ns/dev/performance-3.0.5/source/mod/AvHTeamHierarchy.cpp

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#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 "mod/AvHTeamHierarchy.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHMiniMap.h"
#include "ui/UIUtil.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHSpriteAPI.h"
#include "mod/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);
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;
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<AvHTeamHierarchy*>(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;
}