/* hud_overlays.cpp - HUD Overlays Copyright (C) 2015-2016 a1batross This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA In addition, as a special exception, the author gives permission to link the code of this program with the Half-Life Game Engine ("HL Engine") and Modified Game Libraries ("MODs") developed by Valve, L.L.C ("Valve"). You must obey the GNU General Public License in all respects for all of the code used other than the HL Engine and MODs from Valve. If you modify this file, you may extend this exception to your version of the file, but you are not obligated to do so. If you do not wish to do so, delete this exception statement from your version. */ #include "hud.h" #include "triangleapi.h" #include "r_efx.h" #include "cl_util.h" #include "draw_util.h" int CHudSniperScope::Init() { gHUD.AddHudElem(this); m_iFlags = HUD_DRAW; m_iScopeArc[0] = m_iScopeArc[1] =m_iScopeArc[2] = m_iScopeArc[3] = 0; return 1; } int CHudSniperScope::VidInit() { if( g_iXash == 0 ) { ConsolePrint("^3No Xash Found Warning^7: CHudSniperScope is disabled!\n"); m_iFlags = 0; return 0; } m_iScopeArc[0] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_nw.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP); m_iScopeArc[1] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_ne.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP); m_iScopeArc[2] = gRenderAPI.GL_LoadTexture("sprites/scope_arc.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP); m_iScopeArc[3] = gRenderAPI.GL_LoadTexture("sprites/scope_arc_sw.tga", NULL, 0, TF_NEAREST |TF_NOPICMIP|TF_NOMIPMAP|TF_CLAMP); if( !m_iScopeArc[0] || !m_iScopeArc[1] || !m_iScopeArc[2] || !m_iScopeArc[3] ) { gRenderAPI.Host_Error( "^3Error^7: Cannot load Sniper Scope arcs. Check sprites/scope_arc*.tga files\n" ); } left = (TrueWidth - TrueHeight)/2; right = left + TrueHeight; centerx = TrueWidth/2; centery = TrueHeight/2; return 1; } int CHudSniperScope::Draw(float flTime) { if(gHUD.m_iFOV > 40) return 1; gEngfuncs.pTriAPI->RenderMode(kRenderTransColor); gEngfuncs.pTriAPI->Brightness(1.0); gEngfuncs.pTriAPI->Color4ub(0, 0, 0, 255); gEngfuncs.pTriAPI->CullFace(TRI_NONE); gRenderAPI.GL_SelectTexture(0); gRenderAPI.GL_Bind(0, m_iScopeArc[0]); DrawUtils::Draw2DQuad(left, 0, centerx, centery); gRenderAPI.GL_Bind(0, m_iScopeArc[1]); DrawUtils::Draw2DQuad(centerx, 0, right, centery); gRenderAPI.GL_Bind(0, m_iScopeArc[2]); DrawUtils::Draw2DQuad(centerx, centery, right, TrueHeight); gRenderAPI.GL_Bind(0, m_iScopeArc[3]); DrawUtils::Draw2DQuad(left, centery, centerx, TrueHeight); FillRGBABlend( 0, 0, (ScreenWidth - ScreenHeight) / 2 + 2, ScreenHeight, 0, 0, 0, 255 ); FillRGBABlend( (ScreenWidth - ScreenHeight) / 2 - 2 + ScreenHeight, 0, (ScreenWidth - ScreenHeight) / 2 + 2, ScreenHeight, 0, 0, 0, 255 ); FillRGBABlend(0, ScreenHeight/2, ScreenWidth/2 - 20, 1, 0, 0, 0, 255); FillRGBABlend(ScreenWidth/2 + 20, ScreenHeight/2, ScreenWidth , 1, 0, 0, 0, 255); FillRGBABlend(ScreenWidth/2, 0 , 1, ScreenHeight/2 - 20, 0, 0, 0, 255); FillRGBABlend(ScreenWidth/2, ScreenHeight/2 + 20, 1, ScreenHeight , 0, 0, 0, 255); return 0; } void CHudSniperScope::Shutdown() { for( int i = 0; i < 4; i++ ) gRenderAPI.GL_FreeTexture( m_iScopeArc[i] ); }