1
0
Fork 0
forked from valve/halflife-sdk
halflife-sdk-steam/cl_dll/vgui_TeamFortressViewport.cpp

2135 lines
62 KiB
C++
Raw Normal View History

2000-06-05 00:00:00 +00:00
//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Client DLL VGUI Viewport
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $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"
#include "../engine/keydefs.h"
#include "demo.h"
#include "demo_api.h"
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ServerBrowser.h"
#include "vgui_ScorePanel.h"
extern int g_iVisibleMouse;
class CCommandMenu;
int g_iPlayerClass;
int g_iTeamNumber;
int g_iUser1;
int g_iUser2;
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 );
using namespace vgui;
// Team Colors
int iTeamColors[5][3] =
{
{ 255, 255, 255 },
{ 66, 115, 247 },
{ 220, 51, 38 },
{ 240, 135, 0 },
{ 115, 240, 115 },
};
// 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",
};
int iBuildingCosts[] =
{
BUILD_COST_DISPENSER,
BUILD_COST_SENTRYGUN
};
// This maps class numbers to the Invalid Class bit.
// This is needed for backwards compatability in maps that were finished before
// all the classes were in TF. Hence the wacky sequence.
int sTFValidClassInts[] =
{
0,
TF_ILL_SCOUT,
TF_ILL_SNIPER,
TF_ILL_SOLDIER,
TF_ILL_DEMOMAN,
TF_ILL_MEDIC,
TF_ILL_HVYWEP,
TF_ILL_PYRO,
TF_ILL_SPY,
TF_ILL_ENGINEER,
TF_ILL_RANDOMPC,
};
// Get the name of TGA file, based on GameDir
char* GetVGUITGAName(const char *pszName)
{
int i;
char sz[256];
static char gd[256];
const char *gamedir;
if (ScreenWidth < 640)
i = 320;
else
i = 640;
sprintf(sz, pszName, i);
gamedir = gEngfuncs.pfnGetGameDirectory();
sprintf(gd, "%s/gfx/vgui/%s.tga",gamedir,sz);
return gd;
}
//================================================================
// COMMAND MENU
//================================================================
void CCommandMenu::AddButton( CommandButton *pButton )
{
if (m_iButtons >= MAX_BUTTONS)
return;
m_aButtons[m_iButtons] = pButton;
m_iButtons++;
pButton->setParent( this );
pButton->setFont( Scheme::sf_primary3 );
// give the button a default key binding
if ( m_iButtons < 10 )
{
pButton->setBoundKey( m_iButtons + '0' );
}
else if ( m_iButtons == 10 )
{
pButton->setBoundKey( '0' );
}
}
//-----------------------------------------------------------------------------
// Purpose: Tries to find a button that has a key bound to the input, and
// presses the button if found
// Input : keyNum - the character number of the input key
// Output : Returns true if the command menu should close, false otherwise
//-----------------------------------------------------------------------------
bool CCommandMenu::KeyInput( int keyNum )
{
// loop through all our buttons looking for one bound to keyNum
for ( int i = 0; i < m_iButtons; i++ )
{
if ( !m_aButtons[i]->IsNotValid() )
{
if ( m_aButtons[i]->getBoundKey() == keyNum )
{
// hit the button
if ( m_aButtons[i]->GetSubMenu() )
{
// open the sub menu
gViewPort->SetCurrentCommandMenu( m_aButtons[i]->GetSubMenu() );
return false;
}
else
{
// run the bound command
m_aButtons[i]->fireActionSignal();
return true;
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: clears the current menus buttons of any armed (highlighted)
// state, and all their sub buttons
//-----------------------------------------------------------------------------
void CCommandMenu::ClearButtonsOfArmedState( void )
{
for ( int i = 0; i < GetNumButtons(); i++ )
{
m_aButtons[i]->setArmed( false );
if ( m_aButtons[i]->GetSubMenu() )
{
m_aButtons[i]->GetSubMenu()->ClearButtonsOfArmedState();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSubMenu -
// Output : CommandButton
//-----------------------------------------------------------------------------
CommandButton *CCommandMenu::FindButtonWithSubmenu( CCommandMenu *pSubMenu )
{
for ( int i = 0; i < GetNumButtons(); i++ )
{
if ( m_aButtons[i]->GetSubMenu() == pSubMenu )
return m_aButtons[i];
}
return NULL;
}
// Recalculate the visible buttons
bool CCommandMenu::RecalculateVisibles( int iNewYPos, bool bHideAll )
{
int iCurrentY = 0;
int iXPos, iYPos;
bool bHasButton = false;
if (iNewYPos)
setPos( _pos[0], iNewYPos );
// Cycle through all the buttons in this menu, and see which will be visible
for (int i = 0; i < m_iButtons; i++)
{
int iClass = m_aButtons[i]->GetPlayerClass();
if ( (iClass && iClass != g_iPlayerClass ) || ( m_aButtons[i]->IsNotValid() ) || bHideAll )
{
m_aButtons[i]->setVisible( false );
if ( m_aButtons[i]->GetSubMenu() != NULL )
{
(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( _pos[1] + iCurrentY, true );
}
}
else
{
// If it's got a submenu, force it to check visibilities
if ( m_aButtons[i]->GetSubMenu() != NULL )
{
if ( !(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( _pos[1] + iCurrentY, false ) )
{
// The submenu had no visible buttons, so don't display this button
m_aButtons[i]->setVisible( false );
continue;
}
}
m_aButtons[i]->setVisible( true );
// Make sure it's at the right Y position
m_aButtons[i]->getPos( iXPos, iYPos );
m_aButtons[i]->setPos( iXPos, iCurrentY );
iCurrentY += BUTTON_SIZE_Y - 1;
bHasButton = true;
}
}
// Set Size
setSize( _size[0], iCurrentY + 1 );
return bHasButton;
}
// Make sure all submenus can fit on the screen
void CCommandMenu::RecalculatePositions( int iYOffset )
{
int iNewYPos = _pos[1] + iYOffset;
int iAdjust = 0;
// Calculate if this is going to fit onscreen, and shuffle it up if it won't
int iBottom = iNewYPos + _size[1];
if ( iBottom > ScreenHeight )
{
// Move in increments of button sizes
while (iAdjust < (iBottom - ScreenHeight))
{
iAdjust += BUTTON_SIZE_Y - 1;
}
iNewYPos -= iAdjust;
// Make sure it doesn't move off the top of the screen (the menu's too big to fit it all)
if ( iNewYPos < 0 )
{
iAdjust -= (0 - iNewYPos);
iNewYPos = 0;
}
}
// 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 );
setPos( _pos[0], iNewYPos );
}
// Make this menu and all menus above it in the chain visible
void CCommandMenu::MakeVisible( CCommandMenu *pChildMenu )
{
/*
// Push down the button leading to the child menu
for (int i = 0; i < m_iButtons; i++)
{
if ( (pChildMenu != NULL) && (m_aButtons[i]->GetSubMenu() == pChildMenu) )
{
m_aButtons[i]->setArmed( true );
}
else
{
m_aButtons[i]->setArmed( false );
}
}
*/
setVisible(true);
if (m_pParentMenu)
m_pParentMenu->MakeVisible( this );
}
//================================================================
// CreateSubMenu
CCommandMenu *TeamFortressViewport::CreateSubMenu( CommandButton *pButton, CCommandMenu *pParentMenu )
{
int iXPos = 0;
int iYPos = 0;
int iWide = CMENU_SIZE_X;
int iTall = 0;
if (pParentMenu)
{
iXPos = pParentMenu->GetXOffset() + CMENU_SIZE_X - 1;
iYPos = pParentMenu->GetYOffset() + BUTTON_SIZE_Y * (m_pCurrentCommandMenu->GetNumButtons() - 1);
}
CCommandMenu *pMenu = new CCommandMenu(pParentMenu, iXPos, iYPos, iWide, iTall );
pMenu->setParent(this);
pButton->AddSubMenu( pMenu );
pButton->setFont( Scheme::sf_primary3 );
// Create the Submenu-open signal
InputSignal *pISignal = new CMenuHandler_PopupSubMenuInput(pButton, pMenu);
pButton->addInputSignal(pISignal);
// Put a > to show it's a submenu
CImageLabel *pLabel = new CImageLabel( "arrow", CMENU_SIZE_X - SUBMENU_SIZE_X, SUBMENU_SIZE_Y );
pLabel->setParent(pButton);
pLabel->addInputSignal(pISignal);
// Reposition
pLabel->getPos( iXPos, iYPos );
pLabel->setPos( CMENU_SIZE_X - pLabel->getImageWide(), (BUTTON_SIZE_Y - pLabel->getImageTall()) / 2 );
// Create the mouse off signal for the Label too
if (!pButton->m_bNoHighlight)
pLabel->addInputSignal( new CHandler_CommandButtonHighlight(pButton) );
return pMenu;
}
//-----------------------------------------------------------------------------
// Purpose: Makes sure the memory allocated for TeamFortressViewport is nulled out
// Input : stAllocateBlock -
// Output : void *
//-----------------------------------------------------------------------------
void *TeamFortressViewport::operator new( size_t stAllocateBlock )
{
// void *mem = Panel::operator new( stAllocateBlock );
void *mem = ::operator new( stAllocateBlock );
memset( mem, 0, stAllocateBlock );
return mem;
}
//-----------------------------------------------------------------------------
// Purpose: InputSignal handler for the main viewport
//-----------------------------------------------------------------------------
class CViewPortInputHandler : public InputSignal
{
public:
bool bPressed;
CViewPortInputHandler()
{
}
virtual void cursorMoved(int x,int y,Panel* panel) {}
virtual void cursorEntered(Panel* panel) {}
virtual void cursorExited(Panel* panel) {}
virtual void mousePressed(MouseCode code,Panel* panel)
{
if ( code != MOUSE_LEFT )
{
// send a message to close the command menu
// this needs to be a message, since a direct call screws the timing
gEngfuncs.pfnClientCmd( "ForceCloseCommandMenu\n" );
}
}
virtual void mouseReleased(MouseCode code,Panel* panel)
{
}
virtual void mouseDoublePressed(MouseCode code,Panel* panel) {}
virtual void mouseWheeled(int delta,Panel* panel) {}
virtual void keyPressed(KeyCode code,Panel* panel) {}
virtual void keyTyped(KeyCode code,Panel* panel) {}
virtual void keyReleased(KeyCode code,Panel* panel) {}
virtual void keyFocusTicked(Panel* panel) {}
};
//================================================================
TeamFortressViewport::TeamFortressViewport(int x,int y,int wide,int tall) : Panel(x,y,wide,tall), m_SchemeManager(wide,tall)
{
gViewPort = this;
m_iInitialized = false;
m_pTeamMenu = NULL;
m_pClassMenu = NULL;
m_pScoreBoard = NULL;
m_pSpectatorMenu = NULL;
m_pCurrentMenu = NULL;
m_pCurrentCommandMenu = NULL;
CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE ); // controls whether or not to suicide immediately on TF class switch
CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round
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();
CreateScoreBoard();
CreateCommandMenu();
CreateServerBrowser();
CreateSpectatorMenu();
}
//-----------------------------------------------------------------------------
// Purpose: Called everytime a new level is started. Viewport clears out it's data.
//-----------------------------------------------------------------------------
void TeamFortressViewport::Initialize( void )
{
// Force each menu to Initialize
if (m_pTeamMenu)
{
m_pTeamMenu->Initialize();
}
if (m_pClassMenu)
{
m_pClassMenu->Initialize();
}
if (m_pScoreBoard)
{
m_pScoreBoard->Initialize();
HideScoreBoard();
}
if (m_pSpectatorMenu)
{
// Spectator menu doesn't need initializing
m_pSpectatorMenu->setVisible( false );
}
// Make sure all menus are hidden
HideVGUIMenu();
HideCommandMenu();
// Clear out some data
m_iGotAllMOTD = true;
m_iRandomPC = false;
m_flScoreBoardLastUpdated = 0;
// 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], "");
}
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_none) );
}
class CException;
//-----------------------------------------------------------------------------
// Purpose: Read the Command Menu structure from the txt file and create the menu.
//-----------------------------------------------------------------------------
void TeamFortressViewport::CreateCommandMenu( void )
{
// COMMAND MENU
// Create the root of the Command Menu
m_pCommandMenus[0] = new CCommandMenu(NULL, 0, CMENU_TOP, CMENU_SIZE_X, 300); // This will be resized once we know how many items are in it
m_pCommandMenus[0]->setParent(this);
m_pCommandMenus[0]->setVisible(false);
m_iNumMenus = 1;
m_iCurrentTeamNumber = m_iUser1 = m_iUser2 = 0;
// Read Command Menu from the txt file
char token[1024];
char *pfile = (char*)gEngfuncs.COM_LoadFile("commandmenu.txt", 5, NULL);
if (!pfile)
{
gEngfuncs.Con_DPrintf( "Unable to open commandmenu.txt\n");
SetCurrentCommandMenu( NULL );
return;
}
try
{
// First, read in the localisation strings
// Detpack strings
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For5Seconds", m_sDetpackStrings[0], MAX_BUTTON_SIZE );
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For20Seconds", m_sDetpackStrings[1], MAX_BUTTON_SIZE );
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For50Seconds", m_sDetpackStrings[2], MAX_BUTTON_SIZE );
// Now start parsing the menu structure
m_pCurrentCommandMenu = m_pCommandMenus[0];
char szLastButtonText[32] = "file start";
pfile = gEngfuncs.COM_ParseFile(pfile, token);
while ( ( strlen ( token ) > 0 ) && ( m_iNumMenus < MAX_MENUS ) )
{
// Keep looping until we hit the end of this menu
while ( token[0] != '}' && ( strlen( token ) > 0 ) )
{
char cText[32] = "";
char cBoundKey[32] = "";
char cCustom[32] = "";
static const int cCommandLength = 128;
char cCommand[cCommandLength] = "";
char szMap[MAX_MAPNAME] = "";
int iPlayerClass = 0;
int iCustom = false;
int iTeamOnly = 0;
bool bGetExtraToken = true;
CommandButton *pButton = NULL;
// We should never be here without a Command Menu
if (!m_pCurrentCommandMenu)
{
gEngfuncs.Con_Printf("Error in Commandmenu.txt file after '%s'.\n", szLastButtonText );
m_iInitialized = false;
return;
}
// token should already be the bound key, or the custom name
strncpy( cCustom, token, 32 );
cCustom[31] = '\0';
// See if it's a custom button
if (!strcmp(cCustom, "CUSTOM") )
{
iCustom = true;
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
// See if it's a map
else if (!strcmp(cCustom, "MAP") )
{
// Get the mapname
pfile = gEngfuncs.COM_ParseFile(pfile, token);
strncpy( szMap, token, MAX_MAPNAME );
szMap[MAX_MAPNAME-1] = '\0';
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
else if ( !strncmp(cCustom, "TEAM", 4) ) // TEAM1, TEAM2, TEAM3, TEAM4
{
// make it a team only button
iTeamOnly = atoi( cCustom + 4 );
// Get the next token
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
else
{
// See if it's a Class
for (int i = 1; i <= PC_ENGINEER; i++)
{
if ( !strcmp(token, sTFClasses[i]) )
{
// Save it off
iPlayerClass = i;
// Get the button text
pfile = gEngfuncs.COM_ParseFile(pfile, token);
break;
}
}
}
// Get the button bound key
strncpy( cBoundKey, token, 32 );
cText[31] = '\0';
// Get the button text
pfile = gEngfuncs.COM_ParseFile(pfile, token);
strncpy( cText, token, 32 );
cText[31] = '\0';
// save off the last button text we've come across (for error reporting)
strcpy( szLastButtonText, cText );
// Get the button command
pfile = gEngfuncs.COM_ParseFile(pfile, token);
strncpy( cCommand, token, cCommandLength );
cCommand[cCommandLength - 1] = '\0';
// Custom button handling
if ( iCustom )
{
pButton = CreateCustomButton( cText, cCommand );
// Get the next token to see if we're a menu
pfile = gEngfuncs.COM_ParseFile(pfile, token);
if ( token[0] == '{' )
{
strcpy( cCommand, token );
}
else
{
bGetExtraToken = false;
}
}
else if ( szMap[0] != '\0' )
{
// create a map button
pButton = new MapButton(szMap, cText,0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y);
}
else if ( iTeamOnly )
{
// button that only shows up if the player is on team iTeamOnly
pButton = new TeamOnlyCommandButton( iTeamOnly, cText,0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y );
}
else
{
// normal button
pButton = new CommandButton( iPlayerClass, cText,0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y );
}
// add the button into the command menu
if ( pButton )
{
m_pCurrentCommandMenu->AddButton( pButton );
pButton->setBoundKey( cBoundKey[0] );
pButton->setParentMenu( m_pCurrentCommandMenu );
// Override font in CommandMenu
pButton->setFont( Scheme::sf_primary3 );
}
// Find out if it's a submenu or a button we're dealing with
if ( cCommand[0] == '{' )
{
if ( m_iNumMenus >= MAX_MENUS )
{
gEngfuncs.Con_Printf( "Too many menus in commandmenu.txt past '%s'\n", szLastButtonText );
}
else
{
// Create the menu
m_pCommandMenus[m_iNumMenus] = CreateSubMenu(pButton, m_pCurrentCommandMenu);
m_pCurrentCommandMenu = m_pCommandMenus[m_iNumMenus];
m_iNumMenus++;
}
}
else if ( !iCustom )
{
// Create the button and attach it to the current menu
pButton->addActionSignal(new CMenuHandler_StringCommand(cCommand));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Get the next token
if ( bGetExtraToken )
{
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
}
// Move back up a menu
m_pCurrentCommandMenu = m_pCurrentCommandMenu->GetParentMenu();
pfile = gEngfuncs.COM_ParseFile(pfile, token);
}
}
catch( CException *e )
{
e;
//e->Delete();
e = NULL;
m_iInitialized = false;
return;
}
SetCurrentMenu( NULL );
SetCurrentCommandMenu( NULL );
gEngfuncs.COM_FreeFile( pfile );
m_iInitialized = true;
}
//-----------------------------------------------------------------------------
// Purpose: Creates all the class choices under a spy's disguise menus, and
// maps a command to them
// Output : CCommandMenu
//-----------------------------------------------------------------------------
CCommandMenu *TeamFortressViewport::CreateDisguiseSubmenu( CommandButton *pButton, CCommandMenu *pParentMenu, const char *commandText )
{
// create the submenu, under which the class choices will be listed
CCommandMenu *pMenu = CreateSubMenu( pButton, pParentMenu );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// create the class choice buttons
for ( int i = PC_SCOUT; i <= PC_ENGINEER; i++ )
{
CommandButton *pDisguiseButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
char sz[256];
sprintf(sz, "%s %d", commandText, i );
pDisguiseButton->addActionSignal(new CMenuHandler_StringCommand(sz));
pMenu->AddButton( pDisguiseButton );
}
return pMenu;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pButtonText -
// *pButtonName -
// Output : CommandButton
//-----------------------------------------------------------------------------
CommandButton *TeamFortressViewport::CreateCustomButton( char *pButtonText, char *pButtonName )
{
CommandButton *pButton = NULL;
CCommandMenu *pMenu = NULL;
// ChangeTeam
if ( !strcmp( pButtonName, "!CHANGETEAM" ) )
{
// ChangeTeam Submenu
pButton = new CommandButton(pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
// Create the submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu);
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// ChangeTeam buttons
for (int i = 0; i < 4; i++)
{
char sz[256];
sprintf(sz, "jointeam %d", i+1);
m_pTeamButtons[i] = new TeamButton(i+1, "teamname", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
m_pTeamButtons[i]->addActionSignal(new CMenuHandler_StringCommandWatch( sz ));
pMenu->AddButton( m_pTeamButtons[i] );
}
// Auto Assign button
m_pTeamButtons[4] = new TeamButton(5, gHUD.m_TextMessage.BufferedLocaliseTextString( "#Team_AutoAssign" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
m_pTeamButtons[4]->addActionSignal(new CMenuHandler_StringCommand( "jointeam 5" ));
pMenu->AddButton( m_pTeamButtons[4] );
// Spectate button
m_pTeamButtons[5] = new SpectateButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_Spectate" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false);
m_pTeamButtons[5]->addActionSignal(new CMenuHandler_StringCommand( "spectate" ));
pMenu->AddButton( m_pTeamButtons[5] );
}
// ChangeClass
else if ( !strcmp( pButtonName, "!CHANGECLASS" ) )
{
// Create the Change class menu
pButton = new ClassButton(-1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false);
// ChangeClass Submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu);
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
for (int i = PC_SCOUT; i <= PC_RANDOM; i++ )
{
char sz[256];
// ChangeClass buttons
CHudTextMessage::LocaliseTextString( sLocalisedClasses[i], sz, 256 );
ClassButton *pClassButton = new ClassButton( i, sz, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false);
sprintf(sz, "%s", sTFClassSelection[i]);
pClassButton->addActionSignal(new CMenuHandler_StringCommandClassSelect(sz));
pMenu->AddButton( pClassButton );
}
}
// Map Briefing
else if ( !strcmp( pButtonName, "!MAPBRIEFING" ) )
{
pButton = new CommandButton(pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_MAPBRIEFING));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Class Descriptions
else if ( !strcmp( pButtonName, "!CLASSDESC" ) )
{
pButton = new ClassButton(0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false);
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_CLASSHELP));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!SERVERINFO" ) )
{
pButton = new ClassButton(0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false);
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_INTRO));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Spy abilities
else if ( !strcmp( pButtonName, "!SPY" ) )
{
pButton = new DisguiseButton( 0, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
}
// Feign
else if ( !strcmp( pButtonName, "!FEIGN" ) )
{
pButton = new FeignButton(FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "feign" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Feign Silently
else if ( !strcmp( pButtonName, "!FEIGNSILENT" ) )
{
pButton = new FeignButton(FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "sfeign" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Stop Feigning
else if ( !strcmp( pButtonName, "!FEIGNSTOP" ) )
{
pButton = new FeignButton(TRUE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "feign" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Disguise
else if ( !strcmp( pButtonName, "!DISGUISEENEMY" ) )
{
// Create the disguise enemy button, which active only if there are 2 teams
pButton = new DisguiseButton(DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_enemy" );
}
else if ( !strcmp( pButtonName, "!DISGUISEFRIENDLY" ) )
{
// Create the disguise friendly button, which active only if there are 1 or 2 teams
pButton = new DisguiseButton(DISGUISE_TEAM1 | DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_friendly" );
}
else if ( !strcmp( pButtonName, "!DISGUISE" ) )
{
// Create the Disguise button
pButton = new DisguiseButton( DISGUISE_TEAM3 | DISGUISE_TEAM4, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CCommandMenu *pDisguiseMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu );
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] );
char sz[256];
sprintf( sz, "disguise %d", i );
CreateDisguiseSubmenu( m_pDisguiseButtons[i], pDisguiseMenu, sz );
}
}
// Start setting a Detpack
else if ( !strcmp( pButtonName, "!DETPACKSTART" ) )
{
// Detpack Submenu
pButton = new DetpackButton(2, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
// Create the submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu);
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// Set detpack buttons
CommandButton *pDetButton;
pDetButton = new CommandButton(m_sDetpackStrings[0], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 5"));
pMenu->AddButton( pDetButton );
pDetButton = new CommandButton(m_sDetpackStrings[1], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 20"));
pMenu->AddButton( pDetButton );
pDetButton = new CommandButton(m_sDetpackStrings[2], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pDetButton->addActionSignal(new CMenuHandler_StringCommand("detstart 50"));
pMenu->AddButton( pDetButton );
}
// Stop setting a Detpack
else if ( !strcmp( pButtonName, "!DETPACKSTOP" ) )
{
pButton = new DetpackButton(1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand( "detstop" ));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Engineer building
else if ( !strcmp( pButtonName, "!BUILD" ) )
{
// only appears if the player is an engineer, and either they have built something or have enough metal to build
pButton = new BuildButton( BUILDSTATE_BASE, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
}
else if ( !strcmp( pButtonName, "!BUILDSENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build 2"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!BUILDDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build 1"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!ROTATESENTRY180" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("rotatesentry180"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!ROTATESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("rotatesentry"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DISMANTLEDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 1"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DISMANTLESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 2"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DETONATEDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("detdispenser"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DETONATESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("detsentry"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
// Stop building
else if ( !strcmp( pButtonName, "!BUILDSTOP" ) )
{
pButton = new BuildButton( BUILDSTATE_BUILDING, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
return pButton;
}
void TeamFortressViewport::ToggleServerBrowser()
{
if (!m_iInitialized)
return;
if ( !m_pServerBrowser )
return;
if ( m_pServerBrowser->isVisible() )
{
m_pServerBrowser->setVisible( false );
}
else
{
m_pServerBrowser->setVisible( true );
}
UpdateCursorState();
}
//=======================================================================
void TeamFortressViewport::ShowCommandMenu()
{
if (!m_iInitialized)
return;
// Not visible while undefined
if (g_iPlayerClass == 0)
return;
// is the command menu open?
if ( m_pCurrentCommandMenu )
{
HideCommandMenu();
return;
}
// Not visible while in intermission
if ( gHUD.m_iIntermission )
return;
// Recalculate visible menus
UpdateCommandMenu();
HideVGUIMenu();
SetCurrentCommandMenu( m_pCommandMenus[0] );
m_flMenuOpenTime = gHUD.m_flTime;
UpdateCursorState();
// get command menu parameters
for ( int i = 2; i < gEngfuncs.Cmd_Argc(); i++ )
{
const char *param = gEngfuncs.Cmd_Argv( i - 1 );
if ( param )
{
if ( m_pCurrentCommandMenu->KeyInput(param[0]) )
{
// kill the menu open time, since the key input is final
HideCommandMenu();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles the key input of "-commandmenu"
// Input :
//-----------------------------------------------------------------------------
void TeamFortressViewport::InputSignalHideCommandMenu()
{
if (!m_iInitialized)
return;
// if they've just tapped the command menu key, leave it open
if ( (m_flMenuOpenTime + 0.3) > gHUD.m_flTime )
return;
HideCommandMenu();
}
//-----------------------------------------------------------------------------
// Purpose: Hides the command menu
//-----------------------------------------------------------------------------
void TeamFortressViewport::HideCommandMenu( void )
{
if (!m_iInitialized)
return;
if ( m_pCommandMenus[0] )
{
m_pCommandMenus[0]->ClearButtonsOfArmedState();
}
m_flMenuOpenTime = 0.0f;
SetCurrentCommandMenu( NULL );
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Purpose: Bring up the scoreboard
//-----------------------------------------------------------------------------
void TeamFortressViewport::ShowScoreBoard( void )
{
if (m_pScoreBoard)
{
// No Scoreboard in single-player
if ( gEngfuncs.GetMaxClients() > 1 )
{
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);
UpdateCursorState();
}
}
//-----------------------------------------------------------------------------
// Purpose: Activate's the player special ability
// called when the player hits their "special" key
//-----------------------------------------------------------------------------
void TeamFortressViewport::InputPlayerSpecial( void )
{
if (!m_iInitialized)
return;
if ( g_iPlayerClass == PC_ENGINEER || g_iPlayerClass == PC_SPY )
{
ShowCommandMenu();
if ( m_pCurrentCommandMenu )
{
m_pCurrentCommandMenu->KeyInput( '7' );
}
}
else
{
// if it's any other class, just send the command down to the server
ClientCmd( "_special" );
}
}
// Set the submenu of the Command Menu
void TeamFortressViewport::SetCurrentCommandMenu( CCommandMenu *pNewMenu )
{
for (int i = 0; i < m_iNumMenus; i++)
m_pCommandMenus[i]->setVisible(false);
m_pCurrentCommandMenu = pNewMenu;
if (m_pCurrentCommandMenu)
m_pCurrentCommandMenu->MakeVisible( NULL );
}
void TeamFortressViewport::UpdateCommandMenu()
{
m_pCommandMenus[0]->RecalculateVisibles( 0, false );
m_pCommandMenus[0]->RecalculatePositions( 0 );
}
void TeamFortressViewport::UpdateSpectatorMenu()
{
char sz[64];
if (!m_pSpectatorMenu)
return;
if (m_iUser1)
{
m_pSpectatorMenu->setVisible( true );
if (m_iUser2 > 0)
{
// Locked onto a target, show the player's name
sprintf(sz, "#Spec_Mode%d : %s", m_iUser1, g_PlayerInfoList[ m_iUser2 ].name);
m_pSpectatorLabel->setText( CHudTextMessage::BufferedLocaliseTextString( sz ) );
}
else
{
sprintf(sz, "#Spec_Mode%d", m_iUser1);
m_pSpectatorLabel->setText( CHudTextMessage::BufferedLocaliseTextString( sz ) );
}
}
else
{
m_pSpectatorMenu->setVisible( false );
}
}
//======================================================================
void TeamFortressViewport::CreateScoreBoard( void )
{
m_pScoreBoard = new ScorePanel(SBOARD_INDENT_X,SBOARD_INDENT_Y, ScreenWidth - (SBOARD_INDENT_X * 2), ScreenHeight - (SBOARD_INDENT_Y * 2));
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();
}
}
//================================================================
// Text Window
CMenuPanel* TeamFortressViewport::CreateTextWindow( int iTextToShow )
{
char sz[256];
char *cText;
char *pfile = NULL;
static const int MAX_TITLE_LENGTH = 32;
char cTitle[MAX_TITLE_LENGTH];
if ( iTextToShow == SHOW_MOTD )
{
if (!m_szServerName || !m_szServerName[0])
strcpy( cTitle, "Half-Life" );
else
strncpy( cTitle, m_szServerName, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH-1] = 0;
cText = m_szMOTD;
}
else if ( iTextToShow == SHOW_MAPBRIEFING )
{
// Get the current mapname, and open it's map briefing text
if (m_sMapName && m_sMapName[0])
{
strcpy( sz, "maps/");
strcat( sz, m_sMapName );
strcat( sz, ".txt" );
}
else
{
const char *level = gEngfuncs.pfnGetLevelName();
if (!level)
return NULL;
strcpy( sz, level );
char *ch = strchr( sz, '.' );
*ch = '\0';
strcat( sz, ".txt" );
// pull out the map name
strcpy( m_sMapName, level );
ch = strchr( m_sMapName, '.' );
if ( ch )
{
*ch = 0;
}
ch = strchr( m_sMapName, '/' );
if ( ch )
{
// move the string back over the '/'
memmove( m_sMapName, ch+1, strlen(ch)+1 );
}
}
pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
if (!pfile)
return NULL;
cText = pfile;
strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH-1] = 0;
}
else if ( iTextToShow == SHOW_CLASSDESC )
{
switch ( g_iPlayerClass )
{
case PC_SCOUT: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_scout" );
CHudTextMessage::LocaliseTextString( "#Title_scout", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SNIPER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_sniper" );
CHudTextMessage::LocaliseTextString( "#Title_sniper", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SOLDIER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_soldier" );
CHudTextMessage::LocaliseTextString( "#Title_soldier", cTitle, MAX_TITLE_LENGTH ); break;
case PC_DEMOMAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_demoman" );
CHudTextMessage::LocaliseTextString( "#Title_demoman", cTitle, MAX_TITLE_LENGTH ); break;
case PC_MEDIC: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_medic" );
CHudTextMessage::LocaliseTextString( "#Title_medic", cTitle, MAX_TITLE_LENGTH ); break;
case PC_HVYWEAP: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_hwguy" );
CHudTextMessage::LocaliseTextString( "#Title_hwguy", cTitle, MAX_TITLE_LENGTH ); break;
case PC_PYRO: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_pyro" );
CHudTextMessage::LocaliseTextString( "#Title_pyro", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SPY: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_spy" );
CHudTextMessage::LocaliseTextString( "#Title_spy", cTitle, MAX_TITLE_LENGTH ); break;
case PC_ENGINEER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_engineer" );
CHudTextMessage::LocaliseTextString( "#Title_engineer", cTitle, MAX_TITLE_LENGTH ); break;
case PC_CIVILIAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_civilian" );
CHudTextMessage::LocaliseTextString( "#Title_civilian", cTitle, MAX_TITLE_LENGTH ); break;
default:
return NULL;
}
if ( g_iPlayerClass == PC_CIVILIAN )
{
sprintf(sz, "classes/long_civilian.txt");
}
else
{
sprintf(sz, "classes/long_%s.txt", sTFClassSelection[ g_iPlayerClass ]);
}
char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
if (pfile)
{
cText = pfile;
}
}
// 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;
// Don't create one if it's already in the list
if (m_pCurrentMenu)
{
CMenuPanel *pMenu = m_pCurrentMenu;
while (pMenu != NULL)
{
if (pMenu->GetMenuID() == iMenu)
return;
pMenu = pMenu->GetNextMenu();
}
}
switch ( iMenu )
{
case MENU_TEAM:
pNewMenu = ShowTeamMenu();
break;
// Map Briefing removed now that it appears in the team menu
case MENU_MAPBRIEFING:
pNewMenu = CreateTextWindow( SHOW_MAPBRIEFING );
break;
case MENU_INTRO:
pNewMenu = CreateTextWindow( SHOW_MOTD );
break;
case MENU_CLASSHELP:
pNewMenu = CreateTextWindow( SHOW_CLASSDESC );
break;
case MENU_CLASS:
pNewMenu = ShowClassMenu();
break;
default:
break;
}
if (!pNewMenu)
return;
// Close the Command Menu if it's open
HideCommandMenu();
pNewMenu->SetMenuID( iMenu );
pNewMenu->SetActive( true );
// See if another menu is visible, and if so, cache this one for display once the other one's finished
if (m_pCurrentMenu)
{
m_pCurrentMenu->SetNextMenu( pNewMenu );
}
else
{
m_pCurrentMenu = pNewMenu;
m_pCurrentMenu->Open();
UpdateCursorState();
}
}
// Removes all VGUI Menu's onscreen
void TeamFortressViewport::HideVGUIMenu()
{
while (m_pCurrentMenu)
{
HideTopMenu();
}
}
// Remove the top VGUI menu, and bring up the next one
void TeamFortressViewport::HideTopMenu()
{
if (m_pCurrentMenu)
{
// Close the top one
m_pCurrentMenu->Close();
// Bring up the next one
gViewPort->SetCurrentMenu( m_pCurrentMenu->GetNextMenu() );
}
UpdateCursorState();
}
// Return TRUE if the HUD's allowed to print text messages
bool TeamFortressViewport::AllowedToPrintText( void )
{
// Prevent text messages when fullscreen menus are up
if ( m_pCurrentMenu && g_iPlayerClass == 0 )
{
int iId = m_pCurrentMenu->GetMenuID();
if ( iId == MENU_TEAM || iId == MENU_CLASS || iId == MENU_INTRO || iId == MENU_CLASSHELP )
return FALSE;
}
return TRUE;
}
//======================================================================================
// TEAM MENU
//======================================================================================
// Bring up the Team selection Menu
CMenuPanel* TeamFortressViewport::ShowTeamMenu()
{
// Don't open menus in demo playback
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
return NULL;
m_pTeamMenu->Reset();
return m_pTeamMenu;
}
void TeamFortressViewport::CreateTeamMenu()
{
// Create the panel
m_pTeamMenu = new CTeamMenuPanel(100, false, 0, 0, ScreenWidth, ScreenHeight);
m_pTeamMenu->setParent( this );
m_pTeamMenu->setVisible( false );
}
//======================================================================================
// CLASS MENU
//======================================================================================
// Bring up the Class selection Menu
CMenuPanel* TeamFortressViewport::ShowClassMenu()
{
// Don't open menus in demo playback
if ( gEngfuncs.pDemoAPI->IsPlayingback() )
return NULL;
m_pClassMenu->Reset();
return m_pClassMenu;
}
void TeamFortressViewport::CreateClassMenu()
{
// Create the panel
m_pClassMenu = new CClassMenuPanel(100, false, 0, 0, ScreenWidth, ScreenHeight);
m_pClassMenu->setParent(this);
m_pClassMenu->setVisible( false );
}
//======================================================================================
// SPECTATOR MENU
//======================================================================================
// Spectator "Menu" explaining the Spectator buttons
void TeamFortressViewport::CreateSpectatorMenu()
{
// Create the Panel
m_pSpectatorMenu = new CTransparentPanel(100, 0, ScreenHeight - YRES(60), ScreenWidth, YRES(60));
m_pSpectatorMenu->setParent(this);
m_pSpectatorMenu->setVisible(false);
// Get the scheme used for the Titles
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
// schemes
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" );
SchemeHandle_t hHelpText = pSchemes->getSchemeHandle( "Primary Button Text" );
// color schemes
int r, g, b, a;
// Create the title
m_pSpectatorLabel = new Label( "Spectator", 0, 0, ScreenWidth, YRES(25) );
m_pSpectatorLabel->setParent( m_pSpectatorMenu );
m_pSpectatorLabel->setFont( pSchemes->getFont(hTitleScheme) );
pSchemes->getFgColor( hTitleScheme, r, g, b, a );
m_pSpectatorLabel->setFgColor( r, g, b, a );
pSchemes->getBgColor( hTitleScheme, r, g, b, a );
m_pSpectatorLabel->setBgColor( r, g, b, 255 );
m_pSpectatorLabel->setContentAlignment( vgui::Label::a_north );
// Create the Help
Label *pLabel = new Label( CHudTextMessage::BufferedLocaliseTextString( "#Spec_Help" ), 0, YRES(25), ScreenWidth, YRES(15) );
pLabel->setParent( m_pSpectatorMenu );
pLabel->setFont( pSchemes->getFont(hHelpText) );
pSchemes->getFgColor( hHelpText, r, g, b, a );
pLabel->setFgColor( r, g, b, a );
pSchemes->getBgColor( hHelpText, r, g, b, a );
pLabel->setBgColor( r, g, b, 255 );
pLabel->setContentAlignment( vgui::Label::a_north );
pLabel = new Label( CHudTextMessage::BufferedLocaliseTextString( "#Spec_Help2" ), 0, YRES(40), ScreenWidth, YRES(20) );
pLabel->setParent( m_pSpectatorMenu );
pLabel->setFont( pSchemes->getFont(hHelpText) );
pSchemes->getFgColor( hHelpText, r, g, b, a );
pLabel->setFgColor( r, g, b, a );
pSchemes->getBgColor( hHelpText, r, g, b, a );
pLabel->setBgColor( r, g, b, 255 );
pLabel->setContentAlignment( vgui::Label::a_center );
}
//======================================================================================
// 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
if ( m_pCurrentMenu || m_pTeamMenu->isVisible() || m_pServerBrowser->isVisible() )
{
g_iVisibleMouse = true;
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_arrow) );
return;
}
else if ( m_pCurrentCommandMenu )
{
// commandmenu doesn't have cursor if hud_capturemouse is turned off
if ( gHUD.m_pCvarStealMouse->value != 0.0f )
{
g_iVisibleMouse = true;
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_arrow) );
return;
}
}
IN_ResetMouse();
g_iVisibleMouse = false;
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::SchemeCursor::scu_none) );
}
void TeamFortressViewport::UpdateHighlights()
{
if (m_pCurrentCommandMenu)
m_pCurrentCommandMenu->MakeVisible( NULL );
}
void TeamFortressViewport::GetAllPlayersInfo( void )
{
for ( int i = 1; i < MAX_PLAYERS; i++ )
{
GetPlayerInfo( i, &g_PlayerInfoList[i] );
if ( g_PlayerInfoList[i].thisplayer )
m_pScoreBoard->m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine
}
}
void TeamFortressViewport::paintBackground()
{
// See if the command menu is visible and needs recalculating due to some external change
if ( g_iTeamNumber != m_iCurrentTeamNumber )
{
UpdateCommandMenu();
if ( m_pClassMenu )
{
m_pClassMenu->Update();
}
m_iCurrentTeamNumber = g_iTeamNumber;
}
if ( g_iPlayerClass != m_iCurrentPlayerClass )
{
UpdateCommandMenu();
m_iCurrentPlayerClass = g_iPlayerClass;
}
// See if the Spectator Menu needs to be update
if ( g_iUser1 != m_iUser1 || g_iUser2 != m_iUser2 )
{
m_iUser1 = g_iUser1;
m_iUser2 = g_iUser2;
UpdateSpectatorMenu();
}
// 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
UpdateCommandMenu();
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] );
// Set the disguise buttons
if (m_pDisguiseButtons[i])
m_pDisguiseButtons[i]->setText( m_sTeamNames[teamNum] );
}
// Update the Team Menu
if (m_pTeamMenu)
m_pTeamMenu->Update();
return 1;
}
int TeamFortressViewport::MsgFunc_Feign(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iIsFeigning = READ_BYTE();
// Force the menu to update
UpdateCommandMenu();
return 1;
}
int TeamFortressViewport::MsgFunc_Detpack(const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iIsSettingDetpack = READ_BYTE();
// Force the menu to update
UpdateCommandMenu();
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();
strncat( m_szMOTD, READ_STRING(), sizeof(m_szMOTD) - strlen(m_szMOTD) );
m_szMOTD[ sizeof(m_szMOTD)-1 ] = '\0';
if ( m_iGotAllMOTD )
{
ShowVGUIMenu( MENU_INTRO );
}
return 1;
}
int TeamFortressViewport::MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iBuildState = READ_BYTE();
// Force the menu to update
UpdateCommandMenu();
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 );
strncpy( m_szServerName, READ_STRING(), MAX_SERVERNAME_LENGTH );
return 1;
}
int TeamFortressViewport::MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
short 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;
UpdateOnPlayerInfo();
}
return 1;
}
// Message handler for TeamScore message
// accepts three values:
// string: team name
// short: teams kills
// short: teams deaths
// if this message is never received, then scores will simply be the combined totals of the players.
int TeamFortressViewport::MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
char *TeamName = READ_STRING();
// find the team matching the name
for ( int i = 1; i <= m_pScoreBoard->m_iNumTeams; i++ )
{
if ( !stricmp( TeamName, g_TeamInfo[i].name ) )
break;
}
if ( i > m_pScoreBoard->m_iNumTeams )
return 1;
// use this new score data instead of combined player scoresw
g_TeamInfo[i].scores_overriden = TRUE;
g_TeamInfo[i].frags = READ_SHORT();
g_TeamInfo[i].deaths = READ_SHORT();
return 1;
}
// Message handler for TeamInfo message
// accepts two values:
// byte: client number
// string: client team name
int TeamFortressViewport::MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf )
{
if (!m_pScoreBoard)
return 1;
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if ( cl > 0 && cl <= MAX_PLAYERS )
{
// set the players team
strncpy( g_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME );
}
// rebuild the list of teams
m_pScoreBoard->RebuildTeams();
return 1;
}
void TeamFortressViewport::DeathMsg( int killer, int victim )
{
m_pScoreBoard->DeathMsg(killer,victim);
}
int TeamFortressViewport::MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if ( cl > 0 && cl <= MAX_PLAYERS )
{
g_IsSpectator[cl] = READ_BYTE();
}
return 1;
}
int TeamFortressViewport::MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iAllowSpectators = READ_BYTE();
// Force the menu to update
UpdateCommandMenu();
// If the team menu is up, update it too
if (m_pTeamMenu)
m_pTeamMenu->Update();
return 1;
}