mirror of
https://github.com/ENSL/NS.git
synced 2024-11-29 15:51:51 +00:00
417892f507
- adjust hivesight labels to be less visibile if they're not being attacked - add crosshair scaling when above 1080p - fix music not playing after the first map - config updates
339 lines
13 KiB
C++
339 lines
13 KiB
C++
#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", "1", 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", "1", 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);
|
|
cl_cross_scaling = CVAR_CREATE("cl_cross_scaling", "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 = 255;
|
|
g = 255;
|
|
b = 255;
|
|
}
|
|
|
|
unsigned char outalpha;
|
|
if (sscanf(cl_cross_outline_alpha->string, "%hhu", &outalpha) != 1)
|
|
outalpha = alpha;
|
|
|
|
|
|
float scalar = 1.0f;
|
|
if (cl_cross_scaling->value != 0)
|
|
{
|
|
// Scale from 1080 Y res, as it's what the default crosshairs are designed for, but don't scale when resolution is close to 1080, as it looks bad.
|
|
const float screenscale = ScreenHeight() / 1080.0f; //ScreenHeight() * 0.000926f
|
|
// Lowering scale looks like junk, don't bother.
|
|
//if (screenscale < 0.75f)
|
|
//{
|
|
// scalar = 1.0f / round(1080.0f / ScreenHeight());
|
|
// //scalar = 0.5f;
|
|
//}
|
|
if (screenscale > 1.0f)
|
|
{
|
|
scalar = screenscale;
|
|
}
|
|
// Additional scaling with the cvar value if desired.
|
|
scalar *= cl_cross_scaling->value;
|
|
}
|
|
|
|
|
|
Vector2D center(ScreenWidth() / 2.0f, ScreenHeight() / 2.0f);
|
|
|
|
HudGL gl;
|
|
|
|
// Draw the outline.
|
|
// TODO: Swap out lines for rectangles to fix the line thickness limit of 10.
|
|
// The lines can also be changed to one rectangle with the one downside being in cases where the cross alpha is <255, the center of each line will be slightly darker.
|
|
// Example below is for bottom line. It 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 /*- outline_width*/), Vector2D(center.x - offset, center.y + gap + size + outline_width));
|
|
if (cl_cross_outline->value > 0.0f && cl_cross_thickness->value > 0.0f && cl_cross_size->value > 0.0f) {
|
|
|
|
|
|
float size = cl_cross_size->value * scalar;
|
|
float gap = cl_cross_gap->value * scalar;
|
|
float half_thickness = min(cl_cross_thickness->value * scalar, ScreenHeight() * 0.3f) * 0.5f;
|
|
float outline_width = cl_cross_outline->value * scalar;
|
|
float offset = half_thickness + outline_width;
|
|
|
|
gl.color(0, 0, 0, outalpha);
|
|
gl.line_width(outline_width * 2.0f);
|
|
|
|
// 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 + outline_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 + outline_width));
|
|
}
|
|
else
|
|
{
|
|
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + outline_width), Vector2D(center.x + half_thickness, center.y - gap - outline_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 - outline_width), Vector2D(center.x - half_thickness, center.y - gap - size + outline_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 - outline_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 - outline_width));
|
|
}
|
|
else
|
|
{
|
|
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - outline_width), Vector2D(center.x + half_thickness, center.y + gap + outline_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 + outline_width), Vector2D(center.x - half_thickness, center.y + gap + size - outline_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 + outline_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 + outline_width, center.y - half_thickness));
|
|
}
|
|
else
|
|
{
|
|
gl.line(Vector2D(center.x - gap - size + outline_width, center.y + half_thickness), Vector2D(center.x - gap - outline_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 - outline_width, center.y - half_thickness), Vector2D(center.x - gap - size + outline_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 - outline_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 - outline_width, center.y - half_thickness));
|
|
}
|
|
else
|
|
{
|
|
gl.line(Vector2D(center.x + gap + size - outline_width, center.y + half_thickness), Vector2D(center.x + gap + outline_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 + outline_width, center.y - half_thickness), Vector2D(center.x + gap + size - outline_width, center.y - half_thickness));
|
|
}
|
|
}
|
|
}
|
|
|
|
float dotout;
|
|
|
|
if (cl_cross_dot_outline->string[0] == 0)
|
|
{
|
|
dotout = cl_cross_outline->value * scalar;
|
|
}
|
|
else
|
|
{
|
|
dotout = cl_cross_dot_outline->value * scalar;
|
|
}
|
|
// Dot outline
|
|
if (cl_cross_dot_size->value > 0.0f && dotout > 0.0f) {
|
|
unsigned char dotoutalpha;
|
|
if (sscanf(cl_cross_dot_outline_alpha->string, "%hhu", &dotoutalpha) != 1)
|
|
dotoutalpha = outalpha;
|
|
|
|
gl.color(0, 0, 0, dotoutalpha);
|
|
|
|
float size = min(cl_cross_dot_size->value * scalar, ScreenHeight() * 0.2f) + (dotout * 2.0f);
|
|
Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
|
|
|
|
gl.rectangle(center - offset, center + offset);
|
|
}
|
|
|
|
float circleout;
|
|
if (cl_cross_circle_outline->string[0] == 0)
|
|
{
|
|
circleout = cl_cross_outline->value * scalar;
|
|
}
|
|
else
|
|
{
|
|
circleout = cl_cross_circle_outline->value * scalar;
|
|
}
|
|
// 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 = outalpha;
|
|
|
|
bool circleoutinner = cl_cross_outline_inner->value;
|
|
|
|
gl.color(0, 0, 0, circleoutalpha);
|
|
|
|
auto radius = cl_cross_circle_radius->value * scalar;
|
|
|
|
if (!circleoutinner)
|
|
{
|
|
radius += cl_cross_circle_thickness->value * scalar * 0.5f;
|
|
gl.line_width(circleout);
|
|
}
|
|
else
|
|
{
|
|
gl.line_width(cl_cross_circle_thickness->value * scalar + (circleout * 2.0f));
|
|
}
|
|
|
|
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 && cl_cross_size->value > 0.0f) {
|
|
|
|
float size;
|
|
float gap = cl_cross_gap->value * scalar;
|
|
|
|
// Box crosshair. This is needed since line thickness seems to cap out at 10 on my system.
|
|
if (cl_cross_thickness->value > cl_cross_size->value) {
|
|
gl.line_width(cl_cross_size->value * scalar);
|
|
float half_size = cl_cross_size->value * scalar * 0.5f;
|
|
float half_thickness = cl_cross_thickness->value * scalar * 0.5f;
|
|
|
|
if (cl_cross_line_top->value)
|
|
gl.line(Vector2D(center.x - half_thickness, center.y - gap - half_size), Vector2D(center.x + half_thickness, center.y - gap - half_size));
|
|
if (cl_cross_line_bottom->value)
|
|
gl.line(Vector2D(center.x - half_thickness, center.y + gap + half_size), Vector2D(center.x + half_thickness, center.y + gap + half_size));
|
|
if (cl_cross_line_left->value)
|
|
gl.line(Vector2D(center.x - gap - half_size, center.y + half_thickness), Vector2D(center.x - gap - half_size, center.y - half_thickness));
|
|
if (cl_cross_line_right->value)
|
|
gl.line(Vector2D(center.x + gap + half_size, center.y + half_thickness), Vector2D(center.x + gap + half_size, center.y - half_thickness));
|
|
}
|
|
// Normal cross.
|
|
else {
|
|
gl.line_width(cl_cross_thickness->value * scalar);
|
|
size = cl_cross_size->value * scalar;
|
|
|
|
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 * scalar);
|
|
|
|
float radius = cl_cross_circle_radius->value * scalar;
|
|
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 * scalar;
|
|
//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 * scalar, ScreenHeight() * 0.2f);
|
|
Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
|
|
|
|
gl.rectangle(center - offset, center + offset);
|
|
}
|
|
|
|
return 0;
|
|
}
|