mirror of
https://github.com/nillerusr/source-engine.git
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197 lines
7.9 KiB
C++
197 lines
7.9 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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//=============================================================================//
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#include "OptionsSubHaptics.h"
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//#include "CommandCheckButton.h"
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#include "KeyToggleCheckButton.h"
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#include "CvarNegateCheckButton.h"
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#include "CvarToggleCheckButton.h"
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#include "cvarslider.h"
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#include "EngineInterface.h"
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#include <KeyValues.h>
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#include <vgui/IScheme.h>
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#include "tier1/convar.h"
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#include <stdio.h>
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#include <vgui_controls/TextEntry.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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using namespace vgui;
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bool HasFalcon() {
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ConVarRef hap_hasDevice("hap_hasDevice");
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return (hap_hasDevice.IsValid() && hap_hasDevice.GetBool());
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}
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void COptionsSubHaptics::OnCommand(const char *command)
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{
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if ( !stricmp( command, "DoDefaults" ) )
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{
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engine->ClientCmd_Unrestricted("exec haptics_default.cfg");
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OnResetData();
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}
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}
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COptionsSubHaptics::COptionsSubHaptics(vgui::Panel *parent) : PropertyPage(parent, NULL)
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{
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m_pForceMasterPreLabel = new Label(this, "ForceMasterPreLabel", "#GameUI_Haptics_ForceMasterScale" );
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m_pForceMasterSlider = new CCvarSlider( this, "ForceMasterSlider", "#GameUI_Haptics_ForceMasterScale",
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0.000001f, 3.0f, "hap_ForceMasterScale", true );
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m_pForceRecoilPreLabel = new Label(this, "ForceRecoilPreLabel", "#GameUI_Haptics_RecoilScale" );
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m_pForceRecoilSlider = new CCvarSlider( this, "ForceRecoilSlider", "#GameUI_Haptics_RecoilScale",
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0.000001f, 3.0f, "hap_ForceRecoilScale", true );
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m_pForceDamagePreLabel = new Label(this, "ForceDamagePreLabel", "#GameUI_Haptics_DamageScale" );
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m_pForceDamageSlider = new CCvarSlider( this, "ForceDamageSlider", "#GameUI_Haptics_DamageScale",
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0.000001f, 5.0f, "hap_ForceDamageScale" , true );
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m_pForceMovementPreLabel = new Label(this, "ForceMovementPreLabel", "#GameUI_Haptics_MovementScale" );
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m_pForceMovementSlider = new CCvarSlider( this, "ForceMovementSlider", "#GameUI_Haptics_MovementScale",
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0.000001f, 3.0f, "hap_ForceMovementScale", true );
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//Player scaling
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m_pPlayerBoxPreLabel = new Label(this, "PlayerBoxPreLabel", "#GameUI_Haptics_PlayerBoxLabel" );
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m_pPlayerBoxScalePreLabel = new Label(this, "PlayerScalePreLabel", "#GameUI_Haptics_Scale" );
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m_pPlayerBoxScale = new CCvarSlider( this, "PlayerBoxScaleSlider", "#GameUI_Haptics_PlayerBoxScale",
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0.1f, 0.9f, "hap_PlayerBoxScale", true );
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m_pPlayerBoxVisual = new ControlBoxVisual(this, "PlayerBoxVisual", m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale);
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m_pPlayerBoxStiffnessPreLabel = new Label(this, "PlayerStiffnessPreLabel", "#GameUI_Haptics_PlayerBoxStiffness" );
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m_pPlayerBoxStiffnessSlider = new CCvarSlider( this, "PlayerStiffnessSlider", "#GameUI_Haptics_PlayerBoxScale",
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0.0f, 3.0f, "hap_PlayerBoxStiffness", true );
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m_pPlayerBoxTurnPreLabel = new Label(this, "PlayerTurnPreLabel", "#GameUI_Haptics_Turning" );
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m_pPlayerBoxTurnSlider = new CCvarSlider( this, "PlayerTurnSlider", "#GameUI_Haptics_Turning",
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0.0f, 2.0f, "hap_PlayerTurnScale", true );
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m_pPlayerBoxAimPreLabel = new Label(this, "PlayerAimPreLabel", "#GameUI_Haptics_Aiming" );
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m_pPlayerBoxAimSlider = new CCvarSlider( this, "PlayerAimSlider", "#GameUI_Haptics_Aiming",
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0.0f, 2.0f, "hap_PlayerAimScale", true );
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//Vehicle Scaling
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m_pVehicleBoxPreLabel = new Label(this, "VehicleBoxPreLabel", "#GameUI_Haptics_VehicleBoxLabel" );
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m_pVehicleBoxScalePreLabel = new Label(this, "VehicleScalePreLabel", "#GameUI_Haptics_Scale" );
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m_pVehicleBoxScale = new CCvarSlider( this, "VehicleBoxScaleSlider", "#GameUI_Haptics_VehicleBoxScale",
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0.1f, 0.6f, "hap_VehicleBoxScale", true );
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m_pVehicleBoxVisual = new ControlBoxVisual(this, "VehicleBoxVisual", m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale);
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m_pVehicleBoxStiffnessPreLabel = new Label(this, "VehicleStiffnessPreLabel", "#GameUI_Haptics_VehicleBoxStiffness" );
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m_pVehicleBoxStiffnessSlider = new CCvarSlider( this, "VehicleStiffnessSlider", "#GameUI_Haptics_VehicleBoxScale",
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0.0f, 3.0f, "hap_VehicleBoxStiffness", true );
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m_pVehicleBoxTurnPreLabel = new Label(this, "VehicleTurnPreLabel", "#GameUI_Haptics_Turning" );
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m_pVehicleBoxTurnSlider = new CCvarSlider( this, "VehicleTurnSlider", "#GameUI_Haptics_Turning",
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0.0f, 2.0f, "hap_VehicleTurnScale", true );
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m_pVehicleBoxAimPreLabel = new Label(this, "VehicleAimPreLabel", "#GameUI_Haptics_Aiming" );
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m_pVehicleBoxAimSlider = new CCvarSlider( this, "VehicleAimSlider", "#GameUI_Haptics_Aiming",
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0.0f, 2.0f, "hap_VehicleAimScale", true );
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vgui::Button *defaults = new vgui::Button( this, "Defaults", "Use Defaults" );
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defaults->SetCommand("DoDefaults");
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LoadControlSettings("Resource\\OptionsSubHaptics.res");
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UpdateVehicleEnabled();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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COptionsSubHaptics::~COptionsSubHaptics()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void COptionsSubHaptics::OnResetData()
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{
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m_pForceMasterSlider->Reset();
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m_pForceDamageSlider->Reset();
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m_pForceRecoilSlider->Reset();
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m_pForceMovementSlider->Reset();
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m_pPlayerBoxScale->Reset();
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m_pPlayerBoxStiffnessSlider->Reset();
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m_pPlayerBoxTurnSlider->Reset();
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m_pPlayerBoxAimSlider->Reset();
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m_pVehicleBoxScale->Reset();
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m_pVehicleBoxStiffnessSlider->Reset();
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m_pVehicleBoxTurnSlider->Reset();
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m_pVehicleBoxAimSlider->Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void COptionsSubHaptics::OnApplyChanges()
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{
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m_pForceMasterSlider->ApplyChanges();
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m_pForceDamageSlider->ApplyChanges();
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m_pForceRecoilSlider->ApplyChanges();
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m_pForceMovementSlider->ApplyChanges();
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m_pPlayerBoxScale->ApplyChanges();
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m_pPlayerBoxStiffnessSlider->ApplyChanges();
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m_pPlayerBoxTurnSlider->ApplyChanges();
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m_pPlayerBoxAimSlider->ApplyChanges();
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m_pVehicleBoxScale->ApplyChanges();
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m_pVehicleBoxStiffnessSlider->ApplyChanges();
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m_pVehicleBoxTurnSlider->ApplyChanges();
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m_pVehicleBoxAimSlider->ApplyChanges();
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//Write out our config file
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engine->ClientCmd_Unrestricted("writehapticconfig");
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engine->ClientCmd_Unrestricted("reloadhaptics");
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets background color & border
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//-----------------------------------------------------------------------------
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void COptionsSubHaptics::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void COptionsSubHaptics::OnControlModified(Panel *panel)
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{
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PostActionSignal(new KeyValues("ApplyButtonEnable"));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void COptionsSubHaptics::OnTextChanged(Panel *panel)
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{
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}
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void COptionsSubHaptics::UpdateVehicleEnabled()
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{
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ConVarRef checkVehicle("hap_ui_vehicles");
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checkVehicle.Init("hap_ui_vehicles",true);
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bool bEnabled = checkVehicle.GetBool();
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m_pVehicleBoxPreLabel->SetEnabled( bEnabled );
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m_pVehicleBoxScalePreLabel->SetEnabled( bEnabled );
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m_pVehicleBoxScale->SetEnabled( bEnabled );
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m_pVehicleBoxStiffnessPreLabel->SetEnabled( bEnabled );
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m_pVehicleBoxStiffnessSlider->SetEnabled( bEnabled );
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m_pVehicleBoxTurnPreLabel->SetEnabled( bEnabled );
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m_pVehicleBoxTurnSlider->SetEnabled( bEnabled );
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m_pVehicleBoxAimPreLabel ->SetEnabled( bEnabled );
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m_pVehicleBoxAimSlider ->SetEnabled( bEnabled );
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}
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