mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
1285 lines
38 KiB
C++
1285 lines
38 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implements all the functions exported by the GameUI dll
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifdef WIN32
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#if !defined( _X360 )
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#include <windows.h>
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#endif
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#include <io.h>
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#include <direct.h>
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#elif defined( POSIX )
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#include <sys/time.h>
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#else
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#error
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#endif
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <stdio.h>
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#include <tier0/dbg.h>
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#ifdef SendMessage
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#undef SendMessage
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#endif
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#include "filesystem.h"
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#include "GameUI_Interface.h"
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#include "Sys_Utils.h"
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#include "string.h"
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#include "tier0/icommandline.h"
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// interface to engine
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#include "EngineInterface.h"
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#include "replay/ienginereplay.h"
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#include "replay/ireplaysystem.h"
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#include "VGuiSystemModuleLoader.h"
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#include "bitmap/tgaloader.h"
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#include "GameConsole.h"
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#include "LoadingDialog.h"
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#include "CDKeyEntryDialog.h"
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#include "ModInfo.h"
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#include "game/client/IGameClientExports.h"
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#include "materialsystem/imaterialsystem.h"
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#include "engine/imatchmaking.h"
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#include "ixboxsystem.h"
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#include "iachievementmgr.h"
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#include "IGameUIFuncs.h"
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#include <ienginevgui.h>
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#include "steam/steam_api.h"
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#include "BonusMapsDatabase.h"
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#include "BonusMapsDialog.h"
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#include "sourcevr/isourcevirtualreality.h"
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// vgui2 interface
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// note that GameUI project uses ..\vgui2\include, not ..\utils\vgui\include
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#include "BasePanel.h"
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#include <vgui/Cursor.h>
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#include <KeyValues.h>
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#include <vgui/ILocalize.h>
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#include <vgui/IPanel.h>
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#include <vgui/IScheme.h>
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#include <vgui/IVGui.h>
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#include <vgui/ISystem.h>
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#include <vgui/ISurface.h>
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#include <vgui_controls/Menu.h>
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#include <vgui_controls/PHandle.h>
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#include "tier3/tier3.h"
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#include "tier0/vcrmode.h"
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#include "matsys_controls/matsyscontrols.h"
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#include "steam/steam_api.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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#include "tier0/dbg.h"
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#include "engine/IEngineSound.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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IGameUIFuncs *gameuifuncs = NULL;
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IEngineVGui *enginevguifuncs = NULL;
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IMatchmaking *matchmaking = NULL;
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IXboxSystem *xboxsystem = NULL; // 360 only
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vgui::ISurface *enginesurfacefuncs = NULL;
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IVEngineClient *engine = NULL;
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IEngineSound *enginesound = NULL;
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IAchievementMgr *achievementmgr = NULL;
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IEngineClientReplay *g_pEngineClientReplay = NULL;
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ISourceVirtualReality *g_pSourceVR = NULL;
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static CSteamAPIContext g_SteamAPIContext;
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CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
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static CBasePanel *staticPanel = NULL;
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class CGameUI;
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CGameUI *g_pGameUI = NULL;
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class CLoadingDialog;
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vgui::DHANDLE<CLoadingDialog> g_hLoadingDialog;
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vgui::VPANEL g_hLoadingBackgroundDialog = NULL;
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static CGameUI g_GameUI;
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static WHANDLE g_hMutex = NULL;
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static WHANDLE g_hWaitMutex = NULL;
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static IGameClientExports *g_pGameClientExports = NULL;
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IGameClientExports *GameClientExports()
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{
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return g_pGameClientExports;
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}
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//-----------------------------------------------------------------------------
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// Purpose: singleton accessor
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//-----------------------------------------------------------------------------
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CGameUI &GameUI()
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{
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return g_GameUI;
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}
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameUI, IGameUI, GAMEUI_INTERFACE_VERSION, g_GameUI);
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CGameUI::CGameUI()
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{
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g_pGameUI = this;
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m_bTryingToLoadFriends = false;
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m_iFriendsLoadPauseFrames = 0;
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m_iGameIP = 0;
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m_iGameConnectionPort = 0;
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m_iGameQueryPort = 0;
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m_bActivatedUI = false;
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m_szPreviousStatusText[0] = 0;
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m_bIsConsoleUI = false;
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m_bHasSavedThisMenuSession = false;
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m_bOpenProgressOnStart = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CGameUI::~CGameUI()
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{
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g_pGameUI = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialization
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//-----------------------------------------------------------------------------
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void CGameUI::Initialize( CreateInterfaceFn factory )
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{
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ConnectTier1Libraries( &factory, 1 );
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ConnectTier2Libraries( &factory, 1 );
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ConVar_Register( FCVAR_CLIENTDLL );
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ConnectTier3Libraries( &factory, 1 );
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enginesound = (IEngineSound *)factory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL);
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engine = (IVEngineClient *)factory( VENGINE_CLIENT_INTERFACE_VERSION, NULL );
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steamapicontext->Init();
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ConVarRef var( "gameui_xbox" );
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m_bIsConsoleUI = var.IsValid() && var.GetBool();
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vgui::VGui_InitInterfacesList( "GameUI", &factory, 1 );
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vgui::VGui_InitMatSysInterfacesList( "GameUI", &factory, 1 );
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// load localization file
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g_pVGuiLocalize->AddFile( "Resource/gameui_%language%.txt", "GAME", true );
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// load mod info
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ModInfo().LoadCurrentGameInfo();
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// load localization file for kb_act.lst
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g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt", "GAME", true );
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enginevguifuncs = (IEngineVGui *)factory( VENGINE_VGUI_VERSION, NULL );
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enginesurfacefuncs = (vgui::ISurface *)factory(VGUI_SURFACE_INTERFACE_VERSION, NULL);
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gameuifuncs = (IGameUIFuncs *)factory( VENGINE_GAMEUIFUNCS_VERSION, NULL );
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matchmaking = (IMatchmaking *)factory( VENGINE_MATCHMAKING_VERSION, NULL );
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xboxsystem = (IXboxSystem *)factory( XBOXSYSTEM_INTERFACE_VERSION, NULL );
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g_pEngineClientReplay = (IEngineClientReplay *)factory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL );
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if ( ModInfo().SupportsVR() && CommandLine()->CheckParm( "-vr" ) )
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{
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g_pSourceVR = (ISourceVirtualReality *)factory( SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL );
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}
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// NOTE: g_pEngineReplay intentionally not checked here
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if ( !enginesurfacefuncs || !gameuifuncs || !enginevguifuncs || !xboxsystem || (IsX360() && !matchmaking) )
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{
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Error( "CGameUI::Initialize() failed to get necessary interfaces\n" );
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}
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// setup base panel
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staticPanel = new CBasePanel();
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staticPanel->SetBounds(0, 0, 400, 300 );
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staticPanel->SetPaintBorderEnabled( false );
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staticPanel->SetPaintBackgroundEnabled( true );
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staticPanel->SetPaintEnabled( false );
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staticPanel->SetVisible( true );
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staticPanel->SetMouseInputEnabled( false );
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staticPanel->SetKeyBoardInputEnabled( false );
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vgui::VPANEL rootpanel = enginevguifuncs->GetPanel( PANEL_GAMEUIDLL );
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staticPanel->SetParent( rootpanel );
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}
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void CGameUI::PostInit()
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{
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if ( IsX360() )
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{
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enginesound->PrecacheSound( "UI/buttonrollover.wav", true, true );
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enginesound->PrecacheSound( "UI/buttonclick.wav", true, true );
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enginesound->PrecacheSound( "UI/buttonclickrelease.wav", true, true );
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enginesound->PrecacheSound( "player/suit_denydevice.wav", true, true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sets the specified panel as the background panel for the loading
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// dialog. If NULL, default background is used. If you set a panel,
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// it should be full-screen with an opaque background, and must be a VGUI popup.
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//-----------------------------------------------------------------------------
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void CGameUI::SetLoadingBackgroundDialog( vgui::VPANEL panel )
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{
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g_hLoadingBackgroundDialog = panel;
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}
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void CGameUI::BonusMapUnlock( const char *pchFileName, const char *pchMapName )
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{
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if ( !pchFileName || pchFileName[ 0 ] == '\0' ||
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!pchMapName || pchMapName[ 0 ] == '\0' )
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{
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if ( !g_pBonusMapsDialog )
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return;
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g_pBonusMapsDialog->SetSelectedBooleanStatus( "lock", false );
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return;
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}
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if ( BonusMapsDatabase()->SetBooleanStatus( "lock", pchFileName, pchMapName, false ) )
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{
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BonusMapsDatabase()->RefreshMapData();
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if ( !g_pBonusMapsDialog )
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{
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// It unlocked without the bonus maps menu open, so flash the menu item
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CBasePanel *pBasePanel = BasePanel();
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if ( pBasePanel )
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{
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if ( GameUI().IsConsoleUI() )
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{
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if ( Q_stricmp( pchFileName, "scripts/advanced_chambers" ) == 0 )
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{
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pBasePanel->SetMenuItemBlinkingState( "OpenNewGameDialog", true );
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}
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}
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else
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{
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pBasePanel->SetMenuItemBlinkingState( "OpenBonusMapsDialog", true );
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}
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}
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BonusMapsDatabase()->SetBlink( true );
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}
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else
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g_pBonusMapsDialog->RefreshData(); // Update the open dialog
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}
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}
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void CGameUI::BonusMapComplete( const char *pchFileName, const char *pchMapName )
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{
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if ( !pchFileName || pchFileName[ 0 ] == '\0' ||
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!pchMapName || pchMapName[ 0 ] == '\0' )
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{
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if ( !g_pBonusMapsDialog )
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return;
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g_pBonusMapsDialog->SetSelectedBooleanStatus( "complete", true );
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BonusMapsDatabase()->RefreshMapData();
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g_pBonusMapsDialog->RefreshData();
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return;
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}
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if ( BonusMapsDatabase()->SetBooleanStatus( "complete", pchFileName, pchMapName, true ) )
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{
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BonusMapsDatabase()->RefreshMapData();
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// Update the open dialog
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if ( g_pBonusMapsDialog )
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g_pBonusMapsDialog->RefreshData();
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}
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}
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void CGameUI::BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest )
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{
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if ( !pchFileName || pchFileName[ 0 ] == '\0' ||
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!pchMapName || pchMapName[ 0 ] == '\0' ||
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!pchChallengeName || pchChallengeName[ 0 ] == '\0' )
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{
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return;
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}
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else
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{
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if ( BonusMapsDatabase()->UpdateChallengeBest( pchFileName, pchMapName, pchChallengeName, iBest ) )
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{
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// The challenge best changed, so write it to the file
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BonusMapsDatabase()->WriteSaveData();
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BonusMapsDatabase()->RefreshMapData();
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// Update the open dialog
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if ( g_pBonusMapsDialog )
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g_pBonusMapsDialog->RefreshData();
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}
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}
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}
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void CGameUI::BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName )
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{
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if ( !pchFileName || !pchMapName || !pchChallengeName )
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return;
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BonusMapsDatabase()->GetCurrentChallengeNames( pchFileName, pchMapName, pchChallengeName );
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}
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void CGameUI::BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold )
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{
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BonusMapsDatabase()->GetCurrentChallengeObjectives( iBronze, iSilver, iGold );
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}
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void CGameUI::BonusMapDatabaseSave( void )
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{
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BonusMapsDatabase()->WriteSaveData();
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}
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int CGameUI::BonusMapNumAdvancedCompleted( void )
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{
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return BonusMapsDatabase()->NumAdvancedComplete();
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}
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void CGameUI::BonusMapNumMedals( int piNumMedals[ 3 ] )
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{
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BonusMapsDatabase()->NumMedals( piNumMedals );
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}
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//-----------------------------------------------------------------------------
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// Purpose: connects to client interfaces
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//-----------------------------------------------------------------------------
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void CGameUI::Connect( CreateInterfaceFn gameFactory )
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{
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g_pGameClientExports = (IGameClientExports *)gameFactory(GAMECLIENTEXPORTS_INTERFACE_VERSION, NULL);
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achievementmgr = engine->GetAchievementMgr();
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if (!g_pGameClientExports)
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{
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Error("CGameUI::Initialize() failed to get necessary interfaces\n");
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}
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m_GameFactory = gameFactory;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Callback function; sends platform Shutdown message to specified window
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//-----------------------------------------------------------------------------
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int __stdcall SendShutdownMsgFunc(WHANDLE hwnd, int lparam)
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{
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Sys_PostMessage(hwnd, Sys_RegisterWindowMessage("ShutdownValvePlatform"), 0, 1);
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return 1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Searches for GameStartup*.mp3 files in the sound/ui folder and plays one
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//-----------------------------------------------------------------------------
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void CGameUI::PlayGameStartupSound()
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{
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if ( IsX360() )
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return;
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if ( CommandLine()->FindParm( "-nostartupsound" ) )
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return;
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FileFindHandle_t fh;
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CUtlVector<char *> fileNames;
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char path[ 512 ];
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bool bHolidayFound = false;
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// only want to run the holiday check for TF2
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const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" );
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if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) )
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{
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// check for a holiday sound file
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const char *pszHoliday = NULL;
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if ( GameClientExports() )
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{
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pszHoliday = GameClientExports()->GetHolidayString();
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if ( pszHoliday && pszHoliday[0] )
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{
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Q_snprintf( path, sizeof( path ), "sound/ui/holiday/gamestartup_%s*.mp3", pszHoliday );
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Q_FixSlashes( path );
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char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh );
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{
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if ( fn )
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{
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bHolidayFound = true;
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}
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}
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}
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}
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}
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// only want to do this if we haven't found a holiday file
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if ( !bHolidayFound )
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{
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Q_snprintf( path, sizeof( path ), "sound/ui/gamestartup*.mp3" );
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Q_FixSlashes( path );
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}
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char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh );
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if ( fn )
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{
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do
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{
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char ext[ 10 ];
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Q_ExtractFileExtension( fn, ext, sizeof( ext ) );
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if ( !Q_stricmp( ext, "mp3" ) )
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{
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char temp[ 512 ];
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if ( bHolidayFound )
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{
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Q_snprintf( temp, sizeof( temp ), "ui/holiday/%s", fn );
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}
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else
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{
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Q_snprintf( temp, sizeof( temp ), "ui/%s", fn );
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}
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char *found = new char[ strlen( temp ) + 1 ];
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Q_strncpy( found, temp, strlen( temp ) + 1 );
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Q_FixSlashes( found );
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fileNames.AddToTail( found );
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}
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fn = g_pFullFileSystem->FindNext( fh );
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} while ( fn );
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g_pFullFileSystem->FindClose( fh );
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}
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// did we find any?
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if ( fileNames.Count() > 0 )
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{
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#ifdef WIN32
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SYSTEMTIME SystemTime;
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GetSystemTime( &SystemTime );
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int index = SystemTime.wMilliseconds % fileNames.Count();
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#else
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struct timeval tm;
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gettimeofday( &tm, NULL );
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int index = tm.tv_usec/1000 % fileNames.Count();
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#endif
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if ( fileNames.IsValidIndex( index ) && fileNames[index] )
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{
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// Play the Saxxy music if we're in saxxy mode.
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#if defined( SAXXYMAINMENU_ENABLED )
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bool bIsTF = false;
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const char *pGameDir = engine->GetGameDirectory();
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if ( pGameDir )
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{
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// Is the game TF?
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const int nStrLen = V_strlen( pGameDir );
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bIsTF = nStrLen
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&& nStrLen >= 2 &&
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pGameDir[nStrLen-2] == 't' &&
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pGameDir[nStrLen-1] == 'f';
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}
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// escape chars "*#" make it stream, and be affected by snd_musicvolume
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const char *pSoundFile = bIsTF ? "ui/holiday/gamestartup_saxxy.mp3" : fileNames[index];
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#else
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const char *pSoundFile = fileNames[index];
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#endif
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char found[ 512 ];
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Q_snprintf( found, sizeof( found ), "play *#%s", pSoundFile );
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engine->ClientCmd_Unrestricted( found );
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}
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fileNames.PurgeAndDeleteElements();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called to setup the game UI
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//-----------------------------------------------------------------------------
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void CGameUI::Start()
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{
|
|
// determine Steam location for configuration
|
|
if ( !FindPlatformDirectory( m_szPlatformDir, sizeof( m_szPlatformDir ) ) )
|
|
return;
|
|
|
|
if ( IsPC() )
|
|
{
|
|
// setup config file directory
|
|
char szConfigDir[512];
|
|
Q_strncpy( szConfigDir, m_szPlatformDir, sizeof( szConfigDir ) );
|
|
Q_strncat( szConfigDir, "config", sizeof( szConfigDir ), COPY_ALL_CHARACTERS );
|
|
|
|
Msg( "Steam config directory: %s\n", szConfigDir );
|
|
|
|
g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG");
|
|
g_pFullFileSystem->CreateDirHierarchy("", "CONFIG");
|
|
|
|
// user dialog configuration
|
|
vgui::system()->SetUserConfigFile("InGameDialogConfig.vdf", "CONFIG");
|
|
|
|
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM" );
|
|
}
|
|
|
|
// localization
|
|
g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt");
|
|
g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt");
|
|
|
|
Sys_SetLastError( SYS_NO_ERROR );
|
|
|
|
if ( IsPC() )
|
|
{
|
|
if ( !IsPosix() )
|
|
{
|
|
// Alfred says this is really, really old code that does some wacky crap that only
|
|
// happened in the first version of HL and it's the only game that does this and
|
|
// it was a steam testing type thing and we don't need to do it on Posix, etc.
|
|
|
|
g_hMutex = Sys_CreateMutex( "ValvePlatformUIMutex" );
|
|
g_hWaitMutex = Sys_CreateMutex( "ValvePlatformWaitMutex" );
|
|
if ( g_hMutex == 0 || g_hWaitMutex == 0 || Sys_GetLastError() == SYS_ERROR_INVALID_HANDLE )
|
|
{
|
|
// error, can't get handle to mutex
|
|
if (g_hMutex)
|
|
{
|
|
Sys_ReleaseMutex(g_hMutex);
|
|
}
|
|
if (g_hWaitMutex)
|
|
{
|
|
Sys_ReleaseMutex(g_hWaitMutex);
|
|
}
|
|
g_hMutex = NULL;
|
|
g_hWaitMutex = NULL;
|
|
Error("Steam Error: Could not access Steam, bad mutex\n");
|
|
return;
|
|
}
|
|
unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0);
|
|
if (!(waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED))
|
|
{
|
|
// mutex locked, need to deactivate Steam (so we have the Friends/ServerBrowser data files)
|
|
// get the wait mutex, so that Steam.exe knows that we're trying to acquire ValveTrackerMutex
|
|
waitResult = Sys_WaitForSingleObject(g_hWaitMutex, 0);
|
|
#ifdef WIN32
|
|
if (waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED)
|
|
{
|
|
Sys_EnumWindows(SendShutdownMsgFunc, 1);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// Delay playing the startup music until the first frame
|
|
m_bPlayGameStartupSound = true;
|
|
|
|
// now we are set up to check every frame to see if we can friends/server browser
|
|
m_bTryingToLoadFriends = true;
|
|
m_iFriendsLoadPauseFrames = 1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Validates the user has a cdkey in the registry
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::ValidateCDKey()
|
|
{
|
|
// this check is disabled, since we have no plans for an offline version of hl2
|
|
#if 0
|
|
//!! hack, write out a regkey for now so developers don't have to type it in
|
|
//!! undo this before release
|
|
vgui::system()->SetRegistryString("HKEY_CURRENT_USER\\Software\\Valve\\Source\\Settings\\EncryptedCDKey", "QOgi:JXrJj<Eb8abkESf4Pg;OfofJwDzRsyH>AdjtyPnV[FB");
|
|
|
|
// see what's in the registry
|
|
if (!CCDKeyEntryDialog::IsValidWeakCDKeyInRegistry())
|
|
{
|
|
m_hCDKeyEntryDialog = new CCDKeyEntryDialog(NULL, false);
|
|
m_hCDKeyEntryDialog->Activate();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Finds which directory the platform resides in
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::FindPlatformDirectory(char *platformDir, int bufferSize)
|
|
{
|
|
platformDir[0] = '\0';
|
|
|
|
if ( platformDir[0] == '\0' )
|
|
{
|
|
// we're not under steam, so setup using path relative to game
|
|
if ( IsPC() )
|
|
{
|
|
#ifdef WIN32
|
|
if ( ::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), platformDir, bufferSize ) )
|
|
{
|
|
char *lastslash = strrchr(platformDir, '\\'); // this should be just before the filename
|
|
if ( lastslash )
|
|
{
|
|
*lastslash = 0;
|
|
Q_strncat(platformDir, "\\platform\\", bufferSize, COPY_ALL_CHARACTERS );
|
|
return true;
|
|
}
|
|
}
|
|
#else
|
|
if ( getcwd( platformDir, bufferSize ) )
|
|
{
|
|
V_AppendSlash( platformDir, bufferSize );
|
|
Q_strncat(platformDir, "platform", bufferSize, COPY_ALL_CHARACTERS );
|
|
V_AppendSlash( platformDir, bufferSize );
|
|
return true;
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// xbox fetches the platform path from exisiting platform search path
|
|
// path to executeable is not correct for xbox remote configuration
|
|
if ( g_pFullFileSystem->GetSearchPath( "PLATFORM", false, platformDir, bufferSize ) )
|
|
{
|
|
char *pSeperator = strchr( platformDir, ';' );
|
|
if ( pSeperator )
|
|
*pSeperator = '\0';
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Error( "Unable to determine platform directory\n" );
|
|
return false;
|
|
}
|
|
|
|
return (platformDir[0] != 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called to Shutdown the game UI system
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::Shutdown()
|
|
{
|
|
// notify all the modules of Shutdown
|
|
g_VModuleLoader.ShutdownPlatformModules();
|
|
|
|
// unload the modules them from memory
|
|
g_VModuleLoader.UnloadPlatformModules();
|
|
|
|
ModInfo().FreeModInfo();
|
|
|
|
// release platform mutex
|
|
// close the mutex
|
|
if (g_hMutex)
|
|
{
|
|
Sys_ReleaseMutex(g_hMutex);
|
|
}
|
|
if (g_hWaitMutex)
|
|
{
|
|
Sys_ReleaseMutex(g_hWaitMutex);
|
|
}
|
|
|
|
BonusMapsDatabase()->WriteSaveData();
|
|
|
|
steamapicontext->Clear();
|
|
|
|
|
|
ConVar_Unregister();
|
|
DisconnectTier3Libraries();
|
|
DisconnectTier2Libraries();
|
|
DisconnectTier1Libraries();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: just wraps an engine call to activate the gameUI
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::ActivateGameUI()
|
|
{
|
|
engine->ExecuteClientCmd("gameui_activate");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: just wraps an engine call to hide the gameUI
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::HideGameUI()
|
|
{
|
|
engine->ExecuteClientCmd("gameui_hide");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggle allowing the engine to hide the game UI with the escape key
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::PreventEngineHideGameUI()
|
|
{
|
|
engine->ExecuteClientCmd("gameui_preventescape");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggle allowing the engine to hide the game UI with the escape key
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::AllowEngineHideGameUI()
|
|
{
|
|
engine->ExecuteClientCmd("gameui_allowescape");
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Activate the game UI
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OnGameUIActivated()
|
|
{
|
|
m_bActivatedUI = true;
|
|
|
|
// hide/show the main panel to Activate all game ui
|
|
staticPanel->SetVisible( true );
|
|
|
|
// pause the server in single player
|
|
if ( engine->GetMaxClients() <= 1 )
|
|
{
|
|
engine->ClientCmd_Unrestricted( "setpause" );
|
|
}
|
|
|
|
SetSavedThisMenuSession( false );
|
|
|
|
// notify taskbar
|
|
BasePanel()->OnGameUIActivated();
|
|
|
|
if ( GameClientExports() )
|
|
{
|
|
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" );
|
|
// only want to run this for TF2
|
|
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) )
|
|
{
|
|
GameClientExports()->OnGameUIActivated();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hides the game ui, in whatever state it's in
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OnGameUIHidden()
|
|
{
|
|
if ( GameClientExports() )
|
|
{
|
|
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" );
|
|
// only want to run this for TF2
|
|
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) )
|
|
{
|
|
GameClientExports()->OnGameUIHidden();
|
|
}
|
|
}
|
|
|
|
// unpause the game when leaving the UI
|
|
if ( engine->GetMaxClients() <= 1 )
|
|
{
|
|
engine->ClientCmd_Unrestricted("unpause");
|
|
}
|
|
|
|
BasePanel()->OnGameUIHidden();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: paints all the vgui elements
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::RunFrame()
|
|
{
|
|
if ( IsX360() && m_bOpenProgressOnStart )
|
|
{
|
|
StartProgressBar();
|
|
m_bOpenProgressOnStart = false;
|
|
}
|
|
|
|
// resize the background panel to the screen size
|
|
int wide, tall;
|
|
vgui::surface()->GetScreenSize(wide, tall);
|
|
staticPanel->SetSize(wide,tall);
|
|
|
|
// Run frames
|
|
g_VModuleLoader.RunFrame();
|
|
BasePanel()->RunFrame();
|
|
|
|
// Play the start-up music the first time we run frame
|
|
if ( IsPC() && m_bPlayGameStartupSound )
|
|
{
|
|
PlayGameStartupSound();
|
|
m_bPlayGameStartupSound = false;
|
|
}
|
|
|
|
if ( IsPC() && ( ( IsPosix() && m_bTryingToLoadFriends ) ||
|
|
( m_bTryingToLoadFriends && m_iFriendsLoadPauseFrames-- < 1 && g_hMutex && g_hWaitMutex ) ) )
|
|
{
|
|
// try and load Steam platform files
|
|
unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0);
|
|
if ( IsPosix() || ( waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED ))
|
|
{
|
|
// we got the mutex, so load Friends/Serverbrowser
|
|
// clear the loading flag
|
|
m_bTryingToLoadFriends = false;
|
|
g_VModuleLoader.LoadPlatformModules(&m_GameFactory, 1, false);
|
|
|
|
// release the wait mutex
|
|
if ( !IsPosix() )
|
|
Sys_ReleaseMutex(g_hWaitMutex);
|
|
|
|
// notify the game of our game name
|
|
const char *fullGamePath = engine->GetGameDirectory();
|
|
const char *pathSep = strrchr( fullGamePath, '/' );
|
|
if ( !pathSep )
|
|
{
|
|
pathSep = strrchr( fullGamePath, '\\' );
|
|
}
|
|
if ( pathSep )
|
|
{
|
|
KeyValues *pKV = new KeyValues("ActiveGameName" );
|
|
pKV->SetString( "name", pathSep + 1 );
|
|
pKV->SetInt( "appid", engine->GetAppID() );
|
|
KeyValues *modinfo = new KeyValues("ModInfo");
|
|
if ( modinfo->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) )
|
|
{
|
|
pKV->SetString( "game", modinfo->GetString( "game", "" ) );
|
|
}
|
|
modinfo->deleteThis();
|
|
|
|
g_VModuleLoader.PostMessageToAllModules( pKV );
|
|
}
|
|
|
|
// notify the ui of a game connect if we're already in a game
|
|
if (m_iGameIP)
|
|
{
|
|
SendConnectedToGameMessage();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the game connects to a server
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OLD_OnConnectToServer(const char *game, int IP, int port)
|
|
{
|
|
// Nobody should use this anymore because the query port and the connection port can be different.
|
|
// Use OnConnectToServer2 instead.
|
|
Assert( false );
|
|
OnConnectToServer2( game, IP, port, port );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the game connects to a server
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort)
|
|
{
|
|
m_iGameIP = IP;
|
|
m_iGameConnectionPort = connectionPort;
|
|
m_iGameQueryPort = queryPort;
|
|
|
|
SendConnectedToGameMessage();
|
|
}
|
|
|
|
|
|
void CGameUI::SendConnectedToGameMessage()
|
|
{
|
|
KeyValues *kv = new KeyValues( "ConnectedToGame" );
|
|
kv->SetInt( "ip", m_iGameIP );
|
|
kv->SetInt( "connectionport", m_iGameConnectionPort );
|
|
kv->SetInt( "queryport", m_iGameQueryPort );
|
|
|
|
g_VModuleLoader.PostMessageToAllModules( kv );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the game disconnects from a server
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OnDisconnectFromServer( uint8 eSteamLoginFailure )
|
|
{
|
|
m_iGameIP = 0;
|
|
m_iGameConnectionPort = 0;
|
|
m_iGameQueryPort = 0;
|
|
|
|
g_VModuleLoader.PostMessageToAllModules(new KeyValues("DisconnectedFromGame"));
|
|
|
|
if ( eSteamLoginFailure == STEAMLOGINFAILURE_NOSTEAMLOGIN )
|
|
{
|
|
if ( g_hLoadingDialog )
|
|
{
|
|
g_hLoadingDialog->DisplayNoSteamConnectionError();
|
|
}
|
|
}
|
|
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_VACBANNED )
|
|
{
|
|
if ( g_hLoadingDialog )
|
|
{
|
|
g_hLoadingDialog->DisplayVACBannedError();
|
|
}
|
|
}
|
|
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE )
|
|
{
|
|
if ( g_hLoadingDialog )
|
|
{
|
|
g_hLoadingDialog->DisplayLoggedInElsewhereError();
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: activates the loading dialog on level load start
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OnLevelLoadingStarted( bool bShowProgressDialog )
|
|
{
|
|
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingStarted" ) );
|
|
|
|
// notify
|
|
BasePanel()->OnLevelLoadingStarted();
|
|
|
|
if ( bShowProgressDialog )
|
|
{
|
|
StartProgressBar();
|
|
}
|
|
|
|
// Don't play the start game sound if this happens before we get to the first frame
|
|
m_bPlayGameStartupSound = false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: closes any level load dialog
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason)
|
|
{
|
|
StopProgressBar( bError, failureReason, extendedReason );
|
|
|
|
// notify all the modules
|
|
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingFinished" ) );
|
|
|
|
// hide the UI
|
|
HideGameUI();
|
|
|
|
// notify
|
|
BasePanel()->OnLevelLoadingFinished();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Updates progress bar
|
|
// Output : Returns true if screen should be redrawn
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::UpdateProgressBar(float progress, const char *statusText)
|
|
{
|
|
// if either the progress bar or the status text changes, redraw the screen
|
|
bool bRedraw = false;
|
|
|
|
if ( ContinueProgressBar( progress ) )
|
|
{
|
|
bRedraw = true;
|
|
}
|
|
|
|
if ( SetProgressBarStatusText( statusText ) )
|
|
{
|
|
bRedraw = true;
|
|
}
|
|
|
|
return bRedraw;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::StartProgressBar()
|
|
{
|
|
if ( !g_hLoadingDialog.Get() )
|
|
{
|
|
g_hLoadingDialog = new CLoadingDialog(staticPanel);
|
|
}
|
|
|
|
// open a loading dialog
|
|
m_szPreviousStatusText[0] = 0;
|
|
g_hLoadingDialog->SetProgressPoint(0.0f);
|
|
g_hLoadingDialog->Open();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if the screen should be updated
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::ContinueProgressBar( float progressFraction )
|
|
{
|
|
if (!g_hLoadingDialog.Get())
|
|
return false;
|
|
|
|
g_hLoadingDialog->Activate();
|
|
return g_hLoadingDialog->SetProgressPoint(progressFraction);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: stops progress bar, displays error if necessary
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::StopProgressBar(bool bError, const char *failureReason, const char *extendedReason)
|
|
{
|
|
if (!g_hLoadingDialog.Get() && bError)
|
|
{
|
|
g_hLoadingDialog = new CLoadingDialog(staticPanel);
|
|
}
|
|
|
|
if (!g_hLoadingDialog.Get())
|
|
return;
|
|
|
|
if ( !IsX360() && bError )
|
|
{
|
|
// turn the dialog to error display mode
|
|
g_hLoadingDialog->DisplayGenericError(failureReason, extendedReason);
|
|
}
|
|
else
|
|
{
|
|
// close loading dialog
|
|
g_hLoadingDialog->Close();
|
|
g_hLoadingDialog = NULL;
|
|
}
|
|
// should update the background to be in a transition here
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: sets loading info text
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::SetProgressBarStatusText(const char *statusText)
|
|
{
|
|
if (!g_hLoadingDialog.Get())
|
|
return false;
|
|
|
|
if (!statusText)
|
|
return false;
|
|
|
|
if (!stricmp(statusText, m_szPreviousStatusText))
|
|
return false;
|
|
|
|
g_hLoadingDialog->SetStatusText(statusText);
|
|
Q_strncpy(m_szPreviousStatusText, statusText, sizeof(m_szPreviousStatusText));
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::SetSecondaryProgressBar(float progress /* range [0..1] */)
|
|
{
|
|
if (!g_hLoadingDialog.Get())
|
|
return;
|
|
|
|
g_hLoadingDialog->SetSecondaryProgress(progress);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::SetSecondaryProgressBarText(const char *statusText)
|
|
{
|
|
if (!g_hLoadingDialog.Get())
|
|
return;
|
|
|
|
g_hLoadingDialog->SetSecondaryProgressText(statusText);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns prev settings
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::SetShowProgressText( bool show )
|
|
{
|
|
if (!g_hLoadingDialog.Get())
|
|
return false;
|
|
|
|
return g_hLoadingDialog->SetShowProgressText( show );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if we're currently playing the game
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::IsInLevel()
|
|
{
|
|
const char *levelName = engine->GetLevelName();
|
|
if (levelName && levelName[0] && !engine->IsLevelMainMenuBackground())
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if we're at the main menu and a background level is loaded
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::IsInBackgroundLevel()
|
|
{
|
|
const char *levelName = engine->GetLevelName();
|
|
if (levelName && levelName[0] && engine->IsLevelMainMenuBackground())
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if we're in a multiplayer game
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::IsInMultiplayer()
|
|
{
|
|
return (IsInLevel() && engine->GetMaxClients() > 1);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if we're playing back a replay
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::IsInReplay()
|
|
{
|
|
return g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if we're console ui
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::IsConsoleUI()
|
|
{
|
|
return m_bIsConsoleUI;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: returns true if we've saved without closing the menu
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::HasSavedThisMenuSession()
|
|
{
|
|
return m_bHasSavedThisMenuSession;
|
|
}
|
|
|
|
void CGameUI::SetSavedThisMenuSession( bool bState )
|
|
{
|
|
m_bHasSavedThisMenuSession = bState;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::ShowNewGameDialog( int chapter )
|
|
{
|
|
char val[32];
|
|
Q_snprintf( val, sizeof(val), "%d", chapter);
|
|
staticPanel->OnOpenNewGameDialog(val);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Makes the loading background dialog visible, if one has been set
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::ShowLoadingBackgroundDialog()
|
|
{
|
|
if ( g_hLoadingBackgroundDialog )
|
|
{
|
|
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, staticPanel->GetVPanel() );
|
|
vgui::ipanel()->PerformApplySchemeSettings( g_hLoadingBackgroundDialog );
|
|
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, true );
|
|
vgui::ipanel()->MoveToFront( g_hLoadingBackgroundDialog );
|
|
vgui::ipanel()->SendMessage( g_hLoadingBackgroundDialog, new KeyValues( "activate" ), staticPanel->GetVPanel() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hides the loading background dialog, if one has been set
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::HideLoadingBackgroundDialog()
|
|
{
|
|
if ( g_hLoadingBackgroundDialog )
|
|
{
|
|
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, NULL );
|
|
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, false );
|
|
vgui::ipanel()->MoveToBack( g_hLoadingBackgroundDialog );
|
|
vgui::ipanel()->SendMessage( g_hLoadingBackgroundDialog, new KeyValues( "deactivate" ), staticPanel->GetVPanel() );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether a loading background dialog has been set
|
|
//-----------------------------------------------------------------------------
|
|
bool CGameUI::HasLoadingBackgroundDialog()
|
|
{
|
|
return ( 0 != g_hLoadingBackgroundDialog );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Xbox 360 calls from engine to GameUI
|
|
//-----------------------------------------------------------------------------
|
|
void CGameUI::SessionNotification( const int notification, const int param )
|
|
{
|
|
BasePanel()->SessionNotification( notification, param );
|
|
}
|
|
void CGameUI::SystemNotification( const int notification )
|
|
{
|
|
BasePanel()->SystemNotification( notification );
|
|
}
|
|
void CGameUI::ShowMessageDialog( const uint nType, vgui::Panel *pOwner )
|
|
{
|
|
BasePanel()->ShowMessageDialog( nType, pOwner );
|
|
}
|
|
void CGameUI::CloseMessageDialog( const uint nType )
|
|
{
|
|
BasePanel()->CloseMessageDialog( nType );
|
|
}
|
|
void CGameUI::UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost )
|
|
{
|
|
BasePanel()->UpdatePlayerInfo( nPlayerId, pName, nTeam, cVoiceState, nPlayersNeeded, bHost );
|
|
}
|
|
void CGameUI::SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping )
|
|
{
|
|
BasePanel()->SessionSearchResult( searchIdx, pHostData, pResult, ping );
|
|
}
|
|
void CGameUI::OnCreditsFinished( void )
|
|
{
|
|
BasePanel()->OnCreditsFinished();
|
|
}
|
|
bool CGameUI::ValidateStorageDevice( int *pStorageDeviceValidated )
|
|
{
|
|
return BasePanel()->ValidateStorageDevice( pStorageDeviceValidated );
|
|
}
|
|
|
|
void CGameUI::SetProgressOnStart()
|
|
{
|
|
m_bOpenProgressOnStart = true;
|
|
}
|
|
|
|
void CGameUI::OnConfirmQuit( void )
|
|
{
|
|
BasePanel()->OnOpenQuitConfirmationDialog();
|
|
}
|
|
|
|
bool CGameUI::IsMainMenuVisible( void )
|
|
{
|
|
CBasePanel *pBasePanel = BasePanel();
|
|
if ( pBasePanel )
|
|
return (pBasePanel->IsVisible() && pBasePanel->GetMenuAlpha() > 0 );
|
|
return false;
|
|
}
|
|
|
|
// Client DLL is providing us with a panel that it wants to replace the main menu with
|
|
void CGameUI::SetMainMenuOverride( vgui::VPANEL panel )
|
|
{
|
|
CBasePanel *pBasePanel = BasePanel();
|
|
if ( pBasePanel )
|
|
{
|
|
pBasePanel->SetMainMenuOverride( panel );
|
|
}
|
|
}
|
|
|
|
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
|
|
void CGameUI::SendMainMenuCommand( const char *pszCommand )
|
|
{
|
|
CBasePanel *pBasePanel = BasePanel();
|
|
if ( pBasePanel )
|
|
{
|
|
pBasePanel->RunMenuCommand( pszCommand );
|
|
}
|
|
} |