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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
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//
// 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: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $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"
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# include "pm_shared.h"
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# include "keydefs.h"
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# include "demo.h"
# include "demo_api.h"
# include "vgui_int.h"
# include "vgui_TeamFortressViewport.h"
# include "vgui_ServerBrowser.h"
# include "vgui_ScorePanel.h"
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# include "vgui_SpectatorPanel.h"
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# include "shake.h"
# include "screenfade.h"
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extern int g_iVisibleMouse ;
class CCommandMenu ;
int g_iPlayerClass ;
int g_iTeamNumber ;
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int g_iUser1 = 0 ;
int g_iUser2 = 0 ;
int g_iUser3 = 0 ;
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// Scoreboard positions
# define SBOARD_INDENT_X XRES(104)
# 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
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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 ) ;
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extern float * GetClientColor ( int clientIndex ) ;
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using namespace vgui ;
// Team Colors
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int iNumberOfTeamColors = 5 ;
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int iTeamColors [ 5 ] [ 3 ] =
{
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{ 255 , 170 , 0 } , // HL orange (default)
{ 125 , 165 , 210 } , // Blue
{ 200 , 90 , 70 } , // Red
{ 225 , 205 , 45 } , // Yellow
{ 145 , 215 , 140 } , // Green
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} ;
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// 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 " ,
} ;
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# ifdef _TFC
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int iBuildingCosts [ ] =
{
BUILD_COST_DISPENSER ,
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BUILD_COST_SENTRYGUN ,
BUILD_COST_TELEPORTER
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} ;
// 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 ,
} ;
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# endif
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// 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 ' ) ;
}
}
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void CCommandMenu : : RemoveAllButtons ( void )
{
/*
for ( int i = 0 ; i < m_iButtons ; i + + )
{
CommandButton * pTemp = m_aButtons [ i ] ;
m_aButtons [ i ] = NULL ;
pTemp
if ( pTemp )
{
delete ( pTemp ) ;
}
}
*/
removeAllChildren ( ) ;
m_iButtons = 0 ;
}
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//-----------------------------------------------------------------------------
// 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 ( ) ;
}
}
}
//-----------------------------------------------------------------------------
// 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
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bool CCommandMenu : : RecalculateVisibles ( int iYOffset , bool bHideAll )
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{
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int i , iCurrentY = 0 ;
int iVisibleButtons = 0 ;
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// Cycle through all the buttons in this menu, and see which will be visible
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for ( i = 0 ; i < m_iButtons ; i + + )
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{
int iClass = m_aButtons [ i ] - > GetPlayerClass ( ) ;
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if ( ( iClass & & iClass ! = g_iPlayerClass ) | | ( m_aButtons [ i ] - > IsNotValid ( ) ) | | bHideAll )
{
m_aButtons [ i ] - > setVisible ( false ) ;
if ( m_aButtons [ i ] - > GetSubMenu ( ) ! = NULL )
{
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( m_aButtons [ i ] - > GetSubMenu ( ) ) - > RecalculateVisibles ( 0 , true ) ;
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}
}
else
{
// If it's got a submenu, force it to check visibilities
if ( m_aButtons [ i ] - > GetSubMenu ( ) ! = NULL )
{
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if ( ! ( m_aButtons [ i ] - > GetSubMenu ( ) ) - > RecalculateVisibles ( 0 , false ) )
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{
// The submenu had no visible buttons, so don't display this button
m_aButtons [ i ] - > setVisible ( false ) ;
continue ;
}
}
m_aButtons [ i ] - > setVisible ( true ) ;
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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 ) ;
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// Make sure it's at the right Y position
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// m_aButtons[i]->getPos( iXPos, iYPos );
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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 ) ;
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}
}
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return iVisibleButtons ? true : false ;
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}
// Make sure all submenus can fit on the screen
void CCommandMenu : : RecalculatePositions ( int iYOffset )
{
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int iTop ;
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int iAdjust = 0 ;
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m_iYOffset + = iYOffset ;
if ( m_iDirection )
iTop = ScreenHeight - ( m_iYOffset + _size [ 1 ] ) ;
else
iTop = m_iYOffset ;
if ( iTop < 0 )
iTop = 0 ;
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// Calculate if this is going to fit onscreen, and shuffle it up if it won't
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int iBottom = iTop + _size [ 1 ] ;
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if ( iBottom > ScreenHeight )
{
// Move in increments of button sizes
while ( iAdjust < ( iBottom - ScreenHeight ) )
{
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iAdjust + = m_flButtonSizeY - 1 ;
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}
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iTop - = iAdjust ;
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// Make sure it doesn't move off the top of the screen (the menu's too big to fit it all)
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if ( iTop < 0 )
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{
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iAdjust - = ( 0 - iTop ) ;
iTop = 0 ;
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}
}
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setPos ( _pos [ 0 ] , iTop ) ;
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// 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
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CCommandMenu * TeamFortressViewport : : CreateSubMenu ( CommandButton * pButton , CCommandMenu * pParentMenu , int iYOffset , int iXOffset )
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{
int iXPos = 0 ;
int iYPos = 0 ;
int iWide = CMENU_SIZE_X ;
int iTall = 0 ;
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int iDirection = 0 ;
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if ( pParentMenu )
{
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iXPos = m_pCurrentCommandMenu - > GetXOffset ( ) + ( CMENU_SIZE_X - 1 ) + iXOffset ;
iYPos = m_pCurrentCommandMenu - > GetYOffset ( ) + iYOffset ;
iDirection = pParentMenu - > GetDirection ( ) ;
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}
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CCommandMenu * pMenu = new CCommandMenu ( pParentMenu , iDirection , iXPos , iYPos , iWide , iTall ) ;
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pMenu - > setParent ( this ) ;
pButton - > AddSubMenu ( pMenu ) ;
pButton - > setFont ( Scheme : : sf_primary3 ) ;
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pMenu - > m_flButtonSizeY = m_pCurrentCommandMenu - > m_flButtonSizeY ;
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// Create the Submenu-open signal
InputSignal * pISignal = new CMenuHandler_PopupSubMenuInput ( pButton , pMenu ) ;
pButton - > addInputSignal ( pISignal ) ;
// Put a > to show it's a submenu
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CImageLabel * pLabel = new CImageLabel ( " arrowright " , XRES ( CMENU_SIZE_X - SUBMENU_SIZE_X ) , YRES ( SUBMENU_SIZE_Y ) ) ;
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pLabel - > setParent ( pButton ) ;
pLabel - > addInputSignal ( pISignal ) ;
// Reposition
pLabel - > getPos ( iXPos , iYPos ) ;
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pLabel - > setPos ( pButton - > getWide ( ) - pLabel - > getImageWide ( ) - 4 , - 4 ) ;
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// 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 ;
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m_pSpectatorPanel = NULL ;
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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 ( ) ;
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CreateSpectatorMenu ( ) ;
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CreateScoreBoard ( ) ;
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// 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 ) ;
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m_SpectatorOptionsMenu = CreateCommandMenu ( " spectatormenu.txt " , 1 , PANEL_HEIGHT , true , CMENU_SIZE_X , BUTTON_SIZE_Y / 2 , 0 ) ; // above bottom bar, flat design
m_SpectatorCameraMenu = CreateCommandMenu ( " spectcammenu.txt " , 1 , PANEL_HEIGHT , true , XRES ( 200 ) , BUTTON_SIZE_Y / 2 , ScreenWidth - ( XRES ( 200 ) + 15 ) ) ; // above bottom bar, flat design
m_PlayerMenu = m_iNumMenus ;
m_iNumMenus + + ;
float flLabelSize = ( ( ScreenWidth - ( XRES ( CAMOPTIONS_BUTTON_X ) + 15 ) ) - XRES ( 24 + 15 ) ) - XRES ( ( 15 + OPTIONS_BUTTON_X + 15 ) + 38 ) ;
m_pCommandMenus [ m_PlayerMenu ] = new CCommandMenu ( NULL , 1 ,
XRES ( ( 15 + OPTIONS_BUTTON_X + 15 ) + 31 ) , PANEL_HEIGHT , flLabelSize , 300 ) ;
m_pCommandMenus [ m_PlayerMenu ] - > setParent ( this ) ;
m_pCommandMenus [ m_PlayerMenu ] - > setVisible ( false ) ;
m_pCommandMenus [ m_PlayerMenu ] - > m_flButtonSizeY = BUTTON_SIZE_Y / 2 ;
m_pCommandMenus [ m_PlayerMenu ] - > m_iSpectCmdMenu = 1 ;
UpdatePlayerMenu ( m_PlayerMenu ) ;
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CreateServerBrowser ( ) ;
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}
//-----------------------------------------------------------------------------
// 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 ( ) ;
}
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if ( m_pSpectatorPanel )
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{
// Spectator menu doesn't need initializing
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m_pSpectatorPanel - > setVisible ( false ) ;
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}
// Make sure all menus are hidden
HideVGUIMenu ( ) ;
HideCommandMenu ( ) ;
// Clear out some data
m_iGotAllMOTD = true ;
m_iRandomPC = false ;
m_flScoreBoardLastUpdated = 0 ;
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m_flSpectatorPanelLastUpdated = 0 ;
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// reset player info
g_iPlayerClass = 0 ;
g_iTeamNumber = 0 ;
strcpy ( m_sMapName , " " ) ;
strcpy ( m_szServerName , " " ) ;
for ( int i = 0 ; i < 5 ; i + + )
{
m_iValidClasses [ i ] = 0 ;
strcpy ( m_sTeamNames [ i ] , " " ) ;
}
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App : : getInstance ( ) - > setCursorOveride ( App : : getInstance ( ) - > getScheme ( ) - > getCursor ( Scheme : : scu_none ) ) ;
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}
class CException ;
//-----------------------------------------------------------------------------
// Purpose: Read the Command Menu structure from the txt file and create the menu.
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// Returns Index of menu in m_pCommandMenus
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//-----------------------------------------------------------------------------
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int TeamFortressViewport : : CreateCommandMenu ( char * menuFile , int direction , int yOffset , bool flatDesign , float flButtonSizeX , float flButtonSizeY , int xOffset )
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{
// COMMAND MENU
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// 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 + + ;
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// Read Command Menu from the txt file
char token [ 1024 ] ;
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char * pfile = ( char * ) gEngfuncs . COM_LoadFile ( menuFile , 5 , NULL ) ;
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if ( ! pfile )
{
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gEngfuncs . Con_DPrintf ( " Unable to open %s \n " , menuFile ) ;
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SetCurrentCommandMenu ( NULL ) ;
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return newIndex ;
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}
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# ifdef _WIN32
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try
{
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# endif
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// 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
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m_pCurrentCommandMenu = m_pCommandMenus [ newIndex ] ;
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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 ;
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int iTeamOnly = - 1 ;
int iToggle = 0 ;
int iButtonY ;
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bool bGetExtraToken = true ;
CommandButton * pButton = NULL ;
// We should never be here without a Command Menu
if ( ! m_pCurrentCommandMenu )
{
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gEngfuncs . Con_Printf ( " Error in %s file after '%s'. \n " , menuFile , szLastButtonText ) ;
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m_iInitialized = false ;
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return newIndex ;
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}
// 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 ) ;
}
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else if ( ! strncmp ( cCustom , " TOGGLE " , 6 ) )
{
iToggle = true ;
// Get the next token
pfile = gEngfuncs . COM_ParseFile ( pfile , token ) ;
}
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else
{
// See if it's a Class
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# ifdef _TFC
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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 ;
}
}
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# endif
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}
// 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 ' ;
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iButtonY = ( BUTTON_SIZE_Y - 1 ) * m_pCurrentCommandMenu - > GetNumButtons ( ) ;
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// Custom button handling
if ( iCustom )
{
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pButton = CreateCustomButton ( cText , cCommand , iButtonY ) ;
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// 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
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pButton = new MapButton ( szMap , cText , xOffset , iButtonY , flButtonSizeX , flButtonSizeY ) ;
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}
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else if ( iTeamOnly ! = - 1 )
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{
// button that only shows up if the player is on team iTeamOnly
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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 ) ;
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}
else
{
// normal button
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pButton = new CommandButton ( iPlayerClass , cText , xOffset , iButtonY , flButtonSizeX , flButtonSizeY , flatDesign ) ;
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}
// 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 )
{
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gEngfuncs . Con_Printf ( " Too many menus in %s past '%s' \n " , menuFile , szLastButtonText ) ;
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}
else
{
// Create the menu
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m_pCommandMenus [ m_iNumMenus ] = CreateSubMenu ( pButton , m_pCurrentCommandMenu , iButtonY ) ;
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m_pCurrentCommandMenu = m_pCommandMenus [ m_iNumMenus ] ;
m_iNumMenus + + ;
}
}
else if ( ! iCustom )
{
// Create the button and attach it to the current menu
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if ( iToggle )
pButton - > addActionSignal ( new CMenuHandler_ToggleCvar ( cCommand ) ) ;
else
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( cCommand ) ) ;
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// 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 ) ;
}
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# ifdef _WIN32
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}
catch ( CException * e )
{
e ;
//e->Delete();
e = NULL ;
m_iInitialized = false ;
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return newIndex ;
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}
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# endif
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SetCurrentMenu ( NULL ) ;
SetCurrentCommandMenu ( NULL ) ;
gEngfuncs . COM_FreeFile ( pfile ) ;
m_iInitialized = true ;
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return newIndex ;
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}
//-----------------------------------------------------------------------------
// Purpose: Creates all the class choices under a spy's disguise menus, and
// maps a command to them
// Output : CCommandMenu
//-----------------------------------------------------------------------------
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CCommandMenu * TeamFortressViewport : : CreateDisguiseSubmenu ( CommandButton * pButton , CCommandMenu * pParentMenu , const char * commandText , int iYOffset , int iXOffset )
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{
// create the submenu, under which the class choices will be listed
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CCommandMenu * pMenu = CreateSubMenu ( pButton , pParentMenu , iYOffset , iXOffset ) ;
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m_pCommandMenus [ m_iNumMenus ] = pMenu ;
m_iNumMenus + + ;
// create the class choice buttons
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# ifdef _TFC
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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 ) ;
}
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# endif
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return pMenu ;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pButtonText -
// *pButtonName -
// Output : CommandButton
//-----------------------------------------------------------------------------
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CommandButton * TeamFortressViewport : : CreateCustomButton ( char * pButtonText , char * pButtonName , int iYOffset )
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{
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
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pMenu = CreateSubMenu ( pButton , m_pCurrentCommandMenu , iYOffset ) ;
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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
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pMenu = CreateSubMenu ( pButton , m_pCurrentCommandMenu , iYOffset ) ;
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m_pCommandMenus [ m_iNumMenus ] = pMenu ;
m_iNumMenus + + ;
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# ifdef _TFC
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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 ) ;
}
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# endif
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}
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# ifdef _TFC
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// 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 ) ;
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CreateDisguiseSubmenu ( pButton , m_pCurrentCommandMenu , " disguise_enemy " , iYOffset ) ;
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}
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 ) ;
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CreateDisguiseSubmenu ( pButton , m_pCurrentCommandMenu , " disguise_friendly " , iYOffset ) ;
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}
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 ) ;
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CCommandMenu * pDisguiseMenu = CreateSubMenu ( pButton , m_pCurrentCommandMenu , iYOffset ) ;
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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 ] ) ;
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m_pDisguiseButtons [ i ] - > setParentMenu ( pDisguiseMenu ) ;
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char sz [ 256 ] ;
sprintf ( sz , " disguise %d " , i ) ;
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CreateDisguiseSubmenu ( m_pDisguiseButtons [ i ] , pDisguiseMenu , sz , iYOffset , CMENU_SIZE_X - 1 ) ;
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}
}
// 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
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pMenu = CreateSubMenu ( pButton , m_pCurrentCommandMenu , iYOffset ) ;
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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 ) ) ;
}
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else if ( ! strcmp ( pButtonName , " !BUILDENTRYTELEPORTER " ) )
{
pButton = new BuildButton ( BUILDSTATE_CANBUILD , BuildButton : : ENTRY_TELEPORTER , pButtonText , 0 , BUTTON_SIZE_Y * 2 , CMENU_SIZE_X , BUTTON_SIZE_Y ) ;
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( " build 4 " ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCurrentCommandMenu ) ) ;
}
else if ( ! strcmp ( pButtonName , " !DISMANTLEENTRYTELEPORTER " ) )
{
pButton = new BuildButton ( BUILDSTATE_HASBUILDING , BuildButton : : ENTRY_TELEPORTER , pButtonText , 0 , BUTTON_SIZE_Y * 2 , CMENU_SIZE_X , BUTTON_SIZE_Y ) ;
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( " dismantle 4 " ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCurrentCommandMenu ) ) ;
}
else if ( ! strcmp ( pButtonName , " !DETONATEENTRYTELEPORTER " ) )
{
pButton = new BuildButton ( BUILDSTATE_HASBUILDING , BuildButton : : ENTRY_TELEPORTER , pButtonText , 0 , BUTTON_SIZE_Y * 2 , CMENU_SIZE_X , BUTTON_SIZE_Y ) ;
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( " detentryteleporter " ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCurrentCommandMenu ) ) ;
}
else if ( ! strcmp ( pButtonName , " !BUILDEXITTELEPORTER " ) )
{
pButton = new BuildButton ( BUILDSTATE_CANBUILD , BuildButton : : EXIT_TELEPORTER , pButtonText , 0 , BUTTON_SIZE_Y * 2 , CMENU_SIZE_X , BUTTON_SIZE_Y ) ;
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( " build 5 " ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCurrentCommandMenu ) ) ;
}
else if ( ! strcmp ( pButtonName , " !DISMANTLEEXITTELEPORTER " ) )
{
pButton = new BuildButton ( BUILDSTATE_HASBUILDING , BuildButton : : EXIT_TELEPORTER , pButtonText , 0 , BUTTON_SIZE_Y * 2 , CMENU_SIZE_X , BUTTON_SIZE_Y ) ;
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( " dismantle 5 " ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCurrentCommandMenu ) ) ;
}
else if ( ! strcmp ( pButtonName , " !DETONATEEXITTELEPORTER " ) )
{
pButton = new BuildButton ( BUILDSTATE_HASBUILDING , BuildButton : : EXIT_TELEPORTER , pButtonText , 0 , BUTTON_SIZE_Y * 2 , CMENU_SIZE_X , BUTTON_SIZE_Y ) ;
pButton - > addActionSignal ( new CMenuHandler_StringCommand ( " detexitteleporter " ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCurrentCommandMenu ) ) ;
}
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// 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 ) ) ;
}
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# endif
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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 ( ) ;
}
//=======================================================================
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void TeamFortressViewport : : ShowCommandMenu ( int menuIndex )
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{
if ( ! m_iInitialized )
return ;
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//Already have a menu open.
if ( m_pCurrentMenu )
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return ;
// is the command menu open?
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if ( m_pCurrentCommandMenu = = m_pCommandMenus [ menuIndex ] )
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{
HideCommandMenu ( ) ;
return ;
}
// Not visible while in intermission
if ( gHUD . m_iIntermission )
return ;
// Recalculate visible menus
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UpdateCommandMenu ( menuIndex ) ;
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HideVGUIMenu ( ) ;
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SetCurrentCommandMenu ( m_pCommandMenus [ menuIndex ] ) ;
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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
//-----------------------------------------------------------------------------
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void TeamFortressViewport : : HideCommandMenu ( )
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{
if ( ! m_iInitialized )
return ;
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if ( m_pCommandMenus [ m_StandardMenu ] )
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{
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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 ( ) ;
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}
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if ( m_pCommandMenus [ m_PlayerMenu ] )
{
m_pCommandMenus [ m_PlayerMenu ] - > ClearButtonsOfArmedState ( ) ;
}
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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 )
{
m_pScoreBoard - > Open ( ) ;
UpdateCursorState ( ) ;
}
}
}
//-----------------------------------------------------------------------------
// 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
//-----------------------------------------------------------------------------
void TeamFortressViewport : : HideScoreBoard ( void )
{
// Prevent removal of scoreboard during intermission
if ( gHUD . m_iIntermission )
return ;
if ( m_pScoreBoard )
{
m_pScoreBoard - > setVisible ( false ) ;
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GetClientVoiceMgr ( ) - > StopSquelchMode ( ) ;
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UpdateCursorState ( ) ;
}
}
//-----------------------------------------------------------------------------
// Purpose: Activate's the player special ability
// called when the player hits their "special" key
//-----------------------------------------------------------------------------
void TeamFortressViewport : : InputPlayerSpecial ( void )
{
if ( ! m_iInitialized )
return ;
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# ifdef _TFC
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if ( g_iPlayerClass = = PC_ENGINEER | | g_iPlayerClass = = PC_SPY )
{
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ShowCommandMenu ( gViewPort - > m_StandardMenu ) ;
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if ( m_pCurrentCommandMenu )
{
m_pCurrentCommandMenu - > KeyInput ( ' 7 ' ) ;
}
}
else
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# endif
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{
// if it's any other class, just send the command down to the server
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EngineClientCmd ( " _special " ) ;
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}
}
// 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 ) ;
}
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void TeamFortressViewport : : UpdateCommandMenu ( int menuIndex )
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{
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// if its the player menu update the player list
if ( menuIndex = = m_PlayerMenu )
{
m_pCommandMenus [ m_PlayerMenu ] - > RemoveAllButtons ( ) ;
UpdatePlayerMenu ( m_PlayerMenu ) ;
}
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m_pCommandMenus [ menuIndex ] - > RecalculateVisibles ( 0 , false ) ;
m_pCommandMenus [ menuIndex ] - > RecalculatePositions ( 0 ) ;
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}
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void TeamFortressViewport : : UpdatePlayerMenu ( int menuIndex )
{
cl_entity_t * pEnt = NULL ;
float flLabelSize = ( ( ScreenWidth - ( XRES ( CAMOPTIONS_BUTTON_X ) + 15 ) ) - XRES ( 24 + 15 ) ) - XRES ( ( 15 + OPTIONS_BUTTON_X + 15 ) + 38 ) ;
gViewPort - > GetAllPlayersInfo ( ) ;
for ( int i = 1 ; i < MAX_PLAYERS ; i + + )
{
//if ( g_PlayerInfoList[i].name == NULL )
// continue; // empty player slot, skip
pEnt = gEngfuncs . GetEntityByIndex ( i ) ;
if ( ! gHUD . m_Spectator . IsActivePlayer ( pEnt ) )
continue ;
//if ( g_PlayerExtraInfo[i].teamname[0] == 0 )
// continue; // skip over players who are not in a team
SpectButton * pButton = new SpectButton ( 1 , g_PlayerInfoList [ pEnt - > index ] . name ,
XRES ( ( 15 + OPTIONS_BUTTON_X + 15 ) + 31 ) , PANEL_HEIGHT + ( i - 1 ) * CMENU_SIZE_X , flLabelSize , BUTTON_SIZE_Y / 2 ) ;
pButton - > setBoundKey ( ( char ) 255 ) ;
pButton - > setContentAlignment ( vgui : : Label : : a_center ) ;
m_pCommandMenus [ menuIndex ] - > AddButton ( pButton ) ;
pButton - > setParentMenu ( m_pCommandMenus [ menuIndex ] ) ;
// Override font in CommandMenu
pButton - > setFont ( Scheme : : sf_primary3 ) ;
pButton - > addActionSignal ( new CMenuHandler_SpectateFollow ( g_PlayerInfoList [ pEnt - > index ] . name ) ) ;
// Create an input signal that'll popup the current menu
pButton - > addInputSignal ( new CMenuHandler_PopupSubMenuInput ( pButton , m_pCommandMenus [ menuIndex ] ) ) ;
}
}
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void COM_FileBase ( const char * in , char * out ) ;
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void TeamFortressViewport : : UpdateSpectatorPanel ( )
{
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m_iUser1 = g_iUser1 ;
m_iUser2 = g_iUser2 ;
m_iUser3 = g_iUser3 ;
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if ( ! m_pSpectatorPanel )
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return ;
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if ( g_iUser1 & & gHUD . m_pCvarDraw - > value & & ! gHUD . m_iIntermission ) // don't draw in dev_overview mode
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{
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char bottomText [ 128 ] ;
char helpString2 [ 128 ] ;
char tempString [ 128 ] ;
char * name ;
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char * pBottomText = NULL ;
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int player = 0 ;
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// check if spectator combinations are still valid
gHUD . m_Spectator . CheckSettings ( ) ;
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if ( ! m_pSpectatorPanel - > isVisible ( ) )
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{
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m_pSpectatorPanel - > setVisible ( true ) ; // show spectator panel, but
m_pSpectatorPanel - > ShowMenu ( false ) ; // dsiable all menus/buttons
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_snprintf ( tempString , sizeof ( tempString ) - 1 , " %c%s " , HUD_PRINTCENTER , CHudTextMessage : : BufferedLocaliseTextString ( " #Spec_Duck " ) ) ;
tempString [ sizeof ( tempString ) - 1 ] = ' \0 ' ;
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gHUD . m_TextMessage . MsgFunc_TextMsg ( NULL , strlen ( tempString ) + 1 , tempString ) ;
}
sprintf ( bottomText , " #Spec_Mode%d " , g_iUser1 ) ;
sprintf ( helpString2 , " #Spec_Mode%d " , g_iUser1 ) ;
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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 ;
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}
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// special case in free map and inset off, don't show names
if ( ( g_iUser1 = = OBS_MAP_FREE ) & & ! gHUD . m_Spectator . m_pip - > value )
name = NULL ;
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else
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name = g_PlayerInfoList [ player ] . name ;
// create player & health string
if ( player & & name )
{
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strncpy ( bottomText , name , sizeof ( bottomText ) ) ;
bottomText [ sizeof ( bottomText ) - 1 ] = 0 ;
pBottomText = bottomText ;
}
else
{
pBottomText = CHudTextMessage : : BufferedLocaliseTextString ( bottomText ) ;
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}
// in first person mode colorize player names
if ( ( g_iUser1 = = OBS_IN_EYE ) & & player )
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{
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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 ) ;
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m_pSpectatorPanel - > m_BottomMainButton - > setFgColor ( r , g , b , 0 ) ;
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}
else
{ // restore GUI color
m_pSpectatorPanel - > m_BottomMainLabel - > setFgColor ( 143 , 143 , 54 , 0 ) ;
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m_pSpectatorPanel - > m_BottomMainButton - > setFgColor ( 143 , 143 , 54 , 0 ) ;
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}
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// add sting auto if we are in auto directed mode
if ( gHUD . m_Spectator . m_autoDirector - > value )
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{
char tempString [ 128 ] ;
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sprintf ( tempString , " #Spec_Auto %s " , helpString2 ) ;
strcpy ( helpString2 , tempString ) ;
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}
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m_pSpectatorPanel - > m_BottomMainLabel - > setText ( " %s " , pBottomText ) ;
m_pSpectatorPanel - > m_BottomMainButton - > setText ( pBottomText ) ;
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// 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 ) ; */
// update spectator panel
gViewPort - > m_pSpectatorPanel - > Update ( ) ;
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}
else
{
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if ( m_pSpectatorPanel - > isVisible ( ) )
{
m_pSpectatorPanel - > setVisible ( false ) ;
m_pSpectatorPanel - > ShowMenu ( false ) ; // dsiable all menus/buttons
}
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}
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m_flSpectatorPanelLastUpdated = gHUD . m_flTime + 1.0 ; // update every second
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}
//======================================================================
void TeamFortressViewport : : CreateScoreBoard ( void )
{
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int xdent = SBOARD_INDENT_X , 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 ) ) ;
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m_pScoreBoard - > setParent ( this ) ;
m_pScoreBoard - > setVisible ( false ) ;
}
void TeamFortressViewport : : CreateServerBrowser ( void )
{
m_pServerBrowser = new ServerBrowser ( 0 , 0 , ScreenWidth , ScreenHeight ) ;
m_pServerBrowser - > setParent ( this ) ;
m_pServerBrowser - > setVisible ( false ) ;
}
//======================================================================
// 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 ( ) ;
}
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else
{
gEngfuncs . pfnClientCmd ( " closemenus; " ) ;
}
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}
//================================================================
// Text Window
CMenuPanel * TeamFortressViewport : : CreateTextWindow ( int iTextToShow )
{
char sz [ 256 ] ;
char * cText ;
char * pfile = NULL ;
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static const int MAX_TITLE_LENGTH = 64 ;
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char cTitle [ MAX_TITLE_LENGTH ] ;
if ( iTextToShow = = SHOW_MOTD )
{
if ( ! m_szServerName | | ! m_szServerName [ 0 ] )
strcpy ( cTitle , " Half-Life " ) ;
else
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strncpy ( cTitle , m_szServerName , sizeof ( cTitle ) ) ;
cTitle [ sizeof ( cTitle ) - 1 ] = 0 ;
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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 ;
}
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# ifdef _TFC
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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 ;
}
}
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# endif
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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 ;
}
}
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// 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 ;
}
//================================================================
// VGUI Menus
void TeamFortressViewport : : ShowVGUIMenu ( int iMenu )
{
CMenuPanel * pNewMenu = NULL ;
// Don't open menus in demo playback
if ( gEngfuncs . pDemoAPI - > IsPlayingback ( ) )
return ;
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// 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 ;
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// 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 ;
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case MENU_SPECHELP :
pNewMenu = CreateTextWindow ( SHOW_SPECHELP ) ;
break ;
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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 ) ;
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pNewMenu - > setParent ( this ) ;
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// See if another menu is visible, and if so, cache this one for display once the other one's finished
if ( m_pCurrentMenu )
{
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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 ) ;
}
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}
else
{
m_pCurrentMenu = pNewMenu ;
m_pCurrentMenu - > Open ( ) ;
UpdateCursorState ( ) ;
}
}
// Removes all VGUI Menu's onscreen
void TeamFortressViewport : : HideVGUIMenu ( )
{
while ( m_pCurrentMenu )
{
HideTopMenu ( ) ;
}
}
// 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 ) ;
}
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//======================================================================================
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//======================================================================================
// SPECTATOR MENU
//======================================================================================
// Spectator "Menu" explaining the Spectator buttons
void TeamFortressViewport : : CreateSpectatorMenu ( )
{
// Create the Panel
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m_pSpectatorPanel = new SpectatorPanel ( 0 , 0 , ScreenWidth , ScreenHeight ) ;
m_pSpectatorPanel - > setParent ( this ) ;
m_pSpectatorPanel - > setVisible ( false ) ;
m_pSpectatorPanel - > Initialize ( ) ;
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}
//======================================================================================
// 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 ( )
{
// Need cursor if any VGUI window is up
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if ( m_pSpectatorPanel - > m_menuVisible | | m_pCurrentMenu | | m_pTeamMenu - > isVisible ( ) | | m_pServerBrowser - > isVisible ( ) | | GetClientVoiceMgr ( ) - > IsInSquelchMode ( ) )
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{
g_iVisibleMouse = true ;
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App : : getInstance ( ) - > setCursorOveride ( App : : getInstance ( ) - > getScheme ( ) - > getCursor ( Scheme : : scu_arrow ) ) ;
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return ;
}
else if ( m_pCurrentCommandMenu )
{
// commandmenu doesn't have cursor if hud_capturemouse is turned off
if ( gHUD . m_pCvarStealMouse - > value ! = 0.0f )
{
g_iVisibleMouse = true ;
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App : : getInstance ( ) - > setCursorOveride ( App : : getInstance ( ) - > getScheme ( ) - > getCursor ( Scheme : : scu_arrow ) ) ;
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return ;
}
}
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// Don't reset mouse in demo playback
if ( ! gEngfuncs . pDemoAPI - > IsPlayingback ( ) )
{
IN_ResetMouse ( ) ;
}
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g_iVisibleMouse = false ;
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App : : getInstance ( ) - > setCursorOveride ( App : : getInstance ( ) - > getScheme ( ) - > getCursor ( Scheme : : scu_none ) ) ;
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}
void TeamFortressViewport : : UpdateHighlights ( )
{
if ( m_pCurrentCommandMenu )
m_pCurrentCommandMenu - > MakeVisible ( NULL ) ;
}
void TeamFortressViewport : : GetAllPlayersInfo ( void )
{
for ( int i = 1 ; i < MAX_PLAYERS ; i + + )
{
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gEngfuncs . pfnGetPlayerInfo ( i , & g_PlayerInfoList [ i ] ) ;
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if ( g_PlayerInfoList [ i ] . thisplayer )
m_pScoreBoard - > m_iPlayerNum = i ; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine
}
}
void TeamFortressViewport : : paintBackground ( )
{
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int wide , tall ;
getParent ( ) - > getSize ( wide , tall ) ;
setSize ( wide , tall ) ;
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if ( m_pScoreBoard )
{
int x , y ;
getApp ( ) - > getCursorPos ( x , y ) ;
m_pScoreBoard - > cursorMoved ( x , y , m_pScoreBoard ) ;
}
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// See if the command menu is visible and needs recalculating due to some external change
if ( g_iTeamNumber ! = m_iCurrentTeamNumber )
{
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UpdateCommandMenu ( m_StandardMenu ) ;
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if ( m_pClassMenu )
{
m_pClassMenu - > Update ( ) ;
}
m_iCurrentTeamNumber = g_iTeamNumber ;
}
if ( g_iPlayerClass ! = m_iCurrentPlayerClass )
{
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UpdateCommandMenu ( m_StandardMenu ) ;
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m_iCurrentPlayerClass = g_iPlayerClass ;
}
// See if the Spectator Menu needs to be update
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if ( ( g_iUser1 ! = m_iUser1 | | g_iUser2 ! = m_iUser2 ) | |
( m_flSpectatorPanelLastUpdated < gHUD . m_flTime ) )
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{
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UpdateSpectatorPanel ( ) ;
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}
// 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 ) ;
return FALSE ;
}
// Direct Key Input
int TeamFortressViewport : : KeyInput ( int down , int keynum , const char * pszCurrentBinding )
{
// 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 ) )
ShowVGUIMenu ( MENU_TEAM ) ;
}
// 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 ;
}
//================================================================
// 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
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UpdateCommandMenu ( m_StandardMenu ) ;
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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 ;
gHUD . m_TextMessage . LocaliseTextString ( READ_STRING ( ) , m_sTeamNames [ teamNum ] , MAX_TEAMNAME_SIZE ) ;
// Set the team name buttons
if ( m_pTeamButtons [ i ] )
m_pTeamButtons [ i ] - > setText ( m_sTeamNames [ teamNum ] ) ;
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// 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 ] ) ;
}
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}
// 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
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UpdateCommandMenu ( m_StandardMenu ) ;
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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
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UpdateCommandMenu ( m_StandardMenu ) ;
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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 ( ) ;
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int roomInArray = sizeof ( m_szMOTD ) - strlen ( m_szMOTD ) - 1 ;
strncat ( m_szMOTD , READ_STRING ( ) , roomInArray > = 0 ? roomInArray : 0 ) ;
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m_szMOTD [ sizeof ( m_szMOTD ) - 1 ] = ' \0 ' ;
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// don't show MOTD for HLTV spectators
if ( m_iGotAllMOTD & & ! gEngfuncs . IsSpectateOnly ( ) )
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{
ShowVGUIMenu ( MENU_INTRO ) ;
}
return 1 ;
}
int TeamFortressViewport : : MsgFunc_BuildSt ( const char * pszName , int iSize , void * pbuf )
{
BEGIN_READ ( pbuf , iSize ) ;
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m_iBuildState = READ_SHORT ( ) ;
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// Force the menu to update
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UpdateCommandMenu ( m_StandardMenu ) ;
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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 ) ;
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strncpy ( m_szServerName , READ_STRING ( ) , sizeof ( m_szServerName ) ) ;
m_szServerName [ sizeof ( m_szServerName ) - 1 ] = 0 ;
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return 1 ;
}
int TeamFortressViewport : : MsgFunc_ScoreInfo ( const char * pszName , int iSize , void * pbuf )
{
BEGIN_READ ( pbuf , iSize ) ;
short cl = READ_BYTE ( ) ;
short frags = READ_SHORT ( ) ;
short deaths = READ_SHORT ( ) ;
short playerclass = READ_SHORT ( ) ;
short teamnumber = READ_SHORT ( ) ;
if ( cl > 0 & & cl < = MAX_PLAYERS )
{
g_PlayerExtraInfo [ cl ] . frags = frags ;
g_PlayerExtraInfo [ cl ] . deaths = deaths ;
g_PlayerExtraInfo [ cl ] . playerclass = playerclass ;
g_PlayerExtraInfo [ cl ] . teamnumber = teamnumber ;
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//Dont go bellow 0!
if ( g_PlayerExtraInfo [ cl ] . teamnumber < 0 )
g_PlayerExtraInfo [ cl ] . teamnumber = 0 ;
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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
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int i ;
for ( i = 1 ; i < = m_pScoreBoard - > m_iNumTeams ; i + + )
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{
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
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UpdateCommandMenu ( m_StandardMenu ) ;
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// If the team menu is up, update it too
if ( m_pTeamMenu )
m_pTeamMenu - > Update ( ) ;
return 1 ;
}
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# if defined( _TFC )
const Vector & GetTeamColor ( int team_no ) ;
extern globalvars_t * gpGlobals ;
# endif
// used to reset the player's screen immediately
int TeamFortressViewport : : MsgFunc_ResetFade ( const char * pszName , int iSize , void * pbuf )
{
# if defined( _TFC )
if ( ! gpGlobals )
return 0 ;
screenfade_t sf ;
gEngfuncs . pfnGetScreenFade ( & sf ) ;
sf . fader = 0 ;
sf . fadeg = 0 ;
sf . fadeb = 0 ;
sf . fadealpha = 0 ;
sf . fadeEnd = 0.1 ;
sf . fadeReset = 0.0 ;
sf . fadeSpeed = 0.0 ;
sf . fadeFlags = FFADE_IN ;
sf . fadeReset + = gpGlobals - > time ;
sf . fadeEnd + = sf . fadeReset ;
gEngfuncs . pfnSetScreenFade ( & sf ) ;
# endif
return 1 ;
}
// used to fade a player's screen out/in when they're spectating someone who is teleported
int TeamFortressViewport : : MsgFunc_SpecFade ( const char * pszName , int iSize , void * pbuf )
{
# if defined( _TFC )
BEGIN_READ ( pbuf , iSize ) ;
int iIndex = READ_BYTE ( ) ;
// we're in first-person spectator mode (...not first-person in the PIP)
if ( g_iUser1 = = OBS_IN_EYE )
{
// this is the person we're watching
if ( g_iUser2 = = iIndex )
{
int iFade = READ_BYTE ( ) ;
int iTeam = READ_BYTE ( ) ;
float flTime = ( ( float ) READ_SHORT ( ) / 100.0 ) ;
int iAlpha = READ_BYTE ( ) ;
Vector team = GetTeamColor ( iTeam ) ;
screenfade_t sf ;
gEngfuncs . pfnGetScreenFade ( & sf ) ;
sf . fader = team [ 0 ] ;
sf . fadeg = team [ 1 ] ;
sf . fadeb = team [ 2 ] ;
sf . fadealpha = iAlpha ;
sf . fadeEnd = flTime ;
sf . fadeReset = 0.0 ;
sf . fadeSpeed = 0.0 ;
if ( iFade = = BUILD_TELEPORTER_FADE_OUT )
{
sf . fadeFlags = FFADE_OUT ;
sf . fadeReset = flTime ;
if ( sf . fadeEnd )
sf . fadeSpeed = - ( float ) sf . fadealpha / sf . fadeEnd ;
sf . fadeTotalEnd = sf . fadeEnd + = gpGlobals - > time ;
sf . fadeReset + = sf . fadeEnd ;
}
else
{
sf . fadeFlags = FFADE_IN ;
if ( sf . fadeEnd )
sf . fadeSpeed = ( float ) sf . fadealpha / sf . fadeEnd ;
sf . fadeReset + = gpGlobals - > time ;
sf . fadeEnd + = sf . fadeReset ;
}
gEngfuncs . pfnSetScreenFade ( & sf ) ;
}
}
# endif
return 1 ;
}