mirror of
https://github.com/nillerusr/source-engine.git
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463 lines
15 KiB
C++
463 lines
15 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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#ifndef BASEPANEL_H
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#define BASEPANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "vgui_controls/Panel.h"
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#include "vgui_controls/PHandle.h"
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#include "vgui_controls/MenuItem.h"
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#include "vgui_controls/MessageDialog.h"
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#include "KeyValues.h"
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#include "utlvector.h"
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#include "tier1/CommandBuffer.h"
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#include "ixboxsystem.h"
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#if !defined( _X360 )
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#include "xbox/xboxstubs.h"
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#endif
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enum
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{
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DIALOG_STACK_IDX_STANDARD,
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DIALOG_STACK_IDX_WARNING,
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DIALOG_STACK_IDX_ERROR,
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};
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class CMatchmakingBasePanel;
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class CBackgroundMenuButton;
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class CGameMenu;
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class CAsyncCtxOnDeviceAttached;
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// X360TBD: Move into a separate module when finished
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class CMessageDialogHandler
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{
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public:
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CMessageDialogHandler();
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void ShowMessageDialog( int nType, vgui::Panel *pOwner );
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void CloseMessageDialog( const uint nType = 0 );
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void CloseAllMessageDialogs();
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void CreateMessageDialog( const uint nType, const char *pTitle, const char *pMsg, const char *pCmdA, const char *pCmdB, vgui::Panel *pCreator, bool bShowActivity = false );
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void ActivateMessageDialog( int nStackIdx );
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void PositionDialogs( int wide, int tall );
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void PositionDialog( vgui::PHandle dlg, int wide, int tall );
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private:
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static const int MAX_MESSAGE_DIALOGS = 3;
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vgui::DHANDLE< CMessageDialog > m_hMessageDialogs[MAX_MESSAGE_DIALOGS];
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int m_iDialogStackTop;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Panel that acts as background for button icons and help text in the UI
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//-----------------------------------------------------------------------------
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class CFooterPanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CFooterPanel, vgui::EditablePanel );
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public:
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CFooterPanel( Panel *parent, const char *panelName );
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virtual ~CFooterPanel();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void ApplySettings( KeyValues *pResourceData );
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virtual void Paint( void );
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virtual void PaintBackground( void );
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// caller tags the current hint, used to assist in ownership
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void SetHelpNameAndReset( const char *pName );
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const char *GetHelpName();
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void AddButtonsFromMap( vgui::Frame *pMenu );
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void SetStandardDialogButtons();
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void AddNewButtonLabel( const char *text, const char *icon );
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void ShowButtonLabel( const char *name, bool show = true );
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void SetButtonText( const char *buttonName, const char *text );
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void ClearButtons();
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void SetButtonGap( int nButtonGap ){ m_nButtonGap = nButtonGap; }
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void UseDefaultButtonGap(){ m_nButtonGap = m_nButtonGapDefault; }
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private:
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struct ButtonLabel_t
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{
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bool bVisible;
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char name[MAX_PATH];
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wchar_t text[MAX_PATH];
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wchar_t icon[2]; // icon is a single character
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};
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CUtlVector< ButtonLabel_t* > m_ButtonLabels;
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vgui::Label *m_pSizingLabel; // used to measure font sizes
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bool m_bPaintBackground; // fill the background?
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bool m_bCenterHorizontal; // center buttons horizontally?
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int m_ButtonPinRight; // if not centered, this is the distance from the right margin that we use to start drawing buttons (right to left)
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int m_nButtonGap; // space between buttons when drawing
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int m_nButtonGapDefault; // space between buttons (initial value)
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int m_FooterTall; // height of the footer
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int m_ButtonOffsetFromTop; // how far below the top the buttons should be drawn
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int m_ButtonSeparator; // space between the button icon and text
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int m_TextAdjust; // extra adjustment for the text (vertically)...text is centered on the button icon and then this value is applied
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char m_szTextFont[64]; // font for the button text
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char m_szButtonFont[64]; // font for the button icon
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char m_szFGColor[64]; // foreground color (text)
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char m_szBGColor[64]; // background color (fill color)
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vgui::HFont m_hButtonFont;
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vgui::HFont m_hTextFont;
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char *m_pHelpName;
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};
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//-----------------------------------------------------------------------------
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// Purpose: EditablePanel that can replace the GameMenuButtons in CBasePanel
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//-----------------------------------------------------------------------------
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class CMainMenuGameLogo : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CMainMenuGameLogo, vgui::EditablePanel );
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public:
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CMainMenuGameLogo( vgui::Panel *parent, const char *name );
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virtual void ApplySettings( KeyValues *inResourceData );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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int GetOffsetX(){ return m_nOffsetX; }
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int GetOffsetY(){ return m_nOffsetY; }
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private:
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int m_nOffsetX;
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int m_nOffsetY;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Transparent menu item designed to sit on the background ingame
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//-----------------------------------------------------------------------------
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class CGameMenuItem : public vgui::MenuItem
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{
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DECLARE_CLASS_SIMPLE( CGameMenuItem, vgui::MenuItem );
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public:
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CGameMenuItem(vgui::Menu *parent, const char *name);
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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virtual void PaintBackground( void );
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void SetRightAlignedText( bool state );
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private:
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bool m_bRightAligned;
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};
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//-----------------------------------------------------------------------------
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// Purpose: This is the panel at the top of the panel hierarchy for GameUI
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// It handles all the menus, background images, and loading dialogs
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//-----------------------------------------------------------------------------
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class CBasePanel : public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CBasePanel, vgui::Panel );
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public:
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CBasePanel();
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virtual ~CBasePanel();
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public:
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//
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// Implementation of async jobs
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// An async job is enqueued by calling "ExecuteAsync" with the proper job context.
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// Job's function "ExecuteAsync" is called on a separate thread.
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// After the job finishes the "Completed" function is called on the
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// main thread.
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//
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class CAsyncJobContext
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{
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public:
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CAsyncJobContext( float flLeastExecuteTime = 0.0f ) : m_flLeastExecuteTime( flLeastExecuteTime ), m_hThreadHandle( NULL ) {}
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virtual ~CAsyncJobContext() {}
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virtual void ExecuteAsync() = 0; // Executed on the secondary thread
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virtual void Completed() = 0; // Executed on the main thread
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public:
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void * volatile m_hThreadHandle; // Handle to an async job thread waiting for
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float m_flLeastExecuteTime; // Least amount of time this job should keep executing
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};
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CAsyncJobContext *m_pAsyncJob;
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void ExecuteAsync( CAsyncJobContext *pAsync );
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public:
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// notifications
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void OnLevelLoadingStarted();
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void OnLevelLoadingFinished();
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// update the taskbar a frame
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void RunFrame();
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// fades to black then runs an engine command (usually to start a level)
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void FadeToBlackAndRunEngineCommand( const char *engineCommand );
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// sets the blinking state of a menu item
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void SetMenuItemBlinkingState( const char *itemName, bool state );
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// handles gameUI being shown
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void OnGameUIActivated();
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// game dialogs
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void OnOpenNewGameDialog( const char *chapter = NULL );
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void OnOpenBonusMapsDialog();
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void OnOpenLoadGameDialog();
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void OnOpenLoadGameDialog_Xbox();
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void OnOpenSaveGameDialog();
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void OnOpenSaveGameDialog_Xbox();
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void OnOpenServerBrowser();
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void OnOpenFriendsDialog();
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void OnOpenDemoDialog();
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void OnOpenCreateMultiplayerGameDialog();
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void OnOpenQuitConfirmationDialog();
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void OnOpenDisconnectConfirmationDialog();
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void OnOpenChangeGameDialog();
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void OnOpenPlayerListDialog();
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void OnOpenBenchmarkDialog();
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void OnOpenOptionsDialog();
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void OnOpenOptionsDialog_Xbox();
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void OnOpenLoadCommentaryDialog();
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void OpenLoadSingleplayerCommentaryDialog();
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void OnOpenAchievementsDialog();
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//=============================================================================
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// HPE_BEGIN:
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// [dwenger] Specific code for CS Achievements Display
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//=============================================================================
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// $TODO(HPE): Move this to a game-specific location
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void OnOpenCSAchievementsDialog();
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//=============================================================================
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// HPE_END
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//=============================================================================
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void OnOpenAchievementsDialog_Xbox();
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void OnOpenControllerDialog();
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// Xbox 360
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CMatchmakingBasePanel* GetMatchmakingBasePanel();
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void OnOpenMatchmakingBasePanel();
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void SessionNotification( const int notification, const int param = 0 );
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void SystemNotification( const int notification );
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void ShowMessageDialog( const uint nType, vgui::Panel *pParent = NULL );
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void CloseMessageDialog( const uint nType );
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void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost );
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void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping );
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void OnChangeStorageDevice();
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bool ValidateStorageDevice();
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bool ValidateStorageDevice( int *pStorageDeviceValidated );
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void OnCreditsFinished();
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KeyValues *GetConsoleControlSettings( void );
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// forces any changed options dialog settings to be applied immediately, if it's open
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void ApplyOptionsDialogSettings();
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vgui::AnimationController *GetAnimationController( void ) { return m_pConsoleAnimationController; }
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void RunCloseAnimation( const char *animName );
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void RunAnimationWithCallback( vgui::Panel *parent, const char *animName, KeyValues *msgFunc );
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void PositionDialog( vgui::PHandle dlg );
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virtual void OnSizeChanged( int newWide, int newTall );
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void ArmFirstMenuItem( void );
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void OnGameUIHidden();
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void CloseBaseDialogs( void );
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bool IsWaitingForConsoleUI( void ) { return m_bWaitingForStorageDeviceHandle || m_bWaitingForUserSignIn || m_bXUIVisible; }
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#if defined( _X360 )
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CON_COMMAND_MEMBER_F( CBasePanel, "gameui_reload_resources", Reload_Resources, "Reload the Xbox 360 UI res files", 0 );
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#endif
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int GetMenuAlpha( void );
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void SetMainMenuOverride( vgui::VPANEL panel );
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protected:
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virtual void PaintBackground();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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public:
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// FIXME: This should probably become a friend relationship between the classes
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bool HandleSignInRequest( const char *command );
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bool HandleStorageDeviceRequest( const char *command );
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void ClearPostPromptCommand( const char *pCompletedCommand );
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private:
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enum EBackgroundState
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{
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BACKGROUND_INITIAL,
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BACKGROUND_LOADING,
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BACKGROUND_MAINMENU,
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BACKGROUND_LEVEL,
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BACKGROUND_DISCONNECTED,
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BACKGROUND_EXITING, // Console has started an exiting state, cannot be stopped
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};
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void SetBackgroundRenderState(EBackgroundState state);
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friend class CAsyncCtxOnDeviceAttached;
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void OnDeviceAttached( void );
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void OnCompletedAsyncDeviceAttached( CAsyncCtxOnDeviceAttached *job );
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void IssuePostPromptCommand( void );
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void UpdateBackgroundState();
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// sets the menu alpha [0..255]
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void SetMenuAlpha(int alpha);
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// menu manipulation
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void CreatePlatformMenu();
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void CreateGameMenu();
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void CreateGameLogo();
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void CheckBonusBlinkState();
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void UpdateGameMenus();
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CGameMenu *RecursiveLoadGameMenu(KeyValues *datafile);
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void StartExitingProcess();
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bool IsPromptableCommand( const char *command );
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bool CommandRequiresSignIn( const char *command );
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bool CommandRequiresStorageDevice( const char *command );
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bool CommandRespectsSignInDenied( const char *command );
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void QueueCommand( const char *pCommand );
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void RunQueuedCommands();
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void ClearQueuedCommands();
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virtual void OnCommand(const char *command);
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virtual void PerformLayout();
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MESSAGE_FUNC_INT( OnActivateModule, "ActivateModule", moduleIndex);
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void UpdateRichPresenceInfo();
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// menu logo
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CMainMenuGameLogo *m_pGameLogo;
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// menu buttons
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CUtlVector< CBackgroundMenuButton * >m_pGameMenuButtons;
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CGameMenu *m_pGameMenu;
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bool m_bPlatformMenuInitialized;
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int m_iGameMenuInset;
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vgui::VPANEL m_hMainMenuOverridePanel;
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struct coord {
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int x;
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int y;
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};
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CUtlVector< coord > m_iGameTitlePos;
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coord m_iGameMenuPos;
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// base dialogs
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vgui::DHANDLE<vgui::Frame> m_hNewGameDialog;
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vgui::DHANDLE<vgui::Frame> m_hBonusMapsDialog;
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vgui::DHANDLE<vgui::Frame> m_hLoadGameDialog;
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vgui::DHANDLE<vgui::Frame> m_hLoadGameDialog_Xbox;
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vgui::DHANDLE<vgui::Frame> m_hSaveGameDialog;
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vgui::DHANDLE<vgui::Frame> m_hSaveGameDialog_Xbox;
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vgui::DHANDLE<vgui::PropertyDialog> m_hOptionsDialog;
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vgui::DHANDLE<vgui::Frame> m_hOptionsDialog_Xbox;
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vgui::DHANDLE<vgui::Frame> m_hCreateMultiplayerGameDialog;
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//vgui::DHANDLE<vgui::Frame> m_hDemoPlayerDialog;
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vgui::DHANDLE<vgui::Frame> m_hChangeGameDialog;
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vgui::DHANDLE<vgui::Frame> m_hPlayerListDialog;
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vgui::DHANDLE<vgui::Frame> m_hBenchmarkDialog;
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vgui::DHANDLE<vgui::Frame> m_hLoadCommentaryDialog;
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vgui::DHANDLE<vgui::Frame> m_hAchievementsDialog;
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// Xbox 360
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vgui::DHANDLE<vgui::Frame> m_hMatchmakingBasePanel;
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vgui::DHANDLE<vgui::Frame> m_hControllerDialog;
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EBackgroundState m_eBackgroundState;
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CMessageDialogHandler m_MessageDialogHandler;
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CUtlVector< CUtlString > m_CommandQueue;
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vgui::AnimationController *m_pConsoleAnimationController;
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KeyValues *m_pConsoleControlSettings;
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void DrawBackgroundImage();
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int m_iBackgroundImageID;
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int m_iRenderTargetImageID;
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int m_iLoadingImageID;
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int m_iProductImageID;
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bool m_bLevelLoading;
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bool m_bEverActivated;
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bool m_bCopyFrameBuffer;
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bool m_bUseRenderTargetImage;
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int m_ExitingFrameCount;
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bool m_bXUIVisible;
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bool m_bUseMatchmaking;
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bool m_bRestartFromInvite;
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bool m_bRestartSameGame;
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// Used for internal state dealing with blades
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bool m_bUserRefusedSignIn;
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bool m_bUserRefusedStorageDevice;
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bool m_bWaitingForUserSignIn;
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bool m_bStorageBladeShown;
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CUtlString m_strPostPromptCommand;
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// Storage device changing vars
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bool m_bWaitingForStorageDeviceHandle;
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bool m_bNeedStorageDeviceHandle;
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AsyncHandle_t m_hStorageDeviceChangeHandle;
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uint m_iStorageID;
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int *m_pStorageDeviceValidatedNotify;
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// background transition
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bool m_bFadingInMenus;
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float m_flFadeMenuStartTime;
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float m_flFadeMenuEndTime;
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bool m_bRenderingBackgroundTransition;
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float m_flTransitionStartTime;
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float m_flTransitionEndTime;
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// Used for rich presence updates on xbox360
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bool m_bSinglePlayer;
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uint m_iGameID; // matches context value in hl2orange.spa.h
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// background fill transition
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bool m_bHaveDarkenedBackground;
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bool m_bHaveDarkenedTitleText;
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bool m_bForceTitleTextUpdate;
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float m_flFrameFadeInTime;
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Color m_BackdropColor;
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CPanelAnimationVar( float, m_flBackgroundFillAlpha, "m_flBackgroundFillAlpha", "0" );
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// fading to game
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MESSAGE_FUNC_CHARPTR( RunEngineCommand, "RunEngineCommand", command );
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MESSAGE_FUNC( FinishDialogClose, "FinishDialogClose" );
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public:
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MESSAGE_FUNC_CHARPTR( RunMenuCommand, "RunMenuCommand", command );
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};
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//-----------------------------------------------------------------------------
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// Purpose: singleton accessor
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//-----------------------------------------------------------------------------
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extern CBasePanel *BasePanel();
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#endif // BASEPANEL_H
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