Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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//=========== (C) Copyright 1996-2002 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: Client DLL VGUI Viewport
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include <VGUI_Cursor.h>
#include <VGUI_Frame.h>
#include <VGUI_Label.h>
#include <VGUI_Surface.h>
#include <VGUI_BorderLayout.h>
#include <VGUI_Panel.h>
#include <VGUI_ImagePanel.h>
#include <VGUI_Button.h>
#include <VGUI_ActionSignal.h>
#include <VGUI_InputSignal.h>
#include <VGUI_MenuSeparator.h>
#include <VGUI_TextPanel.h>
#include <VGUI_LoweredBorder.h>
#include <VGUI_LineBorder.h>
#include <VGUI_Scheme.h>
#include <VGUI_Font.h>
#include <VGUI_App.h>
#include <VGUI_BuildGroup.h>
#include "hud.h"
#include "cl_util.h"
#include "camera.h"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "parsemsg.h"
#include "pm_shared.h"
#include "keydefs.h"
#include "demo.h"
#include "demo_api.h"
#include "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
#include "vgui_ScorePanel.h"
#include "vgui_SpectatorPanel.h"
#include "shake.h"
#include "screenfade.h"
void IN_SetVisibleMouse(bool visible);
class CCommandMenu;
// Scoreboard positions
#define SBOARD_INDENT_X XRES( 104 )
#define SBOARD_INDENT_Y YRES( 40 )
// low-res scoreboard indents
#define SBOARD_INDENT_X_512 30
#define SBOARD_INDENT_Y_512 30
#define SBOARD_INDENT_X_400 0
#define SBOARD_INDENT_Y_400 20
void IN_ResetMouse( void );
extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall );
extern float *GetClientColor( int clientIndex );
using namespace vgui;
// Team Colors
int iNumberOfTeamColors = 5;
int iTeamColors[5][3] =
{
{ 255, 170, 0 }, // HL orange (default)
{ 125, 165, 210 }, // Blue
{ 200, 90, 70 }, // Red
{ 225, 205, 45 }, // Yellow
{ 145, 215, 140 }, // Green
};
// Used for Class specific buttons
const char *sTFClasses[] =
{
"",
"SCOUT",
"SNIPER",
"SOLDIER",
"DEMOMAN",
"MEDIC",
"HWGUY",
"PYRO",
"SPY",
"ENGINEER",
"CIVILIAN",
};
const char *sLocalisedClasses[] =
{
"#Civilian",
"#Scout",
"#Sniper",
"#Soldier",
"#Demoman",
"#Medic",
"#HWGuy",
"#Pyro",
"#Spy",
"#Engineer",
"#Random",
"#Civilian",
};
const char *sTFClassSelection[] =
{
"civilian",
"scout",
"sniper",
"soldier",
"demoman",
"medic",
"hwguy",
"pyro",
"spy",
"engineer",
"randompc",
"civilian",
};
#ifdef _TFC
int iBuildingCosts[] =
{
BUILD_COST_DISPENSER,
BUILD_COST_SENTRYGUN,
BUILD_COST_TELEPORTER
};
// This maps class numbers to the Invalid Class bit.
// This is needed for backwards compatability in maps that were finished before
// all the classes were in TF. Hence the wacky sequence.
int sTFValidClassInts[] =
{
0,
TF_ILL_SCOUT,
TF_ILL_SNIPER,
TF_ILL_SOLDIER,
TF_ILL_DEMOMAN,
TF_ILL_MEDIC,
TF_ILL_HVYWEP,
TF_ILL_PYRO,
TF_ILL_SPY,
TF_ILL_ENGINEER,
TF_ILL_RANDOMPC,
};
#endif
// Get the name of TGA file, based on GameDir
char *GetVGUITGAName( const char *pszName )
{
int i;
char sz[256];
static char gd[256];
const char *gamedir;
if( ScreenWidth < 640 )
i = 320;
else
i = 640;
sprintf( sz, pszName, i );
gamedir = gEngfuncs.pfnGetGameDirectory();
sprintf( gd, "%s/gfx/vgui/%s.tga", gamedir, sz );
return gd;
}
//================================================================
// COMMAND MENU
//================================================================
void CCommandMenu::AddButton( CommandButton *pButton )
{
if( m_iButtons >= MAX_BUTTONS )
return;
m_aButtons[m_iButtons] = pButton;
m_iButtons++;
pButton->setParent( this );
pButton->setFont( Scheme::sf_primary3 );
// give the button a default key binding
if( m_iButtons < 10 )
{
pButton->setBoundKey( m_iButtons + '0' );
}
else if( m_iButtons == 10 )
{
pButton->setBoundKey( '0' );
}
}
void CCommandMenu::RemoveAllButtons(void)
{
/*
for(int i=0;i<m_iButtons;i++)
{
CommandButton *pTemp = m_aButtons[i];
m_aButtons[i] = NULL;
pTemp
if(pTemp)
{
delete(pTemp);
}
}
*/
removeAllChildren();
m_iButtons=0;
}
//-----------------------------------------------------------------------------
// Purpose: Tries to find a button that has a key bound to the input, and
// presses the button if found
// Input : keyNum - the character number of the input key
// Output : Returns true if the command menu should close, false otherwise
//-----------------------------------------------------------------------------
bool CCommandMenu::KeyInput( int keyNum )
{
// loop through all our buttons looking for one bound to keyNum
for( int i = 0; i < m_iButtons; i++ )
{
if( !m_aButtons[i]->IsNotValid() )
{
if( m_aButtons[i]->getBoundKey() == keyNum )
{
// hit the button
if( m_aButtons[i]->GetSubMenu() )
{
// open the sub menu
gViewPort->SetCurrentCommandMenu( m_aButtons[i]->GetSubMenu() );
return false;
}
else
{
// run the bound command
m_aButtons[i]->fireActionSignal();
return true;
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: clears the current menus buttons of any armed (highlighted)
// state, and all their sub buttons
//-----------------------------------------------------------------------------
void CCommandMenu::ClearButtonsOfArmedState( void )
{
for( int i = 0; i < GetNumButtons(); i++ )
{
m_aButtons[i]->setArmed( false );
if( m_aButtons[i]->GetSubMenu() )
{
m_aButtons[i]->GetSubMenu()->ClearButtonsOfArmedState();
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pSubMenu -
// Output : CommandButton
//-----------------------------------------------------------------------------
CommandButton *CCommandMenu::FindButtonWithSubmenu( CCommandMenu *pSubMenu )
{
for( int i = 0; i < GetNumButtons(); i++ )
{
if( m_aButtons[i]->GetSubMenu() == pSubMenu )
return m_aButtons[i];
}
return NULL;
}
// Recalculate the visible buttons
bool CCommandMenu::RecalculateVisibles( int iYOffset, bool bHideAll )
{
int i, iCurrentY = 0;
int iVisibleButtons = 0;
// Cycle through all the buttons in this menu, and see which will be visible
for( i = 0; i < m_iButtons; i++ )
{
int iClass = m_aButtons[i]->GetPlayerClass();
if( ( iClass && iClass != g_iPlayerClass ) || ( m_aButtons[i]->IsNotValid() ) || bHideAll )
{
m_aButtons[i]->setVisible( false );
if( m_aButtons[i]->GetSubMenu() != NULL )
{
(m_aButtons[i]->GetSubMenu())->RecalculateVisibles( 0, true );
}
}
else
{
// If it's got a submenu, force it to check visibilities
if( m_aButtons[i]->GetSubMenu() != NULL )
{
if( !( m_aButtons[i]->GetSubMenu() )->RecalculateVisibles( 0, false ) )
{
// The submenu had no visible buttons, so don't display this button
m_aButtons[i]->setVisible( false );
continue;
}
}
m_aButtons[i]->setVisible( true );
iVisibleButtons++;
}
}
// Set Size
setSize( _size[0], ( iVisibleButtons * ( m_flButtonSizeY - 1 ) ) + 1 );
if( iYOffset )
{
m_iYOffset = iYOffset;
}
for( i = 0; i < m_iButtons; i++ )
{
if( m_aButtons[i]->isVisible() )
{
if( m_aButtons[i]->GetSubMenu() != NULL )
( m_aButtons[i]->GetSubMenu() )->RecalculateVisibles( iCurrentY + m_iYOffset, false );
// Make sure it's at the right Y position
// m_aButtons[i]->getPos( iXPos, iYPos );
if( m_iDirection )
{
m_aButtons[i]->setPos( 0, ( iVisibleButtons - 1 ) * ( m_flButtonSizeY - 1 ) - iCurrentY );
}
else
{
m_aButtons[i]->setPos( 0, iCurrentY );
}
iCurrentY += ( m_flButtonSizeY - 1 );
}
}
return iVisibleButtons ? true : false;
}
// Make sure all submenus can fit on the screen
void CCommandMenu::RecalculatePositions( int iYOffset )
{
int iTop;
int iAdjust = 0;
m_iYOffset+= iYOffset;
if( m_iDirection )
iTop = ScreenHeight - ( m_iYOffset + _size[1] );
else
iTop = m_iYOffset;
if( iTop < 0 )
iTop = 0;
// Calculate if this is going to fit onscreen, and shuffle it up if it won't
int iBottom = iTop + _size[1];
if( iBottom > ScreenHeight )
{
// Move in increments of button sizes
while( iAdjust < ( iBottom - ScreenHeight ) )
{
iAdjust += m_flButtonSizeY - 1;
}
iTop -= iAdjust;
// Make sure it doesn't move off the top of the screen (the menu's too big to fit it all)
if( iTop < 0 )
{
iAdjust -= ( 0 - iTop );
iTop = 0;
}
}
setPos( _pos[0], iTop );
// We need to force all menus below this one to update their positions now, because they
// might have submenus riding off buttons in this menu that have just shifted.
for( int i = 0; i < m_iButtons; i++ )
m_aButtons[i]->UpdateSubMenus( iAdjust );
}
// Make this menu and all menus above it in the chain visible
void CCommandMenu::MakeVisible( CCommandMenu *pChildMenu )
{
/*
// Push down the button leading to the child menu
for( int i = 0; i < m_iButtons; i++ )
{
if( ( pChildMenu != NULL ) && ( m_aButtons[i]->GetSubMenu() == pChildMenu ) )
{
m_aButtons[i]->setArmed( true );
}
else
{
m_aButtons[i]->setArmed( false );
}
}
*/
setVisible( true );
if( m_pParentMenu )
m_pParentMenu->MakeVisible( this );
}
//================================================================
// CreateSubMenu
CCommandMenu *TeamFortressViewport::CreateSubMenu( CommandButton *pButton, CCommandMenu *pParentMenu, int iYOffset, int iXOffset )
{
int iXPos = 0;
int iYPos = 0;
int iWide = CMENU_SIZE_X;
int iTall = 0;
int iDirection = 0;
if( pParentMenu )
{
iXPos = m_pCurrentCommandMenu->GetXOffset() + ( CMENU_SIZE_X - 1 ) + iXOffset;
iYPos = m_pCurrentCommandMenu->GetYOffset() + iYOffset;
iDirection = pParentMenu->GetDirection();
}
CCommandMenu *pMenu = new CCommandMenu( pParentMenu, iDirection, iXPos, iYPos, iWide, iTall );
pMenu->setParent( this );
pButton->AddSubMenu( pMenu );
pButton->setFont( Scheme::sf_primary3 );
pMenu->m_flButtonSizeY = m_pCurrentCommandMenu->m_flButtonSizeY;
// Create the Submenu-open signal
InputSignal *pISignal = new CMenuHandler_PopupSubMenuInput( pButton, pMenu );
pButton->addInputSignal( pISignal );
// Put a > to show it's a submenu
CImageLabel *pLabel = new CImageLabel( "arrow", CMENU_SIZE_X - SUBMENU_SIZE_X, SUBMENU_SIZE_Y );
pLabel->setParent( pButton );
pLabel->addInputSignal( pISignal );
// Reposition
pLabel->getPos( iXPos, iYPos );
pLabel->setPos( CMENU_SIZE_X - pLabel->getImageWide(), ( BUTTON_SIZE_Y - pLabel->getImageTall() ) / 2 );
// Create the mouse off signal for the Label too
if( !pButton->m_bNoHighlight )
pLabel->addInputSignal( new CHandler_CommandButtonHighlight( pButton ) );
return pMenu;
}
//-----------------------------------------------------------------------------
// Purpose: Makes sure the memory allocated for TeamFortressViewport is nulled out
// Input : stAllocateBlock -
// Output : void *
//-----------------------------------------------------------------------------
void *TeamFortressViewport::operator new( size_t stAllocateBlock )
{
// void *mem = Panel::operator new( stAllocateBlock );
void *mem = ::operator new( stAllocateBlock );
memset( mem, 0, stAllocateBlock );
return mem;
}
//-----------------------------------------------------------------------------
// Purpose: InputSignal handler for the main viewport
//-----------------------------------------------------------------------------
class CViewPortInputHandler : public InputSignal
{
public:
bool bPressed;
CViewPortInputHandler()
{
}
virtual void cursorMoved( int x, int y, Panel *panel ) {}
virtual void cursorEntered( Panel *panel ) {}
virtual void cursorExited( Panel *panel ) {}
virtual void mousePressed( MouseCode code, Panel *panel )
{
if( code != MOUSE_LEFT )
{
// send a message to close the command menu
// this needs to be a message, since a direct call screws the timing
gEngfuncs.pfnClientCmd( "ForceCloseCommandMenu\n" );
}
}
virtual void mouseReleased( MouseCode code, Panel *panel )
{
}
virtual void mouseDoublePressed( MouseCode code, Panel *panel ) {}
virtual void mouseWheeled( int delta, Panel *panel ) {}
virtual void keyPressed( KeyCode code, Panel *panel ) {}
virtual void keyTyped( KeyCode code, Panel *panel ) {}
virtual void keyReleased( KeyCode code, Panel *panel ) {}
virtual void keyFocusTicked( Panel *panel ) {}
};
//================================================================
TeamFortressViewport::TeamFortressViewport( int x, int y, int wide, int tall ) : Panel( x, y, wide, tall ), m_SchemeManager( wide, tall )
{
gViewPort = this;
m_iInitialized = false;
m_pTeamMenu = NULL;
m_pClassMenu = NULL;
m_pScoreBoard = NULL;
m_pSpectatorPanel = NULL;
m_pCurrentMenu = NULL;
m_pCurrentCommandMenu = NULL;
Initialize();
addInputSignal( new CViewPortInputHandler );
int r, g, b, a;
Scheme* pScheme = App::getInstance()->getScheme();
// primary text color
// Get the colors
//!! two different types of scheme here, need to integrate
SchemeHandle_t hPrimaryScheme = m_SchemeManager.getSchemeHandle( "Primary Button Text" );
{
// font
pScheme->setFont( Scheme::sf_primary1, m_SchemeManager.getFont( hPrimaryScheme ) );
// text color
m_SchemeManager.getFgColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor( Scheme::sc_primary1, r, g, b, a ); // sc_primary1 is non-transparent orange
// background color (transparent black)
m_SchemeManager.getBgColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor( Scheme::sc_primary3, r, g, b, a );
// armed foreground color
m_SchemeManager.getFgArmedColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor( Scheme::sc_secondary2, r, g, b, a );
// armed background color
m_SchemeManager.getBgArmedColor( hPrimaryScheme, r, g, b, a );
pScheme->setColor( Scheme::sc_primary2, r, g, b, a );
//!! need to get this color from scheme file
// used for orange borders around buttons
m_SchemeManager.getBorderColor( hPrimaryScheme, r, g, b, a );
// pScheme->setColor( Scheme::sc_secondary1, r, g, b, a );
pScheme->setColor( Scheme::sc_secondary1, 255 * 0.7, 170 * 0.7, 0, 0);
}
// Change the second primary font (used in the scoreboard)
SchemeHandle_t hScoreboardScheme = m_SchemeManager.getSchemeHandle( "Scoreboard Text" );
{
pScheme->setFont( Scheme::sf_primary2, m_SchemeManager.getFont( hScoreboardScheme ) );
}
// Change the third primary font (used in command menu)
SchemeHandle_t hCommandMenuScheme = m_SchemeManager.getSchemeHandle( "CommandMenu Text" );
{
pScheme->setFont( Scheme::sf_primary3, m_SchemeManager.getFont( hCommandMenuScheme ) );
}
App::getInstance()->setScheme( pScheme );
// VGUI MENUS
CreateTeamMenu();
CreateClassMenu();
CreateSpectatorMenu();
CreateScoreBoard();
// Init command menus
m_iNumMenus = 0;
m_iCurrentTeamNumber = m_iUser1 = m_iUser2 = m_iUser3 = 0;
m_StandardMenu = CreateCommandMenu( "commandmenu.txt", 0, CMENU_TOP, false, CMENU_SIZE_X, BUTTON_SIZE_Y, 0 );
m_SpectatorOptionsMenu = CreateCommandMenu("spectatormenu.txt", 1, PANEL_HEIGHT, true, CMENU_SIZE_X, BUTTON_SIZE_Y / 2, 0 ); // above bottom bar, flat design
m_SpectatorCameraMenu = CreateCommandMenu("spectcammenu.txt", 1, PANEL_HEIGHT, true, XRES( 200 ), BUTTON_SIZE_Y / 2, ScreenWidth - ( XRES ( 200 ) + 15 ) ); // above bottom bar, flat design
m_PlayerMenu = m_iNumMenus;
m_iNumMenus++;
float flLabelSize = ( (ScreenWidth - (XRES ( CAMOPTIONS_BUTTON_X ) + 15)) - XRES ( 24 + 15 ) ) - XRES( (15 + OPTIONS_BUTTON_X + 15) + 38 );
m_pCommandMenus[m_PlayerMenu] = new CCommandMenu(NULL, 1,
XRES( ( 15 + OPTIONS_BUTTON_X + 15 ) + 31 ),PANEL_HEIGHT, flLabelSize,300);
m_pCommandMenus[m_PlayerMenu]->setParent(this);
m_pCommandMenus[m_PlayerMenu]->setVisible(false);
m_pCommandMenus[m_PlayerMenu]->m_flButtonSizeY = BUTTON_SIZE_Y /2;
m_pCommandMenus[m_PlayerMenu]->m_iSpectCmdMenu = 1;
UpdatePlayerMenu(m_PlayerMenu);
}
//-----------------------------------------------------------------------------
// Purpose: Called everytime a new level is started. Viewport clears out it's data.
//-----------------------------------------------------------------------------
void TeamFortressViewport::Initialize( void )
{
// Force each menu to Initialize
if( m_pTeamMenu )
{
m_pTeamMenu->Initialize();
}
if( m_pClassMenu )
{
m_pClassMenu->Initialize();
}
if( m_pScoreBoard )
{
m_pScoreBoard->Initialize();
HideScoreBoard();
}
if( m_pSpectatorPanel )
{
// Spectator menu doesn't need initializing
m_pSpectatorPanel->setVisible( false );
}
// Make sure all menus are hidden
HideVGUIMenu();
HideCommandMenu();
// Clear out some data
m_iGotAllMOTD = true;
m_iRandomPC = false;
m_flScoreBoardLastUpdated = 0;
m_flSpectatorPanelLastUpdated = 0;
// reset player info
g_iPlayerClass = 0;
g_iTeamNumber = 0;
m_sMapName[0] = '\0';
m_szServerName[0] = '\0';
for( int i = 0; i < 5; i++ )
{
m_iValidClasses[i] = 0;
m_sTeamNames[i][0] = '\0';
}
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) );
}
class CException;
//-----------------------------------------------------------------------------
// Purpose: Read the Command Menu structure from the txt file and create the menu.
// Returns Index of menu in m_pCommandMenus
//-----------------------------------------------------------------------------
int TeamFortressViewport::CreateCommandMenu( const char *menuFile, int direction, int yOffset, bool flatDesign, float flButtonSizeX, float flButtonSizeY, int xOffset )
{
// COMMAND MENU
// Create the root of this new Command Menu
int newIndex = m_iNumMenus;
m_pCommandMenus[newIndex] = new CCommandMenu( NULL, direction, xOffset, yOffset, flButtonSizeX, 300 ); // This will be resized once we know how many items are in it
m_pCommandMenus[newIndex]->setParent( this );
m_pCommandMenus[newIndex]->setVisible( false );
m_pCommandMenus[newIndex]->m_flButtonSizeY = flButtonSizeY;
m_pCommandMenus[newIndex]->m_iSpectCmdMenu = direction;
m_iNumMenus++;
// Read Command Menu from the txt file
char token[1024];
char *pFileStart = (char*)gEngfuncs.COM_LoadFile( menuFile, 5, NULL );
if( !pFileStart )
{
gEngfuncs.Con_DPrintf( "Unable to open %s\n", menuFile);
SetCurrentCommandMenu( NULL );
return newIndex;
}
#ifdef _WIN32
try
{
#endif
// First, read in the localisation strings
// Detpack strings
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For5Seconds", m_sDetpackStrings[0], MAX_BUTTON_SIZE );
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For20Seconds", m_sDetpackStrings[1], MAX_BUTTON_SIZE );
gHUD.m_TextMessage.LocaliseTextString( "#DetpackSet_For50Seconds", m_sDetpackStrings[2], MAX_BUTTON_SIZE );
// Now start parsing the menu structure
m_pCurrentCommandMenu = m_pCommandMenus[newIndex];
char szLastButtonText[32] = "file start";
char* pfile = gEngfuncs.COM_ParseFile( pFileStart, token );
while( ( strlen ( token ) > 0 ) && ( m_iNumMenus < MAX_MENUS ) )
{
// Keep looping until we hit the end of this menu
while( token[0] != '}' && ( strlen( token ) > 0 ) )
{
char cText[32] = "";
char cBoundKey[32] = "";
char cCustom[32] = "";
static const int cCommandLength = 128;
char cCommand[cCommandLength] = "";
char szMap[MAX_MAPNAME] = "";
int iPlayerClass = 0;
int iCustom = false;
int iTeamOnly = -1;
int iToggle = 0;
int iButtonY;
bool bGetExtraToken = true;
CommandButton *pButton = NULL;
// We should never be here without a Command Menu
if( !m_pCurrentCommandMenu )
{
gEngfuncs.Con_Printf( "Error in %s file after '%s'.\n", menuFile, szLastButtonText );
gEngfuncs.COM_FreeFile( pFileStart ); // Vit_amiN: prevent the memory leak
m_iInitialized = false;
return newIndex;
}
// token should already be the bound key, or the custom name
strncpy( cCustom, token, sizeof(cCustom) - 1 );
cCustom[sizeof(cCustom) - 1] = '\0';
// See if it's a custom button
if( !strcmp( cCustom, "CUSTOM" ) )
{
iCustom = true;
// Get the next token
pfile = gEngfuncs.COM_ParseFile( pfile, token );
}
// See if it's a map
else if( !strcmp( cCustom, "MAP" ) )
{
// Get the mapname
pfile = gEngfuncs.COM_ParseFile( pfile, token );
strncpy( szMap, token, MAX_MAPNAME );
szMap[MAX_MAPNAME - 1] = '\0';
// Get the next token
pfile = gEngfuncs.COM_ParseFile( pfile, token );
}
else if( !strncmp( cCustom, "TEAM", 4 ) ) // TEAM1, TEAM2, TEAM3, TEAM4
{
// make it a team only button
iTeamOnly = atoi( cCustom + 4 );
// Get the next token
pfile = gEngfuncs.COM_ParseFile( pfile, token );
}
else if( !strncmp( cCustom, "TOGGLE", 6 ) )
{
iToggle = true;
// Get the next token
pfile = gEngfuncs.COM_ParseFile( pfile, token );
}
else
{
// See if it's a Class
#ifdef _TFC
for( int i = 1; i <= PC_ENGINEER; i++ )
{
if( !strcmp( token, sTFClasses[i] ) )
{
// Save it off
iPlayerClass = i;
// Get the button text
pfile = gEngfuncs.COM_ParseFile( pfile, token );
break;
}
}
#endif
}
// Get the button bound key
strncpy( cBoundKey, token, 31 );
cBoundKey[31] = '\0';
// Get the button text
pfile = gEngfuncs.COM_ParseFile( pfile, token );
strncpy( cText, CHudTextMessage::BufferedLocaliseTextString( token ), 31 ); // Vit_amiN: localize button text
cText[31] = '\0';
// save off the last button text we've come across (for error reporting)
strcpy( szLastButtonText, cText );
// Get the button command
pfile = gEngfuncs.COM_ParseFile( pfile, token );
strncpy( cCommand, token, cCommandLength - 1 );
cCommand[cCommandLength - 1] = '\0';
iButtonY = ( BUTTON_SIZE_Y - 1 ) * m_pCurrentCommandMenu->GetNumButtons();
// Custom button handling
if( iCustom )
{
pButton = CreateCustomButton( cText, cCommand, iButtonY );
// Get the next token to see if we're a menu
pfile = gEngfuncs.COM_ParseFile( pfile, token );
if( token[0] == '{' )
{
strcpy( cCommand, token );
}
else
{
bGetExtraToken = false;
}
}
else if( szMap[0] != '\0' )
{
// create a map button
pButton = new MapButton( szMap, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY );
}
else if( iTeamOnly != -1 )
{
// button that only shows up if the player is on team iTeamOnly
pButton = new TeamOnlyCommandButton( iTeamOnly, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
}
else if( iToggle && direction == 0 )
{
pButton = new ToggleCommandButton( cCommand, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
}
else if( direction == 1 )
{
if( iToggle )
pButton = new SpectToggleButton( cCommand, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
else
pButton = new SpectButton( iPlayerClass, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY );
}
else
{
// normal button
pButton = new CommandButton( iPlayerClass, cText, xOffset, iButtonY, flButtonSizeX, flButtonSizeY, flatDesign );
}
// add the button into the command menu
if( pButton )
{
m_pCurrentCommandMenu->AddButton( pButton );
pButton->setBoundKey( cBoundKey[0] );
pButton->setParentMenu( m_pCurrentCommandMenu );
// Override font in CommandMenu
pButton->setFont( Scheme::sf_primary3 );
}
// Find out if it's a submenu or a button we're dealing with
if( cCommand[0] == '{' )
{
if( m_iNumMenus >= MAX_MENUS )
{
gEngfuncs.Con_Printf( "Too many menus in %s past '%s'\n", menuFile, szLastButtonText );
}
else
{
// Create the menu
m_pCommandMenus[m_iNumMenus] = CreateSubMenu( pButton, m_pCurrentCommandMenu, iButtonY );
m_pCurrentCommandMenu = m_pCommandMenus[m_iNumMenus];
m_iNumMenus++;
}
}
else if( !iCustom )
{
// Create the button and attach it to the current menu
if( iToggle )
pButton->addActionSignal( new CMenuHandler_ToggleCvar( cCommand ) );
else
pButton->addActionSignal( new CMenuHandler_StringCommand( cCommand ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Get the next token
if( bGetExtraToken )
{
pfile = gEngfuncs.COM_ParseFile( pfile, token );
}
}
// Move back up a menu
m_pCurrentCommandMenu = m_pCurrentCommandMenu->GetParentMenu();
pfile = gEngfuncs.COM_ParseFile( pfile, token );
}
#ifdef _WIN32
}
catch( CException *e )
{
e;
//e->Delete();
e = NULL;
gEngfuncs.COM_FreeFile( pFileStart ); // Vit_amiN: prevent the memory leak
m_iInitialized = false;
return newIndex;
}
#endif
SetCurrentMenu( NULL );
SetCurrentCommandMenu( NULL );
gEngfuncs.COM_FreeFile( pFileStart );
m_iInitialized = true;
return newIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Creates all the class choices under a spy's disguise menus, and
// maps a command to them
// Output : CCommandMenu
//-----------------------------------------------------------------------------
CCommandMenu *TeamFortressViewport::CreateDisguiseSubmenu( CommandButton *pButton, CCommandMenu *pParentMenu, const char *commandText, int iYOffset, int iXOffset )
{
// create the submenu, under which the class choices will be listed
CCommandMenu *pMenu = CreateSubMenu( pButton, pParentMenu, iYOffset, iXOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// create the class choice buttons
#ifdef _TFC
for( int i = PC_SCOUT; i <= PC_ENGINEER; i++ )
{
CommandButton *pDisguiseButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
char sz[256];
sprintf( sz, "%s %d", commandText, i );
pDisguiseButton->addActionSignal( new CMenuHandler_StringCommand( sz ) );
pMenu->AddButton( pDisguiseButton );
}
#endif
return pMenu;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pButtonText -
// *pButtonName -
// Output : CommandButton
//-----------------------------------------------------------------------------
CommandButton *TeamFortressViewport::CreateCustomButton( char *pButtonText, char *pButtonName, int iYOffset )
{
CommandButton *pButton = NULL;
CCommandMenu *pMenu = NULL;
// ChangeTeam
if( !strcmp( pButtonName, "!CHANGETEAM" ) )
{
// ChangeTeam Submenu
pButton = new CommandButton( pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
// Create the submenu
pMenu = CreateSubMenu(pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// ChangeTeam buttons
for( int i = 0; i < 4; i++ )
{
char sz[256];
sprintf( sz, "jointeam %d", i + 1 );
m_pTeamButtons[i] = new TeamButton( i + 1, "teamname", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
m_pTeamButtons[i]->addActionSignal( new CMenuHandler_StringCommandWatch( sz ) );
pMenu->AddButton( m_pTeamButtons[i] );
}
// Auto Assign button
m_pTeamButtons[4] = new TeamButton( 5, gHUD.m_TextMessage.BufferedLocaliseTextString( "#Team_AutoAssign" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
m_pTeamButtons[4]->addActionSignal( new CMenuHandler_StringCommand( "jointeam 5" ) );
pMenu->AddButton( m_pTeamButtons[4] );
// Spectate button
m_pTeamButtons[5] = new SpectateButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_Spectate" ), 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false );
m_pTeamButtons[5]->addActionSignal( new CMenuHandler_StringCommand( "spectate" ) );
pMenu->AddButton( m_pTeamButtons[5] );
}
// ChangeClass
else if( !strcmp( pButtonName, "!CHANGECLASS" ) )
{
// Create the Change class menu
pButton = new ClassButton( -1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false );
// ChangeClass Submenu
pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
#ifdef _TFC
for( int i = PC_SCOUT; i <= PC_RANDOM; i++ )
{
char sz[256];
// ChangeClass buttons
CHudTextMessage::LocaliseTextString( sLocalisedClasses[i], sz, 256 );
ClassButton *pClassButton = new ClassButton( i, sz, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y, false );
sprintf( sz, "%s", sTFClassSelection[i] );
pClassButton->addActionSignal( new CMenuHandler_StringCommandClassSelect( sz ) );
pMenu->AddButton( pClassButton );
}
#endif
}
#ifdef _TFC
// Map Briefing
else if( !strcmp( pButtonName, "!MAPBRIEFING" ) )
{
pButton = new CommandButton( pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_MAPBRIEFING ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Class Descriptions
else if( !strcmp( pButtonName, "!CLASSDESC" ) )
{
pButton = new ClassButton( 0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false );
pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_CLASSHELP ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!SERVERINFO" ) )
{
pButton = new ClassButton( 0, pButtonText, 0, BUTTON_SIZE_Y * m_pCurrentCommandMenu->GetNumButtons(), CMENU_SIZE_X, BUTTON_SIZE_Y, false );
pButton->addActionSignal( new CMenuHandler_TextWindow( MENU_INTRO ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Spy abilities
else if( !strcmp( pButtonName, "!SPY" ) )
{
pButton = new DisguiseButton( 0, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
}
// Feign
else if( !strcmp( pButtonName, "!FEIGN" ) )
{
pButton = new FeignButton( FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "feign" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Feign Silently
else if( !strcmp( pButtonName, "!FEIGNSILENT" ) )
{
pButton = new FeignButton( FALSE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "sfeign" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Stop Feigning
else if( !strcmp( pButtonName, "!FEIGNSTOP" ) )
{
pButton = new FeignButton( TRUE, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "feign" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Disguise
else if( !strcmp( pButtonName, "!DISGUISEENEMY" ) )
{
// Create the disguise enemy button, which active only if there are 2 teams
pButton = new DisguiseButton(DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_enemy", iYOffset);
}
else if( !strcmp( pButtonName, "!DISGUISEFRIENDLY" ) )
{
// Create the disguise friendly button, which active only if there are 1 or 2 teams
pButton = new DisguiseButton( DISGUISE_TEAM1 | DISGUISE_TEAM2, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
CreateDisguiseSubmenu( pButton, m_pCurrentCommandMenu, "disguise_friendly", iYOffset );
}
else if( !strcmp( pButtonName, "!DISGUISE" ) )
{
// Create the Disguise button
pButton = new DisguiseButton( DISGUISE_TEAM3 | DISGUISE_TEAM4, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
CCommandMenu *pDisguiseMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pDisguiseMenu;
m_iNumMenus++;
// Disguise Enemy submenu buttons
for( int i = 1; i <= 4; i++ )
{
// only show the 4th disguise button if we have 4 teams
m_pDisguiseButtons[i] = new DisguiseButton( ( ( i < 4 ) ? DISGUISE_TEAM3 : 0) | DISGUISE_TEAM4, "Disguise", 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pDisguiseMenu->AddButton( m_pDisguiseButtons[i] );
m_pDisguiseButtons[i]->setParentMenu( pDisguiseMenu );
char sz[256];
sprintf( sz, "disguise %d", i );
CreateDisguiseSubmenu( m_pDisguiseButtons[i], pDisguiseMenu, sz, iYOffset, CMENU_SIZE_X - 1 );
}
}
// Start setting a Detpack
else if( !strcmp( pButtonName, "!DETPACKSTART" ) )
{
// Detpack Submenu
pButton = new DetpackButton( 2, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
// Create the submenu
pMenu = CreateSubMenu( pButton, m_pCurrentCommandMenu, iYOffset );
m_pCommandMenus[m_iNumMenus] = pMenu;
m_iNumMenus++;
// Set detpack buttons
CommandButton *pDetButton;
pDetButton = new CommandButton( m_sDetpackStrings[0], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 5" ) );
pMenu->AddButton( pDetButton );
pDetButton = new CommandButton( m_sDetpackStrings[1], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 20" ) );
pMenu->AddButton( pDetButton );
pDetButton = new CommandButton( m_sDetpackStrings[2], 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pDetButton->addActionSignal( new CMenuHandler_StringCommand( "detstart 50" ) );
pMenu->AddButton( pDetButton );
}
// Stop setting a Detpack
else if( !strcmp( pButtonName, "!DETPACKSTOP" ) )
{
pButton = new DetpackButton( 1, pButtonText, 0, BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "detstop" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Engineer building
else if( !strcmp( pButtonName, "!BUILD" ) )
{
// only appears if the player is an engineer, and either they have built something or have enough metal to build
pButton = new BuildButton( BUILDSTATE_BASE, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
}
else if( !strcmp( pButtonName, "!BUILDSENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "build 2" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!BUILDDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "build 1" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!ROTATESENTRY180" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "rotatesentry180" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!ROTATESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "rotatesentry" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if( !strcmp( pButtonName, "!DISMANTLEDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "dismantle 1" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!DISMANTLESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "dismantle 2" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!DETONATEDISPENSER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::DISPENSER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "detdispenser" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
else if( !strcmp( pButtonName, "!DETONATESENTRY" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::SENTRYGUN, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "detsentry" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!BUILDENTRYTELEPORTER" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build 4"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DISMANTLEENTRYTELEPORTER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 4"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DETONATEENTRYTELEPORTER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::ENTRY_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("detentryteleporter"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!BUILDEXITTELEPORTER" ) )
{
pButton = new BuildButton( BUILDSTATE_CANBUILD, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("build 5"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DISMANTLEEXITTELEPORTER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("dismantle 5"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCurrentCommandMenu) );
}
else if ( !strcmp( pButtonName, "!DETONATEEXITTELEPORTER" ) )
{
pButton = new BuildButton( BUILDSTATE_HASBUILDING, BuildButton::EXIT_TELEPORTER, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y);
pButton->addActionSignal(new CMenuHandler_StringCommand("detexitteleporter"));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
// Stop building
else if( !strcmp( pButtonName, "!BUILDSTOP" ) )
{
pButton = new BuildButton( BUILDSTATE_BUILDING, 0, pButtonText, 0, BUTTON_SIZE_Y * 2, CMENU_SIZE_X, BUTTON_SIZE_Y );
pButton->addActionSignal( new CMenuHandler_StringCommand( "build" ) );
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput( pButton, m_pCurrentCommandMenu ) );
}
#endif
return pButton;
}
//=======================================================================
void TeamFortressViewport::ShowCommandMenu( int menuIndex )
{
if( !m_iInitialized )
return;
// Already have a menu open.
if( m_pCurrentMenu )
return;
// is the command menu open?
if( m_pCurrentCommandMenu == m_pCommandMenus[menuIndex] )
{
HideCommandMenu();
return;
}
// Not visible while in intermission
if( gHUD.m_iIntermission )
return;
// Recalculate visible menus
UpdateCommandMenu( menuIndex );
HideVGUIMenu();
SetCurrentCommandMenu( m_pCommandMenus[menuIndex] );
m_flMenuOpenTime = gHUD.m_flTime;
UpdateCursorState();
// get command menu parameters
for( int i = 2; i < gEngfuncs.Cmd_Argc(); i++ )
{
const char *param = gEngfuncs.Cmd_Argv( i - 1 );
if( param )
{
if( m_pCurrentCommandMenu->KeyInput(param[0]) )
{
// kill the menu open time, since the key input is final
HideCommandMenu();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles the key input of "-commandmenu"
// Input :
//-----------------------------------------------------------------------------
void TeamFortressViewport::InputSignalHideCommandMenu()
{
if( !m_iInitialized )
return;
// if they've just tapped the command menu key, leave it open
if( (m_flMenuOpenTime + 0.3 ) > gHUD.m_flTime )
return;
HideCommandMenu();
}
//-----------------------------------------------------------------------------
// Purpose: Hides the command menu
//-----------------------------------------------------------------------------
void TeamFortressViewport::HideCommandMenu()
{
if( !m_iInitialized )
return;
if( m_pCommandMenus[m_StandardMenu] )
{
m_pCommandMenus[m_StandardMenu]->ClearButtonsOfArmedState();
}
if( m_pCommandMenus[m_SpectatorOptionsMenu] )
{
m_pCommandMenus[m_SpectatorOptionsMenu]->ClearButtonsOfArmedState();
}
if( m_pCommandMenus[m_SpectatorCameraMenu] )
{
m_pCommandMenus[m_SpectatorCameraMenu]->ClearButtonsOfArmedState();
}
if ( m_pCommandMenus[m_PlayerMenu] )
{
m_pCommandMenus[m_PlayerMenu]->ClearButtonsOfArmedState();
}
m_flMenuOpenTime = 0.0f;
SetCurrentCommandMenu( NULL );
UpdateCursorState();
}
//-----------------------------------------------------------------------------
// Purpose: Bring up the scoreboard
//-----------------------------------------------------------------------------
void TeamFortressViewport::ShowScoreBoard( void )
{
if( m_pScoreBoard )
{
// No Scoreboard in single-player
if( gEngfuncs.GetMaxClients() > 1 )
{
m_pScoreBoard->Open();
UpdateCursorState();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the scoreboard is up
//-----------------------------------------------------------------------------
bool TeamFortressViewport::IsScoreBoardVisible( void )
{
if( m_pScoreBoard )
return m_pScoreBoard->isVisible();
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Hide the scoreboard
//-----------------------------------------------------------------------------
void TeamFortressViewport::HideScoreBoard( void )
{
// Prevent removal of scoreboard during intermission
if( gHUD.m_iIntermission )
return;
if( m_pScoreBoard )
{
m_pScoreBoard->setVisible( false );
GetClientVoiceMgr()->StopSquelchMode();
UpdateCursorState();
}
}
//-----------------------------------------------------------------------------
// Purpose: Activate's the player special ability
// called when the player hits their "special" key
//-----------------------------------------------------------------------------
void TeamFortressViewport::InputPlayerSpecial( void )
{
if( !m_iInitialized )
return;
#ifdef _TFC
if( g_iPlayerClass == PC_ENGINEER || g_iPlayerClass == PC_SPY )
{
ShowCommandMenu( gViewPort->m_StandardMenu );
if( m_pCurrentCommandMenu )
{
m_pCurrentCommandMenu->KeyInput( '7' );
}
}
else
#endif
{
// if it's any other class, just send the command down to the server
ClientCmd( "_special" );
}
}
// Set the submenu of the Command Menu
void TeamFortressViewport::SetCurrentCommandMenu( CCommandMenu *pNewMenu )
{
for( int i = 0; i < m_iNumMenus; i++ )
m_pCommandMenus[i]->setVisible( false );
m_pCurrentCommandMenu = pNewMenu;
if( m_pCurrentCommandMenu )
m_pCurrentCommandMenu->MakeVisible( NULL );
}
void TeamFortressViewport::UpdateCommandMenu( int menuIndex )
{
// if its the player menu update the player list
if(menuIndex==m_PlayerMenu)
{
m_pCommandMenus[m_PlayerMenu]->RemoveAllButtons();
UpdatePlayerMenu(m_PlayerMenu);
}
m_pCommandMenus[menuIndex]->RecalculateVisibles( 0, false );
m_pCommandMenus[menuIndex]->RecalculatePositions( 0 );
}
void TeamFortressViewport::UpdatePlayerMenu(int menuIndex)
{
cl_entity_t * pEnt = NULL;
float flLabelSize = ( (ScreenWidth - (XRES ( CAMOPTIONS_BUTTON_X ) + 15)) - XRES ( 24 + 15 ) ) - XRES( (15 + OPTIONS_BUTTON_X + 15) + 38 );
gViewPort->GetAllPlayersInfo();
for (int i = 1; i < MAX_PLAYERS; i++ )
{
//if ( g_PlayerInfoList[i].name == NULL )
// continue; // empty player slot, skip
pEnt = gEngfuncs.GetEntityByIndex( i );
if ( !gHUD.m_Spectator.IsActivePlayer( pEnt ) )
continue;
//if ( g_PlayerExtraInfo[i].teamname[0] == 0 )
// continue; // skip over players who are not in a team
SpectButton *pButton = new SpectButton(1 , g_PlayerInfoList[pEnt->index].name ,
XRES( ( 15 + OPTIONS_BUTTON_X + 15 ) + 31 ),PANEL_HEIGHT+(i-1)*CMENU_SIZE_X, flLabelSize, BUTTON_SIZE_Y /2 );
pButton->setBoundKey( (char)255 );
pButton->setContentAlignment( vgui::Label::a_center );
m_pCommandMenus[menuIndex]->AddButton( pButton );
pButton->setParentMenu( m_pCommandMenus[menuIndex] );
// Override font in CommandMenu
pButton->setFont( Scheme::sf_primary3 );
pButton->addActionSignal(new CMenuHandler_SpectateFollow( g_PlayerInfoList[pEnt->index].name));
// Create an input signal that'll popup the current menu
pButton->addInputSignal( new CMenuHandler_PopupSubMenuInput(pButton, m_pCommandMenus[menuIndex]) );
}
}
void COM_FileBase( const char *in, char *out );
void TeamFortressViewport::UpdateSpectatorPanel()
{
m_iUser1 = g_iUser1;
m_iUser2 = g_iUser2;
m_iUser3 = g_iUser3;
if( !m_pSpectatorPanel )
return;
if( g_iUser1 && gHUD.m_pCvarDraw->value && !gHUD.m_iIntermission ) // don't draw in dev_overview mode
{
char bottomText[128];
char helpString2[128];
char tempString[128];
char *name;
char *pBottomText = NULL;
int player = 0;
// check if spectator combinations are still valid
gHUD.m_Spectator.CheckSettings();
if( !m_pSpectatorPanel->isVisible() )
{
m_pSpectatorPanel->setVisible( true ); // show spectator panel, but
m_pSpectatorPanel->ShowMenu( false ); // dsiable all menus/buttons
_snprintf( tempString, sizeof(tempString) - 1, "%c%s", HUD_PRINTCENTER, CHudTextMessage::BufferedLocaliseTextString( "#Spec_Duck" ) );
tempString[sizeof(tempString) - 1] = '\0';
gHUD.m_TextMessage.MsgFunc_TextMsg( NULL, strlen( tempString ) + 1, tempString );
}
sprintf(bottomText,"#Spec_Mode%d", g_iUser1 );
sprintf(helpString2,"#Spec_Mode%d", g_iUser1 );
if( gEngfuncs.IsSpectateOnly() )
strcat( helpString2, " - HLTV" );
// check if we're locked onto a target, show the player's name
if( ( g_iUser2 > 0 ) && ( g_iUser2 <= gEngfuncs.GetMaxClients() ) && ( g_iUser1 != OBS_ROAMING ) )
{
player = g_iUser2;
}
// special case in free map and inset off, don't show names
if( ( g_iUser1 == OBS_MAP_FREE ) && !gHUD.m_Spectator.m_pip->value )
name = NULL;
else
name = g_PlayerInfoList[player].name;
// create player & health string
if( player && name )
{
strncpy( bottomText, name, sizeof(bottomText) );
bottomText[ sizeof(bottomText) - 1 ] = 0;
pBottomText = bottomText;
}
else
{
pBottomText = CHudTextMessage::BufferedLocaliseTextString( bottomText );
}
// in first person mode colorize player names
if( ( g_iUser1 == OBS_IN_EYE ) && player )
{
float *color = GetClientColor( player );
int r = color[0]*255;
int g = color[1]*255;
int b = color[2]*255;
// set team color, a bit transparent
m_pSpectatorPanel->m_BottomMainLabel->setFgColor( r, g, b, 0 );
}
else
{ // restore GUI color
m_pSpectatorPanel->m_BottomMainLabel->setFgColor( 143, 143, 54, 0 );
}
// add sting auto if we are in auto directed mode
if( gHUD.m_Spectator.m_autoDirector->value )
{
char tempString[128];
sprintf( tempString, "#Spec_Auto %s", helpString2 );
strcpy( helpString2, tempString );
}
m_pSpectatorPanel->m_BottomMainLabel->setText( "%s", pBottomText );
m_pSpectatorPanel->m_BottomMainButton->setText( pBottomText );
// update extra info field
char szText[64];
if( gEngfuncs.IsSpectateOnly() )
{
// in HLTV mode show number of spectators
_snprintf( szText, sizeof(szText) - 1, "%s: %d", CHudTextMessage::BufferedLocaliseTextString( "#Spectators" ), gHUD.m_Spectator.m_iSpectatorNumber );
}
else
{
// otherwise show map name
char szMapName[64];
COM_FileBase( gEngfuncs.pfnGetLevelName(), szMapName );
_snprintf( szText, sizeof(szText) - 1, "%s: %s",CHudTextMessage::BufferedLocaliseTextString( "#Spec_Map" ), szMapName );
}
szText[sizeof(szText) - 1] = '\0';
m_pSpectatorPanel->m_ExtraInfo->setText( szText );
/*
int timer = (int)( gHUD.m_roundTimer.m_flTimeEnd - gHUD.m_flTime );
if( timer < 0 )
timer = 0;
_snprintf( szText, 63, "%d:%02d\n", ( timer / 60 ), ( timer % 60 ) );
szText[63] = 0;
m_pSpectatorPanel->m_CurrentTime->setText( szText ); */
// update spectator panel
gViewPort->m_pSpectatorPanel->Update();
}
else
{
if( m_pSpectatorPanel->isVisible() )
{
m_pSpectatorPanel->setVisible( false );
m_pSpectatorPanel->ShowMenu( false ); // dsiable all menus/buttons
}
}
m_flSpectatorPanelLastUpdated = gHUD.m_flTime + 1.0; // update every second
}
//======================================================================
void TeamFortressViewport::CreateScoreBoard( void )
{
int xdent = SBOARD_INDENT_X, ydent = SBOARD_INDENT_Y;
if( ScreenWidth == 512 )
{
xdent = SBOARD_INDENT_X_512;
ydent = SBOARD_INDENT_Y_512;
}
else if( ScreenWidth == 400 )
{
xdent = SBOARD_INDENT_X_400;
ydent = SBOARD_INDENT_Y_400;
}
m_pScoreBoard = new ScorePanel( xdent, ydent, ScreenWidth - ( xdent * 2 ), ScreenHeight - ( ydent * 2 ) );
m_pScoreBoard->setParent( this );
m_pScoreBoard->setVisible( false );
}
//======================================================================
// Set the VGUI Menu
void TeamFortressViewport::SetCurrentMenu( CMenuPanel *pMenu )
{
m_pCurrentMenu = pMenu;
if( m_pCurrentMenu )
{
// Don't open menus in demo playback
if( gEngfuncs.pDemoAPI->IsPlayingback() )
return;
m_pCurrentMenu->Open();
}
else
{
gEngfuncs.pfnClientCmd( "closemenus;" );
}
}
//================================================================
// Text Window
CMenuPanel *TeamFortressViewport::CreateTextWindow( int iTextToShow )
{
char sz[256];
char *cText;
char *pfile = NULL;
static const int MAX_TITLE_LENGTH = 64;
char cTitle[MAX_TITLE_LENGTH];
if( iTextToShow == SHOW_MOTD )
{
if( !m_szServerName[0] )
strcpy( cTitle, "Half-Life" );
else
{
strncpy( cTitle, m_szServerName, MAX_TITLE_LENGTH - 1 );
cTitle[MAX_TITLE_LENGTH - 1] = '\0';
}
cText = m_szMOTD;
}
else if( iTextToShow == SHOW_MAPBRIEFING )
{
// Get the current mapname, and open it's map briefing text
if( m_sMapName[0] )
{
strcpy( sz, "maps/");
strcat( sz, m_sMapName );
strcat( sz, ".txt" );
}
else
{
const char *level = gEngfuncs.pfnGetLevelName();
if( !level )
return NULL;
strcpy( sz, level );
char *ch = strchr( sz, '.' );
*ch = '\0';
strcat( sz, ".txt" );
// pull out the map name
strcpy( m_sMapName, level );
ch = strchr( m_sMapName, '.' );
if( ch )
{
*ch = 0;
}
ch = strchr( m_sMapName, '/' );
if( ch )
{
// move the string back over the '/'
memmove( m_sMapName, ch + 1, strlen( ch ) + 1 );
}
}
pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
if( !pfile )
return NULL;
cText = pfile;
strncpy( cTitle, m_sMapName, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH - 1] = 0;
}
#ifdef _TFC
else if( iTextToShow == SHOW_CLASSDESC )
{
switch( g_iPlayerClass )
{
case PC_SCOUT: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_scout" );
CHudTextMessage::LocaliseTextString( "#Title_scout", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SNIPER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_sniper" );
CHudTextMessage::LocaliseTextString( "#Title_sniper", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SOLDIER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_soldier" );
CHudTextMessage::LocaliseTextString( "#Title_soldier", cTitle, MAX_TITLE_LENGTH ); break;
case PC_DEMOMAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_demoman" );
CHudTextMessage::LocaliseTextString( "#Title_demoman", cTitle, MAX_TITLE_LENGTH ); break;
case PC_MEDIC: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_medic" );
CHudTextMessage::LocaliseTextString( "#Title_medic", cTitle, MAX_TITLE_LENGTH ); break;
case PC_HVYWEAP: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_hwguy" );
CHudTextMessage::LocaliseTextString( "#Title_hwguy", cTitle, MAX_TITLE_LENGTH ); break;
case PC_PYRO: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_pyro" );
CHudTextMessage::LocaliseTextString( "#Title_pyro", cTitle, MAX_TITLE_LENGTH ); break;
case PC_SPY: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_spy" );
CHudTextMessage::LocaliseTextString( "#Title_spy", cTitle, MAX_TITLE_LENGTH ); break;
case PC_ENGINEER: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_engineer" );
CHudTextMessage::LocaliseTextString( "#Title_engineer", cTitle, MAX_TITLE_LENGTH ); break;
case PC_CIVILIAN: cText = CHudTextMessage::BufferedLocaliseTextString( "#Help_civilian" );
CHudTextMessage::LocaliseTextString( "#Title_civilian", cTitle, MAX_TITLE_LENGTH ); break;
default:
return NULL;
}
if( g_iPlayerClass == PC_CIVILIAN )
{
strcpy(sz, "classes/long_civilian.txt");
}
else
{
sprintf( sz, "classes/long_%s.txt", sTFClassSelection[g_iPlayerClass] );
}
char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
if( pfile )
{
cText = pfile;
}
}
#endif
else if( iTextToShow == SHOW_SPECHELP )
{
CHudTextMessage::LocaliseTextString( "#Spec_Help_Title", cTitle, MAX_TITLE_LENGTH );
cTitle[MAX_TITLE_LENGTH - 1] = 0;
char *pfile = CHudTextMessage::BufferedLocaliseTextString( "#Spec_Help_Text" );
if( pfile )
{
cText = pfile;
}
}
// if we're in the game (ie. have selected a class), flag the menu to be only grayed in the dialog box, instead of full screen
CMenuPanel *pMOTDPanel = CMessageWindowPanel_Create( cText, cTitle, g_iPlayerClass == PC_UNDEFINED, false, 0, 0, ScreenWidth, ScreenHeight );
pMOTDPanel->setParent( this );
if( pfile )
gEngfuncs.COM_FreeFile( pfile );
return pMOTDPanel;
}
//================================================================
// VGUI Menus
void TeamFortressViewport::ShowVGUIMenu( int iMenu )
{
CMenuPanel *pNewMenu = NULL;
// Don't open menus in demo playback
if( gEngfuncs.pDemoAPI->IsPlayingback() )
return;
// Don't open any menus except the MOTD during intermission
// MOTD needs to be accepted because it's sent down to the client
// after map change, before intermission's turned off
if( gHUD.m_iIntermission && iMenu != MENU_INTRO )
return;
// Don't create one if it's already in the list
if( m_pCurrentMenu )
{
CMenuPanel *pMenu = m_pCurrentMenu;
while( pMenu != NULL )
{
if( pMenu->GetMenuID() == iMenu )
return;
pMenu = pMenu->GetNextMenu();
}
}
switch( iMenu )
{
case MENU_TEAM:
pNewMenu = ShowTeamMenu();
break;
// Map Briefing removed now that it appears in the team menu
case MENU_MAPBRIEFING:
pNewMenu = CreateTextWindow( SHOW_MAPBRIEFING );
break;
case MENU_INTRO:
pNewMenu = CreateTextWindow( SHOW_MOTD );
break;
case MENU_CLASSHELP:
pNewMenu = CreateTextWindow( SHOW_CLASSDESC );
break;
case MENU_SPECHELP:
pNewMenu = CreateTextWindow( SHOW_SPECHELP );
break;
case MENU_CLASS:
pNewMenu = ShowClassMenu();
break;
default:
break;
}
if( !pNewMenu )
return;
// Close the Command Menu if it's open
HideCommandMenu();
pNewMenu->SetMenuID( iMenu );
pNewMenu->SetActive( true );
pNewMenu->setParent( this );
// See if another menu is visible, and if so, cache this one for display once the other one's finished
if( m_pCurrentMenu )
{
if( m_pCurrentMenu->GetMenuID() == MENU_CLASS && iMenu == MENU_TEAM )
{
CMenuPanel *temp = m_pCurrentMenu;
m_pCurrentMenu->Close();
m_pCurrentMenu = pNewMenu;
m_pCurrentMenu->SetNextMenu( temp );
m_pCurrentMenu->Open();
UpdateCursorState();
}
else
{
m_pCurrentMenu->SetNextMenu( pNewMenu );
}
}
else
{
m_pCurrentMenu = pNewMenu;
m_pCurrentMenu->Open();
UpdateCursorState();
}
}
// Removes all VGUI Menu's onscreen
void TeamFortressViewport::HideVGUIMenu()
{
while( m_pCurrentMenu )
{
HideTopMenu();
}
}
// Remove the top VGUI menu, and bring up the next one
void TeamFortressViewport::HideTopMenu()
{
if( m_pCurrentMenu )
{
// Close the top one
m_pCurrentMenu->Close();
// Bring up the next one
gViewPort->SetCurrentMenu( m_pCurrentMenu->GetNextMenu() );
}
UpdateCursorState();
}
// Return TRUE if the HUD's allowed to print text messages
bool TeamFortressViewport::AllowedToPrintText( void )
{
// Prevent text messages when fullscreen menus are up
if( m_pCurrentMenu && g_iPlayerClass == 0 )
{
int iId = m_pCurrentMenu->GetMenuID();
if( iId == MENU_TEAM || iId == MENU_CLASS || iId == MENU_INTRO || iId == MENU_CLASSHELP )
return FALSE;
}
return TRUE;
}
//======================================================================================
// TEAM MENU
//======================================================================================
// Bring up the Team selection Menu
CMenuPanel* TeamFortressViewport::ShowTeamMenu()
{
// Don't open menus in demo playback
if( gEngfuncs.pDemoAPI->IsPlayingback() )
return NULL;
m_pTeamMenu->Reset();
return m_pTeamMenu;
}
void TeamFortressViewport::CreateTeamMenu()
{
// Create the panel
m_pTeamMenu = new CTeamMenuPanel( 100, false, 0, 0, ScreenWidth, ScreenHeight );
m_pTeamMenu->setParent( this );
m_pTeamMenu->setVisible( false );
}
//======================================================================================
// CLASS MENU
//======================================================================================
// Bring up the Class selection Menu
CMenuPanel* TeamFortressViewport::ShowClassMenu()
{
// Don't open menus in demo playback
if( gEngfuncs.pDemoAPI->IsPlayingback() )
return NULL;
m_pClassMenu->Reset();
return m_pClassMenu;
}
void TeamFortressViewport::CreateClassMenu()
{
// Create the panel
m_pClassMenu = new CClassMenuPanel( 100, false, 0, 0, ScreenWidth, ScreenHeight );
m_pClassMenu->setParent( this );
m_pClassMenu->setVisible( false );
}
//======================================================================================
//======================================================================================
// SPECTATOR MENU
//======================================================================================
// Spectator "Menu" explaining the Spectator buttons
void TeamFortressViewport::CreateSpectatorMenu()
{
// Create the Panel
m_pSpectatorPanel = new SpectatorPanel( 0, 0, ScreenWidth, ScreenHeight );
m_pSpectatorPanel->setParent( this );
m_pSpectatorPanel->setVisible( false );
m_pSpectatorPanel->Initialize();
}
//======================================================================================
// UPDATE HUD SECTIONS
//======================================================================================
// We've got an update on player info
// Recalculate any menus that use it.
void TeamFortressViewport::UpdateOnPlayerInfo()
{
if( m_pTeamMenu )
m_pTeamMenu->Update();
if( m_pClassMenu )
m_pClassMenu->Update();
if( m_pScoreBoard )
m_pScoreBoard->Update();
}
void TeamFortressViewport::UpdateCursorState()
{
// Need cursor if any VGUI window is up
if( m_pSpectatorPanel->m_menuVisible || m_pCurrentMenu || m_pTeamMenu->isVisible() || GetClientVoiceMgr()->IsInSquelchMode() )
{
IN_SetVisibleMouse(true);
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_arrow) );
return;
}
else if( m_pCurrentCommandMenu )
{
// commandmenu doesn't have cursor if hud_capturemouse is turned off
if( gHUD.m_pCvarStealMouse->value != 0.0f )
{
IN_SetVisibleMouse(true);
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_arrow) );
return;
}
}
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) );
IN_SetVisibleMouse(false);
// Don't reset mouse in demo playback
if( !gEngfuncs.pDemoAPI->IsPlayingback() )
{
IN_ResetMouse();
}
}
void TeamFortressViewport::UpdateHighlights()
{
if( m_pCurrentCommandMenu )
m_pCurrentCommandMenu->MakeVisible( NULL );
}
void TeamFortressViewport::GetAllPlayersInfo( void )
{
for( int i = 1; i < MAX_PLAYERS; i++ )
{
GetPlayerInfo( i, &g_PlayerInfoList[i] );
if( g_PlayerInfoList[i].thisplayer )
m_pScoreBoard->m_iPlayerNum = i; // !!!HACK: this should be initialized elsewhere... maybe gotten from the engine
}
}
void TeamFortressViewport::paintBackground()
{
int wide, tall;
getParent()->getSize( wide, tall );
setSize( wide, tall );
if( m_pScoreBoard )
{
int x, y;
getApp()->getCursorPos( x, y );
m_pScoreBoard->cursorMoved( x, y, m_pScoreBoard );
}
// See if the command menu is visible and needs recalculating due to some external change
if( g_iTeamNumber != m_iCurrentTeamNumber )
{
UpdateCommandMenu( m_StandardMenu );
if( m_pClassMenu )
{
m_pClassMenu->Update();
}
m_iCurrentTeamNumber = g_iTeamNumber;
}
if( g_iPlayerClass != m_iCurrentPlayerClass )
{
UpdateCommandMenu( m_StandardMenu );
m_iCurrentPlayerClass = g_iPlayerClass;
}
// See if the Spectator Menu needs to be update
if( ( g_iUser1 != m_iUser1 || g_iUser2 != m_iUser2 ) ||
( m_flSpectatorPanelLastUpdated < gHUD.m_flTime ) )
{
UpdateSpectatorPanel();
}
// Update the Scoreboard, if it's visible
if( m_pScoreBoard->isVisible() && ( m_flScoreBoardLastUpdated < gHUD.m_flTime ) )
{
m_pScoreBoard->Update();
m_flScoreBoardLastUpdated = gHUD.m_flTime + 0.5;
}
int extents[4];
getAbsExtents( extents[0], extents[1], extents[2], extents[3] );
VGui_ViewportPaintBackground( extents );
}
//================================================================
// Input Handler for Drag N Drop panels
void CDragNDropHandler::cursorMoved( int x, int y, Panel *panel )
{
if( m_bDragging )
{
App::getInstance()->getCursorPos( x, y );
m_pPanel->setPos( m_iaDragOrgPos[0] + ( x - m_iaDragStart[0] ), m_iaDragOrgPos[1] + ( y - m_iaDragStart[1] ) );
if( m_pPanel->getParent() != null )
{
m_pPanel->getParent()->repaint();
}
}
}
void CDragNDropHandler::mousePressed( MouseCode code, Panel *panel )
{
int x, y;
App::getInstance()->getCursorPos( x, y );
m_bDragging = true;
m_iaDragStart[0] = x;
m_iaDragStart[1] = y;
m_pPanel->getPos( m_iaDragOrgPos[0], m_iaDragOrgPos[1] );
App::getInstance()->setMouseCapture( panel );
m_pPanel->setDragged( m_bDragging );
m_pPanel->requestFocus();
}
void CDragNDropHandler::mouseReleased( MouseCode code, Panel *panel )
{
m_bDragging = false;
m_pPanel->setDragged( m_bDragging );
App::getInstance()->setMouseCapture( null );
}
//================================================================
// Number Key Input
bool TeamFortressViewport::SlotInput( int iSlot )
{
// If there's a menu up, give it the input
if( m_pCurrentMenu )
return m_pCurrentMenu->SlotInput( iSlot );
return FALSE;
}
// Direct Key Input
int TeamFortressViewport::KeyInput( int down, int keynum, const char *pszCurrentBinding )
{
// Enter gets out of Spectator Mode by bringing up the Team Menu
if( m_iUser1 && gEngfuncs.Con_IsVisible() == false )
{
if( down && ( keynum == K_ENTER || keynum == K_KP_ENTER ) )
ShowVGUIMenu( MENU_TEAM );
}
// Open Text Window?
if( m_pCurrentMenu && gEngfuncs.Con_IsVisible() == false )
{
int iMenuID = m_pCurrentMenu->GetMenuID();
// Get number keys as Input for Team/Class menus
if( iMenuID == MENU_TEAM || iMenuID == MENU_CLASS )
{
// Escape gets you out of Team/Class menus if the Cancel button is visible
if( keynum == K_ESCAPE )
{
if( ( iMenuID == MENU_TEAM && g_iTeamNumber ) || ( iMenuID == MENU_CLASS && g_iPlayerClass ) )
{
HideTopMenu();
return 0;
}
}
for( int i = '0'; i <= '9'; i++ )
{
if( down && ( keynum == i ) )
{
SlotInput( i - '0' );
return 0;
}
}
}
// Grab enter keys to close TextWindows
if( down && ( keynum == K_ENTER || keynum == K_KP_ENTER || keynum == K_SPACE || keynum == K_ESCAPE ) )
{
if( iMenuID == MENU_MAPBRIEFING || iMenuID == MENU_INTRO || iMenuID == MENU_CLASSHELP )
{
HideTopMenu();
return 0;
}
}
// Grab jump key on Team Menu as autoassign
if( pszCurrentBinding && down && !strcmp( pszCurrentBinding, "+jump" ) )
{
if( iMenuID == MENU_TEAM )
{
m_pTeamMenu->SlotInput( 5 );
return 0;
}
}
}
// if we're in a command menu, try hit one of it's buttons
if( down && m_pCurrentCommandMenu )
{
// Escape hides the command menu
if( keynum == K_ESCAPE )
{
HideCommandMenu();
return 0;
}
// only trap the number keys
if( keynum >= '0' && keynum <= '9' )
{
if( m_pCurrentCommandMenu->KeyInput( keynum ) )
{
// a final command has been issued, so close the command menu
HideCommandMenu();
}
return 0;
}
}
return 1;
}
//================================================================
// Message Handlers
int TeamFortressViewport::MsgFunc_ValClass( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
for( int i = 0; i < 5; i++ )
m_iValidClasses[i] = READ_SHORT();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_TeamNames( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iNumberOfTeams = READ_BYTE();
for( int i = 0; i < m_iNumberOfTeams; i++ )
{
int teamNum = i + 1;
gHUD.m_TextMessage.LocaliseTextString( READ_STRING(), m_sTeamNames[teamNum], MAX_TEAMNAME_SIZE );
// Set the team name buttons
if( m_pTeamButtons[i] )
m_pTeamButtons[i]->setText( m_sTeamNames[teamNum] );
// range check this value...m_pDisguiseButtons[5];
if( teamNum < 5 )
{
// Set the disguise buttons
if( m_pDisguiseButtons[teamNum] )
m_pDisguiseButtons[teamNum]->setText( m_sTeamNames[teamNum] );
}
}
// Update the Team Menu
if( m_pTeamMenu )
m_pTeamMenu->Update();
return 1;
}
int TeamFortressViewport::MsgFunc_Feign( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iIsFeigning = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_Detpack( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iIsSettingDetpack = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_VGUIMenu( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
int iMenu = READ_BYTE();
// Map briefing includes the name of the map (because it's sent down before the client knows what map it is)
if( iMenu == MENU_MAPBRIEFING )
{
strncpy( m_sMapName, READ_STRING(), sizeof(m_sMapName) - 1 );
m_sMapName[sizeof(m_sMapName) - 1] = '\0';
}
// Bring up the menu6
ShowVGUIMenu( iMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_MOTD( const char *pszName, int iSize, void *pbuf )
{
if( m_iGotAllMOTD )
m_szMOTD[0] = 0;
BEGIN_READ( pbuf, iSize );
m_iGotAllMOTD = READ_BYTE();
int roomInArray = sizeof(m_szMOTD) - strlen( m_szMOTD ) - 1;
strncat( m_szMOTD, READ_STRING(), roomInArray >= 0 ? roomInArray : 0 );
m_szMOTD[sizeof(m_szMOTD) - 1] = '\0';
// don't show MOTD for HLTV spectators
if( m_iGotAllMOTD && !gEngfuncs.IsSpectateOnly() )
{
ShowVGUIMenu( MENU_INTRO );
}
return 1;
}
int TeamFortressViewport::MsgFunc_BuildSt( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iBuildState = READ_SHORT();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
return 1;
}
int TeamFortressViewport::MsgFunc_RandomPC( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iRandomPC = READ_BYTE();
return 1;
}
int TeamFortressViewport::MsgFunc_ServerName( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
strncpy( m_szServerName, READ_STRING(), sizeof(m_szServerName) );
m_szServerName[sizeof(m_szServerName) - 1] = 0;
return 1;
}
int TeamFortressViewport::MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
short frags = READ_SHORT();
short deaths = READ_SHORT();
short playerclass = READ_SHORT();
short teamnumber = READ_SHORT();
if( cl > 0 && cl <= MAX_PLAYERS )
{
g_PlayerExtraInfo[cl].frags = frags;
g_PlayerExtraInfo[cl].deaths = deaths;
g_PlayerExtraInfo[cl].playerclass = playerclass;
g_PlayerExtraInfo[cl].teamnumber = teamnumber;
//Dont go bellow 0!
if( g_PlayerExtraInfo[cl].teamnumber < 0 )
g_PlayerExtraInfo[cl].teamnumber = 0;
UpdateOnPlayerInfo();
}
return 1;
}
// Message handler for TeamScore message
// accepts three values:
// string: team name
// short: teams kills
// short: teams deaths
// if this message is never received, then scores will simply be the combined totals of the players.
int TeamFortressViewport::MsgFunc_TeamScore( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
char *TeamName = READ_STRING();
int i;
// find the team matching the name
for( i = 1; i <= m_pScoreBoard->m_iNumTeams; i++ )
{
if( !stricmp( TeamName, g_TeamInfo[i].name ) )
break;
}
if( i > m_pScoreBoard->m_iNumTeams )
return 1;
// use this new score data instead of combined player scoresw
g_TeamInfo[i].scores_overriden = TRUE;
g_TeamInfo[i].frags = READ_SHORT();
g_TeamInfo[i].deaths = READ_SHORT();
return 1;
}
// Message handler for TeamInfo message
// accepts two values:
// byte: client number
// string: client team name
int TeamFortressViewport::MsgFunc_TeamInfo( const char *pszName, int iSize, void *pbuf )
{
if( !m_pScoreBoard )
return 1;
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if( cl > 0 && cl <= MAX_PLAYERS )
{
// set the players team
strncpy( g_PlayerExtraInfo[cl].teamname, READ_STRING(), MAX_TEAM_NAME - 1 );
g_PlayerExtraInfo[cl].teamname[MAX_TEAM_NAME - 1] = '\0';
}
// rebuild the list of teams
m_pScoreBoard->RebuildTeams();
return 1;
}
void TeamFortressViewport::DeathMsg( int killer, int victim )
{
m_pScoreBoard->DeathMsg( killer, victim );
}
int TeamFortressViewport::MsgFunc_Spectator( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
short cl = READ_BYTE();
if( cl > 0 && cl <= MAX_PLAYERS )
{
g_IsSpectator[cl] = READ_BYTE();
}
return 1;
}
int TeamFortressViewport::MsgFunc_AllowSpec( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pbuf, iSize );
m_iAllowSpectators = READ_BYTE();
// Force the menu to update
UpdateCommandMenu( m_StandardMenu );
// If the team menu is up, update it too
if( m_pTeamMenu )
m_pTeamMenu->Update();
return 1;
}
#if defined( _TFC )
const Vector& GetTeamColor( int team_no );
extern globalvars_t *gpGlobals;
#endif
// used to reset the player's screen immediately
int TeamFortressViewport::MsgFunc_ResetFade( const char *pszName, int iSize, void *pbuf )
{
#if defined( _TFC )
if ( !gpGlobals )
return 0;
screenfade_t sf;
gEngfuncs.pfnGetScreenFade( &sf );
sf.fader = 0;
sf.fadeg = 0;
sf.fadeb = 0;
sf.fadealpha = 0;
sf.fadeEnd = 0.1;
sf.fadeReset = 0.0;
sf.fadeSpeed = 0.0;
sf.fadeFlags = FFADE_IN;
sf.fadeReset += gpGlobals->time;
sf.fadeEnd += sf.fadeReset;
gEngfuncs.pfnSetScreenFade( &sf );
#endif
return 1;
}
// used to fade a player's screen out/in when they're spectating someone who is teleported
int TeamFortressViewport::MsgFunc_SpecFade( const char *pszName, int iSize, void *pbuf )
{
#if defined( _TFC )
BEGIN_READ( pbuf, iSize );
int iIndex = READ_BYTE();
// we're in first-person spectator mode (...not first-person in the PIP)
if ( g_iUser1 == OBS_IN_EYE )
{
// this is the person we're watching
if ( g_iUser2 == iIndex )
{
int iFade = READ_BYTE();
int iTeam = READ_BYTE();
float flTime = ( (float)READ_SHORT() / 100.0 );
int iAlpha = READ_BYTE();
Vector team = GetTeamColor( iTeam );
screenfade_t sf;
gEngfuncs.pfnGetScreenFade( &sf );
sf.fader = team[0];
sf.fadeg = team[1];
sf.fadeb = team[2];
sf.fadealpha = iAlpha;
sf.fadeEnd = flTime;
sf.fadeReset = 0.0;
sf.fadeSpeed = 0.0;
if ( iFade == BUILD_TELEPORTER_FADE_OUT )
{
sf.fadeFlags = FFADE_OUT;
sf.fadeReset = flTime;
if ( sf.fadeEnd )
sf.fadeSpeed = -(float)sf.fadealpha / sf.fadeEnd;
sf.fadeTotalEnd = sf.fadeEnd += gpGlobals->time;
sf.fadeReset += sf.fadeEnd;
}
else
{
sf.fadeFlags = FFADE_IN;
if ( sf.fadeEnd )
sf.fadeSpeed = (float)sf.fadealpha / sf.fadeEnd;
sf.fadeReset += gpGlobals->time;
sf.fadeEnd += sf.fadeReset;
}
gEngfuncs.pfnSetScreenFade( &sf );
}
}
#endif
return 1;
}