mirror of
https://github.com/nillerusr/source-engine.git
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581 lines
18 KiB
C++
581 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include <stdio.h>
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#include <cdll_client_int.h>
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#include <cdll_util.h>
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#include <globalvars_base.h>
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#include <igameresources.h>
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#include "IGameUIFuncs.h" // for key bindings
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#include "inputsystem/iinputsystem.h"
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#include "clientscoreboarddialog.h"
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#include <voice_status.h>
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#include <vgui/IScheme.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <vgui/IVGui.h>
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#include <vstdlib/IKeyValuesSystem.h>
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#include <KeyValues.h>
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#include <vgui_controls/ImageList.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/SectionedListPanel.h>
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#include <game/client/iviewport.h>
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#include <igameresources.h>
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#include "vgui_avatarimage.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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bool AvatarIndexLessFunc( const int &lhs, const int &rhs )
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{
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return lhs < rhs;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CClientScoreBoardDialog::CClientScoreBoardDialog(IViewPort *pViewPort) : EditablePanel( NULL, PANEL_SCOREBOARD )
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{
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m_iPlayerIndexSymbol = KeyValuesSystem()->GetSymbolForString("playerIndex");
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m_nCloseKey = BUTTON_CODE_INVALID;
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//memset(s_VoiceImage, 0x0, sizeof( s_VoiceImage ));
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TrackerImage = 0;
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m_pViewPort = pViewPort;
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// initialize dialog
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SetProportional(true);
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SetKeyBoardInputEnabled(false);
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SetMouseInputEnabled(false);
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// set the scheme before any child control is created
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SetScheme("ClientScheme");
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m_pPlayerList = new SectionedListPanel(this, "PlayerList");
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m_pPlayerList->SetVerticalScrollbar(false);
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LoadControlSettings("Resource/UI/ScoreBoard.res");
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m_iDesiredHeight = GetTall();
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m_pPlayerList->SetVisible( false ); // hide this until we load the images in applyschemesettings
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m_HLTVSpectators = 0;
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m_ReplaySpectators = 0;
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// update scoreboard instantly if on of these events occure
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ListenForGameEvent( "hltv_status" );
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ListenForGameEvent( "server_spawn" );
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m_pImageList = NULL;
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m_mapAvatarsToImageList.SetLessFunc( DefLessFunc( CSteamID ) );
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m_mapAvatarsToImageList.RemoveAll();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CClientScoreBoardDialog::~CClientScoreBoardDialog()
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{
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if ( NULL != m_pImageList )
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{
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delete m_pImageList;
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m_pImageList = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Call every frame
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::OnThink()
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{
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BaseClass::OnThink();
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// NOTE: this is necessary because of the way input works.
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// If a key down message is sent to vgui, then it will get the key up message
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// Sometimes the scoreboard is activated by other vgui menus,
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// sometimes by console commands. In the case where it's activated by
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// other vgui menus, we lose the key up message because this panel
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// doesn't accept keyboard input. It *can't* accept keyboard input
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// because another feature of the dialog is that if it's triggered
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// from within the game, you should be able to still run around while
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// the scoreboard is up. That feature is impossible if this panel accepts input.
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// because if a vgui panel is up that accepts input, it prevents the engine from
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// receiving that input. So, I'm stuck with a polling solution.
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//
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// Close key is set to non-invalid when something other than a keybind
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// brings the scoreboard up, and it's set to invalid as soon as the
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// dialog becomes hidden.
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if ( m_nCloseKey != BUTTON_CODE_INVALID )
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{
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if ( !g_pInputSystem->IsButtonDown( m_nCloseKey ) )
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{
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m_nCloseKey = BUTTON_CODE_INVALID;
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gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
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GetClientVoiceMgr()->StopSquelchMode();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Called by vgui panels that activate the client scoreboard
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::OnPollHideCode( int code )
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{
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m_nCloseKey = (ButtonCode_t)code;
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}
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//-----------------------------------------------------------------------------
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// Purpose: clears everything in the scoreboard and all it's state
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::Reset()
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{
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// clear
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m_pPlayerList->DeleteAllItems();
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m_pPlayerList->RemoveAllSections();
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m_iSectionId = 0;
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m_fNextUpdateTime = 0;
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// add all the sections
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InitScoreboardSections();
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds all the team sections to the scoreboard
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::InitScoreboardSections()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets up screen
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::ApplySchemeSettings( IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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if ( m_pImageList )
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delete m_pImageList;
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m_pImageList = new ImageList( false );
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m_mapAvatarsToImageList.RemoveAll();
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PostApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Does dialog-specific customization after applying scheme settings.
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::PostApplySchemeSettings( vgui::IScheme *pScheme )
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{
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// resize the images to our resolution
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for (int i = 0; i < m_pImageList->GetImageCount(); i++ )
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{
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int wide, tall;
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m_pImageList->GetImage(i)->GetSize(wide, tall);
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m_pImageList->GetImage(i)->SetSize(scheme()->GetProportionalScaledValueEx( GetScheme(),wide), scheme()->GetProportionalScaledValueEx( GetScheme(),tall));
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}
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m_pPlayerList->SetImageList( m_pImageList, false );
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m_pPlayerList->SetVisible( true );
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// light up scoreboard a bit
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SetBgColor( Color( 0,0,0,0) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::ShowPanel(bool bShow)
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{
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// Catch the case where we call ShowPanel before ApplySchemeSettings, eg when
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// going from windowed <-> fullscreen
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if ( m_pImageList == NULL )
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{
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InvalidateLayout( true, true );
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}
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if ( !bShow )
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{
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m_nCloseKey = BUTTON_CODE_INVALID;
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}
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if ( BaseClass::IsVisible() == bShow )
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return;
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if ( bShow )
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{
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Reset();
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Update();
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SetVisible( true );
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MoveToFront();
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}
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else
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{
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BaseClass::SetVisible( false );
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SetMouseInputEnabled( false );
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SetKeyBoardInputEnabled( false );
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}
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}
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void CClientScoreBoardDialog::FireGameEvent( IGameEvent *event )
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{
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const char * type = event->GetName();
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if ( Q_strcmp(type, "hltv_status") == 0 )
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{
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// spectators = clients - proxies
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m_HLTVSpectators = event->GetInt( "clients" );
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m_HLTVSpectators -= event->GetInt( "proxies" );
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}
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else if ( Q_strcmp(type, "server_spawn") == 0 )
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{
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// We'll post the message ourselves instead of using SetControlString()
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// so we don't try to translate the hostname.
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const char *hostname = event->GetString( "hostname" );
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Panel *control = FindChildByName( "ServerName" );
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if ( control )
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{
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PostMessage( control, new KeyValues( "SetText", "text", hostname ) );
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control->MoveToFront();
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}
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}
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if( IsVisible() )
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Update();
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}
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bool CClientScoreBoardDialog::NeedsUpdate( void )
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{
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return (m_fNextUpdateTime < gpGlobals->curtime);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Recalculate the internal scoreboard data
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::Update( void )
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{
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// Set the title
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// Reset();
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m_pPlayerList->DeleteAllItems();
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FillScoreBoard();
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// grow the scoreboard to fit all the players
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int wide, tall;
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m_pPlayerList->GetContentSize(wide, tall);
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tall += GetAdditionalHeight();
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wide = GetWide();
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if (m_iDesiredHeight < tall)
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{
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SetSize(wide, tall);
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m_pPlayerList->SetSize(wide, tall);
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}
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else
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{
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SetSize(wide, m_iDesiredHeight);
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m_pPlayerList->SetSize(wide, m_iDesiredHeight);
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}
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MoveToCenterOfScreen();
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// update every second
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m_fNextUpdateTime = gpGlobals->curtime + 1.0f;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Sort all the teams
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::UpdateTeamInfo()
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{
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// TODO: work out a sorting algorithm for team display for TF2
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::UpdatePlayerInfo()
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{
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m_iSectionId = 0; // 0'th row is a header
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int selectedRow = -1;
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// walk all the players and make sure they're in the scoreboard
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for ( int i = 1; i <= gpGlobals->maxClients; ++i )
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{
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IGameResources *gr = GameResources();
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if ( gr && gr->IsConnected( i ) )
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{
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// add the player to the list
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KeyValues *playerData = new KeyValues("data");
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GetPlayerScoreInfo( i, playerData );
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UpdatePlayerAvatar( i, playerData );
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const char *oldName = playerData->GetString("name","");
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char newName[MAX_PLAYER_NAME_LENGTH];
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UTIL_MakeSafeName( oldName, newName, MAX_PLAYER_NAME_LENGTH );
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playerData->SetString("name", newName);
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int itemID = FindItemIDForPlayerIndex( i );
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int sectionID = gr->GetTeam( i );
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if ( gr->IsLocalPlayer( i ) )
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{
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selectedRow = itemID;
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}
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if (itemID == -1)
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{
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// add a new row
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itemID = m_pPlayerList->AddItem( sectionID, playerData );
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}
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else
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{
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// modify the current row
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m_pPlayerList->ModifyItem( itemID, sectionID, playerData );
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}
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// set the row color based on the players team
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m_pPlayerList->SetItemFgColor( itemID, gr->GetTeamColor( sectionID ) );
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playerData->deleteThis();
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}
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else
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{
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// remove the player
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int itemID = FindItemIDForPlayerIndex( i );
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if (itemID != -1)
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{
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m_pPlayerList->RemoveItem(itemID);
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}
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}
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}
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if ( selectedRow != -1 )
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{
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m_pPlayerList->SetSelectedItem(selectedRow);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds the top header of the scoreboars
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::AddHeader()
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{
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// add the top header
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m_pPlayerList->AddSection(m_iSectionId, "");
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m_pPlayerList->SetSectionAlwaysVisible(m_iSectionId);
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m_pPlayerList->AddColumnToSection(m_iSectionId, "name", "#PlayerName", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "#PlayerScore", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "deaths", "#PlayerDeath", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),DEATH_WIDTH) );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "ping", "#PlayerPing", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),PING_WIDTH) );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a new section to the scoreboard (i.e the team header)
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::AddSection(int teamType, int teamNumber)
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{
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if ( teamType == TYPE_TEAM )
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{
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IGameResources *gr = GameResources();
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if ( !gr )
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return;
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// setup the team name
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wchar_t *teamName = g_pVGuiLocalize->Find( gr->GetTeamName(teamNumber) );
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wchar_t name[64];
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wchar_t string1[1024];
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if (!teamName)
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{
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g_pVGuiLocalize->ConvertANSIToUnicode(gr->GetTeamName(teamNumber), name, sizeof(name));
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teamName = name;
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}
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g_pVGuiLocalize->ConstructString_safe( string1, g_pVGuiLocalize->Find("#Player"), 2, teamName );
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m_pPlayerList->AddSection(m_iSectionId, "", StaticPlayerSortFunc);
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// Avatars are always displayed at 32x32 regardless of resolution
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if ( ShowAvatars() )
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{
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m_pPlayerList->AddColumnToSection( m_iSectionId, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_RIGHT, m_iAvatarWidth );
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}
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m_pPlayerList->AddColumnToSection(m_iSectionId, "name", string1, 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) - m_iAvatarWidth );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "deaths", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),DEATH_WIDTH) );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "ping", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),PING_WIDTH) );
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}
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else if ( teamType == TYPE_SPECTATORS )
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{
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m_pPlayerList->AddSection(m_iSectionId, "");
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// Avatars are always displayed at 32x32 regardless of resolution
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if ( ShowAvatars() )
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{
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m_pPlayerList->AddColumnToSection( m_iSectionId, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_RIGHT, m_iAvatarWidth );
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}
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m_pPlayerList->AddColumnToSection(m_iSectionId, "name", "#Spectators", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) - m_iAvatarWidth );
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m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Used for sorting players
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//-----------------------------------------------------------------------------
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bool CClientScoreBoardDialog::StaticPlayerSortFunc(vgui::SectionedListPanel *list, int itemID1, int itemID2)
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{
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KeyValues *it1 = list->GetItemData(itemID1);
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KeyValues *it2 = list->GetItemData(itemID2);
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Assert(it1 && it2);
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// first compare frags
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int v1 = it1->GetInt("frags");
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int v2 = it2->GetInt("frags");
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if (v1 > v2)
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return true;
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else if (v1 < v2)
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return false;
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// next compare deaths
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v1 = it1->GetInt("deaths");
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v2 = it2->GetInt("deaths");
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if (v1 > v2)
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return false;
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else if (v1 < v2)
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return true;
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// the same, so compare itemID's (as a sentinel value to get deterministic sorts)
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return itemID1 < itemID2;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a new row to the scoreboard, from the playerinfo structure
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//-----------------------------------------------------------------------------
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bool CClientScoreBoardDialog::GetPlayerScoreInfo(int playerIndex, KeyValues *kv)
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{
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IGameResources *gr = GameResources();
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if (!gr )
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return false;
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kv->SetInt("deaths", gr->GetDeaths( playerIndex ) );
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kv->SetInt("frags", gr->GetFrags( playerIndex ) );
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kv->SetInt("ping", gr->GetPing( playerIndex ) ) ;
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kv->SetString("name", gr->GetPlayerName( playerIndex ) );
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kv->SetInt("playerIndex", playerIndex);
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CClientScoreBoardDialog::UpdatePlayerAvatar( int playerIndex, KeyValues *kv )
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{
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// Update their avatar
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if ( kv && ShowAvatars() && steamapicontext->SteamFriends() && steamapicontext->SteamUtils() )
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{
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player_info_t pi;
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if ( engine->GetPlayerInfo( playerIndex, &pi ) )
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{
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if ( pi.friendsID )
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{
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CSteamID steamIDForPlayer( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
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// See if we already have that avatar in our list
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int iMapIndex = m_mapAvatarsToImageList.Find( steamIDForPlayer );
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int iImageIndex;
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if ( iMapIndex == m_mapAvatarsToImageList.InvalidIndex() )
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{
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CAvatarImage *pImage = new CAvatarImage();
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pImage->SetAvatarSteamID( steamIDForPlayer );
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pImage->SetAvatarSize( 32, 32 ); // Deliberately non scaling
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iImageIndex = m_pImageList->AddImage( pImage );
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m_mapAvatarsToImageList.Insert( steamIDForPlayer, iImageIndex );
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}
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else
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{
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iImageIndex = m_mapAvatarsToImageList[ iMapIndex ];
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}
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kv->SetInt( "avatar", iImageIndex );
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CAvatarImage *pAvIm = (CAvatarImage *)m_pImageList->GetImage( iImageIndex );
|
|
pAvIm->UpdateFriendStatus();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: reload the player list on the scoreboard
|
|
//-----------------------------------------------------------------------------
|
|
void CClientScoreBoardDialog::FillScoreBoard()
|
|
{
|
|
// update totals information
|
|
UpdateTeamInfo();
|
|
|
|
// update player info
|
|
UpdatePlayerInfo();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: searches for the player in the scoreboard
|
|
//-----------------------------------------------------------------------------
|
|
int CClientScoreBoardDialog::FindItemIDForPlayerIndex(int playerIndex)
|
|
{
|
|
for (int i = 0; i <= m_pPlayerList->GetHighestItemID(); i++)
|
|
{
|
|
if (m_pPlayerList->IsItemIDValid(i))
|
|
{
|
|
KeyValues *kv = m_pPlayerList->GetItemData(i);
|
|
kv = kv->FindKey(m_iPlayerIndexSymbol);
|
|
if (kv && kv->GetInt() == playerIndex)
|
|
return i;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the text of a control by name
|
|
//-----------------------------------------------------------------------------
|
|
void CClientScoreBoardDialog::MoveLabelToFront(const char *textEntryName)
|
|
{
|
|
Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
|
|
if (entry)
|
|
{
|
|
entry->MoveToFront();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Center the dialog on the screen. (vgui has this method on
|
|
// Frame, but we're an EditablePanel, need to roll our own.)
|
|
//-----------------------------------------------------------------------------
|
|
void CClientScoreBoardDialog::MoveToCenterOfScreen()
|
|
{
|
|
int wx, wy, ww, wt;
|
|
surface()->GetWorkspaceBounds(wx, wy, ww, wt);
|
|
SetPos((ww - GetWide()) / 2, (wt - GetTall()) / 2);
|
|
}
|