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gameui/HapticControlBox.cpp
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191
gameui/HapticControlBox.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "HapticControlBox.h"
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#include <vgui_controls/Controls.h>
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#include <vgui_controls/Panel.h>
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#include "cvarslider.h"
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#include "mathlib/vmatrix.h"
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#include <vgui/ISurface.h>
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#include "KeyValues.h"
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#include <vgui/ISystem.h>
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ControlBoxVisual::ControlBoxVisual(vgui::Panel *parent,const char *panelName, CCvarSlider *n, CCvarSlider *r, CCvarSlider *u, CCvarSlider *f, CCvarSlider *l, CCvarSlider *d) :
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BaseClass(parent,panelName)
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{
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m_iMouseOver = -1;
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m_flTime=0;
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//disable mouse input.
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SetMouseInputEnabled(false);
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SlideValues = new CCvarSliderCube(n, r, u, f, l, d);
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SlideValues->Down->AddActionSignalTarget(GetVPanel());
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SlideValues->Far->AddActionSignalTarget(GetVPanel());
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SlideValues->Up->AddActionSignalTarget(GetVPanel());
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SlideValues->Near->AddActionSignalTarget(GetVPanel());
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SlideValues->Left->AddActionSignalTarget(GetVPanel());
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SlideValues->Right->AddActionSignalTarget(GetVPanel());
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SetWide(64);
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SetTall(64);
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}
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void ControlBoxVisual::OnSlideEnter(KeyValues*data)
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{
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vgui::VPANEL fromPanel = data->GetInt("VPANEL");
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if(fromPanel == SlideValues->Up->GetVPanel())
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m_iMouseOver = HUI_BOX_UP;
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else if(fromPanel == SlideValues->Down->GetVPanel())
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m_iMouseOver = HUI_BOX_DOWN;
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else if(fromPanel == SlideValues->Right->GetVPanel())
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m_iMouseOver = HUI_BOX_RIGHT;
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else if(fromPanel == SlideValues->Left->GetVPanel())
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m_iMouseOver = HUI_BOX_LEFT;
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else if(fromPanel == SlideValues->Far->GetVPanel())
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m_iMouseOver = HUI_BOX_FAR;
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else if(fromPanel == SlideValues->Near->GetVPanel())
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m_iMouseOver = HUI_BOX_NEAR;
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}
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void ControlBoxVisual::OnSlideExit(KeyValues*data)
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{
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//vgui::VPANEL fromPanel = data->GetInt("VPANEL");
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m_iMouseOver=-1;
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}
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void ControlBoxVisual::Paint()
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{
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m_flTime = vgui::system()->GetFrameTime();
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BaseClass::Paint();
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vgui::surface()->DrawSetColor(0,0,0,255);
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DrawCube();
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vgui::surface()->DrawSetColor(255,255,255,255);
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//first draw the cube once.
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DrawCube( SlideValues->Near->GetSliderValue()*-1,
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SlideValues->Right->GetSliderValue()*-1,
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SlideValues->Up->GetSliderValue()*-1,
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SlideValues->Far->GetSliderValue(),
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SlideValues->Left->GetSliderValue(),
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SlideValues->Down->GetSliderValue());
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//then check if we have something selected
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if(m_iMouseOver!=-1)
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{
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vgui::surface()->DrawSetColor(255,0,0,255);
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// if we do, draw a special cube.
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DrawCube( SlideValues->Near->GetSliderValue()*-1,
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SlideValues->Right->GetSliderValue()*-1,
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SlideValues->Up->GetSliderValue()*-1,
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SlideValues->Far->GetSliderValue(),
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SlideValues->Left->GetSliderValue(),
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SlideValues->Down->GetSliderValue(),
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m_iMouseOver);
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}
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}
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void ControlBoxVisual::DrawCube(float n, float r, float u, float f, float l, float d, int specialside)
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{
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l*=-1;
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r*=-1;//flip
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Vector right[4];
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//right side
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right[0]= Vector(f,r,d);
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right[1]= Vector(f,r,u);
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right[2]= Vector(n,r,u);
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right[3]= Vector(n,r,d);
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Vector left[4];
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//left side
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left[0]= Vector(f,l,d);
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left[1]= Vector(f,l,u);
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left[2]= Vector(n,l,u);
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left[3]= Vector(n,l,d);
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//yikes, this is kind of alot of typing.
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switch(specialside)
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{
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case HUI_BOX_UP:
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left[0] = left[1];
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left[3] = left[2];
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left[1] =Vector(1,-1,-1);
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left[2] =Vector(-1,-1,-1);
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right[0]= right[1];
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right[3]= right[2];
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right[1]=Vector(1,1,-1);
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right[2]=Vector(-1,1,-1);
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break;
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case HUI_BOX_DOWN:
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left[1] = left[0];
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left[2] = left[3];
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left[0] =Vector(1,-1,1);
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left[3] =Vector(-1,-1,1);
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right[1] = right[0];
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right[2] = right[3];
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right[0] =Vector(1,1,1);
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right[3] =Vector(-1,1,1);
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break;
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case HUI_BOX_LEFT:
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right[0] = left[0];
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right[1] = left[1];
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right[2] = left[2];
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right[3] = left[3];
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left[0] =Vector(1,-1,1);
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left[1] =Vector(1,-1,-1);
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left[2] =Vector(-1,-1,-1);
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left[3] =Vector(-1,-1,1);
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break;
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case HUI_BOX_RIGHT:
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left[0] = right[0];
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left[1] = right[1];
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left[2] = right[2];
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left[3] = right[3];
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right[0] =Vector(1,1,1);
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right[1] =Vector(1,1,-1);
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right[2] =Vector(-1,1,-1);
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right[3] =Vector(-1,1,1);
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break;
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case HUI_BOX_FAR:
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left[3] = left[0];
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left[2] = left[1];
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left[0] =Vector(1,-1,1);
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left[1] =Vector(1,-1,-1);
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right[3] = right[0];
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right[2] = right[1];
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right[0] =Vector(1,1,1);
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right[1] =Vector(1,1,-1);
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break;
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case HUI_BOX_NEAR:
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left[0] = left[3];
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left[1] = left[2];
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left[3] =Vector(-1,-1,1);
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left[2] =Vector(-1,-1,-1);
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right[0] = right[3];
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right[1] = right[2];
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right[3] =Vector(-1,1,1);
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right[2] =Vector(-1,1,-1);
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break;
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default:
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break;
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}
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Vector pos = Vector(0,0.25 + sin(m_flTime),0.5);
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VMatrix Project = SetupMatrixProjection(pos,VPlane(Vector(1,0,0),-3));
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Vector vdrawsize = Vector(1,(float)GetWide()/10.0f,(float)GetTall()/10.0f);
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for(int i=0;i!=4;i++)
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{
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right[i] = Project.VMul3x3(right[i])*vdrawsize;
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left[i] = Project.VMul3x3(left[i])*vdrawsize;
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}
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vdrawsize *=5;
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for(int i = 0;i!=4;i++)
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{
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int next = i+1;
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if(next>3)
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next = 0;
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vgui::surface()->DrawLine(vdrawsize.y+left[i].y,vdrawsize.z+left[i].z,vdrawsize.y+left[next].y,vdrawsize.z+left[next].z);
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vgui::surface()->DrawLine(vdrawsize.y+right[i].y,vdrawsize.z+right[i].z,vdrawsize.y+right[next].y,vdrawsize.z+right[next].z);
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vgui::surface()->DrawLine(vdrawsize.y+left[i].y,vdrawsize.z+left[i].z,vdrawsize.y+right[i].y,vdrawsize.z+right[i].z);
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}
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}
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