//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #pragma once #if !defined(VOICE_STATUS_H) #define VOICE_STATUS_H #include "VGUI_Label.h" #include "VGUI_LineBorder.h" #include "VGUI_ImagePanel.h" #include "VGUI_BitmapTGA.h" #include "VGUI_InputSignal.h" #include "VGUI_Button.h" #include "voice_common.h" #include "cl_entity.h" #include "voice_banmgr.h" #include "vgui_checkbutton2.h" #include "vgui_defaultinputsignal.h" class CVoiceStatus; class CVoiceLabel { public: vgui::Label *m_pLabel; vgui::Label *m_pBackground; vgui::ImagePanel *m_pIcon; // Voice icon next to player name. int m_clientindex; // Client index of the speaker. -1 if this label isn't being used. }; // This is provided by each mod to access data that may not be the same across mods. class IVoiceStatusHelper { public: virtual ~IVoiceStatusHelper() {} // Get RGB color for voice status text about this player. virtual void GetPlayerTextColor(int entindex, int color[3]) = 0; // Force it to update the cursor state. virtual void UpdateCursorState() = 0; // Return the height above the bottom that the voice ack icons should be drawn at. virtual int GetAckIconHeight() = 0; // Return true if the voice manager is allowed to show speaker labels // (mods usually return false when the scoreboard is up). virtual bool CanShowSpeakerLabels() = 0; }; //----------------------------------------------------------------------------- // Purpose: Holds a color for the shared image //----------------------------------------------------------------------------- class VoiceImagePanel : public vgui::ImagePanel { virtual void paintBackground() { if (_image!=null) { vgui::Color col; getFgColor(col); _image->setColor(col); _image->doPaint(this); } } }; class CVoiceStatus : public CHudBase, public vgui::CDefaultInputSignal { public: CVoiceStatus(); virtual ~CVoiceStatus(); // CHudBase overrides. public: // Initialize the cl_dll's voice manager. virtual int Init( IVoiceStatusHelper *m_pHelper, vgui::Panel **pParentPanel); // ackPosition is the bottom position of where CVoiceStatus will draw the voice acknowledgement labels. virtual int VidInit(); public: // Call from HUD_Frame each frame. void Frame(double frametime); // Called when a player starts or stops talking. // entindex is -1 to represent the local client talking (before the data comes back from the server). // When the server acknowledges that the local client is talking, then entindex will be gEngfuncs.GetLocalPlayer(). // entindex is -2 to represent the local client's voice being acked by the server. void UpdateSpeakerStatus(int entindex, qboolean bTalking); // sets the correct image in the label for the player void UpdateSpeakerImage(vgui::Label *pLabel, int iPlayer); // Call from the HUD_CreateEntities function so it can add sprites above player heads. void CreateEntities(); // Called when the server registers a change to who this client can hear. void HandleVoiceMaskMsg(int iSize, void *pbuf); // The server sends this message initially to tell the client to send their state. void HandleReqStateMsg(int iSize, void *pbuf); // Squelch mode functions. public: // When you enter squelch mode, pass in void StartSquelchMode(); void StopSquelchMode(); bool IsInSquelchMode(); // returns true if the target client has been banned // playerIndex is of range 1..maxplayers bool IsPlayerBlocked(int iPlayerIndex); // returns false if the player can't hear the other client due to game rules (eg. the other team) bool IsPlayerAudible(int iPlayerIndex); // blocks the target client from being heard void SetPlayerBlockedState(int iPlayerIndex, bool blocked); public: CVoiceLabel* FindVoiceLabel(int clientindex); // Find a CVoiceLabel representing the specified speaker. // Returns NULL if none. // entindex can be -1 if you want a currently-unused voice label. CVoiceLabel* GetFreeVoiceLabel(); // Get an unused voice label. Returns NULL if none. void RepositionLabels(); void FreeBitmaps(); void UpdateServerState(bool bForce); // Update the button artwork to reflect the client's current state. void UpdateBanButton(int iClient); public: enum {MAX_VOICE_SPEAKERS=7}; float m_LastUpdateServerState; // Last time we called this function. int m_bServerModEnable; // What we've sent to the server about our "voice_modenable" cvar. vgui::Panel **m_pParentPanel; CPlayerBitVec m_VoicePlayers; // Who is currently talking. Indexed by client index. // This is the gamerules-defined list of players that you can hear. It is based on what teams people are on // and is totally separate from the ban list. Indexed by client index. CPlayerBitVec m_AudiblePlayers; // Players who have spoken at least once in the game so far CPlayerBitVec m_VoiceEnabledPlayers; // This is who the server THINKS we have banned (it can become incorrect when a new player arrives on the server). // It is checked periodically, and the server is told to squelch or unsquelch the appropriate players. CPlayerBitVec m_ServerBannedPlayers; cl_entity_s m_VoiceHeadModels[VOICE_MAX_PLAYERS]; // These aren't necessarily in the order of players. They are just // a place for it to put data in during CreateEntities. IVoiceStatusHelper *m_pHelper; // Each mod provides an implementation of this. // Scoreboard icons. double m_BlinkTimer; // Blink scoreboard icons.. vgui::BitmapTGA *m_pScoreboardNeverSpoken; vgui::BitmapTGA *m_pScoreboardNotSpeaking; vgui::BitmapTGA *m_pScoreboardSpeaking; vgui::BitmapTGA *m_pScoreboardSpeaking2; vgui::BitmapTGA *m_pScoreboardSquelch; vgui::BitmapTGA *m_pScoreboardBanned; vgui::Label *m_pBanButtons[VOICE_MAX_PLAYERS]; // scoreboard buttons. // Squelch mode stuff. bool m_bInSquelchMode; HSPRITE m_VoiceHeadModel; // Voice head model (goes above players who are speaking). float m_VoiceHeadModelHeight; // Height above their head to place the model. vgui::Image *m_pSpeakerLabelIcon; // Icon next to speaker labels. // Lower-right icons telling when the local player is talking.. vgui::BitmapTGA *m_pLocalBitmap; // Represents the local client talking. vgui::BitmapTGA *m_pAckBitmap; // Represents the server ack'ing the client talking. vgui::ImagePanel *m_pLocalLabel; // Represents the local client talking. bool m_bTalking; // Set to true when the client thinks it's talking. bool m_bServerAcked; // Set to true when the server knows the client is talking. public: CVoiceBanMgr m_BanMgr; // Tracks which users we have squelched and don't want to hear. public: bool m_bBanMgrInitialized; // Labels telling who is speaking. CVoiceLabel m_Labels[MAX_VOICE_SPEAKERS]; // Cache the game directory for use when we shut down char * m_pchGameDir; }; // Get the (global) voice manager. CVoiceStatus* GetClientVoiceMgr(); #endif // VOICE_STATUS_H