304 lines
7.0 KiB
Plaintext
304 lines
7.0 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED NSInteractiveSurface (1 0 0) (-8 -8 -8) (8 8 8)
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Fully interactive surface
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-------- KEYS --------
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"angles" : Sets the pitch, yaw and roll angles of the surface.
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"ui_class" : Which UI class to use
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"ui_res" : Resolution of the interface
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"ui_size" : Size of the interface in world coordinates
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-------- SPAWNFLAGS --------
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None yet
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-------- NOTES --------
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Similar to surfaces in Doom III and Duke 4
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-------- TRIVIA --------
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This entity was introduced in Nuclide (2022).
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*/
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#ifdef CLIENT
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class
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NSInteractiveSurface:NSEntity
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{
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CUIWidget m_UIChain;
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string m_strSurfaceMat;
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bool m_bInFocus;
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float m_flSurfaceMat;
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vector m_vecCursorPos;
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bool m_bCached;
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float m_flScale;
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string m_strUIClass;
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vector m_vecUIRes;
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vector m_vecWorldSize;
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float m_flUseDistance;
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void(void) NSInteractiveSurface;
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virtual float(void) predraw;
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virtual void(void) postdraw;
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virtual bool(float,float,float,float) Input;
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virtual void(void) Spawned;
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virtual void(string, string) SpawnKey;
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virtual void(void) RenderScene;
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virtual bool(vector, vector) FocusCheck;
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virtual void(void) RendererRestarted;
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};
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bool
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NSInteractiveSurface::FocusCheck(vector vecViewPos, vector vecViewAng)
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{
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vector vecPlayerForward;
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vector vecNormal, vecTangent, vecBitTangent;
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vector vecNear, vecFar, vecImpact;
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vector vecTestOrg;
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float fs, fe, f, s, t;
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/* are we within the use-distance of our UI even? */
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if (vlen(origin - vecViewPos) > m_flUseDistance) {
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/* cancel out early */
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m_bInFocus = false;
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return m_bInFocus;
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}
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/* get client forward vector */
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makevectors(vecViewAng);
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vecPlayerForward = v_forward;
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/* get surface normals etc. */
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makevectors(angles);
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vecNormal = v_forward;
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vecTangent = v_right;
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vecBitTangent = v_up;
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/* get our reference points, near being the corner */
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vecNear = vecViewPos - (origin - (vecTangent * (m_vecWorldSize[0]/2)) + vecBitTangent * (m_vecWorldSize[1]/2));
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vecFar = vecNear + vecPlayerForward * 512;
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/* calculate our impact, which in turns gives us surface/texture coordinates */
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fs = dotproduct(vecNear, vecNormal);
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fe = dotproduct(vecFar, vecNormal);
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f = fs / (fs - fe);
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vecImpact = vecNear + (vecFar - vecNear) * f;
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s = dotproduct(vecImpact, vecTangent);
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t = dotproduct(vecImpact, vecBitTangent);
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/* our aim-pos in world units */
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vecTestOrg = [s,-t,0];
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/* bounds check for our in-world aim-pos */
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if (vecTestOrg[0] >= 0 && vecTestOrg[0] <= m_vecWorldSize[0]) {
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if (vecTestOrg[1] >= 0 && vecTestOrg[1] <= m_vecWorldSize[1]) {
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m_bInFocus = true;
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/* cursors need to be scaled according to the UI */
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m_vecCursorPos = [s, -t, 0] / m_flScale;
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/* widgets query this instead of getmousepos() */
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g_vecMousePos = m_vecCursorPos;
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return true;
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}
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}
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m_bInFocus = false;
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return m_bInFocus;
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}
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void
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NSInteractiveSurface::RendererRestarted(void)
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{
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m_flSurfaceMat = shaderforname(m_strSurfaceMat, sprintf("{\nsurfaceParm nolightmap\n{\nmap $rt:%s\n}\n}", m_strSurfaceMat));
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m_bCached = true;
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}
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void
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NSInteractiveSurface::postdraw(void)
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{
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RenderScene();
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}
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float
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NSInteractiveSurface::predraw(void)
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{
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vector fsize = m_vecWorldSize / 2;
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if (m_bCached == false)
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return (PREDRAW_NEXT);
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makevectors(angles);
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R_BeginPolygon(strtolower(m_strSurfaceMat), 0, 0);
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R_PolygonVertex(origin + v_right * fsize[0] - v_up * fsize[1],
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[1,1], [1,0,0], 1.0f);
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R_PolygonVertex(origin - v_right * fsize[0] - v_up * fsize[1],
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[0,1], [1,1,1], 1.0f);
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R_PolygonVertex(origin - v_right * fsize[0] + v_up * fsize[1],
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[0,0], [1,1,1], 1.0f);
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R_PolygonVertex(origin + v_right * fsize[0] + v_up * fsize[1],
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[1,0], [1,1,1], 1.0f);
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R_EndPolygon();
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addentity(this);
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return (PREDRAW_NEXT);
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}
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/* we just forward input events to our UI chain */
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bool
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NSInteractiveSurface::Input(float flEVType, float flKey, float flChar, float flDevID)
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{
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if (m_UIChain)
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m_UIChain.Input(flEVType, flKey, flChar, flDevID);
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return true;
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}
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/* called whenever we are in the proximity of a surface */
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void
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NSInteractiveSurface::RenderScene(void)
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{
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if (m_bCached == false)
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return;
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clearscene();
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setviewprop(VF_RT_DESTCOLOUR, m_strSurfaceMat, (float)1, m_vecUIRes);
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setviewprop(VF_SIZE, m_vecUIRes);
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setviewprop(VF_DRAWENGINESBAR, (float)0);
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setviewprop(VF_ORIGIN, [0,0,0]);
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setviewprop(VF_ANGLES, [0,0,0]);
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setviewprop(VF_AFOV, 90.0f);
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drawfill([0,0], m_vecUIRes, [sin(cltime),sin(cltime*2),sin(cltime*0.5f)], 1.0f);
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/* draw the chain */
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if (m_UIChain)
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m_UIChain.Draw();
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/* render cursor */
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if (m_bInFocus)
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drawpic(m_vecCursorPos, "gfx/cursor", [32,32], [1,1,1], 1.0f);
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/* reset */
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setviewprop(VF_RT_DESTCOLOUR, "");
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}
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void
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NSInteractiveSurface::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "ui_class":
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m_strUIClass = strValue;
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break;
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case "ui_res":
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m_vecUIRes = stov(strValue);
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break;
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case "ui_scale":
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m_flScale = stof(strValue);
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break;
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case "ui_dist":
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m_flUseDistance = stof(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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break;
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}
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}
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/* once all spawn parms have been initialized */
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void
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NSInteractiveSurface::Spawned(void)
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{
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CUIWidget child;
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super::Spawned();
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m_vecWorldSize = m_vecUIRes * m_flScale;
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RendererRestarted();
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/* initialize UI panel here */
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m_UIChain = spawn(CUIWidget);
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m_UIChain.m_iFlags = 1;
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child = UIClass_Spawn(m_strUIClass);
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if (m_UIChain)
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m_UIChain.Add(child);
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else
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error("Unable to allocate NSInteractiveSurface");
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}
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void
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NSInteractiveSurface::NSInteractiveSurface(void)
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{
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m_UIChain = __NULL__;
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m_strUIClass = "TestUI";
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m_vecUIRes = [320, 240];
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m_flScale = 0.25f;
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m_flUseDistance = 64;
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m_strSurfaceMat = sprintf("UISurface%d", num_for_edict(this));
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print(sprintf("Surface mat: %S\n", m_strSurfaceMat));
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drawmask = MASK_ENGINE;
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m_bCached = false;
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isCSQC = true;
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}
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/* test interface */
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class
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TestUI:CUIWindow
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{
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CUIButton testbutton;
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void(void) TestUI;
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virtual void(void) TestTrigger;
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virtual void(void) Spawned;
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};
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void
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TestUI::TestTrigger(void)
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{
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sendevent("TriggerTarget", "s", "testtrigger");
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}
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void
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TestUI::Spawned(void)
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{
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super::Spawned();
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testbutton = spawn(CUIButton);
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testbutton.SetPos([32,48]);
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testbutton.SetTitle("Test Button!");
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testbutton.SetFunc(TestTrigger);
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Add(testbutton);
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testbutton.Show();
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SetSize([256,200]);
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SetTitle("Test Window Interface");
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}
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void
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TestUI::TestUI(void)
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{
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m_vecSize = [512,512];
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m_iFlags |= WINDOW_VISIBLE;
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}
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#endif
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