mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
Some GamepadUI fixes
This commit is contained in:
parent
19ce478dd0
commit
091308106b
@ -1334,6 +1334,16 @@ void CHLClient::HudUpdate( bool bActive )
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CRTime::UpdateRealTime();
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#endif
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#ifdef GAMEPADUI
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if (IsGamepadUI())
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{
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if (!enginevgui->IsGameUIVisible())
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{
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engine->ExecuteClientCmd("gamepadui_resetfade");
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}
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}
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#endif // GAMEPADUI
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GetClientVoiceMgr()->Frame( frametime );
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gHUD.UpdateHud( bActive );
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@ -1373,7 +1383,12 @@ void CHLClient::HudUpdate( bool bActive )
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void CHLClient::HudReset( void )
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{
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gHUD.VidInit();
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#ifdef GAMEPADUI
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if (IsGamepadUI())
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{
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engine->ExecuteClientCmd("gamepadui_resetfade");
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}
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#endif // GAMEPADUI
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PhysicsReset();
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}
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@ -96,6 +96,8 @@ $Project
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$File "gamepadui_options.cpp"
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$File "gamepadui_scrollbar.cpp"
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$File "gamepadui_util.cpp"
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$File "gamepadui_loadingscreen.cpp"
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$File "gamepadui_loadingscreen.h"
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}
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$Folder "Link Libraries"
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@ -31,7 +31,7 @@ GamepadUIBasePanel::GamepadUIBasePanel( vgui::VPANEL parent ) : BaseClass( NULL,
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m_pSizingPanel = new GamepadUISizingPanel( this );
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m_pMainMenu = new GamepadUIMainMenu( this );
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m_pMainMenu = new GamepadUIMainMenu( this );
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OnMenuStateChanged();
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}
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@ -82,19 +82,19 @@ void GamepadUIBasePanel::SetCurrentFrame( GamepadUIFrame *pFrame )
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void GamepadUIBasePanel::OnMenuStateChanged()
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{
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if ( m_bBackgroundMusicEnabled && GamepadUI::GetInstance().IsGamepadUIVisible() )
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if (m_bBackgroundMusicEnabled && GamepadUI::GetInstance().IsGamepadUIVisible())
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{
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if ( !IsBackgroundMusicPlaying() )
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if (!IsBackgroundMusicPlaying())
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ActivateBackgroundEffects();
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}
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else
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ReleaseBackgroundMusic();
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if (m_pCurrentFrame && m_pCurrentFrame != m_pMainMenu)
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{
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m_pCurrentFrame->Close();
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m_pCurrentFrame = NULL;
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}
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if (m_pCurrentFrame && m_pCurrentFrame != m_pMainMenu)
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{
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m_pCurrentFrame->Close();
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m_pCurrentFrame = NULL;
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}
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}
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void GamepadUIBasePanel::ActivateBackgroundEffects()
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@ -5,6 +5,8 @@
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#include "vgui/IVGui.h"
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#include "vgui/ISurface.h"
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#include "../../public/vgui_controls/Panel.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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@ -8,6 +8,8 @@
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#include "gamepadui_string.h"
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#include "gamepadui_glyph.h"
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#include "vgui_controls/Button.h"
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//#include "../../public/vgui_controls/Button.h"
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//#include "../../public/vgui_controls/Button.h"
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namespace ButtonStates
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{
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@ -1,8 +1,10 @@
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// 🐸
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// 🐸
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//shut up
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#include "gamepadui_frame.h"
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#include "gamepadui_button.h"
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#include "gamepadui_interface.h"
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#include "gamepadui_basepanel.h"
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#include "gamepadui_mainmenu.h"
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#include "inputsystem/iinputsystem.h"
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#include "vgui/ISurface.h"
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@ -134,11 +134,8 @@ CON_COMMAND( gamepadui_opengenerictextdialog, "Opens a generic text dialog.\nFor
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return;
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}
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vgui::Panel *pParent = GamepadUI::GetInstance().GetCurrentFrame();
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if (!pParent)
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pParent = GamepadUI::GetInstance().GetBasePanel();
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new GamepadUIGenericConfirmationPanel( pParent, "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
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// TODO: Parent to current frame
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new GamepadUIGenericConfirmationPanel( GamepadUI::GetInstance().GetBasePanel(), "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
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[](){}, args.Arg(3)[0] != '0', false );
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}
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@ -150,35 +147,15 @@ CON_COMMAND( gamepadui_opengenericconfirmdialog, "Opens a generic confirmation d
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return;
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}
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vgui::Panel *pParent = GamepadUI::GetInstance().GetCurrentFrame();
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if (!pParent)
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pParent = GamepadUI::GetInstance().GetBasePanel();
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// To get the command, we just use the remaining string after the small font parameter
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// This method is fairly dirty and relies a bit on guesswork, but it allows spaces and quotes to be used
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// without having to worry about how the initial dialog command handles it
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const char *pCmd = args.GetCommandString();
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char *pSmallFont = V_strstr( pCmd, args.Arg( 3 )[0] != '0' ? " 1 " : " 0 " );
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if (!pSmallFont)
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{
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// Look for quotes instead
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pSmallFont = V_strstr( pCmd, args.Arg( 3 )[0] != '0' ? " \"1\" " : " \"0\" " );
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if (pSmallFont)
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pCmd += (pSmallFont - pCmd) + 5;
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else
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{
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// Give up and use the 4th argument
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pCmd = args.Arg( 4 );
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}
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}
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else
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{
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pCmd += (pSmallFont - pCmd) + 3;
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}
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new GamepadUIGenericConfirmationPanel( pParent, "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
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// TODO: Parent to current frame
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const char *pCmd = args.Arg( 4 );
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new GamepadUIGenericConfirmationPanel( GamepadUI::GetInstance().GetBasePanel(), "GenericConfirmationPanel", args.Arg(1), args.Arg(2),
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[pCmd]()
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{
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GamepadUI::GetInstance().GetEngineClient()->ClientCmd_Unrestricted( pCmd );
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// Replace '' with quotes
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char szCmd[512];
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V_StrSubst( pCmd, "''", "\"", szCmd, sizeof(szCmd) );
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GamepadUI::GetInstance().GetEngineClient()->ClientCmd_Unrestricted( szCmd );
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}, args.Arg(3)[0] != '0', true );
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}
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@ -35,6 +35,13 @@ public:
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m_nId = vgui::surface()->CreateNewTextureID();
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vgui::surface()->DrawSetTextureFile( m_nId, pName, true, false );
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}
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void GetImageSize(int& width, int& heigth)
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{
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vgui::surface()->DrawGetTextureSize(m_nId, width, heigth);
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}
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void SetTGAImage( const char* pName )
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{
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Cleanup();
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@ -64,4 +71,5 @@ private:
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int m_nId = -1;
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};
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#endif // GAMEPADUI_IMAGE_H
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@ -82,7 +82,7 @@ void GamepadUI::Initialize( CreateInterfaceFn factory )
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m_pAnimationController = new vgui::AnimationController( m_pBasePanel );
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m_pAnimationController->SetProportional( false );
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GetMainMenu()->Activate();
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//GetMainMenu()->Activate();
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}
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void GamepadUI::Shutdown()
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@ -108,6 +108,14 @@ void GamepadUI::OnUpdate( float flFrametime )
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{
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if ( m_pAnimationController )
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m_pAnimationController->UpdateAnimations( GetTime() );
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static bool tempNumDraw = true;
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if (ConVarRef("cl_gamepadui_mainmenu_draw").GetBool() && tempNumDraw)
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{
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GetMainMenu()->Activate();
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tempNumDraw=false;
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}
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}
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void GamepadUI::OnLevelInitializePreEntity()
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@ -242,16 +250,6 @@ void GamepadUI::GetSizingPanelOffset( int &nX, int &nY ) const
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pPanel->GetPos( nX, nY );
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}
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GamepadUIFrame *GamepadUI::GetCurrentFrame() const
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{
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return m_pBasePanel->GetCurrentFrame();
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}
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vgui::VPANEL GamepadUI::GetCurrentFrameVPanel() const
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{
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return m_pBasePanel->GetCurrentFrame()->GetVPanel();
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}
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#ifdef MAPBASE
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void GamepadUI::BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName )
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{
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@ -35,7 +35,6 @@ class GamepadUIMainMenu;
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class GamepadUIBasePanel;
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class GamepadUISizingPanel;
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class GamepadUIFrame;
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class GamepadUI : public IGamepadUI
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{
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@ -80,6 +79,8 @@ public:
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ISource2013SteamInput *GetSteamInput() const { return m_pSteamInput; }
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#endif
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GamepadUIMainMenu* GetMainMenu() const;
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vgui::AnimationController *GetAnimationController() const { return m_pAnimationController; }
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float GetTime() const { return Plat_FloatTime(); }
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GradientHelper *GetGradientHelper() { return &m_GradientHelper; }
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@ -93,9 +94,6 @@ public:
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void GetSizingPanelScale( float &flX, float &flY ) const;
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void GetSizingPanelOffset( int &nX, int &nY ) const;
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GamepadUIFrame *GetCurrentFrame() const;
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vgui::VPANEL GetCurrentFrameVPanel() const;
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#ifdef MAPBASE
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void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) OVERRIDE;
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void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) OVERRIDE;
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@ -133,8 +131,6 @@ private:
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GradientHelper m_GradientHelper;
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CSteamAPIContext m_SteamAPIContext;
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GamepadUIMainMenu* GetMainMenu() const;
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float m_flScreenXRatio = 1.0f;
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float m_flScreenYRatio = 1.0f;
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@ -147,6 +143,9 @@ private:
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#endif
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static GamepadUI *s_pGamepadUI;
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public:
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float GetTimeDelta() const;
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};
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#endif // GAMEPADUI_INTERFACE_H
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0
game/gamepadui/gamepadui_loadingscreen.cpp
Normal file
0
game/gamepadui/gamepadui_loadingscreen.cpp
Normal file
0
game/gamepadui/gamepadui_loadingscreen.h
Normal file
0
game/gamepadui/gamepadui_loadingscreen.h
Normal file
@ -2,6 +2,8 @@
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#include "gamepadui_basepanel.h"
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#include "gamepadui_mainmenu.h"
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//#include "..\client\cdll_client_int.h"
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#include "vgui/ISurface.h"
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#include "vgui/ILocalize.h"
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#include "vgui/IVGui.h"
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@ -19,7 +21,37 @@ ConVar gamepadui_show_ez2_version( "gamepadui_show_ez2_version", "1", FCVAR_NONE
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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)" );
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#endif
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GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
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#define BUTTONS_DEVIDE_SIZE 2
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float m_flButtonsRealOffsetX = -500;
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float m_flButtonsRealAlpha = 0;
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int m_flButtonsAlpha = 255;
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float m_flLogoRealOffsetX = -500;
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int m_flLogoAlpha = 255;
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bool ResetFade = false;
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int LogoSizeX, LogoSizeY;
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int nMaxLogosW = 0, nTotalLogosH = 0;
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float TimeDelta = 0;
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float LastTime = 0;
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float TimeDeltaLogo = 0;
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float LastTimeLogo = 0;
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float curtime = 0;
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void CC_ResetFade()
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{
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ResetFade = true;
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}
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ConCommand gamepadui_resetfade("gamepadui_resetfade", CC_ResetFade);
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GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
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: BaseClass( pParent, "MainMenu" )
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{
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vgui::HScheme hScheme = vgui::scheme()->LoadSchemeFromFileEx( GamepadUI::GetInstance().GetSizingVPanel(), GAMEPADUI_MAINMENU_SCHEME, "SchemeMainMenu" );
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@ -30,14 +62,17 @@ GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
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{
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if ( pModData->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) )
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{
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m_LogoText[ 0 ] = pModData->GetString( "gamepadui_title", pModData->GetString( "title" ) );
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m_LogoText[ 1 ] = pModData->GetString( "gamepadui_title2", pModData->GetString( "title2" ) );
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m_LogoText[ 0 ].SetText(pModData->GetString( "gamepadui_title", pModData->GetString( "title" ) ) );
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m_LogoText[ 1 ].SetText(pModData->GetString( "gamepadui_title2", pModData->GetString( "title2" ) ) );
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}
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pModData->deleteThis();
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}
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LoadMenuButtons();
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TimeDelta = 0;
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LastTime = GamepadUI::GetInstance().GetEngineClient()->Time();
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SetFooterButtons( FooterButtons::Select, FooterButtons::Select );
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}
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@ -45,12 +80,12 @@ void GamepadUIMainMenu::UpdateGradients()
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{
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const float flTime = GamepadUI::GetInstance().GetTime();
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GamepadUI::GetInstance().GetGradientHelper()->ResetTargets( flTime );
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#ifdef GAMEPADUI_GAME_EZ2
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//#if defined(GAMEPADUI_GAME_EZ2) //enabled in city52 as well
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// E:Z2 reduces the gradient so that the background map can be more easily seen
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GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, GamepadUI::GetInstance().IsInBackgroundLevel() ? 0.333f : 0.666f }, flTime );
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#else
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GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, 0.666f }, flTime );
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#endif
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GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, GamepadUI::GetInstance().IsInBackgroundLevel() ? 0 : 0.666f }, flTime );
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//#else
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// GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, 0.666f }, flTime );
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//#endif
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// In case a controller is added mid-game
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SetFooterButtons( FooterButtons::Select, FooterButtons::Select );
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@ -58,6 +93,8 @@ void GamepadUIMainMenu::UpdateGradients()
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void GamepadUIMainMenu::LoadMenuButtons()
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{
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KeyValues* pDataFile = new KeyValues( "MainMenuScript" );
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if ( pDataFile )
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{
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@ -75,6 +112,8 @@ void GamepadUIMainMenu::LoadMenuButtons()
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pButton->SetPriority( V_atoi( pData->GetString( "priority", "0" ) ) );
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pButton->SetVisible( true );
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//pButton->SetSize(pButton->GetWide() / BUTTONS_DEVIDE_SIZE , pButton->GetTall() / BUTTONS_DEVIDE_SIZE);
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const char* pFamily = pData->GetString( "family", "all" );
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if ( !V_strcmp( pFamily, "ingame" ) || !V_strcmp( pFamily, "all" ) )
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m_Buttons[ GamepadUIMenuStates::InGame ].AddToTail( pButton );
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@ -105,13 +144,36 @@ void GamepadUIMainMenu::ApplySchemeSettings( vgui::IScheme* pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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/*float flX, flY;
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if (GamepadUI::GetInstance().GetScreenRatio(flX, flY))
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{
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m_flButtonsOffsetX *= (flX * flX);
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}
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int nX, nY;
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GamepadUI::GetInstance().GetSizingPanelOffset(nX, nY);
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if (nX > 0)
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{
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GamepadUI::GetInstance().GetSizingPanelScale(flX, flY);
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m_flButtonsOffsetX += ((float)nX) * flX * 0.5f;
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}*/
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int nParentW, nParentH;
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GetParent()->GetSize( nParentW, nParentH );
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SetBounds( 0, 0, nParentW, nParentH );
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const char *pImage = pScheme->GetResourceString( "Logo.Image" );
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if ( pImage && *pImage )
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m_LogoImage.SetImage( pImage );
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Msg(pImage);
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if (pImage && *pImage)
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{
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m_LogoImage.SetImage(pImage);
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m_LogoImage.GetImageSize(LogoSizeX, LogoSizeY);
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}
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m_hLogoFont = pScheme->GetFont( "Logo.Font", true );
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#ifdef GAMEPADUI_GAME_EZ2
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@ -120,19 +182,86 @@ void GamepadUIMainMenu::ApplySchemeSettings( vgui::IScheme* pScheme )
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ConVarRef ez2_version( "ez2_version" );
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m_strEZ2Version = ez2_version.GetString();
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#endif
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if (m_flButtonsStartOffsetX == 0)
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m_flButtonsRealOffsetX = m_flButtonsStartOffsetX = m_flButtonsOffsetX;
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else
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m_flButtonsRealOffsetX = m_flButtonsStartOffsetX;
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m_flButtonsRealAlpha = 0;
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if (m_flLogoStartOffsetX == 0)
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m_flLogoRealOffsetX = m_flLogoOffsetX;
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else
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m_flLogoRealOffsetX = m_flLogoStartOffsetX;
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}
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int LogoID;
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void GamepadUIMainMenu::LayoutMainMenu()
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{
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int nY = GetCurrentButtonOffset();
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CUtlVector<GamepadUIButton*>& currentButtons = GetCurrentButtons();
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||||
|
||||
|
||||
//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 )
|
||||
|
@ -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;
|
||||
|
||||
|
@ -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" );
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user