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: TFC Class Menu
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#include "VGUI_Font.h"
#include <VGUI_TextImage.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 "vgui_int.h"
#include "vgui_TeamFortressViewport.h"
// Class Menu Dimensions
#define CLASSMENU_TITLE_X XRES(40)
#define CLASSMENU_TITLE_Y YRES(32)
#define CLASSMENU_TOPLEFT_BUTTON_X XRES(40)
#define CLASSMENU_TOPLEFT_BUTTON_Y YRES(80)
#define CLASSMENU_BUTTON_SIZE_X XRES(124)
#define CLASSMENU_BUTTON_SIZE_Y YRES(24)
#define CLASSMENU_BUTTON_SPACER_Y YRES(8)
#define CLASSMENU_WINDOW_X XRES(176)
#define CLASSMENU_WINDOW_Y YRES(80)
#define CLASSMENU_WINDOW_SIZE_X XRES(424)
#define CLASSMENU_WINDOW_SIZE_Y YRES(312)
#define CLASSMENU_WINDOW_TEXT_X XRES(150)
#define CLASSMENU_WINDOW_TEXT_Y YRES(80)
#define CLASSMENU_WINDOW_NAME_X XRES(150)
#define CLASSMENU_WINDOW_NAME_Y YRES(8)
#define CLASSMENU_WINDOW_PLAYERS_Y YRES(42)
// Creation
CClassMenuPanel::CClassMenuPanel( int iTrans, int iRemoveMe, int x, int y, int wide, int tall ) : CMenuPanel( iTrans, iRemoveMe, x, y, wide, tall )
{
// don't show class graphics at below 640x480 resolution
bool bShowClassGraphic = true;
if( ScreenWidth < 640 )
{
bShowClassGraphic = false;
}
memset( m_pClassImages, 0, sizeof(m_pClassImages) );
// Get the scheme used for the Titles
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
// schemes
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" );
SchemeHandle_t hClassWindowText = pSchemes->getSchemeHandle( "Briefing Text" );
// color schemes
int r, g, b, a;
// Create the title
Label *pLabel = new Label( "", CLASSMENU_TITLE_X, CLASSMENU_TITLE_Y );
pLabel->setParent( this );
pLabel->setFont( pSchemes->getFont( hTitleScheme ) );
pSchemes->getFgColor( hTitleScheme, r, g, b, a );
pLabel->setFgColor( r, g, b, a );
pSchemes->getBgColor( hTitleScheme, r, g, b, a );
pLabel->setBgColor( r, g, b, a );
pLabel->setContentAlignment( vgui::Label::a_west );
pLabel->setText(gHUD.m_TextMessage.BufferedLocaliseTextString( "#Title_SelectYourClass" ) );
// Create the Scroll panel
m_pScrollPanel = new CTFScrollPanel( CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y );
m_pScrollPanel->setParent( this );
//force the scrollbars on, so after the validate clientClip will be smaller
m_pScrollPanel->setScrollBarAutoVisible( false, false );
m_pScrollPanel->setScrollBarVisible( true, true );
m_pScrollPanel->setBorder( new LineBorder( Color( 255 * 0.7, 170 * 0.7, 0, 0 ) ) );
m_pScrollPanel->validate();
int clientWide=m_pScrollPanel->getClient()->getWide();
//turn scrollpanel back into auto show scrollbar mode and validate
m_pScrollPanel->setScrollBarAutoVisible( false, true );
m_pScrollPanel->setScrollBarVisible( false, false );
m_pScrollPanel->validate();
// Create the Cancel button
m_pCancelButton = new CommandButton( gHUD.m_TextMessage.BufferedLocaliseTextString( "#Menu_Cancel" ), CLASSMENU_TOPLEFT_BUTTON_X, 0, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y );
m_pCancelButton->setParent( this );
m_pCancelButton->addActionSignal( new CMenuHandler_TextWindow( HIDE_TEXTWINDOW ) );
m_iCurrentInfo = 0;
}
// Update
void CClassMenuPanel::Update()
{
// Don't allow the player to join a team if they're not in a team
if( !g_iTeamNumber )
return;
int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y;
// If the player already has a class, make the cancel button visible
if( g_iPlayerClass )
{
m_pCancelButton->setPos( CLASSMENU_TOPLEFT_BUTTON_X, iYPos );
m_pCancelButton->setVisible( true );
}
else
{
m_pCancelButton->setVisible( false );
}
}
//======================================
// Key inputs for the Class Menu
bool CClassMenuPanel::SlotInput( int iSlot )
{
if( ( iSlot < 0 ) || ( iSlot > 9 ) )
return false;
if( !m_pButtons[iSlot] )
return false;
// Is the button pushable? (0 is special case)
if( iSlot == 0 )
{
// Selects Civilian and RandomPC
if( gViewPort->GetValidClasses( g_iTeamNumber ) == -1 )
{
m_pButtons[0]->fireActionSignal();
return true;
}
// Select RandomPC
iSlot = 10;
}
if( !( m_pButtons[iSlot]->IsNotValid() ) )
{
m_pButtons[iSlot]->fireActionSignal();
return true;
}
return false;
}
//======================================
// Update the Class menu before opening it
void CClassMenuPanel::Open( void )
{
Update();
CMenuPanel::Open();
}
//-----------------------------------------------------------------------------
// Purpose: Called each time a new level is started.
//-----------------------------------------------------------------------------
void CClassMenuPanel::Initialize( void )
{
setVisible( false );
m_pScrollPanel->setScrollValue( 0, 0 );
}
//======================================
// Mouse is over a class button, bring up the class info
void CClassMenuPanel::SetActiveInfo( int iInput )
{
// Remove all the Info panels and bring up the specified one
iInput = 0;
m_pButtons[iInput]->setArmed( true );
m_pClassInfoPanel[iInput]->setVisible( true );
m_iCurrentInfo = iInput;
m_pScrollPanel->setScrollValue( 0, 0 );
m_pScrollPanel->validate();
}