFrame = 1;
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}
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else if(!this->GetEnabled())
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{
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theFrame = this->GetFadeState() ? 3 : 2;
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}
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//char theFrameNumber[64];
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//sprintf(theFrameNumber, "Frame %d", theFrame);
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//this->mTextImage.setText(theFrameNumber);
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if(!this->mSprite)
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{
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this->mSprite = SPR_Load(this->mImageName.c_str());
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this->mSpriteWidth = SPR_Width(this->mSprite, this->mSpriteFrame);
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this->mSpriteHeight = SPR_Height(this->mSprite, this->mSpriteFrame);
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ASSERT(this->mSprite > 0);
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}
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if(this->mSprite && gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)gEngfuncs.GetSpritePointer(this->mSprite), theFrame))
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{
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gEngfuncs.pTriAPI->Begin(TRI_TRIANGLE_STRIP);
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vec3_t theVertex;
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gEngfuncs.pTriAPI->TexCoord2f(0, 1);
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theVertex.x = theX;
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theVertex.y = theY + theHeight;
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theVertex.z = 0;
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//gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex);
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gEngfuncs.pTriAPI->TexCoord2f(0, 0);
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theVertex.x = theX;
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theVertex.y = theY;
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//gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex);
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gEngfuncs.pTriAPI->TexCoord2f(1, 1);
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theVertex.x = theX + theWidth;
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theVertex.y = theY + theHeight;
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//gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex);
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gEngfuncs.pTriAPI->TexCoord2f(1, 0);
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theVertex.x = theX + theWidth;
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theVertex.y = theY;
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//gEngfuncs.pTriAPI->Color4ub(255, 255, 255, a);
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gEngfuncs.pTriAPI->Vertex3fv((float*)&theVertex);
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gEngfuncs.pTriAPI->End();
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}
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gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
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}
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else
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{
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SPR_Set(this->mSprite, a, a, a);
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int theSpriteWidth = SPR_Width(this->mSprite, this->mSpriteFrame);
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int theSpriteHeight = SPR_Height(this->mSprite, this->mSpriteFrame);
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//SPR_DrawAdditive(theFrame, (theWidth - theSpriteWidth)/2, (theHeight - theSpriteHeight)/2, NULL);
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SPR_DrawHoles(this->mSpriteFrame, (theWidth - theSpriteWidth)/2, (theHeight - theSpriteHeight)/2, NULL);
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}
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}
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}
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void FadingImageLabel::FadedIn()
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{
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Panel::setVisible(true);
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}
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void FadingImageLabel::FadedOut()
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{
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Panel::setVisible(false);
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}
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//vgui::Color FadingImageLabel::GetColor() const
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//{
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// return vgui::Color(255, 255, 255, this->GetValveAlpha());
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//}
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void FadingImageLabel::getBgColor(int& r, int& g, int& b, int& a)
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{
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Panel::getBgColor(r, g, b, a);
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a = this->GetValveAlpha();
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}
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void FadingImageLabel::getBgColor(Color& outColor)
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{
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Panel::getBgColor(outColor);
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int r, g, b, a;
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outColor.getColor(r, g, b, a);
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a = this->GetValveAlpha();
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outColor.setColor(r, g, b, a);
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}
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void FadingImageLabel::getContentSize(int& wide, int& tall)
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{
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if(!this->mImageMode)
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{
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this->getTextSize(wide, tall);
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}
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else
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{
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wide = this->mSpriteWidth;
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tall = this->mSpriteHeight;
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}
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}
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bool FadingImageLabel::GetDrawHighlighted() const
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{
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return false;
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}
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bool FadingImageLabel::GetEnabled() const
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{
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return true;
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}
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bool FadingImageLabel::GetFadeState() const
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{
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return this->mFadeToVisibiltyState;
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}
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void FadingImageLabel::getTextSize(int& wide,int& tall)
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{
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int theTextWidth, theTextHeight;
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this->mTextImage.getTextSize(theTextWidth, theTextHeight);
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wide = theTextWidth;
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tall = theTextHeight;
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if(this->mSpriteWidth > theTextWidth)
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{
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theTextWidth = this->mSpriteWidth;
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}
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if(this->mSpriteHeight > theTextHeight)
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{
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theTextHeight = this->mSpriteHeight;
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}
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}
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int FadingImageLabel::GetValveAlpha() const
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{
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return this->mValveAlpha;
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}
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void FadingImageLabel::GetVisibleSize(int& outWidth, int& outHeight)
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{
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outWidth = this->mVisibleWidth;
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outHeight = this->mVisibleHeight;
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}
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void FadingImageLabel::Init()
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{
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// default time to fade in or out
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this->mBaseFadeTime = .3f;
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this->mTimeToFade = this->mBaseFadeTime;
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this->mTimeVisChanged = -1;
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this->mTimeScalar = 0.0f;
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this->mMaxAlpha = 1.0f;
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this->mVisibleWidth = 0;
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this->mVisibleHeight = 0;
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// this needs to be set to our visibility
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this->mFadeToVisibiltyState = false;
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this->mAlwaysDrawText = false;
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// Valve keeps alpha backwards
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this->mValveAlpha = (this->isVisible() ? 0 : 255);
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this->mImageMode = false;
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this->mSprite = 0;
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this->mSpriteWidth = this->mSpriteHeight = 0;
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this->mSpriteFrame = 0;
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}
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void FadingImageLabel::paint()
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{
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// Calculate current translucency
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float theAlphaToUse = (this->mFadeToVisibiltyState ? this->mTimeScalar : 1.0f - this->mTimeScalar);
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// Bias in accelerated fashion for dramatic effect (maps to sin(0-pi/2) so it fades fast then slows down)
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theAlphaToUse = sin(theAlphaToUse*3.141519/2.0f);
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// For some reason Valve thinks alpha of 255 is transparent
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this->mValveAlpha = 255 - (int)(255.0f*theAlphaToUse);
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//int r, g, b, a;
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//theColor.getColor(r, g, b, a);
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//this->setFgColor(r, g, b, a);
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// Set translucency
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//if(this->m_pTGA)
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//{
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// //this->m_pTGA->setColor(this->GetColor());
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// vgui::Color theColor;
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// this->getBgColor(theColor);
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// //this->setBgColor(theColor);
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// this->m_pTGA->setColor(theColor);
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//
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// //int r, g, b, a;
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// //theColor.getColor(r, g, b, a);
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// //this->setFgColor(r, g, b, a);
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//}
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//else
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//{
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// ASSERT(false);
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//}
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// Figure out whether we're in image mode or not
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this->DoPaint();
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// Draw text on top when faded in (check < 2 in case rounding makes it negative)
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if((this->mValveAlpha < 2 || this->mAlwaysDrawText) && (!this->mImageMode))
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{
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// Fade text out as well
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Color theColor;
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this->mTextImage.getColor(theColor);
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int r, g, b, a;
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theColor.getColor(r, g, b, a);
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//theColor.setColor(r, g, b, this->mValveAlpha);
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//this->mTextImage.setColor(theColor);
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//this->mTextImage.doPaint(this);
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int theX, theY;
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this->getPos(theX, theY);
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int theWidth, theHeight;
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this->getSize(theWidth, theHeight);
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const AvHFont& theFont = gHUD.GetSmallFont();
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float theTextX = (theWidth - theFont.GetStringWidth(mText.c_str())) / 2;
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float theTextY = (theHeight - theFont.GetStringHeight()) / 2;
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theFont.DrawString(theTextX, theTextY, mText.c_str(), r, g, b);
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}
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}
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void FadingImageLabel::paintBackground()
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{
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// Do nothing, we don't draw in our bg color anymore, we only draw in FillRGBA
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}
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// Called
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void FadingImageLabel::RecalculateTextPosition()
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{
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int theLabelWidth, theLabelHeight;
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this->getSize(theLabelWidth, theLabelHeight);
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int theTextWidth, theTextHeight;
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this->mTextImage.getTextSize(theTextWidth, theTextHeight);
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// Center text in middle of label
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if((theTextWidth <= theLabelWidth) && (theTextHeight <= theLabelHeight))
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{
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this->mTextImage.setPos(theLabelWidth/2 - theTextWidth/2, theLabelHeight/2 - theTextHeight/2);
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}
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// If it can't be centered on image, align with upper left corner
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else
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{
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this->mTextImage.setPos(0, 0);
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}
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// Center image now
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//int theImageWidth = this->getImageWide();
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//int theImageHeight = this->getImageTall();
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//int theImageX = theLabelWidth/2 - theImageWidth/2;
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//int theImageY = theLabelHeight/2 - theImageHeight/2;
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//this->m_pTGA->setPos(theImageX, theImageY);
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}
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void FadingImageLabel::SetAlwaysDrawText(bool inState)
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{
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this->mAlwaysDrawText = inState;
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}
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void FadingImageLabel::SetBaseFadeTime(float inSeconds)
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{
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this->mBaseFadeTime = inSeconds;
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}
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void FadingImageLabel::SetFadeState(bool inNewState)
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{
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// if new state is different
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if(this->mFadeToVisibiltyState != inNewState)
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{
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// set fade to state
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this->mFadeToVisibiltyState = inNewState;
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float theCurrentTime = ::gHUD.m_flTime;
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// set new fade to time in case a change was specified during a change
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this->mTimeToFade = min(this->mBaseFadeTime, (theCurrentTime - this->mTimeVisChanged));
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this->mMaxAlpha = min(1.0f, (theCurrentTime - this->mTimeVisChanged)/this->mBaseFadeTime);
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// remember time that it was set
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this->mTimeVisChanged = theCurrentTime;
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// if new state is visible, set vgui::Panel::setVisible(true)
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if(!this->isVisible() && inNewState)
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{
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this->FadedIn();
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}
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}
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}
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void FadingImageLabel::setFont(Scheme::SchemeFont inSchemeFont)
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{
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this->mTextImage.setFont(inSchemeFont);
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}
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void FadingImageLabel::setFont(Font* inFont)
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{
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ASSERT(inFont != NULL);
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this->mTextImage.setFont(inFont);
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// Sanity check
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Font* theFont = this->mTextImage.getFont();
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}
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void FadingImageLabel::setPos(int x,int y)
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{
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// Don't set size smaller than we need for out text though!
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Panel::setPos(x, y);
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this->RecalculateTextPosition();
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}
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void FadingImageLabel::setSize(int wide,int tall)
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{
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//int theTextWidth, theTextHeight;
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//this->mTextImage.getTextSize(theTextWidth, theTextHeight);
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//int theNewWidth = max(wide, theTextWidth);
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//int theNewHeight = max(tall, theTextHeight);
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//CImageLabel::setSize(theNewWidth, theNewHeight);
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Panel::setSize(wide, tall);
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this->RecalculateTextPosition();
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}
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void FadingImageLabel::SetSizeKeepCenter(int inWidth, int inHeight)
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{
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int theX, theY;
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this->getPos(theX, theY);
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int theOldWidth, theOldHeight;
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this->getSize(theOldWidth, theOldHeight);
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// Calculate center of label
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int theCenterX = theX + theOldWidth/2;
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int theCenterY = theY + theOldHeight/2;
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int theXDiff = (theOldWidth - inWidth)/2;
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int theYDiff = (theOldHeight - inHeight)/2;
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this->setSize(inWidth, inHeight);
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this->setPos(theX + theXDiff, theY + theYDiff);
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// Did it work?
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int theNewX, theNewY;
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this->getPos(theNewX, theNewY);
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int theNewCenterX = theNewX + inWidth/2;
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int theNewCenterY = theNewY + inHeight/2;
|
|
|
|
// Does the new center equal the old center?
|
|
ASSERT(abs(theNewCenterX - theCenterX) <= 1);
|
|
ASSERT(abs(theNewCenterY - theCenterY) <= 1);
|
|
}
|
|
|
|
void FadingImageLabel::SetSpriteName(const string& inSpriteName)
|
|
{
|
|
this->mImageName = inSpriteName;
|
|
}
|
|
|
|
void FadingImageLabel::setText(const char* inText)
|
|
{
|
|
//if(this->mSprite == 0)
|
|
//{
|
|
if(*inText == '!')
|
|
{
|
|
this->mImageMode = true;
|
|
this->mTextImage.setText("");
|
|
this->mText = "";
|
|
|
|
// If image name has '-frame' in it, then we draw a frame out of the sprite
|
|
string theImageName = string(inText + 1);
|
|
size_t theIndex = theImageName.find(kFrameIndicator);
|
|
if(theIndex != std::string::npos)
|
|
{
|
|
// Parse out frame number
|
|
string theFrameString = theImageName.substr(theIndex + strlen(kFrameIndicator));
|
|
this->mSpriteFrame = MakeIntFromString(theFrameString);
|
|
|
|
// Set theImageName
|
|
theImageName = theImageName.substr(0, theIndex);
|
|
}
|
|
|
|
this->SetSpriteName(theImageName);
|
|
}
|
|
else
|
|
{
|
|
this->mTextImage.setText(inText);
|
|
this->mText = inText;
|
|
this->RecalculateTextPosition();
|
|
}
|
|
//}
|
|
}
|
|
|
|
void FadingImageLabel::setVisible(bool inVisibility)
|
|
{
|
|
Panel::setVisible(inVisibility);
|
|
this->mValveAlpha = (this->isVisible() ? 0 : 255);
|
|
}
|
|
|
|
void FadingImageLabel::SetVisibleSize(int inVisWidth, int inVisHeight)
|
|
{
|
|
int theWidth, theHeight;
|
|
this->getSize(theWidth, theHeight);
|
|
|
|
this->mVisibleWidth = min(inVisWidth, theWidth);
|
|
this->mVisibleHeight = min(inVisHeight, theHeight);
|
|
}
|
|
|
|
void FadingImageLabel::setVisibleWithoutFading(bool inNewState)
|
|
{
|
|
this->mFadeToVisibiltyState = inNewState;
|
|
this->mTimeToFade = 0.0f;
|
|
|
|
Panel::setVisible(inNewState);
|
|
|
|
// TODO: Call FadedIn or FadedOut?
|
|
}
|
|
|
|
void FadingImageLabel::Update(float theCurrentTime)
|
|
{
|
|
bool theIsVisible = this->isVisible();
|
|
|
|
// if fade-to state different than our current state
|
|
//if((theIsVisible != this->mFadeToVisibiltyState) && (this->mTimeVisChanged != -1))
|
|
if(this->mTimeVisChanged != -1)
|
|
{
|
|
// set current alpha scalar depending on time since fade invoked
|
|
this->mTimeScalar = min((theCurrentTime - this->mTimeVisChanged)/this->mTimeToFade, 1);
|
|
|
|
// if fade-to time has passed and we were fading out, set vgui::Panel::setVisible(false);
|
|
if(!this->mFadeToVisibiltyState && this->mTimeScalar >= 1.0f)
|
|
{
|
|
if(theIsVisible)
|
|
{
|
|
this->FadedOut();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FadingImageLabel::VidInit(void)
|
|
{
|
|
// Can we unload the sprite?
|
|
this->mSprite = 0;
|
|
this->mSpriteWidth = this->mSpriteHeight = 0;
|
|
}
|
|
|
|
|