source-engine/game/gamepadui/gamepadui_mainmenu.cpp

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#include "gamepadui_interface.h"
#include "gamepadui_basepanel.h"
#include "gamepadui_mainmenu.h"
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//#include "..\client\cdll_client_int.h"
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#include "vgui/ISurface.h"
#include "vgui/ILocalize.h"
#include "vgui/IVGui.h"
#include "KeyValues.h"
#include "filesystem.h"
#include "tier0/memdbgon.h"
#define GAMEPADUI_MAINMENU_SCHEME GAMEPADUI_RESOURCE_FOLDER "schememainmenu.res"
#define GAMEPADUI_MAINMENU_FILE GAMEPADUI_RESOURCE_FOLDER "mainmenu.res"
#ifdef GAMEPADUI_GAME_EZ2
ConVar gamepadui_show_ez2_version( "gamepadui_show_ez2_version", "1", FCVAR_NONE, "Show E:Z2 version in menu" );
ConVar gamepadui_show_old_ui_button( "gamepadui_show_old_ui_button", "1", FCVAR_NONE, "Show button explaining how to switch to the old UI (Changes may not take effect until changing level)" );
#endif
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#define BUTTONS_DEVIDE_SIZE 2
float m_flButtonsRealOffsetX = -500;
float m_flButtonsRealAlpha = 0;
int m_flButtonsAlpha = 255;
float m_flLogoRealOffsetX = -500;
int m_flLogoAlpha = 255;
bool ResetFade = false;
int LogoSizeX, LogoSizeY;
int nMaxLogosW = 0, nTotalLogosH = 0;
float TimeDelta = 0;
float LastTime = 0;
float TimeDeltaLogo = 0;
float LastTimeLogo = 0;
float curtime = 0;
void CC_ResetFade()
{
ResetFade = true;
}
ConCommand gamepadui_resetfade("gamepadui_resetfade", CC_ResetFade);
GamepadUIMainMenu::GamepadUIMainMenu( vgui::Panel* pParent )
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: BaseClass( pParent, "MainMenu" )
{
vgui::HScheme hScheme = vgui::scheme()->LoadSchemeFromFileEx( GamepadUI::GetInstance().GetSizingVPanel(), GAMEPADUI_MAINMENU_SCHEME, "SchemeMainMenu" );
SetScheme( hScheme );
KeyValues* pModData = new KeyValues( "ModData" );
if ( pModData )
{
if ( pModData->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) )
{
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m_LogoText[ 0 ].SetText(pModData->GetString( "gamepadui_title", pModData->GetString( "title" ) ) );
m_LogoText[ 1 ].SetText(pModData->GetString( "gamepadui_title2", pModData->GetString( "title2" ) ) );
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}
pModData->deleteThis();
}
LoadMenuButtons();
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TimeDelta = 0;
LastTime = GamepadUI::GetInstance().GetEngineClient()->Time();
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SetFooterButtons( FooterButtons::Select, FooterButtons::Select );
}
void GamepadUIMainMenu::UpdateGradients()
{
const float flTime = GamepadUI::GetInstance().GetTime();
GamepadUI::GetInstance().GetGradientHelper()->ResetTargets( flTime );
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//#if defined(GAMEPADUI_GAME_EZ2) //enabled in city52 as well
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// E:Z2 reduces the gradient so that the background map can be more easily seen
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GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, GamepadUI::GetInstance().IsInBackgroundLevel() ? 0 : 0.666f }, flTime );
//#else
// GamepadUI::GetInstance().GetGradientHelper()->SetTargetGradient( GradientSide::Left, { 1.0f, 0.666f }, flTime );
//#endif
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// In case a controller is added mid-game
SetFooterButtons( FooterButtons::Select, FooterButtons::Select );
}
void GamepadUIMainMenu::LoadMenuButtons()
{
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KeyValues* pDataFile = new KeyValues( "MainMenuScript" );
if ( pDataFile )
{
if ( pDataFile->LoadFromFile( g_pFullFileSystem, GAMEPADUI_MAINMENU_FILE ) )
{
for ( KeyValues* pData = pDataFile->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
{
GamepadUIButton* pButton = new GamepadUIButton(
this, this,
GAMEPADUI_MAINMENU_SCHEME,
pData->GetString( "command" ),
pData->GetString( "text", "Sample Text" ),
pData->GetString( "description", "" ) );
pButton->SetName( pData->GetName() );
pButton->SetPriority( V_atoi( pData->GetString( "priority", "0" ) ) );
pButton->SetVisible( true );
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//pButton->SetSize(pButton->GetWide() / BUTTONS_DEVIDE_SIZE , pButton->GetTall() / BUTTONS_DEVIDE_SIZE);
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const char* pFamily = pData->GetString( "family", "all" );
if ( !V_strcmp( pFamily, "ingame" ) || !V_strcmp( pFamily, "all" ) )
m_Buttons[ GamepadUIMenuStates::InGame ].AddToTail( pButton );
if ( !V_strcmp( pFamily, "mainmenu" ) || !V_strcmp( pFamily, "all" ) )
m_Buttons[ GamepadUIMenuStates::MainMenu ].AddToTail( pButton );
}
}
pDataFile->deleteThis();
}
#ifdef GAMEPADUI_GAME_EZ2
{
m_pSwitchToOldUIButton = new GamepadUIButton(
this, this,
GAMEPADUI_RESOURCE_FOLDER "schememainmenu_olduibutton.res",
"cmd gamepadui_opengenerictextdialog #GameUI_SwitchToOldUI_Title #GameUI_SwitchToOldUI_Info 1",
"#GameUI_GameMenu_SwitchToOldUI", "" );
m_pSwitchToOldUIButton->SetPriority( 0 );
m_pSwitchToOldUIButton->SetVisible( true );
}
#endif
UpdateButtonVisibility();
}
void GamepadUIMainMenu::ApplySchemeSettings( vgui::IScheme* pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
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/*float flX, flY;
if (GamepadUI::GetInstance().GetScreenRatio(flX, flY))
{
m_flButtonsOffsetX *= (flX * flX);
}
int nX, nY;
GamepadUI::GetInstance().GetSizingPanelOffset(nX, nY);
if (nX > 0)
{
GamepadUI::GetInstance().GetSizingPanelScale(flX, flY);
m_flButtonsOffsetX += ((float)nX) * flX * 0.5f;
}*/
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int nParentW, nParentH;
GetParent()->GetSize( nParentW, nParentH );
SetBounds( 0, 0, nParentW, nParentH );
const char *pImage = pScheme->GetResourceString( "Logo.Image" );
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Msg(pImage);
if (pImage && *pImage)
{
m_LogoImage.SetImage(pImage);
m_LogoImage.GetImageSize(LogoSizeX, LogoSizeY);
}
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m_hLogoFont = pScheme->GetFont( "Logo.Font", true );
#ifdef GAMEPADUI_GAME_EZ2
m_hVersionFont = pScheme->GetFont( "Version.Font", true );
ConVarRef ez2_version( "ez2_version" );
m_strEZ2Version = ez2_version.GetString();
#endif
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if (m_flButtonsStartOffsetX == 0)
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX = m_flButtonsOffsetX;
else
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX;
m_flButtonsRealAlpha = 0;
if (m_flLogoStartOffsetX == 0)
m_flLogoRealOffsetX = m_flLogoOffsetX;
else
m_flLogoRealOffsetX = m_flLogoStartOffsetX;
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}
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int LogoID;
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void GamepadUIMainMenu::LayoutMainMenu()
{
int nY = GetCurrentButtonOffset();
CUtlVector<GamepadUIButton*>& currentButtons = GetCurrentButtons();
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//HACK if we have more than 0.7 sec of delay between frames, we possybly lagging
if (GamepadUI::GetInstance().GetTime() - LastTime <= 0.7f)
TimeDelta = GamepadUI::GetInstance().GetTime() - LastTime;
curtime += TimeDelta;
//curtime = clamp(curtime, 0, m_flButtonsAnimTime);
int i = 0;
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for ( GamepadUIButton *pButton : currentButtons )
{
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nY += pButton->GetTall();
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pButton->SetPos( m_flButtonsRealOffsetX, GetTall() - nY );
pButton->SetAlpha(m_flButtonsRealAlpha);
//FIXME ive tried to make this anim seperatly for each button so they whould move next to each other,
//but the life planned other plans, so when im subtracting 0.5*i it stopping them at some distance and they dont go all the way.
float TdC;
float func;
if (GetCurrentMenuState() == GamepadUIMenuStates::InGame && !GamepadUI::GetInstance().IsInBackgroundLevel())
{
TdC = clamp(curtime, 0, m_flButtonsAnimTimeInGame);
func = clamp(pow((TdC / m_flButtonsAnimTimeInGame),
m_flButtonsAnimPowerInGame) / (pow((TdC / m_flButtonsAnimTimeInGame),
m_flButtonsAnimPowerInGame) + pow(1 - (TdC / m_flButtonsAnimTimeInGame),
m_flButtonsAnimPowerInGame)), 0, 1);
}
else
{
TdC = clamp(curtime, 0, m_flButtonsAnimTime);
func = clamp(pow((TdC / m_flButtonsAnimTime),
m_flButtonsAnimPower) / (pow((TdC / m_flButtonsAnimTime),
m_flButtonsAnimPower) + pow(1 - (TdC / m_flButtonsAnimTime),
m_flButtonsAnimPower)), 0, 1);
}
m_flButtonsRealOffsetX = RemapVal(func, 0, 1, m_flButtonsStartOffsetX, m_flButtonsOffsetX);
m_flButtonsRealAlpha = RemapVal(func, 0, 1, 0, m_flButtonsAlpha);
//pButton->SetPos( m_flButtonsOffsetX, GetTall() - nY );
i++;
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nY += m_flButtonSpacing;
}
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LastTime = GamepadUI::GetInstance().GetTime();
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#ifdef GAMEPADUI_GAME_EZ2
if ( m_pSwitchToOldUIButton && m_pSwitchToOldUIButton->IsVisible() )
{
int nParentW, nParentH;
GetParent()->GetSize( nParentW, nParentH );
m_pSwitchToOldUIButton->SetPos( m_flOldUIButtonOffsetX, nParentH - m_pSwitchToOldUIButton->m_flHeight - m_flOldUIButtonOffsetY );
}
#endif
}
void GamepadUIMainMenu::PaintLogo()
{
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#ifdef GAMEPADUI_GAME_HL2 //a little hack to make default hl2 logo be yellow and still be able to change it later in res file
vgui::surface()->DrawSetTextColor(m_colLogoNewColor);
#else
vgui::surface()->DrawSetTextColor(m_colLogoColor);
#endif
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vgui::surface()->DrawSetTextFont( m_hLogoFont );
int nMaxLogosW = 0, nTotalLogosH = 0;
int nLogoW[ 2 ], nLogoH[ 2 ];
for ( int i = 0; i < 2; i++ )
{
nLogoW[ i ] = 0;
nLogoH[ i ] = 0;
if ( !m_LogoText[ i ].IsEmpty() )
vgui::surface()->GetTextSize( m_hLogoFont, m_LogoText[ i ].String(), nLogoW[ i ], nLogoH[ i ] );
nMaxLogosW = Max( nLogoW[ i ], nMaxLogosW );
nTotalLogosH += nLogoH[ i ];
}
int nLogoY = GetTall() - ( GetCurrentLogoOffset() + nTotalLogosH );
if ( m_LogoImage.IsValid() )
{
int nY1 = nLogoY;
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int nY2 = nY1 + /*nLogoH[0]*/ m_flLogoSizeY;
//int nX1 = m_flLogoOffsetX;
int nX1 = m_flLogoRealOffsetX;
int nX2 = nX1 + /*(nLogoH[0] * 3)*/ m_flLogoSizeX;
vgui::surface()->DrawSetColor(Color(255, 255, 255, 255));
vgui::surface()->DrawSetTexture(m_LogoImage);
vgui::surface()->DrawTexturedRect(nX1, nY1, nX2, nY2);
vgui::surface()->DrawSetTexture(0);
//TimeDeltaLogo = GamepadUI::GetInstance().GetTime() - LastTimeLogo;
//TimeDeltaLogo = clamp(TimeDeltaLogo, 0.2, 0.5);
float TdC;
//m_flLogoRealOffsetX = Lerp<float>(m_flLogoLerp * TimeDeltaLogo, m_flLogoRealOffsetX, m_flLogoOffsetX);
float func;
if (GetCurrentMenuState() == GamepadUIMenuStates::InGame)
{
TdC = clamp(curtime, 0, m_flLogoAnimTimeInGame);
func = clamp(pow((TdC / m_flLogoAnimTimeInGame),
m_flLogoAnimPowerInGame) / (pow((TdC / m_flLogoAnimTimeInGame),
m_flLogoAnimPowerInGame) + pow(1 - (TdC / m_flLogoAnimTimeInGame),
m_flLogoAnimPowerInGame)), 0, 1);
}
else
{
TdC = clamp(curtime, 0, m_flLogoAnimTime);
func = clamp(pow((TdC / m_flLogoAnimTime),
m_flLogoAnimPower) / (pow((TdC / m_flLogoAnimTime),
m_flLogoAnimPower) + pow(1 - (TdC / m_flLogoAnimTime),
m_flLogoAnimPower)), 0, 1);
}
m_flLogoRealOffsetX = RemapVal(func, 0, 1, -m_flLogoSizeX, m_flLogoOffsetX);
//LastTimeLogo = GamepadUI::GetInstance().GetTime();
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}
else
{
for ( int i = 1; i >= 0; i-- )
{
vgui::surface()->DrawSetTextPos( m_flLogoOffsetX, nLogoY );
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int aboba = m_LogoText[i].Length();
vgui::surface()->DrawPrintText( m_LogoText[ i ].String(), aboba);
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nLogoY -= nLogoH[ i ];
}
}
#ifdef GAMEPADUI_GAME_EZ2
if (gamepadui_show_ez2_version.GetBool() && !m_strEZ2Version.IsEmpty())
{
int nVersionW, nVersionH;
vgui::surface()->GetTextSize( m_hVersionFont, m_strEZ2Version.String(), nVersionW, nVersionH );
vgui::surface()->DrawSetTextColor( m_colVersionColor );
vgui::surface()->DrawSetTextFont( m_hVersionFont );
vgui::surface()->DrawSetTextPos( m_flLogoOffsetX + m_flVersionOffsetX + nLogoW[0], nLogoY + (nLogoH[0] * 2) - nVersionH);
vgui::surface()->DrawPrintText( m_strEZ2Version.String(), m_strEZ2Version.Length() );
}
#endif
}
void GamepadUIMainMenu::OnThink()
{
BaseClass::OnThink();
LayoutMainMenu();
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}
void GamepadUIMainMenu::Paint()
{
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BaseClass::Paint();
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if (ResetFade)
{
curtime = 0;
if (m_flButtonsStartOffsetX == 0)
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX = m_flButtonsOffsetX;
else
m_flButtonsRealOffsetX = m_flButtonsStartOffsetX;
m_flButtonsRealAlpha = 0;
if (m_flLogoStartOffsetX == 0)
m_flLogoRealOffsetX = m_flLogoOffsetX;
else
m_flLogoRealOffsetX = m_flLogoStartOffsetX;
ResetFade = false;
}
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PaintLogo();
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}
void GamepadUIMainMenu::OnCommand( char const* pCommand )
{
if ( StringHasPrefixCaseSensitive( pCommand, "cmd " ) )
{
const char* pszClientCmd = &pCommand[ 4 ];
if ( *pszClientCmd )
GamepadUI::GetInstance().GetEngineClient()->ClientCmd_Unrestricted( pszClientCmd );
// This is a hack to reset bonus challenges in the event that the player disconnected before the map loaded.
// We have no known way of detecting that event and differentiating between a bonus level and non-bonus level being loaded,
// so for now, we just reset this when the player presses any menu button, as that indicates they are in the menu and no longer loading a bonus level
// (note that this does not cover loading a map through other means, like through the console)
ConVarRef sv_bonus_challenge( "sv_bonus_challenge" );
if (sv_bonus_challenge.GetInt() != 0)
{
GamepadUI_Log( "Resetting sv_bonus_challenge\n" );
sv_bonus_challenge.SetValue( 0 );
}
}
else
{
BaseClass::OnCommand( pCommand );
}
}
void GamepadUIMainMenu::OnSetFocus()
{
BaseClass::OnSetFocus();
OnMenuStateChanged();
}
void GamepadUIMainMenu::OnMenuStateChanged()
{
UpdateGradients();
UpdateButtonVisibility();
}
void GamepadUIMainMenu::UpdateButtonVisibility()
{
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for ( CUtlVector<GamepadUIButton*>& buttons : m_Buttons )
{
for ( GamepadUIButton* pButton : buttons )
{
pButton->NavigateFrom();
pButton->SetVisible( false );
}
}
CUtlVector<GamepadUIButton*>& currentButtons = GetCurrentButtons();
currentButtons.Sort( []( GamepadUIButton* const* a, GamepadUIButton* const* b ) -> int
{
return ( ( *a )->GetPriority() > ( *b )->GetPriority() );
});
for ( int i = 1; i < currentButtons.Count(); i++ )
{
currentButtons[i]->SetNavDown( currentButtons[i - 1] );
currentButtons[i - 1]->SetNavUp( currentButtons[i] );
}
for ( GamepadUIButton* pButton : currentButtons )
pButton->SetVisible( true );
if ( !currentButtons.IsEmpty() )
currentButtons[ currentButtons.Count() - 1 ]->NavigateTo();
#ifdef GAMEPADUI_GAME_EZ2
if ( m_pSwitchToOldUIButton )
{
if ( (!GamepadUI::GetInstance().GetSteamInput() || !GamepadUI::GetInstance().GetSteamInput()->IsSteamRunningOnSteamDeck()) && gamepadui_show_old_ui_button.GetBool() )
{
m_pSwitchToOldUIButton->SetVisible( true );
if (!currentButtons.IsEmpty())
{
currentButtons[ 0 ]->SetNavDown( m_pSwitchToOldUIButton );
m_pSwitchToOldUIButton->SetNavUp( currentButtons[0] );
}
}
else
{
m_pSwitchToOldUIButton->SetVisible( false );
}
}
#endif
}
void GamepadUIMainMenu::OnKeyCodeReleased( vgui::KeyCode code )
{
ButtonCode_t buttonCode = GetBaseButtonCode( code );
switch (buttonCode)
{
#ifdef HL2_RETAIL // Steam input and Steam Controller are not supported in SDK2013 (Madi)
case STEAMCONTROLLER_B:
#endif
case KEY_XBUTTON_B:
if ( GamepadUI::GetInstance().IsInLevel() )
{
GamepadUI::GetInstance().GetEngineClient()->ClientCmd_Unrestricted( "gamemenucommand resumegame" );
// I tried it and didn't like it.
// Oh well.
//vgui::surface()->PlaySound( "UI/buttonclickrelease.wav" );
}
break;
default:
BaseClass::OnKeyCodeReleased( code );
break;
}
}
GamepadUIMenuState GamepadUIMainMenu::GetCurrentMenuState() const
{
if ( GamepadUI::GetInstance().IsInLevel() )
return GamepadUIMenuStates::InGame;
return GamepadUIMenuStates::MainMenu;
}
CUtlVector<GamepadUIButton*>& GamepadUIMainMenu::GetCurrentButtons()
{
return m_Buttons[ GetCurrentMenuState() ];
}
float GamepadUIMainMenu::GetCurrentButtonOffset()
{
return GetCurrentMenuState() == GamepadUIMenuStates::InGame ? m_flButtonsOffsetYInGame : m_flButtonsOffsetYMenu;
}
float GamepadUIMainMenu::GetCurrentLogoOffset()
{
return GetCurrentMenuState() == GamepadUIMenuStates::InGame ? m_flLogoOffsetYInGame : m_flLogoOffsetYMenu;
}