Adding a Scope

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Revision as of 06:42, 12 February 2006 by Zoolicious (talk | contribs)
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You can use the code and ideas in this tuorial to add a HUD-based sniper scope to your game, for use by any weapon that you see fit :) As an example, I've added it alongside the existing zoom functionality of the HL2 crossbow, but as you'll see, you can tell it to display from any part of your code.

Prerequisites

The only prerequisite for this tutorial is that you have already created a sniper scope texture (e.g. a big black square/rectangle with a transparent circle in the middle of it) which has an appropriate .VMT file. Here's one I made earlier:

scope.vtf

scope.vmt

...you also need to setup this material to be loaded as a hud texture; do this by adding the following to scripts/hud_textures.txt

"sprites/640_hud"
{
   TextureData
   {
      "scope"
      {
	  "file"	"scope"
	  "x"		"0"
	  "y"		"0"
	  "width"	"512"
	  "height"	"512"
      }

      ...
   }
}

The HUD Element

This element displays your scope texture on the HUD. Just add the following code to hud_scope.cpp, which you should create somewhere in your game's client project.

#include "cbase.h"
#include "hudelement.h"
#include "hud_macros.h"
#include "iclientmode.h"
#include "c_basehlplayer.h"

#include <vgui/IScheme.h>
#include <vgui_controls/Panel.h>

// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"


/**
 * Simple HUD element for displaying a sniper scope on screen
 */
class CHudScope : public vgui::Panel, public CHudElement
{
	DECLARE_CLASS_SIMPLE( CHudScope, vgui::Panel );

public:
	CHudScope( const char *pElementName );

	void Init();
	void MsgFunc_ShowScope( bf_read &msg );

protected:
	virtual void ApplySchemeSettings(vgui::IScheme *scheme);
	virtual void Paint( void );

private:
	bool			m_bShow;
    CHudTexture*	m_pScope;
};


DECLARE_HUDELEMENT( CHudScope );
DECLARE_HUD_MESSAGE( CHudScope, ShowScope );

using namespace vgui;


/**
 * Constructor - generic HUD element initialization stuff. Make sure our 2 member variables
 * are instantiated.
 */
CHudScope::CHudScope( const char *pElementName ) : CHudElement(pElementName), BaseClass(NULL, "HudScope")
{
	vgui::Panel *pParent = g_pClientMode->GetViewport();
	SetParent( pParent );

	m_bShow = false;
	m_pScope = 0;

	// Scope will not show when the player is dead
	SetHiddenBits( HIDEHUD_PLAYERDEAD );
}


/**
 * Hook up our hud message, and make sure we are not showing the scope
 */
void CHudScope::Init()
{
	HOOK_HUD_MESSAGE( CHudScope, ShowScope );

	m_bShow = false;
}


/**
 * Load  in the scope material here
 */
void CHudScope::ApplySchemeSettings( vgui::IScheme *scheme )
{
	BaseClass::ApplySchemeSettings(scheme);

	SetPaintBackgroundEnabled(false);
	SetPaintBorderEnabled(false);

	if (!m_pScope)
	{
		m_pScope = gHUD.GetIcon("scope");
	}
}


/**
 * Simple - if we want to show the scope, draw it. Otherwise don't.
 */
void CHudScope::Paint( void )
{
	if (m_bShow)
	{
		// This will draw the scope at the origin of this HUD element, and
		// stretch it to the width and height of the element. As long as the
		// HUD element is set up to cover the entire screen, so will the scope
		m_pScope->DrawSelf(0, 0, GetWide(), GetTall(), Color(255,255,255,255));
	}
}


/**
 * Callback for our message - set the show variable to whatever
 * boolean value is received in the message
 */
void CHudScope::MsgFunc_ShowScope(bf_read &msg)
{
	m_bShow = msg.ReadByte();
}

Then you need to declare your HUD element in scripts/HudLayout.res with the following lines:

HudScope
{
	"fieldName"	"HudScope"
	"xpos"	        "0"
	"ypos"	        "0"
	"wide"	        "640"
	"tall"          "480"
	"visible"       "1"
	"enabled"       "1"
	"PaintBackgroundType"	"0"
}

This will make the element cover the entire screen.

Telling the HUD Element When to Show

For this, I used a HUD (aka User) message which I called ShowScope. To enable this, add the following line to your user messages registration code (e.g. hl2_usermessages.cpp or similar), in the RegisterUserMessages() function:

usermessages->Register( "ShowScope", 1); // show the sniper scope

Then all you need to do is fire off this message with either a true or false value (1 or 0) to show or hide the scope. For example, change the CWeaponCrossbow::ToggleZoom() function to the following:

void CWeaponCrossbow::ToggleZoom( void )
{
	CBasePlayer *pPlayer = ToBasePlayer( GetOwner() );
	
	if ( pPlayer == NULL )
		return;

	if ( m_bInZoom )
	{
		if ( pPlayer->SetFOV( this, 0, 0.2f ) )
		{
			m_bInZoom = false;

			// Send a message to hide the scope
			CSingleUserRecipientFilter filter(pPlayer);
			UserMessageBegin(filter, "ShowScope");
				WRITE_BYTE(0);
			MessageEnd();
		}
	}
	else
	{
		if ( pPlayer->SetFOV( this, 20, 0.1f ) )
		{
			m_bInZoom = true;

			// Send a message to Show the scope
			CSingleUserRecipientFilter filter(pPlayer);
			UserMessageBegin(filter, "ShowScope");
				WRITE_BYTE(1);
			MessageEnd();
		}
	}
}

...and that's all there is to it :)

Andy aka zoolicious