NS/releases/3.04/source/cl_dll/vgui_TeamFortressViewport.cpp

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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Client DLL VGUI Viewport
//
// $Workfile: $
// $Date: 2002/10/28 20:32:17 $
//
//-----------------------------------------------------------------------------
// $Log: vgui_TeamFortressViewport.cpp,v $
// Revision 1.12 2002/10/28 20:32:17 Flayra
// - Don't display disconcerting error message
//
// Revision 1.11 2002/10/16 00:37:33 Flayra
// - Added support for authentication in scoreboard
//
// Revision 1.10 2002/07/08 16:15:13 Flayra
// - Refactored team color management
//
// Revision 1.9 2002/04/16 19:32:07 Charlie
// - Removed crappy way of handling pop-up menu changes, removed pressing enter to go back to RR (was getting in way of chat, now just use "readyroom" - F4 -)
//
// Revision 1.8 2002/02/25 20:35:41 Charlie
// - Added hotgrouping of units and buildings, moving to units or buildings when double-tapping, and camera tracking
//
// Revision 1.7 2002/01/30 18:34:32 Charlie
// - Fixed doubled-cursor problem with scoreboard (only show sprite cursor, not Windows cursor)
//
// Revision 1.6 2001/11/13 17:51:02 Charlie
// - Increased max teams, changed team colors (allow aliens vs. aliens and fronts vs. fronts), general scoreboard support
//
// Revision 1.5 2001/10/22 19:26:32 Charlie
// - Changes to make scoreboard work in commander mode
//
// Revision 1.4 2001/09/13 15:01:02 Charlie
// - Merging with 1108
//
// Revision 1.3 2001/06/02 14:26:47 charlie
// - Commented out UpdateCursorState because it was causing problems (look into this)
// Revision 1.1.1.1.2.1 2001/09/13 14:42:30 Charlie
// - HL1108
//
// Revision 1.2 2001/04/09 19:31:35 charlie
// - Quick hacky tests to try out menus for team/class picking...yuck
//
// Revision 1.1.1.1 2000/06/17 14:12:45 charlie
// Final version of new HL SDK. May not compile.
// Previous versions of my MSVC project files and utility .bat files.
// This is my starting point; there is no mod-specific code in here.
//
//
// $NoKeywords: $
//=============================================================================
#include<VGUI_Cursor.h>
#include<VGUI_Frame.h>
#include<VGUI_Label.h>
#include<VGUI_Surface.h>
#include<VGUI_BorderLayout.h>
#include<VGUI_Panel.h>
#include<VGUI_ImagePanel.h>
#include<VGUI_Button.h>
#include<VGUI_ActionSignal.h>
#include<VGUI_InputSignal.h>
#include<VGUI_MenuSeparator.h>
#include<VGUI_TextPanel.h>
#include<VGUI_LoweredBorder.h>
#include<VGUI_LineBorder.h>
#include<VGUI_Scheme.h>
#include<VGUI_Font.h>
#include<VGUI_App.h>
#include<VGUI_BuildGroup.h>
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "parsemsg.h"
#include "pm_shared.h"
#include "../engine/keydefs.h"
#include "demo.h"
#include "demo_api.h"
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ServerBrowser.h"
#include "vgui_ScorePanel.h"
#include "vgui_SpectatorPanel.h"
#include "game_shared\vgui_loadtga.h"
#include "mod/AvHConstants.h"
#include "mod/AvHTitles.h"
#include "mod/AvHPieMenuHandler.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHCommandConstants.h"
#include "mod/AvHBalanceAnalysis.h"
#include "mod/ChatPanel.h"
extern int g_iVisibleMouse;
class CCommandMenu;
int g_iPlayerClass;
int g_iTeamNumber;
int g_iUser1;
int g_iUser2;
int g_iUser3;
// Scoreboard positions
#define SBOARD_INDENT_X XRES(75)
#define SBOARD_INDENT_Y YRES(40)
// low-res scoreboard indents
#define SBOARD_INDENT_X_512 30
#define SBOARD_INDENT_Y_512 30
#define SBOARD_INDENT_X_400 0
#define SBOARD_INDENT_Y_400 20
const int kPlayerMenuWidth = 200;
void IN_ResetMouse( void );
extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall );
extern float * GetClientColor( int clientIndex );
using namespace vgui;
class PlayerButton : public CommandButton
{
public:
PlayerButton(int inPlayerNumber, const char* text,int x,int y,int wide,int tall, bool bNoHighlight, bool bFlat )
: CommandButton(text, x, y, wide, tall, bNoHighlight, bFlat)
{
mPlayerNumber = inPlayerNumber;
}
void paint()
{
// Set the color of the button based on the team color (or red if the player is dead).
int theTeamNumber = g_PlayerExtraInfo[mPlayerNumber].teamnumber % iNumberOfTeamColors;
int r, g, b;
switch (g_PlayerExtraInfo[mPlayerNumber].playerclass)
{
case PLAYERCLASS_DEAD_MARINE:
case PLAYERCLASS_DEAD_ALIEN:
case PLAYERCLASS_REINFORCING:
r = 255 / gHUD.GetGammaSlope();
g = 0 / gHUD.GetGammaSlope();
b = 0 / gHUD.GetGammaSlope();
break;
default:
r = kTeamColors[theTeamNumber][0] / gHUD.GetGammaSlope();
g = kTeamColors[theTeamNumber][1] / gHUD.GetGammaSlope();
b = kTeamColors[theTeamNumber][2] / gHUD.GetGammaSlope();
break;
}
setFgColor(r, g, b, 0);
Button::paint();
}
void paintBackground()
{
if ( isArmed() )
{
// Orange Border
drawSetColor(255, 255, 255, 0);
drawOutlinedRect(0,0,_size[0],_size[1]);
}
}
private:
int mPlayerNumber;
};
// Used for Class specific buttons
char *sTFClasses[] =
{
"",
"SCOUT",
"SNIPER",
"SOLDIER",
"DEMOMAN",
"MEDIC",
"HWGUY",
"PYRO",
"SPY",
"ENGINEER",
"CIVILIAN",
};
char *sLocalisedClasses[] =
{
"#Civilian",
"#Scout",
"#Sniper",
"#Soldier",
"#Demoman",
"#Medic",
"#HWGuy",
"#Pyro",
"#Spy",
"#Engineer",
"#Random",
"#Civilian",
};
char *sTFClassSelection[] =
{
"civilian",
"scout",
"sniper",
"soldier",
"demoman",
"medic",
"hwguy",
"pyro",
"spy",
"engineer",
"randompc",
"civilian",
};
const int kNumOptionsButtons = 4;
char* kOptionsButtons[kNumOptionsButtons*2] =
{
"#Menu_Marine1Team", "jointeamone",
"#Menu_Alien1Team", "jointeamtwo",
"#Menu_ReadyRoom", "readyroom",
"#Menu_LeaveGame", "escape",
};
int iBuildingCosts[] =
{
BUILD_COST_DISPENSER,
BUILD_COST_SENTRYGUN
};
// This maps class numbers to the Invalid Class bit.
// This is needed for backwards compatability in maps that were finished before
// all the classes were in TF. Hence the wacky sequence.
int sTFValidClassInts[] =
{
0,
TF_ILL_SCOUT,
TF_ILL_SNIPER,
TF_ILL_SOLDIER,
TF_ILL_DEMOMAN,
TF_ILL_MEDIC,
TF_ILL_HVYWEP,
TF_ILL_PYRO,
TF_ILL_SPY,
TF_ILL_ENGINEER,
TF_ILL_RANDOMPC,
};
// Get the name of TGA file, based on GameDir
char* GetVGUITGAName(const char *pszName)
{
int i;
char sz[256];
static char gd[256];
const char *gamedir;
if (ScreenWidth() < 640)
i = 320;
else
i = 640;
sprintf(sz, pszName, i);
gamedir = gEngfuncs.pfnGetGameDirectory();
sprintf(gd, "%s/gfx/vgui/%s.tga",gamedir,sz);
return gd;
}
//================================================================
// COMMAND MENU
//================================================================
void CCommandMenu::AddButton( CommandButton *pButton )
{
if (m_iButtons >= MAX_BUTTONS)
return;
m_aButtons[m_iButtons] = pButton;
m_iButtons++;
pButton->setParent( this );
pButton->setFont( Scheme::sf_primary3 );
// give the button a default key binding
if ( m_iButtons < 10 )
{
pButton->setBoundKey( m_iButtons + '0' );
}
else if ( m_iButtons == 10 )
{
pButton->setBoundKey( '0' );
}
}
//-----------------------------------------------------------------------------
// Purpose: Tries to find a button that has a key bound to the input, and
// presses the button if found
// Input : keyNum - the character number of the input key
// Output : Returns true if the command menu should close, false otherwise
//-----------------------------------------------------------------------------
bool CCommandMenu::KeyInput( int keyNum )
{
// loop through all our buttons looking for one bound to keyNum
for ( int i = 0; i < m_iButtons; i++ )
{
if ( !m_aButtons[i]->IsNotValid() )
{
if ( m_aButtons[i]->getBoundKey() == keyNum )
{
// hit the button
if ( m_aButtons[i]->GetSubMenu() )
{
// open the sub menu
gViewPort->SetCurrentCommandMenu( m_aButtons[i]->GetSubMenu() );
return false;
}
else
{
// run the bound command
m_aButtons[i]->fireActionSignal();
return true;
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: clears the current menus buttons of any armed (highlighted)
// state, and all their sub buttons
//-----------------------------------------------------------------------------
void CCommandMenu::ClearButtonsOfArmedState( void )
{
for ( int i = 0; i < GetNumButtons(); i++ )
{
m_aButtons[i]->setArmed( false );
if ( m_aButtons[i]->GetSubMenu() )
{
m_aButtons[i]->GetSubMenu()->ClearButtonsOfArmedState();
}
}
}
void CCommandMenu::RemoveAllButtons()
{
for ( int i = 0; i < GetNumButtons(); i++ )
{
if ( m_aButtons[i]->GetSubMenu() )
{
m_aButtons[i]->GetSubMenu()->RemoveAllButtons();
}
removeChild(m_aButtons[i]);
delete m_aButtons[i];
m_aButtons[i] = NULL;
}
m_iButtons = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSubMenu -
// Output : CommandButton
//-----------------------------------------------------------------------------
CommandButton *CCommandMenu::FindButtonWithSubmenu( CCommandMenu *pSubMenu )
{
for ( int i = 0; i < GetNumButtons(); i++ )
{
if ( m_aButtons[i]->GetSubMenu() == pSubMenu )
return m_aButtons[i];
}
return NULL;
}
// Recalculate the visible buttons
bool CCommandMenu::RecalculateVisibles( int iYOffset, bool bHideAll )
{
int i, iCurrentY = 0;
int iVisibleButtons = 0;
// Cycle through all the buttons in this menu, and see which will be visible
for (i = 0; i < m_iButtons; i++)
{
int iClass = m_aButtons[i]->GetPlayerClass();
if ( (iClass && iClass != g_iPlayerClass ) || ( m_aButtons[i]->IsNotValid() ) || bHideAll )
{
m_aButtons[i]->setVisible( false );
if ( m_aButtons[i]->GetSubMenu() != NULL )
{
(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( 0, true );
}
}
else
{
// If it's got a submenu, force it to check visibilities
if ( m_aButtons[i]->GetSubMenu() != NULL )
{
if ( !(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( 0 , false ) )
{
// The submenu had no visible buttons, so don't display this button
m_aButtons[i]->setVisible( false );
continue;
}
}
m_aButtons[i]->setVisible( true );
iVisibleButtons++;
}
}
// Set Size
setSize( _size[0], (iVisibleButtons * (m_flButtonSizeY-1)) + 1 );
if ( iYOffset )
{
m_iYOffset = iYOffset;
}
for (i = 0; i < m_iButtons; i++)
{
if ( m_aButtons[i]->isVisible() )
{
if ( m_aButtons[i]->GetSubMenu() != NULL )
(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( iCurrentY + m_iYOffset, false );
// Make sure it's at the right Y position
// m_aButtons[i]->getPos( iXPos, iYPos );
if ( m_iDirection )
{
m_aButtons[i]->setPos( 0, (iVisibleButtons-1) * (m_flButtonSizeY-1) - iCurrentY );
}
else
{
m_aButtons[i]->setPos( 0, iCurrentY );
}
iCurrentY += (m_flButtonSizeY-1);
}
}
return iVisibleButtons?true:false;
}
// Make sure all submenus can fit on the screen
void CCommandMenu::RecalculatePositions( int iYOffset )
{
int iTop;
int iAdjust = 0;
m_iYOffset+= iYOffset;
if ( m_iDirection )
iTop = ScreenHeight() - (m_iYOffset + _size[1] );
else
iTop = m_iYOffset;
if ( iTop < 0 )
iTop = 0;
// Calculate if this is going to fit onscreen, and shuffle it up if it won't
int iBottom = iTop + _size[1];
if ( iBottom > ScreenHeight() )
{
// Move in increments of button sizes
while (iAdjust < (iBottom - ScreenHeight()))
{
iAdjust += m_flButtonSizeY - 1;
}
iTop -= iAdjust;
// Make sure it doesn't move off the top of the screen (the menu's too big to fit it all)
if ( iTop < 0 )
{
iAdjust -= (0 - iTop);
iTop = 0;
}
}
setPos( _pos[0], iTop );
// We need to force all menus below this one to update their positions now, because they
// might have submenus riding off buttons in this menu that have just shifted.
for (int i = 0; i < m_iButtons; i++)
m_aButtons[i]->UpdateSubMenus( iAdjust );
}
// Make this menu and all menus above it in the chain visible
void CCommandMenu::MakeVisible( CCommandMenu *pChildMenu )
{
/*
// Push down the button leading to the child menu
for (int i = 0; i < m_iButtons; i++)
{
if ( (pChildMenu != NULL) && (m_aButtons[i]->GetSubMenu() == pChildMenu) )
{
m_aButtons[i]->setArmed( true );
}
else
{
m_aButtons[i]->setArmed( false );
}
}
*/
setVisible(true);
if (m_pParentMenu)
m_pParentMenu->MakeVisible( this );
}
//================================================================
// CreateSubMenu
CCommandMenu *TeamFortressViewport::CreateSubMenu( CommandButton *pButton, CCommandMenu *pParentMenu, int iYOffset, int iXOffset )
{
int iXPos = 0;
int iYPos = 0;
int iWide = CMENU_SIZE_X;
int iTall = 0;
int iDirection = 0;
if (pParentMenu)
{
iXPos = m_pCurrentCommandMenu->GetXOffset() + (CMENU_SIZE_X - 1) + iXOffset;
iYPos = m_pCurrentCommandMenu->GetYOffset() + iYOffset;
iDirection = pParentMenu->GetDirection();
}
CCommandMenu *pMenu = new CCommandMenu(pParentMenu, iDirection, iXPos, iYPos, iWide, iTall );
pMenu->setParent(this);
pButton->AddSubMenu( pMenu );
pButton->setFont( Scheme::sf_primary3 );
pMenu->m_flButtonSizeY = m_pCurrentCommandMenu->m_flButtonSizeY;
// Create the Submenu-open signal
InputSignal *pISignal = new CMenuHandler_PopupSubMenuInput(pButton, pMenu);
pButton->addInputSignal(pISignal);
// Put a > to show it's a submenu
CImageLabel *pLabel = new CImageLabel( "arrow", CMENU_SIZE_X - SUBMENU_SIZE_X, SUBMENU_SIZE_Y );
pLabel->setParent(pButton);
pLabel->addInputSignal(pISignal);
// Reposition
pLabel->getPos( iXPos, iYPos );
pLabel->setPos( CMENU_SIZE_X - pLabel->getImageWide(), (BUTTON_SIZE_Y - pLabel->getImageTall()) / 2 );
// Create the mouse off signal for the Label too
if (!pButton->m_bNoHighlight)
pLabel->addInputSignal( new CHandler_CommandButtonHighlight(pButton) );
return pMenu;
}
//-----------------------------------------------------------------------------
// Purpose: Makes sure the memory allocated for TeamFortressViewport is nulled out
// Input : stAllocateBlock -
// Output : void *
//-----------------------------------------------------------------------------
void *TeamFortressViewport::operator new( size_t stAllocateBlock )
{
// void *mem = Panel::operator new( stAllocateBlock );
void *mem = ::operator new( stAllocateBlock );
memset( mem, 0, stAllocateBlock );
return mem;
}
//-----------------------------------------------------------------------------
// Purpose: InputSignal handler for the main viewport
//-----------------------------------------------------------------------------
class CViewPortInputHandler : public InputSignal
{
public:
bool bPressed;
CViewPortInputHandler()
{
}
virtual void cursorMoved(int x,int y,Panel* panel) {}
virtual void cursorEntered(Panel* panel) {}
virtual void cursorExited(Panel* panel) {}
virtual void mousePressed(MouseCode code,Panel* panel)
{
if ( code != MOUSE_LEFT )
{
// send a message to close the command menu
// this needs to be a message, since a direct call screws the timing
gEngfuncs.pfnClientCmd( "ForceCloseCommandMenu\n" );
}
}
virtual void mouseReleased(MouseCode code,Panel* panel)
{
}
virtual void mouseDoublePressed(MouseCode code,Panel* panel) {}
virtual void mouseWheeled(int delta,Panel* panel) {}
virtual void keyPressed(KeyCode code,Panel* panel) {}
virtual void keyTyped(KeyCode code,Panel* panel) {}
virtual void keyReleased(KeyCode code,Panel* panel) {}
virtual void keyFocusTicked(Panel* panel) {}
};
//================================================================
TeamFortressViewport::TeamFortressViewport(int x,int y,int wide,int tall) : Panel(x,y,wide,tall), m_SchemeManager(wide,tall)
{
gViewPort = this;
m_iInitialized = false;
m_pTeamMenu = NULL;
m_pClassMenu = NULL;
m_pScoreBoard = NULL;
mOptionsScreen = NULL;
mOptionsButtons = new CommandButton*[kNumOptionsButtons];
#ifdef AVH_PLAYTEST_BUILD
mPlaytestVariables = new CListBox();
memset(this->mOptionsButtons, NULL, sizeof(CommandButton*)*kNumOptionsButtons);
mPlaytestAnalysis = new CListBox();
#endif
m_pSpectatorPanel = NULL;
m_pCurrentMenu = NULL;
m_pCurrentCommandMenu = NULL;
Initialize();
addInputSignal( new CViewPortInputHandler );
int r, g, b, a;
Scheme* pScheme = App::getInstance()->getScheme();
// primary text color
// Get the colors
//!! two different types of scheme here, need to integrate
SchemeHandle_t hPrimaryScheme = m_SchemeManager.getSchemeHandle( "Primary Button Text" );
{
// font
pScheme->setFont( Scheme::sf_primary1, m_SchemeManager.getFont(hPrimaryScheme) );
// text color
m_SchemeManager.getFgColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor(Scheme::sc_primary1, r, g, b, a ); // sc_primary1 is non-transparent orange
// background color (transparent black)
m_SchemeManager.getBgColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor(Scheme::sc_primary3, r, g, b, a );
// armed foreground color
m_SchemeManager.getFgArmedColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor(Scheme::sc_secondary2, r, g, b, a );
// armed background color
m_SchemeManager.getBgArmedColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor(Scheme::sc_primary2, r, g, b, a );
//!! need to get this color from scheme file
// used for orange borders around buttons
m_SchemeManager.getBorderColor( hPrimaryScheme, r, g, b, a );
// pScheme->setColor(Scheme::sc_secondary1, r, g, b, a );
pScheme->setColor(Scheme::sc_secondary1, 255*0.7, 170*0.7, 0, 0);
}
// Change the second primary font (used in the scoreboard)
SchemeHandle_t hScoreboardScheme = m_SchemeManager.getSchemeHandle( "Scoreboard Text" );
{
pScheme->setFont(Scheme::sf_primary2, m_SchemeManager.getFont(hScoreboardScheme) );
}
// Change the third primary font (used in command menu)
SchemeHandle_t hCommandMenuScheme = m_SchemeManager.getSchemeHandle( "CommandMenu Text" );
{
pScheme->setFont(Scheme::sf_primary3, m_SchemeManager.getFont(hCommandMenuScheme) );
}
App::getInstance()->setScheme(pScheme);
// VGUI MENUS
CreateTeamMenu();
CreateClassMenu();
CreateSpectatorMenu();
CreateScoreBoard();
CreateOptionsMenu();
// Init command menus
m_iNumMenus = 0;
m_iCurrentTeamNumber = m_iUser1 = m_iUser2 = m_iUser3 = 0;
m_StandardMenu = CreateCommandMenu("commandmenu.txt", 0, CMENU_TOP, false, CMENU_SIZE_X, BUTTON_SIZE_Y, 0 );
m_SpectatorOptionsMenu = CreateCommandMenu("spectatormenu.txt", 1, YRES(32), true, CMENU_SIZE_X, BUTTON_SIZE_Y / 2, 0 ); // above bottom bar, flat design
m_SpectatorCameraMenu = CreateCommandMenu("spectcammenu.txt", 1, YRES(32), true, XRES( 200 ), BUTTON_SIZE_Y / 2, ScreenWidth() - ( XRES ( 200 ) + 15 ) ); // above bottom bar, flat design
CreatePlayerMenu();
CreateServerBrowser();
m_chatPanel = new ChatPanel(10, (ScreenHeight() * 0.75 - 30) / 2, ScreenWidth() - 20, 30);
m_chatPanel->setParent(this);
m_chatPanel->setVisible(false);
}
//-----------------------------------------------------------------------------
// Purpose: Called everytime a new level is started. Viewport clears out it's data.
//-----------------------------------------------------------------------------
void TeamFortressViewport::Initialize( void )
{
// Force each menu to Initialize
if (m_pTeamMenu)
{
m_pTeamMenu->Initialize();
}
if (m_pClassMenu)
{
m_pClassMenu->Initialize();
}
if (m_pScoreBoard)
{
m_pScoreBoard->Initialize();
HideScoreBoard();
}
// if(mOptionsScreen)
// {
// mOptionsScreen->Initialize();
// }
if (m_pSpectatorPanel)
{
// Spectator menu doesn't need initializing
m_pSpectatorPanel->setVisible( false );
}
// Make sure all menus are hidden
HideVGUIMenu();
HideCommandMenu();
// Clear out some data
m_iGotAllMOTD = true;
m_iRandomPC = false;
m_flScoreBoardLastUpdated = 0;
m_flSpectatorPanelLastUpdated = 0;
// reset player info
g_iPlayerClass = 0;
g_iTeamNumber = 0;
memset(this->m_sMapName, 0, MAX_MAPNAME_LENGTH);
memset(this->m_szServerName, 0, MAX_SERVERNAME_LENGTH);
for (int i = 0; i < 5; i++)
{
m_iValidClasses[i] = 0;
strcpy(m_sTeamNames[i], "");
}
#ifdef AVH_PLAYTEST_BUILD
this->mBalanceChanged = false;
#endif
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_none) );
}
class CException;
//-----------------------------------------------------------------------------
// Purpose: Read the Command Menu structure from the txt file and create the menu.
// Returns Index of menu in m_pCommandMenus
//-----------------------------------------------------------------------------
int TeamFortressViewport::CreateCommandMenu( char * menuFile, int direction, int yOffset, bool flatDesign, float flButtonSizeX, float flButtonSizeY, int xOffset )
{
// COMMAND MENU
// Create the root of this new Command Menu
int newIndex = m_iNumMenus;
m_pCommandMenus[newIndex] = new CCommandMenu(NULL, direction, xOffset, yOffset, flButtonSizeX, 300); // This will be resized once we know how many items are in it
m_pCommandMenus[newIndex]->setParent(this);
m_pCommandMenus[newIndex]->setVisible(false);
m_pCommandMenus[newIndex]->m_flButtonSizeY = flButtonSizeY;
m_pCommandMenus[newIndex]->m_iSpectCmdMenu = direction;
m_iNumMenus++;
// Read Command Menu from the txt file
char token[1024];
char *pfile = (char*)gEngfuncs.COM_LoadFile( menuFile, 5, NULL);
if (!pfile)
{
gEngfuncs.Con_DPrintf( "Unable to open %s\n", menuFile);
SetCurrentCommandMenu( NULL );
return newIndex;
}
try
{
// First, read in the localisation strings
// Detpack strings
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For5Seconds", m_sDetpackStrings[0], MAX_BUTTON_SIZE );
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For20Seconds", m_sDetpackStrings[1], MAX_BUTTON_SIZE );
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For50Seconds", m_sDetpackStrings[2], MAX_BUTTON_SIZE );
// Now start parsing the menu structure
m_pCurrentCommandMenu = m_pCommandMenus[newIndex];
char szLastButtonText[32] = "file start";
pfile = gEngfuncs.COM_ParseFile(pfile, token);
while ( ( strlen ( token ) > 0 ) && ( m_iNumMenus < MAX_MENUS ) )
{
// Keep looping until we hit the end of this menu
while ( token[0] != '}' && ( strlen( token ) > 0 ) )
{
char cText[32] = "";
char cBoundKey[32] = "";
char cCustom[32] = "";
static const int cCommandLength = 128;
char cCommand[cCommandLength] = "";
char szMap[MAX_MAPNAME] = "";
int iPlayerClass = 0;
int iCustom = false;
int iTeamOnly = -1;
int iToggle = 0;
int iButtonY;
bool bGetExtraToken = true;
CommandButton *pButton = NULL;
// We should never be here without a Command Menu
if (!m_pCurrentCommandMenu)
{
gEngfuncs.Con_Printf("Error in %s file after '%s'.\n",menuFile, szLastButtonText );
m_iInitialized = false;
return newIndex;
}
// token should already be the bound key, or the custom name
strncpy( cCustom, token, 32 );
cCustom[31] = '\0';
// See if it's a custom button
if (!strcmp(cCustom, "CUSTOM") )
{
iCustom = true;
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
// See if it's a map
else if (!strcmp(cCustom, "MAP") )
{
// Get the mapname
pfile = gEngfuncs.COM_ParseFile(pfile, token);
strncpy( szMap, token, MAX_MAPNAME );
szMap[MAX_MAPNAME-1] = '\0';
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
else if ( !strncmp(cCustom, "TEAM", 4) ) // TEAM1, TEAM2, TEAM3, TEAM4
{
// make it a team only button
iTeamOnly = atoi( cCustom + 4 );
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
else if ( !strncmp(cCustom, "TOGGLE", 6) )
{
iToggle = true;
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
else
{
// See if it's a Class
for (int i = 1; i <= PC_ENGINEER; i++)
{
if ( !strcmp(token, sTFClasses[i]) )
{
// Save it off
iPlayerClass = i;
// Get the button text
pfile = gEngfuncs.COM_ParseFile(pfile, token);
break;
}
}
}
// Get the button bound key
strncpy( cBoundKey, token, 32 );
cText[31] = '\0';
// Get the button text
pfile = gEngfuncs.COM_ParseFile(pfile, token);
strncpy( cText, token, 32 );
cText[31] = '\0';
// save off the last button text we've come across (for error reporting)
strcpy( szLastButtonText, cText );
// Get the button command
pfile = gEngfuncs.COM_ParseFile(pfile, token);
strncpy( cCommand, token, cCommandLength );
cCommand[cCommandLength - 1] = '\0';
iButtonY = (BUTTON_SIZE_Y-1) * m_pCurrentCommandMenu->GetNumButtons();
// Custom button handling
if ( iCustom )
{
pButton = CreateCustomButton( cText, cCommand, iButtonY );
// Get the next token to see if we're a menu
pfile = gEngfuncs.COM_ParseFile(pfile, token);
if ( token[0] == '{' )
{
strcpy( cCommand, token );
}
else
{
bGetExtraToken = false;
}
}
else if ( szMap[0] != '\0' )
{
// create a map button
pButton = new MapButton(szMap, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY );
}
else if ( iTeamOnly != -1)
{
// button that only shows up if the player is on team iTeamOnly
pButton = new TeamOnlyCommandButton( iTeamOnly, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
}
else if ( iToggle && direction == 0 )
{
pButton = new ToggleCommandButton( cCommand, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
}
else if ( direction == 1 )
{
if ( iToggle )
pButton = new SpectToggleButton( cCommand, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
else
pButton = new SpectButton( iPlayerClass, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY );
}
else
{
// normal button
pButton = new CommandButton( iPlayerClass, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
}
// add the button into the command menu
if ( pButton )
{
m_pCurrentCommandMenu->AddButton( pButton );
pButton->setBoundKey( cBoundKey[0] );
pButton->setParentMenu( m_pCurrentCommandMenu );
// Override font in CommandMenu
pButton->setFont( Scheme::sf_primary3 );
}
// Find out if it's a submenu or a button we're dealing with
if ( cCommand[0] == '{' )
{
if ( m_iNumMenus >= MAX_MENUS )
{
gEngfuncs.Con_Printf( "Too many menus in %s past '%s'\n",menuFile, szLastButtonText );
}
else
{
// Create the menu
m_pCommandMenus[m_iNumMenus] = CreateSubMenu(pButton, m_pCurrentCommandMenu, iButtonY );
m_pCurrentCommandMenu = m_pCommandMenus[m_iNumMenus];
m_iNumMenus++;
}
}
else if ( !iCustom )
{
// Create the button and attach it to the current menu
if ( iToggle )
pButton->addActionSignal(new CMenuHandler_ToggleCvar(cCommand));
else
pButton->addActionSignal(new CMenuHandler_StringCommand(cCommand));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Get the next token
if ( bGetExtraToken )
{
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
}
// Move back up a menu
m_pCurrentCommandMenu = m_pCurrentCommandMenu->GetParentMenu();
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
}
catch( CException *e )
{
e;
//e->Delete();
e = NULL;
m_iInitialized = false;
return newIndex;
}
SetCurrentMenu( NULL );
SetCurrentCommandMenu( NULL );
gEngfuncs.COM_FreeFile( pfile );
m_iInitialized = true;
return newIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Creates all the class choices under a spy's disguise menus, and
// maps a command to them
// Output : CCommandMenu
//-----------------------------------------------------------------------------
CCommandMenu *TeamFortressViewport::CreateDisguiseSubmenu( CommandButton *pButton, CCommandMenu *pParentMenu, const char *commandText, int iYOffset, int iXOffset )
{
// create the submenu, under which the class choices will be listed
CCommandMenu *pMenu = CreateSubMenu( pButton, pParentMenu, iYOffset, iXOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// create the class choice buttons
for ( int i = PC_SCOUT; i <= PC_ENGINEER; i++ )
{
CommandButton *pDisguiseButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
char sz[256];
sprintf(sz, "%s %d", commandText, i );
pDisguiseButton->addActionSignal(new CMenuHandler_StringCommand(sz));
pMenu->AddButton( pDisguiseButton );
}
return pMenu;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pButtonText -
// *pButtonName -
// Output : CommandButton
//-----------------------------------------------------------------------------
CommandButton *TeamFortressViewport::CreateCustomButton( char *pButtonText, char *pButtonName, int iYOffset )
{
CommandButton *pButton = NULL;
CCommandMenu *pMenu = NULL;
// ChangeTeam
if ( !strcmp( pButtonName, "!CHANGETEAM" ) )
{
// ChangeTeam Submenu
pButton = new CommandButton(pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
// Create the submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// ChangeTeam buttons
for (int i = 0; i < 4; i++)
{
char sz[256];
sprintf(sz, "jointeam %d", i+1);
m_pTeamButtons[i] = new TeamButton(i+1, "teamname", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
m_pTeamButtons[i]->addActionSignal(new CMenuHandler_StringCommandWatch( sz ));
pMenu->AddButton( m_pTeamButtons[i] );
}
// Auto Assign button
m_pTeamButtons[4] = new TeamButton(5, gHUD.m_TextMessage.BufferedLocaliseTextString( "#Team_AutoAssign" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
m_pTeamButtons[4]->addActionSignal(new CMenuHandler_StringCommand( "jointeam 5" ));
pMenu->AddButton( m_pTeamButtons[4] );
// Spectate button
m_pTeamButtons[5] = new SpectateButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_Spectate" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false);
m_pTeamButtons[5]->addActionSignal(new CMenuHandler_StringCommand( "spectate" ));
pMenu->AddButton( m_pTeamButtons[5] );
}
// ChangeClass
else if ( !strcmp( pButtonName, "!CHANGECLASS" ) )
{
// Create the Change class menu
pButton = new ClassButton(-1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false);
// ChangeClass Submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
for (int i = PC_SCOUT; i <= PC_RANDOM; i++ )
{
char sz[256];
// ChangeClass buttons
CHudTextMessage::LocaliseTextString( sLocalisedClasses[i], sz, 256 );
ClassButton *pClassButton = new ClassButton( i, sz, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false);
sprintf(sz, "%s", sTFClassSelection[i]);
pClassButton->addActionSignal(new CMenuHandler_StringCommandClassSelect(sz));
pMenu->AddButton( pClassButton );
}
}
// Map Briefing
else if ( !strcmp( pButtonName, "!MAPBRIEFING" ) )
{
pButton = new CommandButton(pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_MAPBRIEFING));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Class Descriptions
else if ( !strcmp( pButtonName, "!CLASSDESC" ) )
{
pButton = new ClassButton(0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false);
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_CLASSHELP));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!SERVERINFO" ) )
{
pButton = new ClassButton(0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false);
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_INTRO));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Spy abilities
else if ( !strcmp( pButtonName, "!SPY" ) )
{
pButton = new DisguiseButton( 0, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
}
// Feign
else if ( !strcmp( pButtonName, "!FEIGN" ) )
{
pButton = new FeignButton(FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "feign" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Feign Silently
else if ( !strcmp( pButtonName, "!FEIGNSILENT" ) )
{
pButton = new FeignButton(FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "sfeign" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Stop Feigning
else if ( !strcmp( pButtonName, "!FEIGNSTOP" ) )
{
pButton = new FeignButton(TRUE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "feign" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Disguise
else if ( !strcmp( pButtonName, "!DISGUISEENEMY" ) )
{
// Create the disguise enemy button, which active only if there are 2 teams
pButton = new DisguiseButton(DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_enemy", iYOffset);
}
else if ( !strcmp( pButtonName, "!DISGUISEFRIENDLY" ) )
{
// Create the disguise friendly button, which active only if there are 1 or 2 teams
pButton = new DisguiseButton(DISGUISE_TEAM1 | DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_friendly", iYOffset );
}
else if ( !strcmp( pButtonName, "!DISGUISE" ) )
{
// Create the Disguise button
pButton = new DisguiseButton( DISGUISE_TEAM3 | DISGUISE_TEAM4, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CCommandMenu *pDisguiseMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pDisguiseMenu;
m_iNumMenus++;
// Disguise Enemy submenu buttons
for ( int i = 1; i <= 4; i++ )
{
// only show the 4th disguise button if we have 4 teams
m_pDisguiseButtons[i] = new DisguiseButton( ((i < 4) ? DISGUISE_TEAM3 : 0) | DISGUISE_TEAM4, "Disguise", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDisguiseMenu->AddButton( m_pDisguiseButtons[i] );
m_pDisguiseButtons[i]->setParentMenu( pDisguiseMenu );
char sz[256];
sprintf( sz, "disguise %d", i );
CreateDisguiseSubmenu( m_pDisguiseButtons[i], pDisguiseMenu, sz, iYOffset, CMENU_SIZE_X - 1 );
}
}
// Start setting a Detpack
else if ( !strcmp( pButtonName, "!DETPACKSTART" ) )
{
// Detpack Submenu
pButton = new DetpackButton(2, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
// Create the submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// Set detpack buttons
CommandButton *pDetButton;
pDetButton = new CommandButton(m_sDetpackStrings[0], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 5"));
pMenu->AddButton( pDetButton );
pDetButton = new CommandButton(m_sDetpackStrings[1], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 20"));
pMenu->AddButton( pDetButton );
pDetButton = new CommandButton(m_sDetpackStrings[2], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 50"));
pMenu->AddButton( pDetButton );
}
// Stop setting a Detpack
else if ( !strcmp( pButtonName, "!DETPACKSTOP" ) )
{
pButton = new DetpackButton(1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "detstop" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Engineer building
else if ( !strcmp( pButtonName, "!BUILD" ) )
{
// only appears if the player is an engineer, and either they have built something or have enough metal to build
pButton = new BuildButton( BUILDSTATE_BASE, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
}
else if ( !strcmp( pButtonName, "!BUILDSENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build 2"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!BUILDDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build 1"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!ROTATESENTRY180" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("rotatesentry180"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!ROTATESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("rotatesentry"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DISMANTLEDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 1"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DISMANTLESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 2"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DETONATEDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("detdispenser"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DETONATESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("detsentry"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Stop building
else if ( !strcmp( pButtonName, "!BUILDSTOP" ) )
{
pButton = new BuildButton( BUILDSTATE_BUILDING, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
return pButton;
}
void TeamFortressViewport::ToggleServerBrowser()
{
if (!m_iInitialized)
return;
if ( !m_pServerBrowser )
return;
if ( m_pServerBrowser->isVisible() )
{
m_pServerBrowser->setVisible( false );
}
else
{
m_pServerBrowser->setVisible( true );
}
UpdateCursorState();
}
//=======================================================================
void TeamFortressViewport::ShowCommandMenu(int menuIndex)
{
if (!m_iInitialized)
return;
//Already have a menu open.
if ( m_pCurrentMenu )
return;
// is the command menu open?
if ( m_pCurrentCommandMenu == m_pCommandMenus[menuIndex] )
{
HideCommandMenu();
return;
}
// Not visible while in intermission
if ( gHUD.m_iIntermission )
return;
// Recalculate visible menus
UpdateCommandMenu( menuIndex );
HideVGUIMenu();
SetCurrentCommandMenu( m_pCommandMenus[menuIndex] );
m_flMenuOpenTime = gHUD.m_flTime;
UpdateCursorState();
// get command menu parameters
for ( int i = 2; i < gEngfuncs.Cmd_Argc(); i++ )
{
const char *param = gEngfuncs.Cmd_Argv( i - 1 );
if ( param )
{
if ( m_pCurrentCommandMenu->KeyInput(param[0]) )
{
// kill the menu open time, since the key input is final
HideCommandMenu();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles the key input of "-commandmenu"
// Input :
//-----------------------------------------------------------------------------
void TeamFortressViewport::InputSignalHideCommandMenu()
{
if (!m_iInitialized)
return;
// if they've just tapped the command menu key, leave it open
if ( (m_flMenuOpenTime + 0.3) > gHUD.m_flTime )
return;
HideCommandMenu();
}
//-----------------------------------------------------------------------------
// Purpose: Hides the command menu
//-----------------------------------------------------------------------------
void TeamFortressViewport::HideCommandMenu()
{
if (!m_iInitialized)
return;
if ( m_pCommandMenus[m_StandardMenu] )
{
m_pCommandMenus[m_StandardMenu]->ClearButtonsOfArmedState();
}
if ( m_pCommandMenus[m_SpectatorOptionsMenu] )
{
m_pCommandMenus[m_SpectatorOptionsMenu]->ClearButtonsOfArmedState();
}
if ( m_pCommandMenus[m_SpectatorCameraMenu] )
{
m_pCommandMenus[m_SpectatorCameraMenu]->ClearButtonsOfArmedState();
}
m_flMenuOpenTime = 0.0f;
SetCurrentCommandMenu( NULL );
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Purpose: Bring up the scoreboard
//-----------------------------------------------------------------------------
void TeamFortressViewport::ShowScoreBoard( void )
{
if (m_pScoreBoard)
{
// No Scoreboard in single-player
if ( gEngfuncs.GetMaxClients() > 1 )
{
if(gHUD.SwitchUIMode(SCOREBOARD_MODE))
{
m_pScoreBoard->Open();
// TODO: HLSDK 2.3 requires this?
//UpdateCursorState();
// If cursor is visible, set squelch mode automatically (used for commander)
if(gHUD.GetIsInTopDownMode())
{
m_pScoreBoard->SetSquelchMode(true);
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the scoreboard is up
//-----------------------------------------------------------------------------
bool TeamFortressViewport::IsScoreBoardVisible( void )
{
if (m_pScoreBoard)
return m_pScoreBoard->isVisible();
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Hide the scoreboard
//-----------------------------------------------------------------------------
const float kButtonWidth = .15f;
const float kButtonHeight = .08f;
const float kButtonHorizontalSpacing = .15f;
const float kButtonVerticalSpacing = .05f;
const float xInset = .05f;
const float yInset = .07f;
void TeamFortressViewport::HideScoreBoard( void )
{
// Prevent removal of scoreboard during intermission
if ( gHUD.m_iIntermission )
return;
if (m_pScoreBoard && m_pScoreBoard->isVisible())
{
// Hide other components
if(gHUD.SwitchUIMode(MAIN_MODE))
{
m_pScoreBoard->setVisible(false);
//GetClientVoiceMgr()->StopSquelchMode();
m_pScoreBoard->SetSquelchMode(false);
//UpdateCursorState();
}
}
}
void TeamFortressViewport::ShowOptionsMenu()
{
if(this->mOptionsScreen)
{
const char* theSound = AvHSHUGetCommonSoundName(gHUD.GetIsAlien(), WEAPON_SOUND_HUD_ON);
gHUD.PlayHUDSound(theSound, kHUDSoundVolume);
this->mOptionsScreen->setVisible(true);
for(int i = 0; i < kNumOptionsButtons; i++)
{
if(this->mOptionsButtons[i])
{
this->mOptionsButtons[i]->setVisible(true);
}
}
#ifdef AVH_PLAYTEST_BUILD
this->mNSLogoLabel->setVisible(true);
// Only create control if server sent them down
const BalanceIntListType& theBalanceInts = gHUD.GetBalanceInts();
int theNumBalanceInts = theBalanceInts.size();
if(this->mPlaytestVariables && (theNumBalanceInts > 0))
{
// Clear out existing entries
this->mPlaytestVariables->Init();
// Populate playtest info
this->mPlaytestVariableRow = 0;
for(BalanceIntListType::const_iterator theIter = theBalanceInts.begin(); theIter != theBalanceInts.end(); theIter++)
{
this->AddBalanceVariable(theIter->first);
}
const BalanceFloatListType& theBalanceFloats = gHUD.GetBalanceFloats();
for(BalanceFloatListType::const_iterator theFloatIter = theBalanceFloats.begin(); theFloatIter != theBalanceFloats.end(); theFloatIter++)
{
this->AddBalanceVariable(theFloatIter->first);
}
this->mPlaytestVariables->setSize(this->mPlaytestVariableWidth, this->mPlaytestVariableHeight);
this->mPlaytestVariables->setVisible(true);
}
if(this->mPlaytestAnalysis)
{
this->mPlaytestAnalysis->setSize(this->mPlaytestAnalysisWidth, this->mPlaytestAnalysisHeight);
this->mPlaytestAnalysis->setVisible(true);
}
this->mPlaytestVariableValue->addInputSignal(&this->mPlaytestInputSignal);
this->mPlaytestVariableValue->setSize(kButtonWidth*ScreenWidth(), kButtonHeight*ScreenHeight());
this->mPlaytestVariableValue->setParent(this->mOptionsScreen);
// this->mPlaytestVariableValue->setFont(Scheme::sf_primary1);
this->mPlaytestVariableValue->setVisible(true);
this->mPlaytestVariableValue->setText(this->mPlaytestVariableValueBeforeHide.c_str(), this->mPlaytestVariableValueBeforeHide.length());
this->mPlaytestVariableName.setVisible(true);
#endif
//this->mOptionsEscapeButton->setVisible(true);
gHUD.GetManager().SetMouseVisibility(true);
}
}
#ifdef AVH_PLAYTEST_BUILD
Color kPlaytestEntryLabelBGColor(0, 0, 0, 50);
Color kPlaytestEntryLabelFGColor(255, 255, 255, 70);
Color kPlaytestEntryLabelSelectedBGColor(0, 0, 0, 50);
Color kPlaytestEntryLabelSelectedFGColor(255, 255, 255, 0);
void TeamFortressViewport::AddAnalysisLine(const string& inAnalysisLine)
{
// Add entry
vgui::Label* theCurrentLabel = this->mPlaytestAnalysisLabels + this->mPlaytestAnalysisRow;
string theLabelText = inAnalysisLine;
theCurrentLabel->setText(theLabelText.c_str());
theCurrentLabel->setVisible(true);
theCurrentLabel->setSize(this->mPlaytestAnalysisWidth, kButtonHeight*ScreenHeight());
theCurrentLabel->setParent(this->mOptionsScreen);
//theCurrentLabel->addInputSignal(&this->mPlaytestInputSignal);
int theR, theG, theB, theA;
kPlaytestEntryLabelFGColor.getColor(theR, theG, theB, theA);
theCurrentLabel->setFgColor(theR, theG, theB, theA);
theCurrentLabel->setBgColor(kPlaytestEntryLabelBGColor);
theCurrentLabel->setFont(Scheme::sf_primary1);
theCurrentLabel->setContentAlignment(vgui::Label::a_west);
this->mPlaytestAnalysis->AddItem(this->mPlaytestAnalysisLabels + this->mPlaytestAnalysisRow);
this->mPlaytestAnalysisRow++;
}
void TeamFortressViewport::RecomputeAnalysis()
{
if(this->mPlaytestAnalysis)
{
//this->mPlaytestAnalysis->setVisible(false);
this->mPlaytestAnalysis->Init();
this->mPlaytestAnalysisRow = 0;
// Fetch list of balance strings
StringList theBalanceAnalyses;
AvHBAComputeAnalysis(theBalanceAnalyses);
// Add them
for(StringList::const_iterator theIter = theBalanceAnalyses.begin(); theIter != theBalanceAnalyses.end(); theIter++)
{
this->AddAnalysisLine(*theIter);
}
//this->mPlaytestAnalysis->setVisible(true);
}
}
void TeamFortressViewport::AddBalanceVariable(const string& inVariableName)
{
// Add entry
vgui::Label* theCurrentLabel = this->mPlaytestEntryLabels + this->mPlaytestVariableRow;
string theLabelText = inVariableName;
theCurrentLabel->setText(theLabelText.c_str());
theCurrentLabel->setVisible(true);
theCurrentLabel->setSize(this->mPlaytestVariableWidth, kButtonHeight*ScreenHeight());
theCurrentLabel->setParent(this->mOptionsScreen);
theCurrentLabel->addInputSignal(&this->mPlaytestInputSignal);
int theR, theG, theB, theA;
kPlaytestEntryLabelFGColor.getColor(theR, theG, theB, theA);
theCurrentLabel->setFgColor(theR, theG, theB, theA);
theCurrentLabel->setBgColor(kPlaytestEntryLabelBGColor);
theCurrentLabel->setFont(Scheme::sf_primary1);
theCurrentLabel->setContentAlignment(vgui::Label::a_west);
this->mPlaytestVariables->AddItem(this->mPlaytestEntryLabels + this->mPlaytestVariableRow);
this->mPlaytestVariableRow++;
}
// Input signal for playtest labels in options menu
void OptionsScreenInputSignal::SelectLabel(Panel* inPanel)
{
SmartLabel* theLabel = dynamic_cast<SmartLabel*>(inPanel);
if(theLabel)
{
// Look up variable name
string theString = theLabel->getText();
float theValue = 0.0f;
bool theFoundValue = false;
bool theFoundFloat = false;
const BalanceIntListType& theBalanceInts = gHUD.GetBalanceInts();
for(BalanceIntListType::const_iterator theIter = theBalanceInts.begin(); theIter != theBalanceInts.end(); theIter++)
{
if(theIter->first == theString)
{
theValue = theIter->second;
theFoundValue = true;
break;
}
}
if(!theFoundValue)
{
const BalanceFloatListType& theBalanceFloats = gHUD.GetBalanceFloats();
for(BalanceFloatListType::const_iterator theIter = theBalanceFloats.begin(); theIter != theBalanceFloats.end(); theIter++)
{
if(theIter->first == theString)
{
theValue = theIter->second;
theFoundValue = true;
theFoundFloat = true;
break;
}
}
}
if(theFoundValue)
{
const char* theSound = AvHSHUGetCommonSoundName(gHUD.GetIsAlien(), WEAPON_SOUND_MOVE_SELECT);
gHUD.PlayHUDSound(theSound, kHUDSoundVolume);
// Read value from this label
gViewPort->mPlaytestVariableName.setText(theString.length(), theString.c_str());
// Set text entry value
char theReadableValue[1024];
if(theFoundFloat)
{
sprintf(theReadableValue, "%.2f", theValue);
}
else
{
sprintf(theReadableValue, "%d", (int)theValue);
}
gViewPort->mPlaytestVariableValue->setText(theReadableValue, strlen(theReadableValue));
}
}
}
void OptionsScreenInputSignal::cursorMoved(int x,int y,Panel* panel)
{
}
void OptionsScreenInputSignal::cursorEntered(Panel* inPanel)
{
SmartLabel* theCurrentLabel = dynamic_cast<SmartLabel*>(inPanel);
if(theCurrentLabel)
{
int theR, theG, theB, theA;
kPlaytestEntryLabelSelectedFGColor.getColor(theR, theG, theB, theA);
theCurrentLabel->setFgColor(theR, theG, theB, theA);
theCurrentLabel->setBgColor(kPlaytestEntryLabelSelectedBGColor);
}
}
void OptionsScreenInputSignal::cursorExited(Panel* inPanel)
{
SmartLabel* theCurrentLabel = dynamic_cast<SmartLabel*>(inPanel);
if(theCurrentLabel)
{
int theR, theG, theB, theA;
kPlaytestEntryLabelFGColor.getColor(theR, theG, theB, theA);
theCurrentLabel->setFgColor(theR, theG, theB, theA);
theCurrentLabel->setBgColor(kPlaytestEntryLabelBGColor);
}
}
void OptionsScreenInputSignal::mousePressed(MouseCode code,Panel* panel)
{
if(code == MOUSE_LEFT)
{
this->SelectLabel(panel);
}
}
void OptionsScreenInputSignal::mouseDoublePressed(MouseCode code,Panel* panel)
{
}
void OptionsScreenInputSignal::mouseReleased(MouseCode code,Panel* panel)
{
}
void OptionsScreenInputSignal::mouseWheeled(int delta,Panel* panel)
{
}
void OptionsScreenInputSignal::keyPressed(KeyCode code,Panel* panel)
{
}
void OptionsScreenInputSignal::keyTyped(KeyCode code, Panel* panel)
{
if((panel == gViewPort->mPlaytestVariableValue) && (code == KEY_ENTER))
{
// Read variable name
string theVariableName = gViewPort->mPlaytestVariableName.getText();
// Read variable value out of text entry
char theBuff[256];
gViewPort->mPlaytestVariableValue->getText(0, theBuff, 256);
string theValue(theBuff);
// Emit console command to change this value
string theConsoleCommand = string(kcSetBalanceVar) + " " + theVariableName + " " + theValue;
char theBuff2[256];
sprintf(theBuff2, "%s", theConsoleCommand.c_str());
gEngfuncs.pfnClientCmd(theBuff2);
}
}
void OptionsScreenInputSignal::keyReleased(KeyCode code,Panel* panel)
{
}
void OptionsScreenInputSignal::keyFocusTicked(Panel* panel)
{
}
#endif
void TeamFortressViewport::HideOptionsMenu()
{
if(this->mOptionsScreen)
{
const char* theSound = AvHSHUGetCommonSoundName(gHUD.GetIsAlien(), WEAPON_SOUND_HUD_OFF);
gHUD.PlayHUDSound(theSound, kHUDSoundVolume);
this->mOptionsScreen->setVisible(false);
for(int i = 0; i < kNumOptionsButtons; i++)
{
if(this->mOptionsButtons[i])
{
this->mOptionsButtons[i]->setVisible(false);
}
}
#ifdef AVH_PLAYTEST_BUILD
this->mNSLogoLabel->setVisible(false);
if(this->mPlaytestVariables)
{
this->mPlaytestVariables->setVisible(false);
this->mPlaytestVariables->setBgColor(128, 128, 128, 10);
this->mPlaytestVariables->setFgColor(128, 128, 128, 40);
}
if(this->mPlaytestAnalysis)
{
this->mPlaytestAnalysis->setVisible(false);
this->mPlaytestAnalysis->setBgColor(128, 128, 128, 10);
this->mPlaytestAnalysis->setFgColor(128, 128, 128, 40);
}
this->mPlaytestVariableValue->setVisible(false);
this->mPlaytestVariableValue->removeInputSignal(&this->mPlaytestInputSignal);
// Save text of the value so we can restore it when the screen comes back up (can't figure out way to turn off input)
char theText[1024];
this->mPlaytestVariableValue->getText(0, theText, 1024);
this->mPlaytestVariableValueBeforeHide = "";
if(theText[0] != '\0')
{
this->mPlaytestVariableValueBeforeHide = string(theText);
}
this->mPlaytestVariableValue->requestFocusNext();
this->mPlaytestVariableName.setVisible(false);
#endif
gHUD.GetManager().SetMouseVisibility(false);
gEngfuncs.pfnSetMousePos(gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
}
}
bool TeamFortressViewport::IsOptionsMenuVisible()
{
bool theIsVisible = false;
if(this->mOptionsScreen)
{
theIsVisible = this->mOptionsScreen->isVisible();
}
return theIsVisible;
}
//-----------------------------------------------------------------------------
// Purpose: Activate's the player special ability
// called when the player hits their "special" key
//-----------------------------------------------------------------------------
void TeamFortressViewport::InputPlayerSpecial( void )
{
if (!m_iInitialized)
return;
if ( g_iPlayerClass == PC_ENGINEER || g_iPlayerClass == PC_SPY )
{
ShowCommandMenu( gViewPort->m_StandardMenu );
if ( m_pCurrentCommandMenu )
{
m_pCurrentCommandMenu->KeyInput( '7' );
}
}
else
{
// if it's any other class, just send the command down to the server
ClientCmd( "_special" );
}
}
// Set the submenu of the Command Menu
void TeamFortressViewport::SetCurrentCommandMenu( CCommandMenu *pNewMenu )
{
for (int i = 0; i < m_iNumMenus; i++)
m_pCommandMenus[i]->setVisible(false);
m_pCurrentCommandMenu = pNewMenu;
if (m_pCurrentCommandMenu)
m_pCurrentCommandMenu->MakeVisible( NULL );
}
void TeamFortressViewport::UpdateCommandMenu(int menuIndex)
{
m_pCommandMenus[menuIndex]->RecalculateVisibles( 0, false );
m_pCommandMenus[menuIndex]->RecalculatePositions( 0 );
}
void COM_FileBase ( const char *in, char *out);
void TeamFortressViewport::UpdateSpectatorPanel()
{
m_iUser1 = g_iUser1;
m_iUser2 = g_iUser2;
m_iUser3 = g_iUser3;
if (!m_pSpectatorPanel)
return;
if ( g_iUser1 && gHUD.m_pCvarDraw->value && !gHUD.m_iIntermission) // don't draw in dev_overview mode
{
char bottomText[128];
char helpString2[128];
char * name;
int player = 0;
// check if spectator combinations are still valid
gHUD.m_Spectator.CheckSettings();
if ( !m_pSpectatorPanel->isVisible() )
{
m_pSpectatorPanel->setVisible( true ); // show spectator panel, but
m_pSpectatorPanel->ShowMenu( true );
// Removed by mmcguire.
// This text isn't applicable anymore.
/*
char tempString[128];
_snprintf( tempString, sizeof( tempString ) - 1, "%c%s", HUD_PRINTCENTER, CHudTextMessage::BufferedLocaliseTextString( "#Spec_Duck" ) );
tempString[ sizeof( tempString ) - 1 ] = '\0';
gHUD.m_TextMessage.MsgFunc_TextMsg( NULL, strlen( tempString ) + 1, tempString );
*/
}
sprintf(bottomText,"#Spec_Mode%d", g_iUser1 );
sprintf(helpString2,"#Spec_Mode%d", g_iUser1 );
if ( gEngfuncs.IsSpectateOnly() )
strcat(helpString2, " - HLTV");
// check if we're locked onto a target, show the player's name
if ( (g_iUser2 > 0) && (g_iUser2 <= gEngfuncs.GetMaxClients()) && (g_iUser1 != OBS_ROAMING) )
{
player = g_iUser2;
}
name = g_PlayerInfoList[player].name;
// create player & health string
if ( player && name )
{
strcpy( bottomText, name );
}
/*
// in first person mode colorize player names
if ( (g_iUser1 == OBS_IN_EYE) && player )
{
float * color = GetClientColor( player );
int r = color[0]*255;
int g = color[1]*255;
int b = color[2]*255;
// set team color, a bit transparent
m_pSpectatorPanel->m_BottomMainLabel->setFgColor(r,g,b,0);
}
else
{ // restore GUI color
m_pSpectatorPanel->m_BottomMainLabel->setFgColor( 143, 143, 54, 0 );
}
*/
// add sting auto if we are in auto directed mode
if ( CVAR_GET_FLOAT("spec_autodirector") != 0 )
{
char tempString[128];
sprintf(tempString, "#Spec_Auto %s", helpString2);
strcpy( helpString2, tempString );
}
m_pSpectatorPanel->m_BottomMainLabel->setText( CHudTextMessage::BufferedLocaliseTextString( bottomText ) );
// update extra info field
char szText[64];
if ( gEngfuncs.IsSpectateOnly() )
{
// in HLTV mode show number of spectators
_snprintf( szText, 63, "%s: %d", CHudTextMessage::BufferedLocaliseTextString( "#Spectators" ), gHUD.m_Spectator.m_iSpectatorNumber );
}
else
{
// otherwise show map name
char szMapName[64];
COM_FileBase( gEngfuncs.pfnGetLevelName(), szMapName );
_snprintf ( szText, 63, "%s: %s",CHudTextMessage::BufferedLocaliseTextString( "#Spec_Map" ), szMapName );
}
szText[63] = 0;
m_pSpectatorPanel->m_ExtraInfo->setText ( szText );
/*
int timer = (int)( gHUD.m_roundTimer.m_flTimeEnd - gHUD.m_flTime );
if ( timer < 0 )
timer = 0;
_snprintf ( szText, 63, "%d:%02d\n", (timer / 60), (timer % 60) );
szText[63] = 0;
m_pSpectatorPanel->m_CurrentTime->setText( szText ); */
int theTimeToDisplay = gHUD.GetGameTime();
_snprintf ( szText, 63, "%d:%02d\n", (theTimeToDisplay / 60), (theTimeToDisplay % 60) );
szText[63] = 0;
m_pSpectatorPanel->m_CurrentTime->setText( szText );
// update spectator panel
gViewPort->m_pSpectatorPanel->Update();
}
else
{
if ( m_pSpectatorPanel->isVisible() )
{
m_pSpectatorPanel->setVisible( false );
}
if (m_pSpectatorPanel->m_menuVisible)
{
m_pSpectatorPanel->ShowMenu( false ); // dsiable all menus/buttons
}
}
// If balance has changed, recompute balance
#ifdef AVH_PLAYTEST_BUILD
if(this->mBalanceChanged && this->IsOptionsMenuVisible())
{
this->RecomputeAnalysis();
this->mBalanceChanged = false;
}
#endif
m_flSpectatorPanelLastUpdated = gHUD.m_flTime + 1.0; // update every seconds
}
//======================================================================
void TeamFortressViewport::CreateScoreBoard( void )
{
int xdent = SBOARD_INDENT_X;
int ydent = SBOARD_INDENT_Y;
if (ScreenWidth() == 512)
{
xdent = SBOARD_INDENT_X_512;
ydent = SBOARD_INDENT_Y_512;
}
else if (ScreenWidth() == 400)
{
xdent = SBOARD_INDENT_X_400;
ydent = SBOARD_INDENT_Y_400;
}
m_pScoreBoard = new ScorePanel(xdent, ydent, ScreenWidth() - (xdent * 2), ScreenHeight() - (ydent * 2));
m_pScoreBoard->setParent(this);
m_pScoreBoard->setVisible(false);
}
void TeamFortressViewport::CreateOptionsMenu()
{
//this->mOptionsScreen = new ColoredPanel(0, 0, ScreenWidth, ScreenHeight);
this->mOptionsScreen = new CTransparentPanel(128, 0, 0, ScreenWidth(), ScreenHeight());
this->mOptionsScreen->setBorder( new LineBorder( Color(255*0.7,170*0.7,0,0 )) );
this->mOptionsScreen->setParent(this);
this->mOptionsScreen->setBgColor(128, 128, 128, 40);
this->mOptionsScreen->setVisible(false);
int theScreenWidth = ScreenWidth();
int theScreenHeight = ScreenHeight();
// Populate playtest info
#ifdef AVH_PLAYTEST_BUILD
this->mPlaytestVariables->setVisible(false);
this->mPlaytestVariables->setParent(this->mOptionsScreen);
int thePlaytestX = (xInset /*+ kButtonWidth + kButtonHorizontalSpacing*/)*ScreenWidth();
int thePlaytestY = yInset*ScreenHeight();
this->mPlaytestVariables->setPos(thePlaytestX, thePlaytestY);
this->mPlaytestVariableWidth = kButtonWidth*2.1f*ScreenWidth();
this->mPlaytestVariableHeight = kButtonHeight*10.0f*ScreenHeight();
int theColumnTwoX = thePlaytestX + this->mPlaytestVariableWidth + xInset*ScreenWidth();
this->mPlaytestAnalysis->setVisible(false);
this->mPlaytestAnalysis->setParent(this->mOptionsScreen);
this->mPlaytestAnalysis->setPos(.4f*ScreenWidth(), .6*ScreenHeight());
this->mPlaytestAnalysisWidth = .4*ScreenWidth();
this->mPlaytestAnalysisHeight = .3*ScreenHeight();
this->mNSLogoBitmap = vgui_LoadTGANoInvertAlpha("gfx/vgui/ns-logo.tga");
this->mNSLogoBitmap->setColor(Color(255, 255, 255, 0));
int theBitmapWidth, theBitmapHeight;
this->mNSLogoBitmap->getSize(theBitmapWidth, theBitmapHeight);
this->mNSLogoLabel = new vgui::Label("", theColumnTwoX, thePlaytestY, theBitmapWidth, theBitmapHeight);
this->mNSLogoLabel->setParent(this->mOptionsScreen);
this->mNSLogoLabel->setImage(this->mNSLogoBitmap);
//this->mNSLogoLabel->setFgColorAsImageColor(false);
Color thePlaytestBGColor(0, 0, 0, 0);
Color thePlaytestFGColor(128, 128, 128, 128);
this->mPlaytestVariableName.setParent(this);
int thePlaytestVariableNameY = thePlaytestY + theBitmapHeight + yInset*ScreenHeight();
this->mPlaytestVariableName.setPos(theColumnTwoX, thePlaytestVariableNameY);//= new vgui::Label("", kPlaytestVariableXOffset*theScreenWidth, kPlaytestVariableYOffset*theScreenHeight, kButtonWidth, kButtonHeight);
this->mPlaytestVariableName.setSize(kButtonWidth, kButtonHeight);
this->mPlaytestVariableName.setBgColor(thePlaytestBGColor);
this->mPlaytestVariableName.setFgColor(Scheme::sc_white);
this->mPlaytestVariableValue = new TextEntry("", theColumnTwoX, thePlaytestVariableNameY + yInset*theScreenHeight, kButtonWidth, kButtonHeight/2.0f);
this->mPlaytestVariableValue->setBgColor(thePlaytestBGColor);
this->mPlaytestVariableValue->setFgColor(Scheme::sc_white);
for(int i = 0; i < kNumOptionsButtons; i++)
{
const char* theLabel = kOptionsButtons[i*2];
char* theCommand = kOptionsButtons[i*2 + 1];
//CommandButton* theCurrentCommandButton = this->mOptionsButtons[i];
this->mOptionsButtons[i] = new CommandButton(CHudTextMessage::BufferedLocaliseTextString(theLabel), theColumnTwoX + theBitmapWidth + xInset*theScreenWidth, yInset*theScreenHeight + (float)i*(kButtonHeight+kButtonVerticalSpacing)*ScreenHeight(), kButtonWidth*theScreenWidth, kButtonHeight*theScreenHeight);
this->mOptionsButtons[i]->setParent(this->mOptionsScreen);
this->mOptionsButtons[i]->setBgColor(128, 128, 128, 40);
this->mOptionsButtons[i]->addActionSignal(new COptionsScreen_StringCommand(theCommand));
this->mOptionsButtons[i]->setVisible(false);
this->mOptionsButtons[i]->setFont(Scheme::sf_primary1);
}
#endif
}
void TeamFortressViewport::CreateServerBrowser( void )
{
m_pServerBrowser = new ServerBrowser( 0, 0, ScreenWidth(), ScreenHeight() );
m_pServerBrowser->setParent(this);
m_pServerBrowser->setVisible(false);
}
void TeamFortressViewport::CreatePlayerMenu()
{
int newIndex = m_iNumMenus;
m_pCommandMenus[newIndex] = new CCommandMenu(NULL, 1, XRES(390), YRES(32), XRES(kPlayerMenuWidth), YRES(300)); // This will be resized once we know how many items are in it
m_pCommandMenus[newIndex]->setParent(this);
m_pCommandMenus[newIndex]->setVisible(false);
m_pCommandMenus[newIndex]->m_flButtonSizeY = BUTTON_SIZE_Y / 2;
m_pCommandMenus[newIndex]->m_iSpectCmdMenu = 1;
m_iNumMenus++;
m_SpectatorPlayerMenu = newIndex;
}
void TeamFortressViewport::UpdatePlayerMenu()
{
CCommandMenu* pMenu = m_pCommandMenus[m_SpectatorPlayerMenu];
int xOffset = 0;
float flButtonSizeX = XRES(kPlayerMenuWidth);
float flButtonSizeY = BUTTON_SIZE_Y / 2;
// Create a menu item for each of the players.
pMenu->ClearButtonsOfArmedState();
pMenu->RemoveAllButtons();
// Make sure we have player info
gViewPort->GetAllPlayersInfo();
for (int team = 0; team < 4; ++team)
{
if (gHUD.GetPlayMode() != PLAYMODE_OBSERVER)
{
// Filter out players who aren't on our team.
int theLocalPlayerTeam = 0;
if (gEngfuncs.GetLocalPlayer())
{
theLocalPlayerTeam = gEngfuncs.GetLocalPlayer()->curstate.team;
}
if (theLocalPlayerTeam != team)
{
continue;
}
}
for (int i = 1; i <= MAX_PLAYERS; ++i)
{
if ( g_PlayerInfoList[i].name == NULL )
continue; // empty player slot, skip
if ( g_PlayerExtraInfo[i].teamname[0] == 0 )
continue; // skip over players who are not in a team
if ( g_PlayerExtraInfo[i].teamnumber != team)
continue;
switch(g_PlayerExtraInfo[i].playerclass)
{
case PLAYERCLASS_SPECTATOR:
case PLAYERCLASS_COMMANDER:
case PLAYERCLASS_REINFORCING:
continue;
}
int iButtonY = (BUTTON_SIZE_Y-1) * pMenu->GetNumButtons();
PlayerButton* pButton = new PlayerButton(i, g_PlayerInfoList[i].name, 0, iButtonY, flButtonSizeX, flButtonSizeY, false, true);
//pButton->setArmedColor(teamR, teamG, teamB, 0);
//pButton->setUnArmedColor(teamR, teamG, teamB, 0);
//pButton->setArmedBorderColor(255 / gHUD.GetGammaSlope(), 255 / gHUD.GetGammaSlope(), 255 / gHUD.GetGammaSlope(), 0);
if ( pButton )
{
pMenu->AddButton( pButton );
pButton->setParentMenu( pMenu );
pButton->setFont( Scheme::sf_primary3 );
char command[MAX_COMMAND_SIZE];
sprintf(command, "follow %d", i);
pButton->addActionSignal(new CMenuHandler_StringCommand(command));
}
}
}
}
//======================================================================
// Set the VGUI Menu
void TeamFortressViewport::SetCurrentMenu( CMenuPanel *pMenu )
{
m_pCurrentMenu = pMenu;
if ( m_pCurrentMenu )
{
// Don't open menus in demo playback
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
return;
m_pCurrentMenu->Open();
}
}
//================================================================
// Text Window
CMenuPanel* TeamFortressViewport::CreateTextWindow( int iTextToShow )
{
char sz[256];
char *cText;
char *pfile = NULL;
static const int MAX_TITLE_LENGTH = 32;
char cTitle[MAX_TITLE_LENGTH];
if ( iTextToShow == SHOW_MOTD )
{
if (!m_szServerName || !m_szServerName[0])
strcpy( cTitle, kAvHGameName );
else
strncpy( cTitle, m_szServerName, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH-1] = 0;
cText = m_szMOTD;
}
else if ( iTextToShow == SHOW_MAPBRIEFING )
{
// Get the current mapname, and open it's map briefing text
if (m_sMapName && m_sMapName[0])
{
strcpy( sz, "maps/");
strcat( sz, m_sMapName );
strcat( sz, ".txt" );
}
else
{
const char *level = gEngfuncs.pfnGetLevelName();
if (!level)
return NULL;
strcpy( sz, level );
char *ch = strchr( sz, '.' );
*ch = '\0';
strcat( sz, ".txt" );
// pull out the map name
strcpy( m_sMapName, level );
ch = strchr( m_sMapName, '.' );
if ( ch )
{
*ch = 0;
}
ch = strchr( m_sMapName, '/' );
if ( ch )
{
// move the string back over the '/'
memmove( m_sMapName, ch+1, strlen(ch)+1 );
}
}
pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
if (!pfile)
return NULL;
cText = pfile;
strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH-1] = 0;
}
else if ( iTextToShow == SHOW_CLASSDESC )
{
switch ( g_iPlayerClass )
{
case PC_SCOUT: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_scout" );
CHudTextMessage::LocaliseTextString( "#Title_scout", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SNIPER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_sniper" );
CHudTextMessage::LocaliseTextString( "#Title_sniper", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SOLDIER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_soldier" );
CHudTextMessage::LocaliseTextString( "#Title_soldier", cTitle, MAX_TITLE_LENGTH ); break;
case PC_DEMOMAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_demoman" );
CHudTextMessage::LocaliseTextString( "#Title_demoman", cTitle, MAX_TITLE_LENGTH ); break;
case PC_MEDIC: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_medic" );
CHudTextMessage::LocaliseTextString( "#Title_medic", cTitle, MAX_TITLE_LENGTH ); break;
case PC_HVYWEAP: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_hwguy" );
CHudTextMessage::LocaliseTextString( "#Title_hwguy", cTitle, MAX_TITLE_LENGTH ); break;
case PC_PYRO: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_pyro" );
CHudTextMessage::LocaliseTextString( "#Title_pyro", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SPY: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_spy" );
CHudTextMessage::LocaliseTextString( "#Title_spy", cTitle, MAX_TITLE_LENGTH ); break;
case PC_ENGINEER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_engineer" );
CHudTextMessage::LocaliseTextString( "#Title_engineer", cTitle, MAX_TITLE_LENGTH ); break;
case PC_CIVILIAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_civilian" );
CHudTextMessage::LocaliseTextString( "#Title_civilian", cTitle, MAX_TITLE_LENGTH ); break;
default:
return NULL;
}
if ( g_iPlayerClass == PC_CIVILIAN )
{
sprintf(sz, "classes/long_civilian.txt");
}
else
{
sprintf(sz, "classes/long_%s.txt", sTFClassSelection[ g_iPlayerClass ]);
}
char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
if (pfile)
{
cText = pfile;
}
}
else if ( iTextToShow == SHOW_SPECHELP )
{
CHudTextMessage::LocaliseTextString( "#Spec_Help_Title", cTitle, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH-1] = 0;
char *pfile = CHudTextMessage::BufferedLocaliseTextString( "#Spec_Help_Text" );
if ( pfile )
{
cText = pfile;
}
}
// if we're in the game (ie. have selected a class), flag the menu to be only grayed in the dialog box, instead of full screen
CMenuPanel *pMOTDPanel = CMessageWindowPanel_Create( cText, cTitle, g_iPlayerClass == PC_UNDEFINED, false, 0, 0, ScreenWidth(), ScreenHeight() );
pMOTDPanel->setParent( this );
if ( pfile )
gEngfuncs.COM_FreeFile( pfile );
return pMOTDPanel;
}
char* TeamFortressViewport::GetTeamName( int iTeam )
{
return m_sTeamNames[iTeam];
}
//================================================================
// VGUI Menus
void TeamFortressViewport::ShowVGUIMenu( int iMenu )
{
CMenuPanel *pNewMenu = NULL;
gHUD.SetUsingVGUI(true);
// Don't open menus in demo playback
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
return;
// Don't open any menus except the MOTD during intermission
// MOTD needs to be accepted because it's sent down to the client
// after map change, before intermission's turned off
if ( gHUD.m_iIntermission && iMenu != MENU_INTRO )
return;
// Don't create one if it's already in the list
if (m_pCurrentMenu)
{
CMenuPanel *pMenu = m_pCurrentMenu;
while (pMenu != NULL)
{
if (pMenu->GetMenuID() == iMenu)
return;
pMenu = pMenu->GetNextMenu();
}
}
switch ( iMenu )
{
case MENU_TEAM:
pNewMenu = ShowTeamMenu();
break;
// Map Briefing removed now that it appears in the team menu
case MENU_MAPBRIEFING:
pNewMenu = CreateTextWindow( SHOW_MAPBRIEFING );
break;
case MENU_INTRO:
pNewMenu = CreateTextWindow( SHOW_MOTD );
break;
case MENU_CLASSHELP:
pNewMenu = CreateTextWindow( SHOW_CLASSDESC );
break;
case MENU_SPECHELP:
pNewMenu = CreateTextWindow( SHOW_SPECHELP );
break;
case MENU_CLASS:
pNewMenu = ShowClassMenu();
break;
default:
break;
}
if (!pNewMenu)
return;
// Close the Command Menu if it's open
HideCommandMenu();
pNewMenu->SetMenuID( iMenu );
pNewMenu->SetActive( true );
pNewMenu->setParent(this);
// See if another menu is visible, and if so, cache this one for display once the other one's finished
if (m_pCurrentMenu)
{
if ( m_pCurrentMenu->GetMenuID() == MENU_CLASS && iMenu == MENU_TEAM )
{
CMenuPanel *temp = m_pCurrentMenu;
m_pCurrentMenu->Close();
m_pCurrentMenu = pNewMenu;
m_pCurrentMenu->SetNextMenu( temp );
m_pCurrentMenu->Open();
UpdateCursorState();
}
else
{
m_pCurrentMenu->SetNextMenu( pNewMenu );
}
}
else
{
m_pCurrentMenu = pNewMenu;
m_pCurrentMenu->Open();
UpdateCursorState();
}
}
// Removes all VGUI Menu's onscreen
void TeamFortressViewport::HideVGUIMenu()
{
while (m_pCurrentMenu)
{
HideTopMenu();
}
gHUD.SetUsingVGUI(false);
}
// Remove the top VGUI menu, and bring up the next one
void TeamFortressViewport::HideTopMenu()
{
if (m_pCurrentMenu)
{
// Close the top one
m_pCurrentMenu->Close();
// Bring up the next one
gViewPort->SetCurrentMenu( m_pCurrentMenu->GetNextMenu() );
}
UpdateCursorState();
}
// Return TRUE if the HUD's allowed to print text messages
bool TeamFortressViewport::AllowedToPrintText( void )
{
// Prevent text messages when fullscreen menus are up
if ( m_pCurrentMenu && g_iPlayerClass == 0 )
{
int iId = m_pCurrentMenu->GetMenuID();
if ( iId == MENU_TEAM || iId == MENU_CLASS || iId == MENU_INTRO || iId == MENU_CLASSHELP )
return FALSE;
}
return TRUE;
}
//======================================================================================
// TEAM MENU
//======================================================================================
// Bring up the Team selection Menu
CMenuPanel* TeamFortressViewport::ShowTeamMenu()
{
// Don't open menus in demo playback
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
return NULL;
m_pTeamMenu->Reset();
return m_pTeamMenu;
}
void TeamFortressViewport::CreateTeamMenu()
{
// Create the panel
m_pTeamMenu = new CTeamMenuPanel(100, false, 0, 0, ScreenWidth(), ScreenHeight());
m_pTeamMenu->setParent( this );
m_pTeamMenu->setVisible( false );
}
//======================================================================================
// CLASS MENU
//======================================================================================
// Bring up the Class selection Menu
CMenuPanel* TeamFortressViewport::ShowClassMenu()
{
// Don't open menus in demo playback
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
return NULL;
m_pClassMenu->Reset();
return m_pClassMenu;
}
void TeamFortressViewport::CreateClassMenu()
{
// Create the panel
m_pClassMenu = new CClassMenuPanel(100, false, 0, 0, ScreenWidth(), ScreenHeight());
m_pClassMenu->setParent(this);
m_pClassMenu->setVisible( false );
}
//======================================================================================
//======================================================================================
// SPECTATOR MENU
//======================================================================================
// Spectator "Menu" explaining the Spectator buttons
void TeamFortressViewport::CreateSpectatorMenu()
{
// Create the Panel
m_pSpectatorPanel = new SpectatorPanel(0, 0, ScreenWidth(), ScreenHeight());
m_pSpectatorPanel->setParent(this);
m_pSpectatorPanel->setVisible(false);
m_pSpectatorPanel->Initialize();
}
//======================================================================================
// UPDATE HUD SECTIONS
//======================================================================================
// We've got an update on player info
// Recalculate any menus that use it.
void TeamFortressViewport::UpdateOnPlayerInfo()
{
if (m_pTeamMenu)
m_pTeamMenu->Update();
if (m_pClassMenu)
m_pClassMenu->Update();
if (m_pScoreBoard)
m_pScoreBoard->Update();
}
void TeamFortressViewport::UpdateCursorState()
{
if (gHUD.GetInTopDownMode() || m_pSpectatorPanel->isVisible() || GetClientVoiceMgr()->IsInSquelchMode())
{
gHUD.GetManager().SetMouseVisibility(true);
}
else
{
// Don't reset mouse in demo playback
if ( !gEngfuncs.pDemoAPI->IsPlayingback() )
{
IN_ResetMouse();
}
gHUD.GetManager().SetMouseVisibility(false);
}
/*
if(!gHUD.GetInTopDownMode())
{
// Need cursor if any VGUI window is up
if ( m_pSpectatorPanel->m_menuVisible || m_pCurrentMenu || m_pTeamMenu->isVisible() || m_pServerBrowser->isVisible() || GetClientVoiceMgr()->IsInSquelchMode() )
{
gHUD.GetManager().SetMouseVisibility(true);
//g_iVisibleMouse = true;
//App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_arrow) );
return;
}
else if ( m_pCurrentCommandMenu )
{
// commandmenu doesn't have cursor if hud_capturemouse is turned off
if ( gHUD.m_pCvarStealMouse->value != 0.0f )
{
gHUD.GetManager().SetMouseVisibility(true);
//g_iVisibleMouse = true;
//App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_arrow) );
return;
}
}
// Don't reset mouse in demo playback
if ( !gEngfuncs.pDemoAPI->IsPlayingback() )
{
IN_ResetMouse();
}
gHUD.GetManager().SetMouseVisibility(false);
//g_iVisibleMouse = false;
//App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_none) );
}
*/
}
void TeamFortressViewport::UpdateHighlights()
{
if (m_pCurrentCommandMenu)
m_pCurrentCommandMenu->MakeVisible( NULL );
}
void TeamFortressViewport::GetAllPlayersInfo( void )
{
for ( int i = 1; i <= MAX_PLAYERS; i++ )
{
GetPlayerInfo( i, &g_PlayerInfoList[i] );
if ( g_PlayerInfoList[i].thisplayer )
m_pScoreBoard->m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine
}
}
void TeamFortressViewport::paintBackground()
{
if (m_pScoreBoard)
{
int x, y;
getApp()->getCursorPos(x, y);
m_pScoreBoard->cursorMoved(x, y, m_pScoreBoard);
}
// See if the command menu is visible and needs recalculating due to some external change
if ( g_iTeamNumber != m_iCurrentTeamNumber )
{
UpdateCommandMenu( m_StandardMenu );
if ( m_pClassMenu )
{
m_pClassMenu->Update();
}
m_iCurrentTeamNumber = g_iTeamNumber;
}
if ( g_iPlayerClass != m_iCurrentPlayerClass )
{
UpdateCommandMenu( m_StandardMenu );
m_iCurrentPlayerClass = g_iPlayerClass;
}
// See if the Spectator Menu needs to be update
if ( ( g_iUser1 != m_iUser1 || g_iUser2 != m_iUser2 ) ||
( m_flSpectatorPanelLastUpdated < gHUD.m_flTime ) )
{
UpdateSpectatorPanel();
}
// Update the Scoreboard, if it's visible
if ( m_pScoreBoard->isVisible() && (m_flScoreBoardLastUpdated < gHUD.m_flTime) )
{
m_pScoreBoard->Update();
m_flScoreBoardLastUpdated = gHUD.m_flTime + 0.5;
}
int extents[4];
getAbsExtents(extents[0],extents[1],extents[2],extents[3]);
VGui_ViewportPaintBackground(extents);
}
//================================================================
// Input Handler for Drag N Drop panels
void CDragNDropHandler::cursorMoved(int x,int y,Panel* panel)
{
if(m_bDragging)
{
App::getInstance()->getCursorPos(x,y);
m_pPanel->setPos(m_iaDragOrgPos[0]+(x-m_iaDragStart[0]),m_iaDragOrgPos[1]+(y-m_iaDragStart[1]));
if(m_pPanel->getParent()!=null)
{
m_pPanel->getParent()->repaint();
}
}
}
void CDragNDropHandler::mousePressed(MouseCode code,Panel* panel)
{
int x,y;
App::getInstance()->getCursorPos(x,y);
m_bDragging=true;
m_iaDragStart[0]=x;
m_iaDragStart[1]=y;
m_pPanel->getPos(m_iaDragOrgPos[0],m_iaDragOrgPos[1]);
App::getInstance()->setMouseCapture(panel);
m_pPanel->setDragged(m_bDragging);
m_pPanel->requestFocus();
}
void CDragNDropHandler::mouseReleased(MouseCode code,Panel* panel)
{
m_bDragging=false;
m_pPanel->setDragged(m_bDragging);
App::getInstance()->setMouseCapture(null);
}
//================================================================
// Number Key Input
bool TeamFortressViewport::SlotInput( int iSlot )
{
// If there's a menu up, give it the input
if ( m_pCurrentMenu )
return m_pCurrentMenu->SlotInput( iSlot );
if(gHUD.SlotInput(iSlot))
{
return TRUE;
}
return FALSE;
}
// Direct Key Input
int TeamFortressViewport::KeyInput( int down, int keynum, const char *pszCurrentBinding )
{
if (m_chatPanel->isVisible())
{
// Don't let the game handle the input while the user is typing in the
// chat window.
return 0;
}
if (down && pszCurrentBinding && !strcmp(pszCurrentBinding, kcGlobalChat))
{
m_chatPanel->setVisible(true);
m_chatPanel->requestFocus();
m_chatPanel->SetChatMode("say");
return 0;
}
else if (down && pszCurrentBinding && !strcmp(pszCurrentBinding, kcTeamChat))
{
m_chatPanel->setVisible(true);
m_chatPanel->requestFocus();
m_chatPanel->SetChatMode("say_team");
return 0;
}
// Enter gets out of Spectator Mode by bringing up the Team Menu
// if (m_iUser1 && gEngfuncs.Con_IsVisible() == false )
// {
// //if ( down && (keynum == K_ENTER || keynum == K_KP_ENTER) )
// if ( down && keynum == K_F1 )
// {
// //ShowVGUIMenu( MENU_TEAM );
// gEngfuncs.pfnClientCmd(kcReadyRoom);
// }
// }
// Open Text Window?
if (m_pCurrentMenu && gEngfuncs.Con_IsVisible() == false)
{
int iMenuID = m_pCurrentMenu->GetMenuID();
// Get number keys as Input for Team/Class menus
if (iMenuID == MENU_TEAM || iMenuID == MENU_CLASS)
{
// Escape gets you out of Team/Class menus if the Cancel button is visible
if ( keynum == K_ESCAPE )
{
if ( (iMenuID == MENU_TEAM && g_iTeamNumber) || (iMenuID == MENU_CLASS && g_iPlayerClass) )
{
HideTopMenu();
return 0;
}
}
for (int i = '0'; i <= '9'; i++)
{
if ( down && (keynum == i) )
{
SlotInput( i - '0' );
return 0;
}
}
}
// Grab enter keys to close TextWindows
if ( down && (keynum == K_ENTER || keynum == K_KP_ENTER || keynum == K_SPACE || keynum == K_ESCAPE) )
{
if ( iMenuID == MENU_MAPBRIEFING || iMenuID == MENU_INTRO || iMenuID == MENU_CLASSHELP )
{
HideTopMenu();
return 0;
}
}
// Grab jump key on Team Menu as autoassign
if ( pszCurrentBinding && down && !strcmp(pszCurrentBinding, "+jump") )
{
if (iMenuID == MENU_TEAM)
{
m_pTeamMenu->SlotInput(5);
return 0;
}
}
}
// if we're in a command menu, try hit one of it's buttons
if ( down && m_pCurrentCommandMenu )
{
// Escape hides the command menu
if ( keynum == K_ESCAPE )
{
HideCommandMenu();
return 0;
}
// only trap the number keys
if ( keynum >= '0' && keynum <= '9' )
{
if ( m_pCurrentCommandMenu->KeyInput(keynum) )
{
// a final command has been issued, so close the command menu
HideCommandMenu();
}
return 0;
}
}
return 1;
}
ChatPanel* TeamFortressViewport::GetChatPanel()
{
return m_chatPanel;
}
//================================================================
// Message Handlers
int TeamFortressViewport::MsgFunc_ValClass(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
for (int i = 0; i < 5; i++)
m_iValidClasses[i] = READ_SHORT();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iNumberOfTeams = READ_BYTE();
for (int i = 0; i < m_iNumberOfTeams; i++)
{
//int teamNum = i + 1;
int teamNum = i;
// Build team title
gHUD.m_TextMessage.LocaliseTextString( READ_STRING(), m_sTeamNames[teamNum], MAX_TEAMNAME_SIZE );
// Don't append "Team: 0" or "Team: Spectators", only for higher teams
if((i >= 1) && (i < m_iNumberOfTeams-1))
{
char theTeamTranslation[128];
strcpy(theTeamTranslation, gHUD.m_TextMessage.LookupString(kTeamTitle));
char theFullTeamName[256];
sprintf(theFullTeamName, "%s %d: %s", theTeamTranslation, i, m_sTeamNames[teamNum]);
strcpy(m_sTeamNames[teamNum], theFullTeamName);
}
// Set the team name buttons
if (m_pTeamButtons[i])
m_pTeamButtons[i]->setText( m_sTeamNames[teamNum] );
// range check this value...m_pDisguiseButtons[5];
if ( teamNum < 5 )
{
// Set the disguise buttons
if ( m_pDisguiseButtons[teamNum] )
m_pDisguiseButtons[teamNum]->setText( m_sTeamNames[teamNum] );
}
}
// Update the Team Menu
if (m_pTeamMenu)
m_pTeamMenu->Update();
return 1;
}
int TeamFortressViewport::MsgFunc_Feign(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iIsFeigning = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_Detpack(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iIsSettingDetpack = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_VGUIMenu(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int iMenu = READ_BYTE();
// Map briefing includes the name of the map (because it's sent down before the client knows what map it is)
if (iMenu == MENU_MAPBRIEFING)
{
strncpy( m_sMapName, READ_STRING(), sizeof(m_sMapName) );
m_sMapName[ sizeof(m_sMapName) - 1 ] = '\0';
}
// Bring up the menu6
ShowVGUIMenu( iMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf )
{
if (m_iGotAllMOTD)
m_szMOTD[0] = 0;
BEGIN_READ( pbuf, iSize );
m_iGotAllMOTD = READ_BYTE();
int roomInArray = sizeof(m_szMOTD) - strlen(m_szMOTD) - 1;
strncat( m_szMOTD, READ_STRING(), roomInArray >= 0 ? roomInArray : 0 );
m_szMOTD[ sizeof(m_szMOTD)-1 ] = '\0';
// don't show MOTD for HLTV spectators
if ( m_iGotAllMOTD && !gEngfuncs.IsSpectateOnly() )
{
//ShowVGUIMenu( MENU_INTRO );
//gHUD.GetManager().SetMouseVisibility(true);
//ShowOptionsMenu();
// gHUD.AddTooltip(m_szMOTD, false, kMOTDToolTipMaxWidth);
}
return 1;
}
int TeamFortressViewport::MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iBuildState = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iRandomPC = READ_BYTE();
return 1;
}
int TeamFortressViewport::MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
memset(this->m_szServerName, 0, MAX_SERVERNAME_LENGTH);
strncpy( m_szServerName, READ_STRING(), MAX_SERVERNAME_LENGTH );
return 1;
}
int TeamFortressViewport::MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
short score = READ_SHORT();
short frags = READ_SHORT();
short deaths = READ_SHORT();
short playerclass = READ_BYTE();
short auth = READ_SHORT();
bool is_upp = (auth & PLAYERAUTH_UPP_MODE);
short teamnumber = READ_SHORT();
short color = 0;
if(is_upp)
{
color = READ_BYTE();
}
else if(auth & PLAYERAUTH_CUSTOM)
{
//clear the string (I dont think this array is reset anywhere else (since everything is set when the score info message is sent anyways)
//so just memset it here to prevent any possible problems.
memset(&g_PlayerExtraInfo[cl].customicon, 0, sizeof(g_PlayerExtraInfo[cl].customicon));
// Read custom icon
char* theString = READ_STRING();
if(theString && strlen(theString) >= 4 && strlen(theString) <= CUSTOM_ICON_LENGTH+2)//make sure the string is within the right size.
strncpy(g_PlayerExtraInfo[cl].customicon, theString, sizeof(g_PlayerExtraInfo[cl].customicon)-1);
}
if ( cl > 0 && cl <= MAX_PLAYERS )
{
// Update score, but show + or - indicator on scoreboard when it changes
g_PlayerExtraInfo[cl].lastScore = g_PlayerExtraInfo[cl].score;
g_PlayerExtraInfo[cl].score = score;
if(g_PlayerExtraInfo[cl].score != g_PlayerExtraInfo[cl].lastScore)
{
g_PlayerExtraInfo[cl].timeOfLastScoreChange = gHUD.GetTimeOfLastUpdate();
}
// Update other info
g_PlayerExtraInfo[cl].frags = frags;
g_PlayerExtraInfo[cl].deaths = deaths;
g_PlayerExtraInfo[cl].playerclass = playerclass;
g_PlayerExtraInfo[cl].teamnumber = teamnumber;
g_PlayerExtraInfo[cl].auth = auth;
g_PlayerExtraInfo[cl].color = color;
// Don't go below 0!
if ( g_PlayerExtraInfo[cl].teamnumber < 0 )
g_PlayerExtraInfo[cl].teamnumber = 0;
UpdateOnPlayerInfo();
}
return 1;
}
// Message handler for TeamScore message
// accepts three values:
// string: team name
// short: teams kills
// short: teams deaths
// if this message is never received, then scores will simply be the combined totals of the players.
int TeamFortressViewport::MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
char *TeamName = READ_STRING();
// find the team matching the name
for ( int i = 1; i <= m_pScoreBoard->m_iNumTeams; i++ )
{
if ( !stricmp( TeamName, g_TeamInfo[i].name ) )
break;
}
if ( i > m_pScoreBoard->m_iNumTeams )
return 1;
// use this new score data instead of combined player scoresw
g_TeamInfo[i].scores_overriden = TRUE;
g_TeamInfo[i].frags = READ_SHORT();
g_TeamInfo[i].deaths = READ_SHORT();
return 1;
}
// Message handler for TeamInfo message
// accepts two values:
// byte: client number
// string: client team name
int TeamFortressViewport::MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf )
{
if (!m_pScoreBoard)
return 1;
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if ( cl > 0 && cl <= MAX_PLAYERS )
{
// set the players team
strncpy( g_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME );
}
// rebuild the list of teams
m_pScoreBoard->RebuildTeams();
return 1;
}
void TeamFortressViewport::DeathMsg( int killer, int victim )
{
m_pScoreBoard->DeathMsg(killer,victim);
}
int TeamFortressViewport::MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if ( cl > 0 && cl <= MAX_PLAYERS )
{
g_IsSpectator[cl] = READ_BYTE();
}
return 1;
}
int TeamFortressViewport::MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iAllowSpectators = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
// If the team menu is up, update it too
if (m_pTeamMenu)
m_pTeamMenu->Update();
return 1;
}