source-engine/game/client/mapbase/c_vgui_text_display.cpp
2025-02-02 01:43:34 +05:00

290 lines
8.8 KiB
C++

//========= Mapbase - https://github.com/mapbase-source/source-sdk-2013 ============//
//
// Purpose: Displays easy, flexible VGui text. Mapbase equivalent of point_worldtext.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "panelmetaclassmgr.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include <vgui/IInput.h>
#include <vgui/IPanel.h>
#include <vgui/IVGui.h>
#include "ienginevgui.h"
#include "c_vguiscreen.h"
#include "vgui_bitmapbutton.h"
#include "vgui_bitmappanel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// vgui_text_display
//-----------------------------------------------------------------------------
class C_VGuiTextDisplay : public C_BaseEntity
{
public:
DECLARE_CLASS( C_VGuiTextDisplay, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_VGuiTextDisplay();
~C_VGuiTextDisplay();
virtual void PostDataUpdate( DataUpdateType_t updateType );
bool IsEnabled( void ) const { return m_bEnabled; }
const char *GetDisplayText( void ) const { return m_szDisplayText; }
const char *GetFontName( void ) const { return m_szFont; }
int GetResolution( void ) const { return m_iResolution; }
vgui::Label::Alignment GetContentAlignment() const { return m_iContentAlignment; }
bool NeedsTextUpdate() { return m_bTextNeedsUpdate; }
void UpdatedText() { m_bTextNeedsUpdate = false; }
private:
bool m_bEnabled;
char m_szDisplayText[256];
vgui::Label::Alignment m_iContentAlignment;
char m_szFont[64];
int m_iResolution;
bool m_bTextNeedsUpdate;
};
IMPLEMENT_CLIENTCLASS_DT( C_VGuiTextDisplay, DT_VGuiTextDisplay, CVGuiTextDisplay )
RecvPropBool( RECVINFO( m_bEnabled ) ),
RecvPropString( RECVINFO( m_szDisplayText ) ),
RecvPropInt( RECVINFO( m_iContentAlignment ) ),
RecvPropString( RECVINFO( m_szFont ) ),
RecvPropInt( RECVINFO( m_iResolution ) ),
END_RECV_TABLE()
C_VGuiTextDisplay::C_VGuiTextDisplay()
{
}
C_VGuiTextDisplay::~C_VGuiTextDisplay()
{
}
void C_VGuiTextDisplay::PostDataUpdate( DataUpdateType_t updateType )
{
BaseClass::PostDataUpdate( updateType );
// For now, always update
m_bTextNeedsUpdate = true;
}
using namespace vgui;
//-----------------------------------------------------------------------------
// Control screen
//-----------------------------------------------------------------------------
class C_TextDisplayPanel : public CVGuiScreenPanel
{
DECLARE_CLASS( C_TextDisplayPanel, CVGuiScreenPanel );
public:
C_TextDisplayPanel( vgui::Panel *parent, const char *panelName );
~C_TextDisplayPanel( void );
virtual void ApplySchemeSettings( IScheme *pScheme );
void UpdateText();
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
virtual void OnTick( void );
virtual void Paint( void );
private:
CHandle<C_VGuiScreen> m_hVGUIScreen;
CHandle<C_VGuiTextDisplay> m_hScreenEntity;
// VGUI specifics
Label *m_pDisplayTextLabel;
};
DECLARE_VGUI_SCREEN_FACTORY( C_TextDisplayPanel, "text_display_panel" );
CUtlVector <C_TextDisplayPanel *> g_TextDisplays;
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
C_TextDisplayPanel::C_TextDisplayPanel( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, "C_TextDisplayPanel"/*, vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/WorldTextPanel.res", "WorldTextPanel" )*/ )
{
// Add ourselves to the global list of movie displays
g_TextDisplays.AddToTail( this );
}
//-----------------------------------------------------------------------------
// Purpose: Clean up the movie
//-----------------------------------------------------------------------------
C_TextDisplayPanel::~C_TextDisplayPanel( void )
{
// Remove ourselves from the global list of movie displays
g_TextDisplays.FindAndRemove( this );
}
//-----------------------------------------------------------------------------
// Purpose: Setup our scheme
//-----------------------------------------------------------------------------
void C_TextDisplayPanel::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
/*
m_pDisplayTextLabel->SetFgColor( Color( 255, 255, 255, 255 ) );
m_pDisplayTextLabel->SetText( "" );
m_pDisplayTextLabel->SetVisible( false );
*/
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TextDisplayPanel::UpdateText()
{
color32 clr = m_hScreenEntity->GetRenderColor();
m_pDisplayTextLabel->SetFgColor( Color( clr.r, clr.g, clr.b, clr.a ) );
m_pDisplayTextLabel->SetText( m_hScreenEntity->GetDisplayText() );
//SetSize( m_hScreenEntity->GetTextSize(), m_hScreenEntity->GetTextSize() );
//m_pDisplayTextLabel->SetSize( m_hScreenEntity->GetTextSize(), m_hScreenEntity->GetTextSize() );
Label::Alignment iAlignment = m_hScreenEntity->GetContentAlignment();
switch (iAlignment)
{
// Use a special scaling method when using a south alignment
case Label::Alignment::a_southwest:
case Label::Alignment::a_south:
case Label::Alignment::a_southeast:
int lW, lT;
m_pDisplayTextLabel->GetContentSize( lW, lT );
SetSize( m_hScreenEntity->GetResolution(), lT );
m_pDisplayTextLabel->SetSize( m_hScreenEntity->GetResolution(), lT );
float sW, sT;
m_hVGUIScreen->GetSize( sW, sT );
//Msg( "Screen width: %f, new height: %f\n", sW, sW * (lT / m_hScreenEntity->GetResolution()) );
m_hVGUIScreen->SetHeight( sW * ((float)lT / (float)m_hScreenEntity->GetResolution()) );
m_hVGUIScreen->SetPixelHeight( lT );
break;
default:
SetSize( m_hScreenEntity->GetResolution(), m_hScreenEntity->GetResolution() );
m_pDisplayTextLabel->SetSize( m_hScreenEntity->GetResolution(), m_hScreenEntity->GetResolution() );
break;
}
m_pDisplayTextLabel->SetContentAlignment( iAlignment );
bool bWrap = true;
bool bCenterWrap = false;
switch (iAlignment)
{
// Center wrap if centered
case Label::Alignment::a_north:
case Label::Alignment::a_center:
case Label::Alignment::a_south:
bCenterWrap = true;
break;
// HACKHACK: Don't wrap if using an east alignment
case Label::Alignment::a_northeast:
case Label::Alignment::a_east:
case Label::Alignment::a_southeast:
bWrap = false;
break;
}
m_pDisplayTextLabel->SetWrap( bWrap );
m_pDisplayTextLabel->SetCenterWrap( bCenterWrap );
//Msg( "Resolution is %i\n", m_hScreenEntity->GetResolution() );
const char *pszFontName = m_hScreenEntity->GetFontName();
if (pszFontName && pszFontName[0] != '\0')
{
HFont font = scheme()->GetIScheme( GetScheme() )->GetFont( pszFontName );
#ifdef VSCRIPT
if ( !font )
{
extern HFont GetScriptFont( const char *, bool );
font = GetScriptFont( pszFontName, false );
}
#endif
m_pDisplayTextLabel->SetFont( font );
}
m_pDisplayTextLabel->SetVisible( true );
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool C_TextDisplayPanel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
{
if ( !BaseClass::Init( pKeyValues, pInitData ) )
return false;
// Make sure we get ticked...
vgui::ivgui()->AddTickSignal( GetVPanel() );
m_pDisplayTextLabel = dynamic_cast<vgui::Label*>(FindChildByName( "TextDisplay" ));
// Save this for simplicity later on
m_hVGUIScreen = dynamic_cast<C_VGuiScreen *>( GetEntity() );
if ( m_hVGUIScreen != NULL )
{
// Also get the associated entity
m_hScreenEntity = dynamic_cast<C_VGuiTextDisplay *>(m_hVGUIScreen->GetOwnerEntity());
UpdateText();
}
return true;
}
//-----------------------------------------------------------------------------
// Update the display string
//-----------------------------------------------------------------------------
void C_TextDisplayPanel::OnTick()
{
if (m_hScreenEntity->NeedsTextUpdate())
{
UpdateText();
m_hScreenEntity->UpdatedText();
}
BaseClass::OnTick();
}
ConVar r_vguitext_bg( "r_vguitext_bg", "0" );
//-----------------------------------------------------------------------------
// Purpose: Update and draw the frame
//-----------------------------------------------------------------------------
void C_TextDisplayPanel::Paint( void )
{
// Black out the background (we could omit drawing under the video surface, but this is straight-forward)
if ( r_vguitext_bg.GetBool() )
{
surface()->DrawSetColor( 0, 0, 0, 255 );
surface()->DrawFilledRect( 0, 0, GetWide(), GetTall() );
//surface()->DrawSetColor( 64, 64, 64, 255 );
//surface()->DrawFilledRect( 0, 0, m_pDisplayTextLabel->GetWide(), m_pDisplayTextLabel->GetTall() );
}
// Parent's turn
BaseClass::Paint();
}