halflife-thewastes-sdk/cl_dll/vgui_TeamFortressViewport.h
2023-09-06 03:27:45 +03:00

1261 lines
31 KiB
C++

//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef TEAMFORTRESSVIEWPORT_H
#define TEAMFORTRESSVIEWPORT_H
#include<VGUI_Panel.h>
#include<VGUI_Frame.h>
#include<VGUI_TextPanel.h>
#include<VGUI_Label.h>
#include<VGUI_Button.h>
#include<VGUI_ActionSignal.h>
#include<VGUI_InputSignal.h>
#include<VGUI_Scheme.h>
#include<VGUI_Image.h>
#include<VGUI_FileInputStream.h>
#include<VGUI_BitmapTGA.h>
#include<VGUI_DesktopIcon.h>
#include<VGUI_App.h>
#include<VGUI_MiniApp.h>
#include<VGUI_LineBorder.h>
#include<VGUI_String.h>
#include<VGUI_ScrollPanel.h>
#include<VGUI_ScrollBar.h>
#include<VGUI_Slider.h>
// custom scheme handling
#include "vgui_SchemeManager.h"
#define TF_DEFS_ONLY
#include "tf_defs.h"
using namespace vgui;
class Cursor;
class ScorePanel;
class CCommandMenu;
class CommandLabel;
class CommandButton;
class BuildButton;
class ClassButton;
class CMenuPanel;
class ServerBrowser;
class DragNDropPanel;
class CTransparentPanel;
class CClassMenuPanel;
class CTeamMenuPanel;
char* GetVGUITGAName(const char *pszName);
BitmapTGA *LoadTGAForRes(const char* pImageName);
void ScaleColors( int &r, int &g, int &b, int a );
extern char *sTFClassSelection[];
extern int sTFValidClassInts[];
extern char *sLocalisedClasses[];
extern int iTeamColors[5][3];
extern int iNumberOfTeamColors;
#define MAX_SERVERNAME_LENGTH 32
// Command Menu positions
#define MAX_MENUS 80
#define MAX_BUTTONS 100
#define BUTTON_SIZE_Y YRES(30)
#define CMENU_SIZE_X XRES(160)
#define SUBMENU_SIZE_X (CMENU_SIZE_X / 8)
#define SUBMENU_SIZE_Y (BUTTON_SIZE_Y / 6)
#define CMENU_TOP (BUTTON_SIZE_Y * 4)
#define MAX_TEAMNAME_SIZE 64
#define MAX_BUTTON_SIZE 32
// Map Briefing Window
#define MAPBRIEF_INDENT 30
// Team Menu
#define TMENU_INDENT_X (30 * ((float)ScreenHeight / 640))
#define TMENU_HEADER 100
#define TMENU_SIZE_X (ScreenWidth - (TMENU_INDENT_X * 2))
#define TMENU_SIZE_Y (TMENU_HEADER + BUTTON_SIZE_Y * 7)
#define TMENU_PLAYER_INDENT (((float)TMENU_SIZE_X / 3) * 2)
#define TMENU_INDENT_Y (((float)ScreenHeight - TMENU_SIZE_Y) / 2)
// Class Menu
#define CLMENU_INDENT_X (30 * ((float)ScreenHeight / 640))
#define CLMENU_HEADER 100
#define CLMENU_SIZE_X (ScreenWidth - (CLMENU_INDENT_X * 2))
#define CLMENU_SIZE_Y (CLMENU_HEADER + BUTTON_SIZE_Y * 11)
#define CLMENU_PLAYER_INDENT (((float)CLMENU_SIZE_X / 3) * 2)
#define CLMENU_INDENT_Y (((float)ScreenHeight - CLMENU_SIZE_Y) / 2)
// Arrows
enum
{
ARROW_UP,
ARROW_DOWN,
ARROW_LEFT,
ARROW_RIGHT,
};
//==============================================================================
// VIEWPORT PIECES
//============================================================
// Wrapper for an Image Label without a background
class CImageLabel : public Label
{
public:
BitmapTGA *m_pTGA;
public:
CImageLabel( const char* pImageName,int x,int y );
CImageLabel( const char* pImageName,int x,int y,int wide,int tall );
virtual int getImageTall();
virtual int getImageWide();
virtual void paintBackground()
{
// Do nothing, so the background's left transparent.
}
};
// Command Label
// Overridden label so we can darken it when submenus open
class CommandLabel : public Label
{
private:
int m_iState;
public:
CommandLabel(const char* text,int x,int y,int wide,int tall) : Label(text,x,y,wide,tall)
{
m_iState = false;
}
void PushUp()
{
m_iState = false;
repaint();
}
void PushDown()
{
m_iState = true;
repaint();
}
};
//============================================================
// Command Buttons
class CommandButton : public Button
{
private:
int m_iPlayerClass;
// Submenus under this button
CCommandMenu *m_pSubMenu;
CCommandMenu *m_pParentMenu;
CommandLabel *m_pSubLabel;
char m_sMainText[MAX_BUTTON_SIZE];
char m_cBoundKey;
SchemeHandle_t m_hTextScheme;
void RecalculateText( void );
public:
bool m_bNoHighlight;
public:
// Constructors
CommandButton( const char* text,int x,int y,int wide,int tall, bool bNoHighlight = false);
CommandButton( int iPlayerClass, const char* text,int x,int y,int wide,int tall);
void Init( void );
// Menu Handling
void AddSubMenu( CCommandMenu *pNewMenu );
void AddSubLabel( CommandLabel *pSubLabel )
{
m_pSubLabel = pSubLabel;
}
virtual int IsNotValid( void )
{
return false;
}
void UpdateSubMenus( int iAdjustment );
int GetPlayerClass() { return m_iPlayerClass; };
CCommandMenu *GetSubMenu() { return m_pSubMenu; };
CCommandMenu *getParentMenu( void );
void setParentMenu( CCommandMenu *pParentMenu );
// Overloaded vgui functions
virtual void paint();
virtual void setText( const char *text );
virtual void paintBackground();
void cursorEntered( void );
void cursorExited( void );
void setBoundKey( char boundKey );
char getBoundKey( void );
};
//============================================================
// Command Menus
class CCommandMenu : public Panel
{
private:
CCommandMenu *m_pParentMenu;
int m_iXOffset;
int m_iYOffset;
// Buttons in this menu
CommandButton *m_aButtons[ MAX_BUTTONS ];
int m_iButtons;
public:
CCommandMenu( CCommandMenu *pParentMenu, int x,int y,int wide,int tall ) : Panel(x,y,wide,tall)
{
m_pParentMenu = pParentMenu;
m_iXOffset = x;
m_iYOffset = y;
m_iButtons = 0;
}
void AddButton( CommandButton *pButton );
bool RecalculateVisibles( int iNewYPos, bool bHideAll );
void RecalculatePositions( int iYOffset );
void MakeVisible( CCommandMenu *pChildMenu );
CCommandMenu *GetParentMenu() { return m_pParentMenu; };
int GetXOffset() { return m_iXOffset; };
int GetYOffset() { return m_iYOffset; };
int GetNumButtons() { return m_iButtons; };
CommandButton *FindButtonWithSubmenu( CCommandMenu *pSubMenu );
void ClearButtonsOfArmedState( void );
bool KeyInput( int keyNum );
virtual void paintBackground();
};
//==============================================================================
class TeamFortressViewport : public Panel
{
private:
vgui::Cursor* _cursorNone;
vgui::Cursor* _cursorArrow;
int m_iInitialized;
CCommandMenu *m_pCommandMenus[ MAX_MENUS ];
CCommandMenu *m_pCurrentCommandMenu;
float m_flMenuOpenTime;
float m_flScoreBoardLastUpdated;
int m_iNumMenus;
int m_iCurrentTeamNumber;
int m_iCurrentPlayerClass;
int m_iUser1;
int m_iUser2;
int m_iUser3;
// VGUI Menus
void CreateTeamMenu( void );
CMenuPanel* ShowTeamMenu( void );
void CreateClassMenu( void );
CMenuPanel* ShowClassMenu( void );
void CreateSpectatorMenu( void );
// Scheme handler
CSchemeManager m_SchemeManager;
// MOTD
int m_iGotAllMOTD;
char m_szMOTD[ MAX_MOTD_LENGTH ];
// Command Menu Team buttons
CommandButton *m_pTeamButtons[6];
CommandButton *m_pDisguiseButtons[5];
BuildButton *m_pBuildButtons[3];
BuildButton *m_pBuildActiveButtons[3];
// Server Browser
ServerBrowser *m_pServerBrowser;
// Spectator "menu"
CTransparentPanel *m_pSpectatorMenu;
Label *m_pSpectatorLabel;
Label *m_pSpectatorHelpLabel;
int m_iAllowSpectators;
// Data for specific sections of the Command Menu
int m_iValidClasses[5];
int m_iIsFeigning;
int m_iIsSettingDetpack;
int m_iNumberOfTeams;
int m_iBuildState;
int m_iRandomPC;
char m_sTeamNames[5][MAX_TEAMNAME_SIZE];
// Localisation strings
char m_sDetpackStrings[3][MAX_BUTTON_SIZE];
char m_sMapName[64];
public:
TeamFortressViewport(int x,int y,int wide,int tall);
void Initialize( void );
void CreateCommandMenu( void );
void CreateScoreBoard( void );
void CreateServerBrowser( void );
CommandButton *CreateCustomButton( char *pButtonText, char *pButtonName );
CCommandMenu *CreateDisguiseSubmenu( CommandButton *pButton, CCommandMenu *pParentMenu, const char *commandText );
void UpdateCursorState( void );
void UpdateCommandMenu( void );
void UpdateOnPlayerInfo( void );
void UpdateHighlights( void );
void UpdateSpectatorMenu( void );
int KeyInput( int down, int keynum, const char *pszCurrentBinding );
void InputPlayerSpecial( void );
void GetAllPlayersInfo( void );
void DeathMsg( int killer, int victim );
void ShowCommandMenu( void );
void InputSignalHideCommandMenu( void );
void HideCommandMenu( void );
void SetCurrentCommandMenu( CCommandMenu *pNewMenu );
void SetCurrentMenu( CMenuPanel *pMenu );
void ShowScoreBoard( void );
void HideScoreBoard( void );
bool IsScoreBoardVisible( void );
bool AllowedToPrintText( void );
void ShowVGUIMenu( int iMenu );
void HideVGUIMenu( void );
void HideTopMenu( void );
void ToggleServerBrowser( void );
CMenuPanel* CreateTextWindow( int iTextToShow );
CCommandMenu *CreateSubMenu( CommandButton *pButton, CCommandMenu *pParentMenu );
// Data Handlers
int GetValidClasses(int iTeam) { return m_iValidClasses[iTeam]; };
int GetNumberOfTeams() { return m_iNumberOfTeams; };
int GetIsFeigning() { return m_iIsFeigning; };
int GetIsSettingDetpack() { return m_iIsSettingDetpack; };
int GetBuildState() { return m_iBuildState; };
int IsRandomPC() { return m_iRandomPC; };
char *GetTeamName( int iTeam ) { return m_sTeamNames[iTeam]; };
int GetAllowSpectators() { return m_iAllowSpectators; };
// Message Handlers
int MsgFunc_ValClass(const char *pszName, int iSize, void *pbuf );
int MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf );
int MsgFunc_Feign(const char *pszName, int iSize, void *pbuf );
int MsgFunc_Detpack(const char *pszName, int iSize, void *pbuf );
int MsgFunc_VGUIMenu(const char *pszName, int iSize, void *pbuf );
int MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf );
int MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf );
int MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf );
int MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf );
int MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf );
int MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf );
int MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf );
int MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf );
int MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf );
// Input
bool SlotInput( int iSlot );
virtual void paintBackground();
CSchemeManager *GetSchemeManager( void ) { return &m_SchemeManager; }
ScorePanel *GetScoreBoard( void ) { return m_pScoreBoard; }
void *operator new( size_t stAllocateBlock );
public:
// VGUI Menus
CMenuPanel *m_pCurrentMenu;
CTeamMenuPanel *m_pTeamMenu;
CClassMenuPanel *m_pClassMenu;
ScorePanel *m_pScoreBoard;
char m_szServerName[ MAX_SERVERNAME_LENGTH ];
};
//============================================================
// Command Menu Button Handlers
#define MAX_COMMAND_SIZE 256
class CMenuHandler_StringCommand : public ActionSignal
{
protected:
char m_pszCommand[MAX_COMMAND_SIZE];
int m_iCloseVGUIMenu;
public:
CMenuHandler_StringCommand( char *pszCommand )
{
strncpy( m_pszCommand, pszCommand, MAX_COMMAND_SIZE);
m_pszCommand[MAX_COMMAND_SIZE-1] = '\0';
m_iCloseVGUIMenu = false;
}
CMenuHandler_StringCommand( char *pszCommand, int iClose )
{
strncpy( m_pszCommand, pszCommand, MAX_COMMAND_SIZE);
m_pszCommand[MAX_COMMAND_SIZE-1] = '\0';
m_iCloseVGUIMenu = true;
}
virtual void actionPerformed(Panel* panel)
{
gEngfuncs.pfnClientCmd(m_pszCommand);
if (m_iCloseVGUIMenu)
gViewPort->HideTopMenu();
else
gViewPort->HideCommandMenu();
}
};
// This works the same as CMenuHandler_StringCommand, except it watches the string command
// for specific commands, and modifies client vars based upon them.
class CMenuHandler_StringCommandWatch : public CMenuHandler_StringCommand
{
private:
public:
CMenuHandler_StringCommandWatch( char *pszCommand ) : CMenuHandler_StringCommand( pszCommand )
{
}
CMenuHandler_StringCommandWatch( char *pszCommand, int iClose ) : CMenuHandler_StringCommand( pszCommand, iClose )
{
}
virtual void actionPerformed(Panel* panel)
{
CMenuHandler_StringCommand::actionPerformed( panel );
// Try to guess the player's new team (it'll be corrected if it's wrong)
if ( !strcmp( m_pszCommand, "jointeam 1" ) )
g_iTeamNumber = 1;
else if ( !strcmp( m_pszCommand, "jointeam 2" ) )
g_iTeamNumber = 2;
else if ( !strcmp( m_pszCommand, "jointeam 3" ) )
g_iTeamNumber = 3;
else if ( !strcmp( m_pszCommand, "jointeam 4" ) )
g_iTeamNumber = 4;
}
};
// Used instead of CMenuHandler_StringCommand for Class Selection buttons.
// Checks the state of hud_classautokill and kills the player if set
class CMenuHandler_StringCommandClassSelect : public CMenuHandler_StringCommand
{
private:
public:
CMenuHandler_StringCommandClassSelect( char *pszCommand ) : CMenuHandler_StringCommand( pszCommand )
{
}
CMenuHandler_StringCommandClassSelect( char *pszCommand, int iClose ) : CMenuHandler_StringCommand( pszCommand, iClose )
{
}
virtual void actionPerformed(Panel* panel);
};
class CMenuHandler_PopupSubMenuInput : public InputSignal
{
private:
CCommandMenu *m_pSubMenu;
Button *m_pButton;
public:
CMenuHandler_PopupSubMenuInput( Button *pButton, CCommandMenu *pSubMenu )
{
m_pSubMenu = pSubMenu;
m_pButton = pButton;
}
virtual void cursorMoved(int x,int y,Panel* panel)
{
//gViewPort->SetCurrentCommandMenu( m_pSubMenu );
}
virtual void cursorEntered(Panel* panel)
{
gViewPort->SetCurrentCommandMenu( m_pSubMenu );
if (m_pButton)
m_pButton->setArmed(true);
};
virtual void cursorExited(Panel* Panel) {};
virtual void mousePressed(MouseCode code,Panel* panel) {};
virtual void mouseDoublePressed(MouseCode code,Panel* panel) {};
virtual void mouseReleased(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) {};
};
class CMenuHandler_LabelInput : public InputSignal
{
private:
ActionSignal *m_pActionSignal;
public:
CMenuHandler_LabelInput( ActionSignal *pSignal )
{
m_pActionSignal = pSignal;
}
virtual void mousePressed(MouseCode code,Panel* panel)
{
m_pActionSignal->actionPerformed( panel );
}
virtual void mouseReleased(MouseCode code,Panel* panel) {};
virtual void cursorEntered(Panel* panel) {};
virtual void cursorExited(Panel* Panel) {};
virtual void cursorMoved(int x,int y,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) {};
};
#define HIDE_TEXTWINDOW 0
#define SHOW_MAPBRIEFING 1
#define SHOW_CLASSDESC 2
#define SHOW_MOTD 3
class CMenuHandler_TextWindow : public ActionSignal
{
private:
int m_iState;
public:
CMenuHandler_TextWindow( int iState )
{
m_iState = iState;
}
virtual void actionPerformed(Panel* panel)
{
if (m_iState == HIDE_TEXTWINDOW)
{
gViewPort->HideTopMenu();
}
else
{
gViewPort->HideCommandMenu();
gViewPort->ShowVGUIMenu( m_iState );
}
}
};
class CDragNDropHandler : public InputSignal
{
private:
DragNDropPanel* m_pPanel;
bool m_bDragging;
int m_iaDragOrgPos[2];
int m_iaDragStart[2];
public:
CDragNDropHandler(DragNDropPanel* pPanel)
{
m_pPanel = pPanel;
m_bDragging = false;
}
void cursorMoved(int x,int y,Panel* panel);
void mousePressed(MouseCode code,Panel* panel);
void mouseReleased(MouseCode code,Panel* panel);
void mouseDoublePressed(MouseCode code,Panel* panel) {};
void cursorEntered(Panel* panel) {};
void cursorExited(Panel* panel) {};
void mouseWheeled(int delta,Panel* panel) {};
void keyPressed(KeyCode code,Panel* panel) {};
void keyTyped(KeyCode code,Panel* panel) {};
void keyReleased(KeyCode code,Panel* panel) {};
void keyFocusTicked(Panel* panel) {};
};
class CHandler_MenuButtonOver : public InputSignal
{
private:
int m_iButton;
CMenuPanel *m_pMenuPanel;
public:
CHandler_MenuButtonOver( CMenuPanel *pPanel, int iButton )
{
m_iButton = iButton;
m_pMenuPanel = pPanel;
}
void cursorEntered(Panel *panel);
void cursorMoved(int x,int y,Panel* panel) {};
void mousePressed(MouseCode code,Panel* panel) {};
void mouseReleased(MouseCode code,Panel* panel) {};
void mouseDoublePressed(MouseCode code,Panel* panel) {};
void cursorExited(Panel* panel) {};
void mouseWheeled(int delta,Panel* panel) {};
void keyPressed(KeyCode code,Panel* panel) {};
void keyTyped(KeyCode code,Panel* panel) {};
void keyReleased(KeyCode code,Panel* panel) {};
void keyFocusTicked(Panel* panel) {};
};
class CHandler_ButtonHighlight : public InputSignal
{
private:
Button *m_pButton;
public:
CHandler_ButtonHighlight( Button *pButton )
{
m_pButton = pButton;
}
virtual void cursorEntered(Panel* panel)
{
m_pButton->setArmed(true);
};
virtual void cursorExited(Panel* Panel)
{
m_pButton->setArmed(false);
};
virtual void mousePressed(MouseCode code,Panel* panel) {};
virtual void mouseReleased(MouseCode code,Panel* panel) {};
virtual void cursorMoved(int x,int y,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) {};
};
//-----------------------------------------------------------------------------
// Purpose: Special handler for highlighting of command menu buttons
//-----------------------------------------------------------------------------
class CHandler_CommandButtonHighlight : public CHandler_ButtonHighlight
{
private:
CommandButton *m_pCommandButton;
public:
CHandler_CommandButtonHighlight( CommandButton *pButton ) : CHandler_ButtonHighlight( pButton )
{
m_pCommandButton = pButton;
}
virtual void cursorEntered( Panel *panel )
{
m_pCommandButton->cursorEntered();
}
virtual void cursorExited( Panel *panel )
{
m_pCommandButton->cursorExited();
}
};
//================================================================
// Overidden Command Buttons for special visibilities
class ClassButton : public CommandButton
{
protected:
int m_iPlayerClass;
public:
ClassButton( int iClass, const char* text,int x,int y,int wide,int tall, bool bNoHighlight ) : CommandButton( text,x,y,wide,tall, bNoHighlight)
{
m_iPlayerClass = iClass;
}
virtual int IsNotValid();
};
class TeamButton : public CommandButton
{
private:
int m_iTeamNumber;
public:
TeamButton( int iTeam, const char* text,int x,int y,int wide,int tall ) : CommandButton( text,x,y,wide,tall)
{
m_iTeamNumber = iTeam;
}
virtual int IsNotValid()
{
int iTeams = gViewPort->GetNumberOfTeams();
// Never valid if there's only 1 team
if (iTeams == 1)
return true;
// Auto Team's always visible
if (m_iTeamNumber == 5)
return false;
if (iTeams >= m_iTeamNumber && m_iTeamNumber != g_iTeamNumber)
return false;
return true;
}
};
class FeignButton : public CommandButton
{
private:
int m_iFeignState;
public:
FeignButton( int iState, const char* text,int x,int y,int wide,int tall ) : CommandButton( text,x,y,wide,tall)
{
m_iFeignState = iState;
}
virtual int IsNotValid()
{
// Only visible for spies
if (g_iPlayerClass != PC_SPY)
return true;
if (m_iFeignState == gViewPort->GetIsFeigning())
return false;
return true;
}
};
class SpectateButton : public CommandButton
{
public:
SpectateButton( const char* text,int x,int y,int wide,int tall, bool bNoHighlight ) : CommandButton( text,x,y,wide,tall, bNoHighlight)
{
}
virtual int IsNotValid()
{
// Only visible if the server allows it
if ( gViewPort->GetAllowSpectators() != 0 )
return false;
return true;
}
};
#define DISGUISE_TEAM1 (1<<0)
#define DISGUISE_TEAM2 (1<<1)
#define DISGUISE_TEAM3 (1<<2)
#define DISGUISE_TEAM4 (1<<3)
class DisguiseButton : public CommandButton
{
private:
int m_iValidTeamsBits;
int m_iThisTeam;
public:
DisguiseButton( int iValidTeamNumsBits, const char* text,int x,int y,int wide,int tall ) : CommandButton( text,x,y,wide,tall,false )
{
m_iValidTeamsBits = iValidTeamNumsBits;
}
virtual int IsNotValid()
{
// Only visible for spies
if ( g_iPlayerClass != PC_SPY )
return true;
// if it's not tied to a specific team, then always show (for spies)
if ( !m_iValidTeamsBits )
return false;
// if we're tied to a team make sure we can change to that team
int iTmp = 1 << (gViewPort->GetNumberOfTeams() - 1);
if ( m_iValidTeamsBits & iTmp )
return false;
return true;
}
};
class DetpackButton : public CommandButton
{
private:
int m_iDetpackState;
public:
DetpackButton( int iState, const char* text,int x,int y,int wide,int tall ) : CommandButton( text,x,y,wide,tall)
{
m_iDetpackState = iState;
}
virtual int IsNotValid()
{
// Only visible for demomen
if (g_iPlayerClass != PC_DEMOMAN)
return true;
if (m_iDetpackState == gViewPort->GetIsSettingDetpack())
return false;
return true;
}
};
extern int iBuildingCosts[];
#define BUILDSTATE_HASBUILDING (1<<0) // Data is building ID (1 = Dispenser, 2 = Sentry)
#define BUILDSTATE_BUILDING (1<<1)
#define BUILDSTATE_BASE (1<<2)
#define BUILDSTATE_CANBUILD (1<<3) // Data is building ID (0 = Dispenser, 1 = Sentry)
class BuildButton : public CommandButton
{
private:
int m_iBuildState;
int m_iBuildData;
public:
enum Buildings
{
DISPENSER = 0,
SENTRYGUN = 1,
};
BuildButton( int iState, int iData, const char* text,int x,int y,int wide,int tall ) : CommandButton( text,x,y,wide,tall)
{
m_iBuildState = iState;
m_iBuildData = iData;
}
virtual int IsNotValid()
{
// Only visible for engineers
if (g_iPlayerClass != PC_ENGINEER)
return true;
// If this isn't set, it's only active when they're not building
if (m_iBuildState & BUILDSTATE_BUILDING)
{
// Make sure the player's building
if ( !(gViewPort->GetBuildState() & BS_BUILDING) )
return true;
}
else
{
// Make sure the player's not building
if ( gViewPort->GetBuildState() & BS_BUILDING )
return true;
}
if (m_iBuildState & BUILDSTATE_BASE)
{
// Only appear if we've got enough metal to build something, or something already built
if ( gViewPort->GetBuildState() & (BS_HAS_SENTRYGUN | BS_HAS_DISPENSER | BS_CANB_SENTRYGUN | BS_CANB_DISPENSER) )
return false;
return true;
}
// Must have a building
if (m_iBuildState & BUILDSTATE_HASBUILDING)
{
if ( m_iBuildData == BuildButton::DISPENSER && !(gViewPort->GetBuildState() & BS_HAS_DISPENSER) )
return true;
if ( m_iBuildData == BuildButton::SENTRYGUN && !(gViewPort->GetBuildState() & BS_HAS_SENTRYGUN) )
return true;
}
// Can build something
if (m_iBuildState & BUILDSTATE_CANBUILD)
{
// Make sure they've got the ammo and don't have one already
if ( m_iBuildData == BuildButton::DISPENSER && (gViewPort->GetBuildState() & BS_CANB_DISPENSER) )
return false;
if ( m_iBuildData == BuildButton::SENTRYGUN && (gViewPort->GetBuildState() & BS_CANB_SENTRYGUN) )
return false;
return true;
}
return false;
}
};
#define MAX_MAPNAME 256
class MapButton : public CommandButton
{
private:
char m_szMapName[ MAX_MAPNAME ];
public:
MapButton( const char *pMapName, const char* text,int x,int y,int wide,int tall ) : CommandButton( text,x,y,wide,tall)
{
sprintf( m_szMapName, "maps/%s.bsp", pMapName );
}
virtual int IsNotValid()
{
const char *level = gEngfuncs.pfnGetLevelName();
if (!level)
return true;
// Does it match the current map name?
if ( strcmp(m_szMapName, level) )
return true;
return false;
}
};
//-----------------------------------------------------------------------------
// Purpose: CommandButton which is only displayed if the player is on team X
//-----------------------------------------------------------------------------
class TeamOnlyCommandButton : public CommandButton
{
private:
int m_iTeamNum;
public:
TeamOnlyCommandButton( int iTeamNum, const char* text,int x,int y,int wide,int tall ) :
CommandButton( text, x, y, wide, tall ), m_iTeamNum(iTeamNum) {}
virtual int IsNotValid()
{
if ( g_iTeamNumber != m_iTeamNum )
return true;
return CommandButton::IsNotValid();
}
};
//============================================================
// Panel that can be dragged around
class DragNDropPanel : public Panel
{
private:
bool m_bBeingDragged;
LineBorder *m_pBorder;
public:
DragNDropPanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
{
m_bBeingDragged = false;
// Create the Drag Handler
addInputSignal( new CDragNDropHandler(this) );
// Create the border (for dragging)
m_pBorder = new LineBorder();
}
virtual void setDragged( bool bState )
{
m_bBeingDragged = bState;
if (m_bBeingDragged)
setBorder(m_pBorder);
else
setBorder(NULL);
}
};
//================================================================
// Panel that draws itself with a transparent black background
class CTransparentPanel : public Panel
{
private:
int m_iTransparency;
public:
CTransparentPanel(int iTrans, int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
{
m_iTransparency = iTrans;
}
virtual void paintBackground()
{
if (m_iTransparency)
{
// Transparent black background
drawSetColor( 0,0,0, m_iTransparency );
drawFilledRect(0,0,_size[0],_size[1]);
}
}
};
//================================================================
// Menu Panel that supports buffering of menus
class CMenuPanel : public CTransparentPanel
{
private:
CMenuPanel *m_pNextMenu;
int m_iMenuID;
int m_iRemoveMe;
int m_iIsActive;
float m_flOpenTime;
public:
CMenuPanel(int iRemoveMe, int x,int y,int wide,int tall) : CTransparentPanel(100, x,y,wide,tall)
{
Reset();
m_iRemoveMe = iRemoveMe;
}
CMenuPanel(int iTrans, int iRemoveMe, int x,int y,int wide,int tall) : CTransparentPanel(iTrans, x,y,wide,tall)
{
Reset();
m_iRemoveMe = iRemoveMe;
}
virtual void Reset( void )
{
m_pNextMenu = NULL;
m_iIsActive = false;
m_flOpenTime = 0;
}
void SetNextMenu( CMenuPanel *pNextPanel )
{
if (m_pNextMenu)
m_pNextMenu->SetNextMenu( pNextPanel );
else
m_pNextMenu = pNextPanel;
}
void SetMenuID( int iID )
{
m_iMenuID = iID;
}
void SetActive( int iState )
{
m_iIsActive = iState;
}
virtual void Open( void )
{
setVisible( true );
// Note the open time, so we can delay input for a bit
m_flOpenTime = gHUD.m_flTime;
}
virtual void Close( void )
{
setVisible( false );
m_iIsActive = false;
if ( m_iRemoveMe )
gViewPort->removeChild( this );
// This MenuPanel has now been deleted. Don't append code here.
}
int ShouldBeRemoved() { return m_iRemoveMe; };
CMenuPanel* GetNextMenu() { return m_pNextMenu; };
int GetMenuID() { return m_iMenuID; };
int IsActive() { return m_iIsActive; };
float GetOpenTime() { return m_flOpenTime; };
// Numeric input
virtual bool SlotInput( int iSlot ) { return false; };
virtual void SetActiveInfo( int iInput ) {};
};
//================================================================
// Custom drawn scroll bars
class CTFScrollButton : public CommandButton
{
private:
BitmapTGA *m_pTGA;
public:
CTFScrollButton(int iArrow, const char* text,int x,int y,int wide,int tall);
virtual void paint( void );
virtual void paintBackground( void );
};
// Custom drawn slider bar
class CTFSlider : public Slider
{
public:
CTFSlider(int x,int y,int wide,int tall,bool vertical) : Slider(x,y,wide,tall,vertical)
{
};
virtual void paintBackground( void );
};
// Custom drawn scrollpanel
class CTFScrollPanel : public ScrollPanel
{
public:
CTFScrollPanel(int x,int y,int wide,int tall);
};
//================================================================
// Menu Panels that take key input
//============================================================
class CClassMenuPanel : public CMenuPanel
{
private:
CTransparentPanel *m_pClassInfoPanel[PC_LASTCLASS];
Label *m_pPlayers[PC_LASTCLASS];
ClassButton *m_pButtons[PC_LASTCLASS];
CommandButton *m_pCancelButton;
ScrollPanel *m_pScrollPanel;
CImageLabel *m_pClassImages[MAX_TEAMS][PC_LASTCLASS];
int m_iCurrentInfo;
enum { STRLENMAX_PLAYERSONTEAM = 128 };
char m_sPlayersOnTeamString[STRLENMAX_PLAYERSONTEAM];
public:
CClassMenuPanel(int iTrans, int iRemoveMe, int x,int y,int wide,int tall);
virtual bool SlotInput( int iSlot );
virtual void Open( void );
virtual void Update( void );
virtual void SetActiveInfo( int iInput );
virtual void Initialize( void );
virtual void Reset( void )
{
CMenuPanel::Reset();
m_iCurrentInfo = 0;
}
};
class CTeamMenuPanel : public CMenuPanel
{
public:
ScrollPanel *m_pScrollPanel;
CTransparentPanel *m_pTeamWindow;
Label *m_pMapTitle;
TextPanel *m_pBriefing;
TextPanel *m_pTeamInfoPanel[6];
CommandButton *m_pButtons[6];
bool m_bUpdatedMapName;
CommandButton *m_pCancelButton;
CommandButton *m_pSpectateButton;
int m_iCurrentInfo;
public:
CTeamMenuPanel(int iTrans, int iRemoveMe, int x,int y,int wide,int tall);
virtual bool SlotInput( int iSlot );
virtual void Open( void );
virtual void Update( void );
virtual void SetActiveInfo( int iInput );
virtual void paintBackground( void );
virtual void Initialize( void );
virtual void Reset( void )
{
CMenuPanel::Reset();
m_iCurrentInfo = 0;
}
};
//=========================================================
// Specific Menus to handle old HUD sections
class CHealthPanel : public DragNDropPanel
{
private:
BitmapTGA *m_pHealthTGA;
Label *m_pHealthLabel;
public:
CHealthPanel(int x,int y,int wide,int tall) : DragNDropPanel(x,y,wide,tall)
{
// Load the Health icon
FileInputStream* fis = new FileInputStream( GetVGUITGAName("%d_hud_health"), false);
m_pHealthTGA = new BitmapTGA(fis,true);
fis->close();
// Create the Health Label
int iXSize,iYSize;
m_pHealthTGA->getSize(iXSize,iYSize);
m_pHealthLabel = new Label("",0,0,iXSize,iYSize);
m_pHealthLabel->setImage(m_pHealthTGA);
m_pHealthLabel->setParent(this);
// Set panel dimension
// Shouldn't be needed once Billy's fized setImage not recalculating the size
//setSize( iXSize + 100, gHUD.m_iFontHeight + 10 );
//m_pHealthLabel->setPos( 10, (getTall() - iYSize) / 2 );
}
virtual void paintBackground()
{
}
void paint()
{
// Get the paint color
int r,g,b,a;
// Has health changed? Flash the health #
if (gHUD.m_Health.m_fFade)
{
gHUD.m_Health.m_fFade -= (gHUD.m_flTimeDelta * 20);
if (gHUD.m_Health.m_fFade <= 0)
{
a = MIN_ALPHA;
gHUD.m_Health.m_fFade = 0;
}
// Fade the health number back to dim
a = MIN_ALPHA + (gHUD.m_Health.m_fFade/FADE_TIME) * 128;
}
else
a = MIN_ALPHA;
gHUD.m_Health.GetPainColor( r, g, b );
ScaleColors(r, g, b, a );
// If health is getting low, make it bright red
if (gHUD.m_Health.m_iHealth <= 15)
a = 255;
int iXSize,iYSize, iXPos, iYPos;
m_pHealthTGA->getSize(iXSize,iYSize);
m_pHealthTGA->getPos(iXPos, iYPos);
// Paint the player's health
int x = gHUD.DrawHudNumber( iXPos + iXSize + 5, iYPos + 5, DHN_3DIGITS | DHN_DRAWZERO, gHUD.m_Health.m_iHealth, r, g, b);
// Draw the vertical line
int HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
x += HealthWidth / 2;
FillRGBA(x, iYPos + 5, HealthWidth / 10, gHUD.m_iFontHeight, 255, 160, 0, a);
}
};
#endif