mirror of
https://github.com/nillerusr/source-engine.git
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449 lines
12 KiB
C++
449 lines
12 KiB
C++
//========= 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 <cdll_client_int.h>
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#include "teammenu.h"
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#include <vgui/IScheme.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <KeyValues.h>
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#include <vgui_controls/ImageList.h>
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#include <filesystem.h>
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#include <vgui_controls/RichText.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/HTML.h>
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#include "IGameUIFuncs.h" // for key bindings
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#include <igameresources.h>
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#include <game/client/iviewport.h>
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#include <stdlib.h> // MAX_PATH define
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#include <stdio.h>
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#include "byteswap.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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extern IGameUIFuncs *gameuifuncs; // for key binding details
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using namespace vgui;
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void UpdateCursorState();
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// void DuckMessage(const char *str);
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// helper function
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const char *GetStringTeamColor( int i )
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{
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switch( i )
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{
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case 0:
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return "team0";
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case 1:
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return "team1";
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case 2:
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return "team2";
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case 3:
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return "team3";
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case 4:
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default:
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return "team4";
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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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CTeamMenu::CTeamMenu(IViewPort *pViewPort) : Frame(NULL, PANEL_TEAM )
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{
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m_pViewPort = pViewPort;
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m_iJumpKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
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m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
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// initialize dialog
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SetTitle("", true);
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// load the new scheme early!!
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SetScheme("ClientScheme");
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SetMoveable(false);
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SetSizeable(false);
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// hide the system buttons
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SetTitleBarVisible( false );
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SetProportional(true);
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// info window about this map
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m_pMapInfo = new RichText( this, "MapInfo" );
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#if defined( ENABLE_HTML_WINDOW )
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m_pMapInfoHTML = new HTML( this, "MapInfoHTML");
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#endif
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LoadControlSettings("Resource/UI/TeamMenu.res");
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InvalidateLayout();
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m_szMapName[0] = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CTeamMenu::~CTeamMenu()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets the text color of the map description field
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//-----------------------------------------------------------------------------
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void CTeamMenu::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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m_pMapInfo->SetFgColor( pScheme->GetColor("MapDescriptionText", Color(255, 255, 255, 0)) );
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if ( *m_szMapName )
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{
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LoadMapPage( NULL ); // reload the map description to pick up the color
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: makes the user choose the auto assign option
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//-----------------------------------------------------------------------------
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void CTeamMenu::AutoAssign()
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{
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engine->ClientCmd("jointeam 0");
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OnClose();
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}
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//-----------------------------------------------------------------------------
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// Purpose: shows the team menu
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//-----------------------------------------------------------------------------
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void CTeamMenu::ShowPanel(bool bShow)
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{
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if ( BaseClass::IsVisible() == bShow )
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return;
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if ( bShow )
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{
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Activate();
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SetMouseInputEnabled( true );
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// get key bindings if shown
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if( m_iJumpKey == BUTTON_CODE_INVALID ) // you need to lookup the jump key AFTER the engine has loaded
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{
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m_iJumpKey = gameuifuncs->GetButtonCodeForBind( "jump" );
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}
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if ( m_iScoreBoardKey == BUTTON_CODE_INVALID )
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{
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m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" );
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}
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}
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else
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{
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SetVisible( false );
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SetMouseInputEnabled( false );
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}
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m_pViewPort->ShowBackGround( bShow );
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}
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//-----------------------------------------------------------------------------
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// Purpose: updates the UI with a new map name and map html page, and sets up the team buttons
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//-----------------------------------------------------------------------------
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void CTeamMenu::Update()
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{
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char mapname[MAX_MAP_NAME];
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Q_FileBase( engine->GetLevelName(), mapname, sizeof(mapname) );
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SetLabelText( "mapname", mapname );
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LoadMapPage( mapname );
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}
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//-----------------------------------------------------------------------------
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// Purpose: chooses and loads the text page to display that describes mapName map
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//-----------------------------------------------------------------------------
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void CTeamMenu::LoadMapPage( const char *mapName )
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{
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// Save off the map name so we can re-load the page in ApplySchemeSettings().
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if( mapName )
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Q_strncpy( m_szMapName, mapName, strlen( mapName ) + 1 );
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char mapRES[ MAX_PATH ];
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char uilanguage[ 64 ];
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uilanguage[0] = 0;
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engine->GetUILanguage( uilanguage, sizeof( uilanguage ) );
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Q_snprintf( mapRES, sizeof( mapRES ), "resource/maphtml/%s_%s.html", m_szMapName, uilanguage );
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bool bFoundHTML = false;
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if ( !g_pFullFileSystem->FileExists( mapRES ) )
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{
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// try english
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Q_snprintf( mapRES, sizeof( mapRES ), "resource/maphtml/%s_english.html", m_szMapName );
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}
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else
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{
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bFoundHTML = true;
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}
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if( bFoundHTML || g_pFullFileSystem->FileExists( mapRES ) )
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{
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// it's a local HTML file
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char localURL[ _MAX_PATH + 7 ];
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Q_strncpy( localURL, "file://", sizeof( localURL ) );
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char pPathData[ _MAX_PATH ];
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g_pFullFileSystem->GetLocalPath( mapRES, pPathData, sizeof(pPathData) );
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Q_strncat( localURL, pPathData, sizeof( localURL ), COPY_ALL_CHARACTERS );
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// force steam to dump a local copy
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g_pFullFileSystem->GetLocalCopy( pPathData );
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m_pMapInfo->SetVisible( false );
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#if defined( ENABLE_HTML_WINDOW )
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m_pMapInfoHTML->SetVisible( true );
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m_pMapInfoHTML->OpenURL( localURL, NULL );
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#endif
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InvalidateLayout();
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Repaint();
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return;
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}
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else
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{
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m_pMapInfo->SetVisible( true );
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#if defined( ENABLE_HTML_WINDOW )
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m_pMapInfoHTML->SetVisible( false );
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#endif
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}
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Q_snprintf( mapRES, sizeof( mapRES ), "maps/%s.txt", m_szMapName);
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// if no map specific description exists, load default text
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if( !g_pFullFileSystem->FileExists( mapRES ) )
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{
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if ( g_pFullFileSystem->FileExists( "maps/default.txt" ) )
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{
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Q_snprintf ( mapRES, sizeof( mapRES ), "maps/default.txt");
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}
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else
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{
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m_pMapInfo->SetText( "" );
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return;
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}
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}
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FileHandle_t f = g_pFullFileSystem->Open( mapRES, "r" );
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// read into a memory block
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int fileSize = g_pFullFileSystem->Size(f);
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int dataSize = fileSize + sizeof( wchar_t );
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if ( dataSize % 2 )
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++dataSize;
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wchar_t *memBlock = (wchar_t *)malloc(dataSize);
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memset( memBlock, 0x0, dataSize);
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int bytesRead = g_pFullFileSystem->Read(memBlock, fileSize, f);
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if ( bytesRead < fileSize )
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{
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// NULL-terminate based on the length read in, since Read() can transform \r\n to \n and
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// return fewer bytes than we were expecting.
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char *data = reinterpret_cast<char *>( memBlock );
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data[ bytesRead ] = 0;
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data[ bytesRead+1 ] = 0;
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}
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#ifndef WIN32
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if ( ((ucs2 *)memBlock)[0] == 0xFEFF )
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{
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// convert the win32 ucs2 data to wchar_t
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dataSize*=2;// need to *2 to account for ucs2 to wchar_t (4byte) growth
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wchar_t *memBlockConverted = (wchar_t *)malloc(dataSize);
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V_UCS2ToUnicode( (ucs2 *)memBlock, memBlockConverted, dataSize );
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free(memBlock);
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memBlock = memBlockConverted;
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}
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#else
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// null-terminate the stream (redundant, since we memset & then trimmed the transformed buffer already)
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memBlock[dataSize / sizeof(wchar_t) - 1] = 0x0000;
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#endif
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// ensure little-endian unicode reads correctly on all platforms
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CByteswap byteSwap;
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byteSwap.SetTargetBigEndian( false );
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byteSwap.SwapBufferToTargetEndian( memBlock, memBlock, dataSize/sizeof(wchar_t) );
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// check the first character, make sure this a little-endian unicode file
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if ( memBlock[0] != 0xFEFF )
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{
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// its a ascii char file
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m_pMapInfo->SetText( reinterpret_cast<char *>( memBlock ) );
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}
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else
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{
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m_pMapInfo->SetText( memBlock+1 );
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}
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// go back to the top of the text buffer
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m_pMapInfo->GotoTextStart();
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g_pFullFileSystem->Close( f );
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free(memBlock);
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InvalidateLayout();
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Repaint();
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}
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/*
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//-----------------------------------------------------------------------------
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// Purpose: sets the text on and displays the team buttons
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//-----------------------------------------------------------------------------
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void CTeamMenu::MakeTeamButtons(void)
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{
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int i = 0;
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for( i = 0; i< m_pTeamButtons.Count(); i++ )
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{
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m_pTeamButtons[i]->SetVisible(false);
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}
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i = 0;
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while( true )
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{
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const char *teamname = GameResources()->GetTeamName( i );
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if ( !teamname || !teamname[0] )
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return; // no more teams
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char buttonText[32];
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Q_snprintf( buttonText, sizeof(buttonText), "&%i %s", i +1, teamname );
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m_pTeamButtons[i]->SetText( buttonText );
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m_pTeamButtons[i]->SetCommand( new KeyValues("TeamButton", "team", i ) );
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IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
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m_pTeamButtons[i]->SetArmedColor(pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)) , pScheme->GetColor("SelectionBG", Color(255, 255, 255, 0)) );
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m_pTeamButtons[i]->SetDepressedColor( pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)), pScheme->GetColor("ButtonArmedBgColor", Color(255, 255, 255, 0)) );
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m_pTeamButtons[i]->SetDefaultColor( pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)), pScheme->GetColor("ButtonDepressedBgColor", Color(255, 255, 255, 0)) );
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m_pTeamButtons[i]->SetVisible(true);
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i++;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: When a team button is pressed it triggers this function to cause the player to join a team
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//-----------------------------------------------------------------------------
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void CTeamMenu::OnTeamButton( int team )
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{
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char cmd[64];
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if( team >= m_iNumTeams ) // its a special button
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{
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if( team == m_iNumTeams ) // first extra team is auto assign
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{
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Q_snprintf( cmd, sizeof( cmd ), "jointeam 5" );
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}
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else // next is spectate
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{
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// DuckMessage( "#Spec_Duck" );
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gViewPortInterface->ShowBackGround( false );
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}
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}
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else
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{
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Q_snprintf( cmd, sizeof( cmd ), "jointeam %i", team + 1 );
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//g_iTeamNumber = team + 1;
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}
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engine->ClientCmd(cmd);
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SetVisible( false );
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OnClose();
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} */
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//-----------------------------------------------------------------------------
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// Purpose: Sets the text of a control by name
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//-----------------------------------------------------------------------------
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void CTeamMenu::SetLabelText(const char *textEntryName, const char *text)
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{
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Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
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if (entry)
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{
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entry->SetText(text);
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}
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}
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void CTeamMenu::OnKeyCodePressed(KeyCode code)
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{
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int nDir = 0;
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switch ( code )
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{
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case KEY_XBUTTON_UP:
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case KEY_XSTICK1_UP:
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case KEY_XSTICK2_UP:
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case KEY_UP:
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case KEY_XBUTTON_LEFT:
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case KEY_XSTICK1_LEFT:
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case KEY_XSTICK2_LEFT:
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case KEY_LEFT:
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case STEAMCONTROLLER_DPAD_LEFT:
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nDir = -1;
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break;
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case KEY_XBUTTON_DOWN:
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case KEY_XSTICK1_DOWN:
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case KEY_XSTICK2_DOWN:
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case KEY_DOWN:
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case KEY_XBUTTON_RIGHT:
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case KEY_XSTICK1_RIGHT:
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case KEY_XSTICK2_RIGHT:
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case KEY_RIGHT:
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case STEAMCONTROLLER_DPAD_RIGHT:
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nDir = 1;
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break;
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}
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if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code )
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{
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gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
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gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) );
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}
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else if ( nDir != 0 )
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{
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CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons;
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VguiPanelGetSortedChildButtonList( this, (void*)&vecSortedButtons, "&", 0 );
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if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 )
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{
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// Handled!
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return;
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}
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}
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else
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{
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BaseClass::OnKeyCodePressed( code );
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}
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}
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