Some GamepadUI fixes

This commit is contained in:
celisej567 2024-04-13 20:16:45 +03:00
parent 19ce478dd0
commit 091308106b
18 changed files with 312 additions and 149 deletions

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@ -1334,6 +1334,16 @@ void CHLClient::HudUpdate( bool bActive )
CRTime::UpdateRealTime();
#endif
#ifdef GAMEPADUI
if (IsGamepadUI())
{
if (!enginevgui->IsGameUIVisible())
{
engine->ExecuteClientCmd("gamepadui_resetfade");
}
}
#endif // GAMEPADUI
GetClientVoiceMgr()->Frame( frametime );
gHUD.UpdateHud( bActive );
@ -1373,7 +1383,12 @@ void CHLClient::HudUpdate( bool bActive )
void CHLClient::HudReset( void )
{
gHUD.VidInit();
#ifdef GAMEPADUI
if (IsGamepadUI())
{
engine->ExecuteClientCmd("gamepadui_resetfade");
}
#endif // GAMEPADUI
PhysicsReset();
}

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@ -96,6 +96,8 @@ $Project
$File "gamepadui_options.cpp"
$File "gamepadui_scrollbar.cpp"
$File "gamepadui_util.cpp"
$File "gamepadui_loadingscreen.cpp"
$File "gamepadui_loadingscreen.h"
}
$Folder "Link Libraries"

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@ -31,7 +31,7 @@ GamepadUIBasePanel::GamepadUIBasePanel( vgui::VPANEL parent ) : BaseClass( NULL,
m_pSizingPanel = new GamepadUISizingPanel( this );
m_pMainMenu = new GamepadUIMainMenu( this );
m_pMainMenu = new GamepadUIMainMenu( this );
OnMenuStateChanged();
}
@ -82,19 +82,19 @@ void GamepadUIBasePanel::SetCurrentFrame( GamepadUIFrame *pFrame )
void GamepadUIBasePanel::OnMenuStateChanged()
{
if ( m_bBackgroundMusicEnabled && GamepadUI::GetInstance().IsGamepadUIVisible() )
if (m_bBackgroundMusicEnabled && GamepadUI::GetInstance().IsGamepadUIVisible())
{
if ( !IsBackgroundMusicPlaying() )
if (!IsBackgroundMusicPlaying())
ActivateBackgroundEffects();
}
else
ReleaseBackgroundMusic();
if (m_pCurrentFrame && m_pCurrentFrame != m_pMainMenu)
{
m_pCurrentFrame->Close();
m_pCurrentFrame = NULL;
}
if (m_pCurrentFrame && m_pCurrentFrame != m_pMainMenu)
{
m_pCurrentFrame->Close();
m_pCurrentFrame = NULL;
}
}
void GamepadUIBasePanel::ActivateBackgroundEffects()

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@ -5,6 +5,8 @@
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "../../public/vgui_controls/Panel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"

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@ -8,6 +8,8 @@
#include "gamepadui_string.h"
#include "gamepadui_glyph.h"
#include "vgui_controls/Button.h"
//#include "../../public/vgui_controls/Button.h"
//#include "../../public/vgui_controls/Button.h"
namespace ButtonStates
{

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@ -1,8 +1,10 @@
// 🐸
// 🐸
//shut up
#include "gamepadui_frame.h"
#include "gamepadui_button.h"
#include "gamepadui_interface.h"
#include "gamepadui_basepanel.h"
#include "gamepadui_mainmenu.h"
#include "inputsystem/iinputsystem.h"
#include "vgui/ISurface.h"

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@ -134,11 +134,8 @@ CON_COMMAND( gamepadui_opengenerictextdialog, "Opens a generic text dialog.\nFor
return;
}
vgui::Panel *pParent = GamepadUI::GetInstance().GetCurrentFrame();
if (!pParent)
pParent = GamepadUI::GetInstance().GetBasePanel();
new GamepadUIGenericConfirmationPanel( pParent, "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
// TODO: Parent to current frame
new GamepadUIGenericConfirmationPanel( GamepadUI::GetInstance().GetBasePanel(), "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
[](){}, args.Arg(3)[0] != '0', false );
}
@ -150,35 +147,15 @@ CON_COMMAND( gamepadui_opengenericconfirmdialog, "Opens a generic confirmation d
return;
}
vgui::Panel *pParent = GamepadUI::GetInstance().GetCurrentFrame();
if (!pParent)
pParent = GamepadUI::GetInstance().GetBasePanel();
// To get the command, we just use the remaining string after the small font parameter
// This method is fairly dirty and relies a bit on guesswork, but it allows spaces and quotes to be used
// without having to worry about how the initial dialog command handles it
const char *pCmd = args.GetCommandString();
char *pSmallFont = V_strstr( pCmd, args.Arg( 3 )[0] != '0' ? " 1 " : " 0 " );
if (!pSmallFont)
{
// Look for quotes instead
pSmallFont = V_strstr( pCmd, args.Arg( 3 )[0] != '0' ? " \"1\" " : " \"0\" " );
if (pSmallFont)
pCmd += (pSmallFont - pCmd) + 5;
else
{
// Give up and use the 4th argument
pCmd = args.Arg( 4 );
}
}
else
{
pCmd += (pSmallFont - pCmd) + 3;
}
new GamepadUIGenericConfirmationPanel( pParent, "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
// TODO: Parent to current frame
const char *pCmd = args.Arg( 4 );
new GamepadUIGenericConfirmationPanel( GamepadUI::GetInstance().GetBasePanel(), "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
[pCmd]()
{
GamepadUI::GetInstance().GetEngineClient()->ClientCmd_Unrestricted( pCmd );
// Replace '' with quotes
char szCmd[512];
V_StrSubst( pCmd, "''", "\"", szCmd, sizeof(szCmd) );
GamepadUI::GetInstance().GetEngineClient()->ClientCmd_Unrestricted( szCmd );
}, args.Arg(3)[0] != '0', true );
}

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@ -35,6 +35,13 @@ public:
m_nId = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_nId, pName, true, false );
}
void GetImageSize(int& width, int& heigth)
{
vgui::surface()->DrawGetTextureSize(m_nId, width, heigth);
}
void SetTGAImage( const char* pName )
{
Cleanup();
@ -64,4 +71,5 @@ private:
int m_nId = -1;
};
#endif // GAMEPADUI_IMAGE_H

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@ -82,7 +82,7 @@ void GamepadUI::Initialize( CreateInterfaceFn factory )
m_pAnimationController = new vgui::AnimationController( m_pBasePanel );
m_pAnimationController->SetProportional( false );
GetMainMenu()->Activate();
//GetMainMenu()->Activate();
}
void GamepadUI::Shutdown()
@ -108,6 +108,14 @@ void GamepadUI::OnUpdate( float flFrametime )
{
if ( m_pAnimationController )
m_pAnimationController->UpdateAnimations( GetTime() );
static bool tempNumDraw = true;
if (ConVarRef("cl_gamepadui_mainmenu_draw").GetBool() && tempNumDraw)
{
GetMainMenu()->Activate();
tempNumDraw=false;
}
}
void GamepadUI::OnLevelInitializePreEntity()
@ -242,16 +250,6 @@ void GamepadUI::GetSizingPanelOffset( int &nX, int &nY ) const
pPanel->GetPos( nX, nY );
}
GamepadUIFrame *GamepadUI::GetCurrentFrame() const
{
return m_pBasePanel->GetCurrentFrame();
}
vgui::VPANEL GamepadUI::GetCurrentFrameVPanel() const
{
return m_pBasePanel->GetCurrentFrame()->GetVPanel();
}
#ifdef MAPBASE
void GamepadUI::BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName )
{

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@ -35,7 +35,6 @@ class GamepadUIMainMenu;
class GamepadUIBasePanel;
class GamepadUISizingPanel;
class GamepadUIFrame;
class GamepadUI : public IGamepadUI
{
@ -80,6 +79,8 @@ public:
ISource2013SteamInput *GetSteamInput() const { return m_pSteamInput; }
#endif
GamepadUIMainMenu* GetMainMenu() const;
vgui::AnimationController *GetAnimationController() const { return m_pAnimationController; }
float GetTime() const { return Plat_FloatTime(); }
GradientHelper *GetGradientHelper() { return &m_GradientHelper; }
@ -93,9 +94,6 @@ public:
void GetSizingPanelScale( float &flX, float &flY ) const;
void GetSizingPanelOffset( int &nX, int &nY ) const;
GamepadUIFrame *GetCurrentFrame() const;
vgui::VPANEL GetCurrentFrameVPanel() const;
#ifdef MAPBASE
void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) OVERRIDE;
void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) OVERRIDE;
@ -133,8 +131,6 @@ private:
GradientHelper m_GradientHelper;
CSteamAPIContext m_SteamAPIContext;
GamepadUIMainMenu* GetMainMenu() const;
float m_flScreenXRatio = 1.0f;
float m_flScreenYRatio = 1.0f;
@ -147,6 +143,9 @@ private:
#endif
static GamepadUI *s_pGamepadUI;
public:
float GetTimeDelta() const;
};
#endif // GAMEPADUI_INTERFACE_H

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@ -2,6 +2,8 @@
#include "gamepadui_basepanel.h"
#include "gamepadui_mainmenu.h"
//#include "..\client\cdll_client_int.h"
#include "vgui/ISurface.h"
#include "vgui/ILocalize.h"
#include "vgui/IVGui.h"
@ -19,7 +21,37 @@ ConVar gamepadui_show_ez2_version( "gamepadui_show_ez2_version", "1", FCVAR_NONE
ConVar gamepadui_show_old_ui_button( "gamepadui_show_old_ui_button", "1", FCVAR_NONE, "Show button explaining how to switch to the old UI (Changes may not take effect until changing level)" );
#endif
GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
#define BUTTONS_DEVIDE_SIZE 2
float m_flButtonsRealOffsetX = -500;
float m_flButtonsRealAlpha = 0;
int m_flButtonsAlpha = 255;
float m_flLogoRealOffsetX = -500;
int m_flLogoAlpha = 255;
bool ResetFade = false;
int LogoSizeX, LogoSizeY;
int nMaxLogosW = 0, nTotalLogosH = 0;
float TimeDelta = 0;
float LastTime = 0;
float TimeDeltaLogo = 0;
float LastTimeLogo = 0;
float curtime = 0;
void CC_ResetFade()
{
ResetFade = true;
}
ConCommand gamepadui_resetfade("gamepadui_resetfade", CC_ResetFade);
GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
: BaseClass( pParent, "MainMenu" )
{
vgui::HScheme hScheme = vgui::scheme()->LoadSchemeFromFileEx( GamepadUI::GetInstance().GetSizingVPanel(), GAMEPADUI_MAINMENU_SCHEME, "SchemeMainMenu" );
@ -30,14 +62,17 @@ GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
{
if ( pModData->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) )
{
m_LogoText[ 0 ] = pModData->GetString( "gamepadui_title", pModData->GetString( "title" ) );
m_LogoText[ 1 ] = pModData->GetString( "gamepadui_title2", pModData->GetString( "title2" ) );
m_LogoText[ 0 ].SetText(pModData->GetString( "gamepadui_title", pModData->GetString( "title" ) ) );
m_LogoText[ 1 ].SetText(pModData->GetString( "gamepadui_title2", pModData->GetString( "title2" ) ) );
}
pModData->deleteThis();
}
LoadMenuButtons();
TimeDelta = 0;
LastTime = GamepadUI::GetInstance().GetEngineClient()->Time();
SetFooterButtons( FooterButtons::Select, FooterButtons::Select );
}
@ -45,12 +80,12 @@ void GamepadUIMainMenu::UpdateGradients()
{
const float flTime = GamepadUI::GetInstance().GetTime();
GamepadUI::GetInstance().GetGradientHelper()->ResetTargets( flTime );
#ifdef GAMEPADUI_GAME_EZ2
//#if defined(GAMEPADUI_GAME_EZ2) //enabled in city52 as well
// E:Z2 reduces the gradient so that the background map can be more easily seen
GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, GamepadUI::GetInstance().IsInBackgroundLevel() ? 0.333f : 0.666f }, flTime );
#else
GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, 0.666f }, flTime );
#endif
GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, GamepadUI::GetInstance().IsInBackgroundLevel() ? 0 : 0.666f }, flTime );
//#else
// GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, 0.666f }, flTime );
//#endif
// In case a controller is added mid-game
SetFooterButtons( FooterButtons::Select, FooterButtons::Select );
@ -58,6 +93,8 @@ void GamepadUIMainMenu::UpdateGradients()
void GamepadUIMainMenu::LoadMenuButtons()
{
KeyValues* pDataFile = new KeyValues( "MainMenuScript" );
if ( pDataFile )
{
@ -75,6 +112,8 @@ void GamepadUIMainMenu::LoadMenuButtons()
pButton->SetPriority( V_atoi( pData->GetString( "priority", "0" ) ) );
pButton->SetVisible( true );
//pButton->SetSize(pButton->GetWide() / BUTTONS_DEVIDE_SIZE , pButton->GetTall() / BUTTONS_DEVIDE_SIZE);
const char* pFamily = pData->GetString( "family", "all" );
if ( !V_strcmp( pFamily, "ingame" ) || !V_strcmp( pFamily, "all" ) )
m_Buttons[ GamepadUIMenuStates::InGame ].AddToTail( pButton );
@ -105,13 +144,36 @@ void GamepadUIMainMenu::ApplySchemeSettings( vgui::IScheme* pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
/*float flX, flY;
if (GamepadUI::GetInstance().GetScreenRatio(flX, flY))
{
m_flButtonsOffsetX *= (flX * flX);
}
int nX, nY;
GamepadUI::GetInstance().GetSizingPanelOffset(nX, nY);
if (nX > 0)
{
GamepadUI::GetInstance().GetSizingPanelScale(flX, flY);
m_flButtonsOffsetX += ((float)nX) * flX * 0.5f;
}*/
int nParentW, nParentH;
GetParent()->GetSize( nParentW, nParentH );
SetBounds( 0, 0, nParentW, nParentH );
const char *pImage = pScheme->GetResourceString( "Logo.Image" );
if ( pImage && *pImage )
m_LogoImage.SetImage( pImage );
Msg(pImage);
if (pImage && *pImage)
{
m_LogoImage.SetImage(pImage);
m_LogoImage.GetImageSize(LogoSizeX, LogoSizeY);
}
m_hLogoFont = pScheme->GetFont( "Logo.Font", true );
#ifdef GAMEPADUI_GAME_EZ2
@ -120,19 +182,86 @@ void GamepadUIMainMenu::ApplySchemeSettings( vgui::IScheme* pScheme )
ConVarRef ez2_version( "ez2_version" );
m_strEZ2Version = ez2_version.GetString();
#endif
if (m_flButtonsStartOffsetX == 0)
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX = m_flButtonsOffsetX;
else
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX;
m_flButtonsRealAlpha = 0;
if (m_flLogoStartOffsetX == 0)
m_flLogoRealOffsetX = m_flLogoOffsetX;
else
m_flLogoRealOffsetX = m_flLogoStartOffsetX;
}
int LogoID;
void GamepadUIMainMenu::LayoutMainMenu()
{
int nY = GetCurrentButtonOffset();
CUtlVector<GamepadUIButton*>& currentButtons = GetCurrentButtons();
//HACK if we have more than 0.7 sec of delay between frames, we possybly lagging
if (GamepadUI::GetInstance().GetTime() - LastTime <= 0.7f)
TimeDelta = GamepadUI::GetInstance().GetTime() - LastTime;
curtime += TimeDelta;
//curtime = clamp(curtime, 0, m_flButtonsAnimTime);
int i = 0;
for ( GamepadUIButton *pButton : currentButtons )
{
nY += pButton->GetTall();
pButton->SetPos( m_flButtonsOffsetX, GetTall() - nY );
pButton->SetPos( m_flButtonsRealOffsetX, GetTall() - nY );
pButton->SetAlpha(m_flButtonsRealAlpha);
//FIXME ive tried to make this anim seperatly for each button so they whould move next to each other,
//but the life planned other plans, so when im subtracting 0.5*i it stopping them at some distance and they dont go all the way.
float TdC;
float func;
if (GetCurrentMenuState() == GamepadUIMenuStates::InGame && !GamepadUI::GetInstance().IsInBackgroundLevel())
{
TdC = clamp(curtime, 0, m_flButtonsAnimTimeInGame);
func = clamp(pow((TdC / m_flButtonsAnimTimeInGame),
m_flButtonsAnimPowerInGame) / (pow((TdC / m_flButtonsAnimTimeInGame),
m_flButtonsAnimPowerInGame) + pow(1 - (TdC / m_flButtonsAnimTimeInGame),
m_flButtonsAnimPowerInGame)), 0, 1);
}
else
{
TdC = clamp(curtime, 0, m_flButtonsAnimTime);
func = clamp(pow((TdC / m_flButtonsAnimTime),
m_flButtonsAnimPower) / (pow((TdC / m_flButtonsAnimTime),
m_flButtonsAnimPower) + pow(1 - (TdC / m_flButtonsAnimTime),
m_flButtonsAnimPower)), 0, 1);
}
m_flButtonsRealOffsetX = RemapVal(func, 0, 1, m_flButtonsStartOffsetX, m_flButtonsOffsetX);
m_flButtonsRealAlpha = RemapVal(func, 0, 1, 0, m_flButtonsAlpha);
//pButton->SetPos( m_flButtonsOffsetX, GetTall() - nY );
i++;
nY += m_flButtonSpacing;
}
LastTime = GamepadUI::GetInstance().GetTime();
#ifdef GAMEPADUI_GAME_EZ2
if ( m_pSwitchToOldUIButton && m_pSwitchToOldUIButton->IsVisible() )
{
@ -146,7 +275,11 @@ void GamepadUIMainMenu::LayoutMainMenu()
void GamepadUIMainMenu::PaintLogo()
{
vgui::surface()->DrawSetTextColor( m_colLogoColor );
#ifdef GAMEPADUI_GAME_HL2 //a little hack to make default hl2 logo be yellow and still be able to change it later in res file
vgui::surface()->DrawSetTextColor(m_colLogoNewColor);
#else
vgui::surface()->DrawSetTextColor(m_colLogoColor);
#endif
vgui::surface()->DrawSetTextFont( m_hLogoFont );
int nMaxLogosW = 0, nTotalLogosH = 0;
@ -166,20 +299,54 @@ void GamepadUIMainMenu::PaintLogo()
if ( m_LogoImage.IsValid() )
{
int nY1 = nLogoY;
int nY2 = nY1 + nLogoH[ 0 ];
int nX1 = m_flLogoOffsetX;
int nX2 = nX1 + ( nLogoH[ 0 ] * 3 );
vgui::surface()->DrawSetColor( Color( 255, 255, 255, 255 ) );
vgui::surface()->DrawSetTexture( m_LogoImage );
vgui::surface()->DrawTexturedRect( nX1, nY1, nX2, nY2 );
vgui::surface()->DrawSetTexture( 0 );
int nY2 = nY1 + /*nLogoH[0]*/ m_flLogoSizeY;
//int nX1 = m_flLogoOffsetX;
int nX1 = m_flLogoRealOffsetX;
int nX2 = nX1 + /*(nLogoH[0] * 3)*/ m_flLogoSizeX;
vgui::surface()->DrawSetColor(Color(255, 255, 255, 255));
vgui::surface()->DrawSetTexture(m_LogoImage);
vgui::surface()->DrawTexturedRect(nX1, nY1, nX2, nY2);
vgui::surface()->DrawSetTexture(0);
//TimeDeltaLogo = GamepadUI::GetInstance().GetTime() - LastTimeLogo;
//TimeDeltaLogo = clamp(TimeDeltaLogo, 0.2, 0.5);
float TdC;
//m_flLogoRealOffsetX = Lerp<float>(m_flLogoLerp * TimeDeltaLogo, m_flLogoRealOffsetX, m_flLogoOffsetX);
float func;
if (GetCurrentMenuState() == GamepadUIMenuStates::InGame)
{
TdC = clamp(curtime, 0, m_flLogoAnimTimeInGame);
func = clamp(pow((TdC / m_flLogoAnimTimeInGame),
m_flLogoAnimPowerInGame) / (pow((TdC / m_flLogoAnimTimeInGame),
m_flLogoAnimPowerInGame) + pow(1 - (TdC / m_flLogoAnimTimeInGame),
m_flLogoAnimPowerInGame)), 0, 1);
}
else
{
TdC = clamp(curtime, 0, m_flLogoAnimTime);
func = clamp(pow((TdC / m_flLogoAnimTime),
m_flLogoAnimPower) / (pow((TdC / m_flLogoAnimTime),
m_flLogoAnimPower) + pow(1 - (TdC / m_flLogoAnimTime),
m_flLogoAnimPower)), 0, 1);
}
m_flLogoRealOffsetX = RemapVal(func, 0, 1, -m_flLogoSizeX, m_flLogoOffsetX);
//LastTimeLogo = GamepadUI::GetInstance().GetTime();
}
else
{
for ( int i = 1; i >= 0; i-- )
{
vgui::surface()->DrawSetTextPos( m_flLogoOffsetX, nLogoY );
vgui::surface()->DrawPrintText( m_LogoText[ i ].String(), m_LogoText[ i ].Length() );
int aboba = m_LogoText[i].Length();
vgui::surface()->DrawPrintText( m_LogoText[ i ].String(), aboba);
nLogoY -= nLogoH[ i ];
}
@ -204,13 +371,35 @@ void GamepadUIMainMenu::OnThink()
BaseClass::OnThink();
LayoutMainMenu();
}
void GamepadUIMainMenu::Paint()
{
BaseClass::Paint();
if (ResetFade)
{
curtime = 0;
if (m_flButtonsStartOffsetX == 0)
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX = m_flButtonsOffsetX;
else
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX;
m_flButtonsRealAlpha = 0;
if (m_flLogoStartOffsetX == 0)
m_flLogoRealOffsetX = m_flLogoOffsetX;
else
m_flLogoRealOffsetX = m_flLogoStartOffsetX;
ResetFade = false;
}
PaintLogo();
}
void GamepadUIMainMenu::OnCommand( char const* pCommand )
@ -252,6 +441,7 @@ void GamepadUIMainMenu::OnMenuStateChanged()
void GamepadUIMainMenu::UpdateButtonVisibility()
{
for ( CUtlVector<GamepadUIButton*>& buttons : m_Buttons )
{
for ( GamepadUIButton* pButton : buttons )

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@ -18,6 +18,7 @@ namespace GamepadUIMenuStates
Count
};
}
using GamepadUIMenuState = GamepadUIMenuStates::GamepadUIMenuState;
class GamepadUIMainMenu : public GamepadUIFrame
@ -40,6 +41,7 @@ public:
void PaintLogo();
void OnMenuStateChanged();
void OnKeyCodeReleased( vgui::KeyCode code );
private:
@ -62,16 +64,35 @@ private:
GamepadUIString m_LogoText[ 2 ];
GamepadUIImage m_LogoImage;
/////// Animation stuff
GAMEPADUI_PANEL_PROPERTY(float, m_flButtonsStartOffsetX, "Buttons.OffsetX.Start", "0", SchemeValueTypes::ProportionalFloat);
GAMEPADUI_PANEL_PROPERTY(float, m_flButtonsAnimTime, "Buttons.AnimTime", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flButtonsAnimTimeInGame, "Buttons.AnimTime.InGame", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flButtonsAnimPower, "Buttons.AnimPower", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flButtonsAnimPowerInGame, "Buttons.AnimPower.InGame", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoStartOffsetX, "Logo.OffsetX.Start", "0", SchemeValueTypes::ProportionalFloat);
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoAnimTime, "Logo.AnimTime", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoAnimTimeInGame, "Logo.AnimTime.InGame", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoAnimPower, "Logo.AnimPower", "1", SchemeValueTypes::Float);
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoAnimPowerInGame, "Logo.AnimPower.InGame", "1", SchemeValueTypes::Float);
///////
GAMEPADUI_PANEL_PROPERTY( float, m_flButtonSpacing, "Buttons.Space", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flButtonsOffsetX, "Buttons.OffsetX", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flButtonsOffsetX, "Buttons.OffsetX", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flButtonsOffsetYMenu, "Buttons.OffsetY.MainMenu", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flButtonsOffsetYInGame, "Buttons.OffsetY.InGame", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flLogoOffsetX, "Logo.OffsetX", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flLogoOffsetYMenu, "Logo.OffsetY.MainMenu", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY( float, m_flLogoOffsetYInGame, "Logo.OffsetY.InGame", "0", SchemeValueTypes::ProportionalFloat );
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoSizeX, "Logo.SizeX", "0", SchemeValueTypes::ProportionalFloat);
GAMEPADUI_PANEL_PROPERTY(float, m_flLogoSizeY, "Logo.SizeY", "0", SchemeValueTypes::ProportionalFloat);
GAMEPADUI_PANEL_PROPERTY( Color, m_colLogoColor, "Logo", "255 255 255 255", SchemeValueTypes::Color );
GAMEPADUI_PANEL_PROPERTY( Color, m_colLogoNewColor, "NewLogo", "255 134 44 255", SchemeValueTypes::Color );
vgui::HFont m_hLogoFont;

View File

@ -26,7 +26,7 @@
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
const int MAX_OPTIONS_TABS = 8;
const int MAX_OPTIONS_TABS = 7;
#define GAMEPADUI_OPTIONS_FILE GAMEPADUI_RESOURCE_FOLDER "options.res"
@ -79,7 +79,6 @@ public:
void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE;
void SetOptionDescription( GamepadUIString *pStr ) { m_strOptionDescription = pStr; }
void SetOptionImage( GamepadUIImage *pImg ) { m_pOptionImage = pImg; }
void SetActiveTab( int nTab );
int GetActiveTab();
@ -125,8 +124,6 @@ private:
GamepadUIString *m_strOptionDescription = NULL;
vgui::HFont m_hDescFont = vgui::INVALID_FONT;
GamepadUIImage *m_pOptionImage = NULL;
GamepadUIScrollBar *m_pScrollBar;
@ -162,15 +159,6 @@ public:
Assert( GamepadUIOptionsPanel::GetInstance() != NULL );
GamepadUIOptionsPanel::GetInstance()->SetOptionDescription( &m_strButtonDescription );
m_bDescriptionHide = true;
if (m_OptionImage.IsValid())
{
GamepadUIOptionsPanel::GetInstance()->SetOptionImage( &m_OptionImage );
}
else
{
GamepadUIOptionsPanel::GetInstance()->SetOptionImage( NULL );
}
}
}
@ -184,26 +172,8 @@ public:
return m_bHorizontal;
}
inline void SetOptionImage( const char *pName )
{
if (pName == NULL)
{
m_OptionImage.Cleanup();
return;
}
m_OptionImage.SetImage( pName );
}
inline GamepadUIImage &GetOptionImage()
{
return m_OptionImage;
}
private:
bool m_bHorizontal = false;
GamepadUIImage m_OptionImage;
};
class GamepadUIHeaderButton : public GamepadUIOptionButton
@ -1628,8 +1598,8 @@ void GamepadUIOptionsPanel::Paint()
if ( m_rightGlyph.SetupGlyph( nGlyphSize, "menu_rb", true ) )
m_rightGlyph.PaintGlyph( nLastTabX + nGlyphOffsetX, m_flTabsOffsetY + nGlyphOffsetY / 2, nGlyphSize, 255 );
// Draw description/image
if (m_strOptionDescription != NULL || m_pOptionImage != NULL)
// Draw description
if (m_strOptionDescription != NULL)
{
int nParentW, nParentH;
GetParent()->GetSize( nParentW, nParentH );
@ -1637,34 +1607,13 @@ void GamepadUIOptionsPanel::Paint()
float flX = m_flFooterButtonsOffsetX + m_nFooterButtonWidth + m_flFooterButtonsSpacing;
float flY = nParentH - m_flFooterButtonsOffsetY - m_nFooterButtonHeight;
vgui::surface()->DrawSetTextColor( Color( 255, 255, 255, 255 ) );
vgui::surface()->DrawSetTextFont( m_hDescFont );
vgui::surface()->DrawSetTextPos( flX, flY );
int nMaxWidth = nParentW - flX - (m_flFooterButtonsOffsetX + m_nFooterButtonWidth + m_flFooterButtonsSpacing);
if (m_pOptionImage != NULL)
{
int wide, tall;
vgui::surface()->DrawGetTextureSize( *m_pOptionImage, wide, tall );
// TODO: More defined/controllable dimensions?
wide = (wide/tall) * m_nFooterButtonHeight * 3;
tall = m_nFooterButtonHeight * 3;
nMaxWidth -= wide;
vgui::surface()->DrawSetTexture( *m_pOptionImage );
vgui::surface()->DrawSetColor( Color( 255, 255, 255, 255 ) );
vgui::surface()->DrawTexturedRect( flX + nMaxWidth, flY, flX + nMaxWidth + wide, flY + tall );
// Minor spacing
nMaxWidth -= 4;
}
if (m_strOptionDescription != NULL)
{
vgui::surface()->DrawSetTextColor( Color( 255, 255, 255, 255 ) );
vgui::surface()->DrawSetTextFont( m_hDescFont );
vgui::surface()->DrawSetTextPos( flX, flY );
DrawPrintWrappedText( m_hDescFont, flX, flY, m_strOptionDescription->String(), m_strOptionDescription->Length(), nMaxWidth, true );
}
DrawPrintWrappedText( m_hDescFont, flX, flY, m_strOptionDescription->String(), m_strOptionDescription->Length(), nMaxWidth, true );
}
}
@ -2391,7 +2340,6 @@ void GamepadUIOptionsPanel::LoadOptionTabs( const char *pszOptionsFile )
pItemData->GetString( "text", "" ), pItemData->GetString( "description", "" ) );
button->SetToDefault();
button->SetMouseStep( pItemData->GetFloat( "mouse_step", flStep ) );
button->SetOptionImage( pItemData->GetString( "image", NULL ) );
m_Tabs[ m_nTabCount ].pButtons.AddToTail( button );
}
else if ( !V_strcmp( pItemType, "headeryheader" ) )
@ -2498,7 +2446,6 @@ void GamepadUIOptionsPanel::LoadOptionTabs( const char *pszOptionsFile )
}
}
button->SetToDefault();
button->SetOptionImage( pItemData->GetString( "image", NULL ) );
// Values which require confirmation before changing
KeyValues *pConfirm = pItemData->FindKey( "confirm" );

View File

@ -5,7 +5,7 @@
#endif
#include "gamepadui_interface.h"
#include "vgui_controls/Panel.h"
#include "../../public/vgui_controls/Panel.h"
// There are a lot of really sucky macros in here
// solely because VGUI base class stuff completely

View File

@ -31,7 +31,7 @@ public:
SetText( pszText, nLength );
}
const wchar_t *String() const
const wchar_t*String() const
{
if ( m_ManagedText.Count() )
return m_ManagedText.Base();
@ -42,7 +42,7 @@ public:
int Length() const
{
if ( m_ManagedText.Count() )
return m_ManagedText.Count() - 1;
return m_ManagedText.Count()-1;
return 0;
}
@ -103,9 +103,10 @@ public:
memset( szUnicode, 0, sizeof( wchar_t ) * 4096 );
V_UTF8ToUnicode( pszText, szUnicode, sizeof( szUnicode ) );
int nChars = V_strlen(pszText);
int nChars = V_strlen(pszText);
if ( nChars > 1 )
SetText( szUnicode, nChars - 1 );
SetText( szUnicode, nChars );
}
private:
CCopyableUtlVector< wchar_t > m_ManagedText;

View File

@ -23,9 +23,8 @@ public:
virtual void OnLevelShutdown() = 0;
virtual void VidInit() = 0;
#ifdef STEAM_INPUT
// TODO: Replace with proper singleton interface in the future
//// TODO: Replace with proper singleton interface in the future
virtual void SetSteamInput( ISource2013SteamInput *pSteamInput ) = 0;
#endif