mirror of
https://github.com/nillerusr/source-engine.git
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416 lines
12 KiB
C++
416 lines
12 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "cs_hud_achievement_announce.h"
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#include <vgui/IVGui.h>
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#include "vgui_controls/AnimationController.h"
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#include "iclientmode.h"
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#include "c_cs_player.h"
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#include "c_cs_playerresource.h"
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#include <vgui_controls/Label.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include "fmtstr.h"
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#include "cs_gamerules.h"
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#include "view.h"
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#include "ivieweffects.h"
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#include "viewrender.h"
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#include "usermessages.h"
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#include "hud_macros.h"
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#include "c_baseanimating.h"
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#include "achievementmgr.h"
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#include "filesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DECLARE_HUDELEMENT_DEPTH( CCSAchievementAnnouncePanel, 1 );
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#define CALLOUT_WIDE (XRES(100))
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#define CALLOUT_TALL (XRES(50))
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namespace Interpolators
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{
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inline float Linear( float t ) { return t; }
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inline float SmoothStep( float t )
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{
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t = 3 * t * t - 2.0f * t * t * t;
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return t;
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}
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inline float SmoothStep2( float t )
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{
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return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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}
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inline float SmoothStepStart( float t )
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{
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t = 0.5f * t;
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t = 3 * t * t - 2.0f * t * t * t;
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t = t* 2.0f;
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return t;
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}
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inline float SmoothStepEnd( float t )
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{
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t = 0.5f * t + 0.5f;
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t = 3 * t * t - 2.0f * t * t * t;
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t = (t - 0.5f) * 2.0f;
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return t;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CCSAchievementAnnouncePanel::CCSAchievementAnnouncePanel( const char *pElementName )
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: EditablePanel( NULL, "AchievementAnnouncePanel" ), CHudElement( pElementName )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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m_bShouldBeVisible = false;
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SetScheme( "ClientScheme" );
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m_currentDisplayedAchievement = CSInvalidAchievement;
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m_pGlowPanel = NULL;
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RegisterForRenderGroup( "hide_for_scoreboard" );
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//Create the grey popup that has the name, text and icon.
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m_pAchievementInfoPanel = new CCSAchivementInfoPanel(this, "InfoPanel");
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}
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CCSAchievementAnnouncePanel::~CCSAchievementAnnouncePanel()
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{
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if (m_pAchievementInfoPanel)
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{
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delete m_pAchievementInfoPanel;
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}
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}
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void CCSAchievementAnnouncePanel::Reset()
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{
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//We don't want to hide the UI here since we want the achievement popup to show through death
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}
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void CCSAchievementAnnouncePanel::Init()
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{
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ListenForGameEvent( "achievement_earned_local" );
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Hide();
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CHudElement::Init();
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}
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void CCSAchievementAnnouncePanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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LoadControlSettings( "Resource/UI/Achievement_Glow.res" );
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//This is the glowy flash that comes up under the popup
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m_pGlowPanel = dynamic_cast<EditablePanel *>( FindChildByName("GlowPanel") );
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Hide();
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}
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ConVar cl_show_achievement_popups( "cl_show_achievement_popups", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
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void CCSAchievementAnnouncePanel::FireGameEvent( IGameEvent * event )
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{
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const char *pEventName = event->GetName();
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if ( cl_show_achievement_popups.GetBool() )
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{
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if ( Q_strcmp( "achievement_earned_local", pEventName ) == 0 )
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{
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//Add achievement to queue and show the UI (since the UI doesn't "Think()" until it is shown
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Show();
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m_achievementQueue.Insert((eCSAchievementType)event->GetInt("achievement"));
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}
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}
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}
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void CCSAchievementAnnouncePanel::Show()
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{
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m_bShouldBeVisible = true;
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}
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void CCSAchievementAnnouncePanel::Hide()
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{
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m_bShouldBeVisible = false;
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}
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bool CCSAchievementAnnouncePanel::ShouldDraw( void )
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{
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return (m_bShouldBeVisible && CHudElement::ShouldDraw());
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}
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void CCSAchievementAnnouncePanel::Paint( void )
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{
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}
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void CCSAchievementAnnouncePanel::OnThink( void )
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{
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BaseClass::OnThink();
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if (!m_pAchievementInfoPanel)
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{
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return;
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}
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//if we have an achievement, update it
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if (m_currentDisplayedAchievement != CSInvalidAchievement)
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{
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//If the match restarts, we need to move the start time for the achievement back.
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if (m_displayStartTime > gpGlobals->curtime)
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{
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m_displayStartTime = gpGlobals->curtime;
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}
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float timeSinceDisplayStart = gpGlobals->curtime - m_displayStartTime;
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float glowAlpha;
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float achievementPanelAlpha;
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//Update the flash
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if (m_pGlowPanel)
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{
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GetGlowAlpha(timeSinceDisplayStart, glowAlpha);
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m_pGlowPanel->SetAlpha(glowAlpha);
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}
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if (GetAchievementPanelAlpha(timeSinceDisplayStart, achievementPanelAlpha))
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{
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m_pAchievementInfoPanel->SetAlpha(achievementPanelAlpha);
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}
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else
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{
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//achievement is faded, so we are done
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m_pAchievementInfoPanel->SetAlpha(0);
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m_currentDisplayedAchievement = CSInvalidAchievement;
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if (m_achievementQueue.Count() == 0)
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{
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Hide();
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}
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}
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}
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else
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{
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//Check if we need to start the next announcement in the queue. We won't update it this frame, but no time has elapsed anyway.
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if (m_achievementQueue.Count() > 0)
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{
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m_currentDisplayedAchievement = m_achievementQueue.RemoveAtHead();
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m_displayStartTime = gpGlobals->curtime;
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Play the achievement earned sound effect
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//=============================================================================
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vgui::surface()->PlaySound( "UI/achievement_earned.wav" );
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//=============================================================================
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// HPE_END
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//=============================================================================
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//Here we get the achievement to be displayed and set that in the popup windows
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CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
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if ( !pAchievementMgr )
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return;
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IAchievement *pAchievement = pAchievementMgr->GetAchievementByID( m_currentDisplayedAchievement );
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if ( pAchievement )
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{
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m_pAchievementInfoPanel->SetAchievement(pAchievement);
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}
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}
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}
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}
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bool CCSAchievementAnnouncePanel::GetAlphaFromTime(float elapsedTime, float delay, float fadeInTime, float holdTime, float fadeOutTime, float&alpha)
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{
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//We just pass through each phase, subtracting off the full time if we are already done with that phase
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//We return whether the control should still be active
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//I. Delay before fading in
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if (elapsedTime > delay)
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{
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elapsedTime -= delay;
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}
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else
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{
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alpha = 0;
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return true;
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}
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//II. Fade in time
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if (elapsedTime > fadeInTime)
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{
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elapsedTime -= fadeInTime;
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}
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else
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{
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alpha = 255.0f * elapsedTime / fadeInTime;
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return true;
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}
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//III. Hold at full alpha time
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if (elapsedTime > holdTime)
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{
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elapsedTime -= holdTime;
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}
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else
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{
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alpha = 255.0f;
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return true;
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}
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//IV. Fade out time
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if (elapsedTime > fadeOutTime)
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{
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alpha = 0;
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return false;
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}
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else
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{
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alpha = 1.0f - (elapsedTime / fadeOutTime);
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alpha = Interpolators::SmoothStepStart(alpha);
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alpha *= 255.0f;
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if (m_achievementQueue.Count() > 0 && alpha < 128.0f)
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{
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return false;
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}
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return true;
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}
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}
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ConVar glow_delay( "glow_delay", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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ConVar glow_fadeInTime( "glow_fadeInTime", "0.1", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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ConVar glow_holdTime( "glow_holdTime", "0.1", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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ConVar glow_fadeOutTime( "glow_fadeOutTime", "2.5", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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bool CCSAchievementAnnouncePanel::GetGlowAlpha (float time, float& alpha)
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{
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/*
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float delay = 0.0f;
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float fadeInTime = 0.3f;
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float holdTime = 0.1f;
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float fadeOutTime = 0.4f;
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*/
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//return GetAlphaFromTime(time, delay, fadeInTime, holdTime, fadeOutTime, alpha);
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return GetAlphaFromTime(time, glow_delay.GetFloat(), glow_fadeInTime.GetFloat(), glow_holdTime.GetFloat(), glow_fadeOutTime.GetFloat(), alpha);
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}
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ConVar popup_delay( "popup_delay", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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ConVar popup_fadeInTime( "popup_fadeInTime", "0.3", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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ConVar popup_holdTime( "popup_holdTime", "3.5", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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ConVar popup_fadeOutTime( "popup_fadeOutTime", "3.0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
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bool CCSAchievementAnnouncePanel::GetAchievementPanelAlpha (float time, float& alpha)
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{
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/*
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float delay = 0.2f;
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float fadeInTime = 0.3f;
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float holdTime = 3.0f;
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float fadeOutTime = 2.0f;
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*/
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//return GetAlphaFromTime(time, delay, fadeInTime, holdTime, fadeOutTime, alpha);
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return GetAlphaFromTime(time, popup_delay.GetFloat(), popup_fadeInTime.GetFloat(), popup_holdTime.GetFloat(), popup_fadeOutTime.GetFloat(), alpha);
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}
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//-----------------------------------------------------------------------------
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// Purpose: creates child panels, passes down name to pick up any settings from res files.
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//-----------------------------------------------------------------------------
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CCSAchivementInfoPanel::CCSAchivementInfoPanel( vgui::Panel *parent, const char* name ) : BaseClass( parent, name )
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{
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//Create the main components of the display and attach them to the panel
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m_pAchievementIcon = SETUP_PANEL(new vgui::ScalableImagePanel( this, "Icon" ));
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m_pAchievementNameLabel = new vgui::Label( this, "Name", "name" );
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m_pAchievementDescLabel = new vgui::Label( this, "Description", "desc" );
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}
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CCSAchivementInfoPanel::~CCSAchivementInfoPanel()
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{
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if (m_pAchievementIcon)
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{
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delete m_pAchievementIcon;
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}
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if (m_pAchievementNameLabel)
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{
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delete m_pAchievementNameLabel;
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}
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if (m_pAchievementDescLabel)
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{
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delete m_pAchievementDescLabel;
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}
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}
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void CCSAchivementInfoPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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LoadControlSettings( "Resource/UI/Achievement_Popup.res" );
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BaseClass::ApplySchemeSettings( pScheme );
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//Override the automatic scheme setting that happen above
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SetBgColor( pScheme->GetColor( "AchievementsLightGrey", Color(255, 0, 0, 255) ) );
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m_pAchievementNameLabel->SetFgColor(pScheme->GetColor("SteamLightGreen", Color(255, 255, 255, 255)));
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m_pAchievementDescLabel->SetFgColor(pScheme->GetColor("White", Color(255, 255, 255, 255)));
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}
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void CCSAchivementInfoPanel::SetAchievement(IAchievement* pAchievement)
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{
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Get achievement name and description text from the localized file
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//=============================================================================
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// Set name and description
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m_pAchievementNameLabel->SetText( ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) );
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m_pAchievementDescLabel->SetText( ACHIEVEMENT_LOCALIZED_DESC( pAchievement ) );
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//Find, load and show the achievement icon
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char imagePath[_MAX_PATH];
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Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) );
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Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS );
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Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
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char checkFile[_MAX_PATH];
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Q_snprintf( checkFile, sizeof(checkFile), "materials\\vgui\\%s", imagePath );
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if ( !g_pFullFileSystem->FileExists( checkFile ) )
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{
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Q_snprintf( imagePath, sizeof(imagePath), "hud\\icon_locked.vtf" );
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}
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m_pAchievementIcon->SetImage( imagePath );
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m_pAchievementIcon->SetVisible( true );
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//=============================================================================
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// HPE_END
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//=============================================================================
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}
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