source-engine/game/shared/voice_status.h

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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef VOICE_STATUS_H
#define VOICE_STATUS_H
#pragma once
#include <vgui_controls/Label.h>
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//#include "VGUI_Bitmap.h"
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#include <vgui_controls/Button.h>
#include <vgui_controls/Image.h>
#include "voice_common.h"
#include "voice_banmgr.h"
#include "hudelement.h"
class CVoiceStatus;
class IMaterial;
class BitmapImage;
// Voice Panel
class CVoicePanel : public vgui::Panel
{
public:
CVoicePanel( );
~CVoicePanel();
virtual void Paint( void );
virtual void setImage( BitmapImage *pImage );
private:
BitmapImage *m_pImage;
};
class CVoiceLabel
{
public:
vgui::Label *m_pLabel;
vgui::Label *m_pBackground;
CVoicePanel *m_pIcon; // Voice icon next to player name.
int m_clientindex; // Client index of the speaker. -1 if this label isn't being used.
};
// This is provided by each mod to access data that may not be the same across mods.
abstract_class IVoiceStatusHelper
{
public:
virtual ~IVoiceStatusHelper() {}
// Get RGB color for voice status text about this player.
virtual void GetPlayerTextColor(int entindex, int color[3]) = 0;
// Force it to update the cursor state.
virtual void UpdateCursorState() = 0;
// Return true if the voice manager is allowed to show speaker labels
// (mods usually return false when the scoreboard is up).
virtual bool CanShowSpeakerLabels() = 0;
};
class CVoiceStatus /*: public vgui::CDefaultInputSignal*/
{
public:
CVoiceStatus();
virtual ~CVoiceStatus();
// CHudBase overrides.
public:
// Initialize the cl_dll's voice manager.
virtual int Init(
IVoiceStatusHelper *m_pHelper,
vgui::VPANEL pParentPanel);
// ackPosition is the bottom position of where CVoiceStatus will draw the voice acknowledgement labels.
virtual void VidInit();
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void LevelInit( void );
void LevelShutdown( void );
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public:
// Call from HUD_Frame each frame.
void Frame(double frametime);
// Called when a player starts or stops talking.
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// entindex is -1 to represent the local client talking (before the data comes back from the server).
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// When the server acknowledges that the local client is talking, then entindex will be gEngfuncs.GetLocalPlayer().
// entindex is -2 to represent the local client's voice being acked by the server.
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// For local client iSsSlot will always be set >= 0 and designate a valid Splitscreen slot
// for world-entities and context of local client as "in world" iSsSlot will always be negative
void UpdateSpeakerStatus(int entindex, int iSsSlot, bool bTalking);
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// Call from the HUD_CreateEntities function so it can add sprites above player heads.
void DrawHeadLabels();
void SetHeadLabelOffset( float offset );
float GetHeadLabelOffset( void ) const;
void SetHeadLabelsDisabled( bool bDisabled ) { m_bHeadLabelsDisabled = bDisabled; }
// Called when the server registers a change to who this client can hear.
void HandleVoiceMaskMsg(bf_read &msg);
// The server sends this message initially to tell the client to send their state.
void HandleReqStateMsg(bf_read &msg);
// Squelch mode functions.
public:
// When you enter squelch mode, pass in
void StartSquelchMode();
void StopSquelchMode();
bool IsInSquelchMode();
// returns true if the target client has been banned
// playerIndex is of range 1..maxplayers
bool IsPlayerBlocked(int iPlayerIndex);
// returns false if the player can't hear the other client due to game rules (eg. the other team)
bool IsPlayerAudible(int iPlayerIndex);
// returns true if the player is currently speaking
bool IsPlayerSpeaking(int iPlayerIndex);
// returns true if the local player is attempting to speak
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bool IsLocalPlayerSpeaking( int iSsSlot );
// returns true if the local player is attempting to speak, and is above the volume threshold
bool IsLocalPlayerSpeakingAboveThreshold( int iSsSlot );
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// blocks the target client from being heard
void SetPlayerBlockedState(int iPlayerIndex, bool blocked);
void SetHeadLabelMaterial( const char *pszMaterial );
IMaterial *GetHeadLabelMaterial( void ) { return m_pHeadLabelMaterial; }
private:
void UpdateServerState(bool bForce);
// Update the button artwork to reflect the client's current state.
void UpdateBanButton(int iClient);
private:
float m_LastUpdateServerState; // Last time we called this function.
int m_bServerModEnable; // What we've sent to the server about our "voice_modenable" cvar.
vgui::VPANEL m_pParentPanel;
CPlayerBitVec m_VoicePlayers; // Who is currently talking. Indexed by client index.
// This is the gamerules-defined list of players that you can hear. It is based on what teams people are on
// and is totally separate from the ban list. Indexed by client index.
CPlayerBitVec m_AudiblePlayers;
// Players who have spoken at least once in the game so far
CPlayerBitVec m_VoiceEnabledPlayers;
// This is who the server THINKS we have banned (it can become incorrect when a new player arrives on the server).
// It is checked periodically, and the server is told to squelch or unsquelch the appropriate players.
CPlayerBitVec m_ServerBannedPlayers;
IVoiceStatusHelper *m_pHelper; // Each mod provides an implementation of this.
// Squelch mode stuff.
bool m_bInSquelchMode;
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bool m_bTalking[ MAX_SPLITSCREEN_CLIENTS ]; // Set to true when the client thinks it's talking.
bool m_bAboveThreshold[ MAX_SPLITSCREEN_CLIENTS ]; // Set to true when the client thinks it's voice is above the threshold to send to the server
bool m_bServerAcked[ MAX_SPLITSCREEN_CLIENTS ]; // Set to true when the server knows the client is talking.
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public:
CVoiceBanMgr m_BanMgr; // Tracks which users we have squelched and don't want to hear.
private:
IMaterial *m_pHeadLabelMaterial; // For labels above players' heads.
bool m_bBanMgrInitialized;
int m_nControlSize;
bool m_bHeadLabelsDisabled;
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CountdownTimer m_bAboveThresholdTimer[ MAX_SPLITSCREEN_CLIENTS ];
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};
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//-----------------------------------------------------------------------------
// returns true if the player is currently speaking
//-----------------------------------------------------------------------------
FORCEINLINE bool CVoiceStatus::IsPlayerSpeaking(int iPlayerIndex)
{
return m_VoicePlayers[iPlayerIndex-1] != 0;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the player can't hear the other client due to game rules (eg. the other team)
// Input : playerID -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
FORCEINLINE bool CVoiceStatus::IsPlayerAudible(int iPlayer)
{
return !!m_AudiblePlayers[iPlayer-1];
}
//-----------------------------------------------------------------------------
// returns true if the local player is attempting to speak
//-----------------------------------------------------------------------------
FORCEINLINE bool CVoiceStatus::IsLocalPlayerSpeaking( int iSsSlot )
{
return m_bTalking[ iSsSlot ];
}
//-----------------------------------------------------------------------------
// returns true if the local player is attempting to speak, and is above the volume threshold
//-----------------------------------------------------------------------------
FORCEINLINE bool CVoiceStatus::IsLocalPlayerSpeakingAboveThreshold( int iSsSlot )
{
return m_bTalking[ iSsSlot ] && !m_bAboveThresholdTimer[ iSsSlot ].IsElapsed();
}
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// Get the (global) voice manager.
CVoiceStatus* GetClientVoiceMgr();
void ClientVoiceMgr_Init();
void ClientVoiceMgr_Shutdown();
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void ClientVoiceMgr_LevelInit();
void ClientVoiceMgr_LevelShutdown();
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#endif // VOICE_STATUS_H