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