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1498 lines
42 KiB
1498 lines
42 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "weapon_selection.h"
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#include "iclientmode.h"
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#include "history_resource.h"
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#include "hud_macros.h"
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#include <KeyValues.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui_controls/AnimationController.h>
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#include <vgui_controls/Panel.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/TextImage.h>
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#include <vgui_controls/EditablePanel.h>
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#include "vgui/ILocalize.h"
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#include <string.h>
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#include "baseobject_shared.h"
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#include "tf_imagepanel.h"
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#include "item_model_panel.h"
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#include "c_tf_player.h"
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#include "c_tf_weapon_builder.h"
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#include "tf_spectatorgui.h"
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#include "tf_gamerules.h"
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#include "tf_logic_halloween_2014.h"
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#include "inputsystem/iinputsystem.h"
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#ifndef WIN32
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#define _cdecl
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#endif
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#define SELECTION_TIMEOUT_THRESHOLD 2.5f // Seconds
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#define SELECTION_FADEOUT_TIME 3.0f
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#define FASTSWITCH_DISPLAY_TIMEOUT 0.5f
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#define FASTSWITCH_FADEOUT_TIME 0.5f
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ConVar tf_weapon_select_demo_start_delay( "tf_weapon_select_demo_start_delay", "1.0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Delay after spawning to start the weapon bucket demo." );
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ConVar tf_weapon_select_demo_time( "tf_weapon_select_demo_time", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off." );
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//-----------------------------------------------------------------------------
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// Purpose: tf weapon selection hud element
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//-----------------------------------------------------------------------------
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class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
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public:
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CHudWeaponSelection( const char *pElementName );
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virtual ~CHudWeaponSelection( void );
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virtual bool ShouldDraw();
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virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon );
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virtual void SwitchToLastWeapon( void ) OVERRIDE;
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virtual void CycleToNextWeapon( void );
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virtual void CycleToPrevWeapon( void );
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virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos );
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virtual void SelectWeaponSlot( int iSlot );
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virtual C_BaseCombatWeapon *GetSelectedWeapon( void );
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virtual void OpenSelection( void );
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virtual void HideSelection( void );
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virtual void Init();
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virtual void LevelInit();
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virtual void LevelShutdown( void );
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virtual void FireGameEvent( IGameEvent *event );
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virtual void Reset(void)
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{
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CBaseHudWeaponSelection::Reset();
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// selection time is a little farther back so we don't show it when we spawn
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m_flSelectionTime = gpGlobals->curtime - ( FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME + 0.1 );
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}
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virtual void SelectSlot( int iSlot );
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void _cdecl UserCmd_Slot11( void );
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void _cdecl UserCmd_Slot12( void );
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protected:
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struct SlotLayout_t
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{
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float x, y;
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float wide, tall;
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};
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void ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode );
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virtual void OnThink();
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virtual void PerformLayout( void );
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virtual void PostChildPaint();
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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void DrawSelection( C_BaseCombatWeapon *pSelectedWeapon );
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virtual bool IsWeaponSelectable()
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{
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if (IsInSelectionMode())
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return true;
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return false;
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}
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private:
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C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
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C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
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void FastWeaponSwitch( int iWeaponSlot );
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void PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound );
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int GetNumVisibleSlots();
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bool ShouldDrawInternal();
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virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon )
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{
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m_hSelectedWeapon = pWeapon;
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}
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virtual void SetSelectedSlot( int slot )
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{
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m_iSelectedSlot = slot;
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}
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void DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter = false );
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void DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall );
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionText" );
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
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CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "32", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "21", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flPlusStyleBoxWide, "PlusStyleBoxWide", "120", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flPlusStyleBoxTall, "PlusStyleBoxTall", "84", "proportional_float" );
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CPanelAnimationVar( float, m_flPlusStyleExpandPercent, "PlusStyleExpandSelected", "0.3" )
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CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flRightMargin, "RightMargin", "0", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flErrorYPos, "ErrorYPos", "60", "proportional_float" );
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CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" );
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CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
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CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" );
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CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" );
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CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" );
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CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" );
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CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" );
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CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
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CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
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CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" );
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CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" );
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CTFImagePanel *m_pActiveWeaponBG;
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CItemModelPanel *m_pModelPanels[MAX_WEAPON_SLOTS];
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float m_flDemoStartTime;
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float m_flDemoModeChangeTime;
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int m_iDemoModeSlot;
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// HUDTYPE_PLUS weapon display
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int m_iSelectedBoxPosition; // in HUDTYPE_PLUS, the position within a slot
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int m_iSelectedSlot; // in HUDTYPE_PLUS, the slot we're currently moving in
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CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" );
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int m_iActiveSlot; // used to store the active slot to refresh the layout when using hud_fastswitch
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};
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DECLARE_HUDELEMENT( CHudWeaponSelection );
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DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot11, "CHudWeaponSelection");
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DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot12, "CHudWeaponSelection");
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HOOK_COMMAND( slot11, Slot11 );
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HOOK_COMMAND( slot12, Slot12 );
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void CHudWeaponSelection::UserCmd_Slot11(void)
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{
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SelectSlot( 11 );
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}
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void CHudWeaponSelection::UserCmd_Slot12(void)
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{
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SelectSlot( 12 );
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}
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection( pElementName ), EditablePanel( NULL, "HudWeaponSelection" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetPostChildPaintEnabled( true );
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m_flDemoStartTime = -1;
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m_flDemoModeChangeTime = 0;
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m_iDemoModeSlot = -1;
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m_iActiveSlot = -1;
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ListenForGameEvent( "localplayer_changeclass" );
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
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{
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m_pModelPanels[i] = new CItemModelPanel( this, VarArgs( "modelpanel%d", i ) );
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}
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}
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CHudWeaponSelection::~CHudWeaponSelection( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets up display for showing weapon pickup
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon )
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{
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// add to pickup history
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource );
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if ( pHudHR )
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{
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pHudHR->AddToHistory( pWeapon );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: updates animation status
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::OnThink()
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{
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float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD;
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float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME;
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if ( hud_fastswitch.GetBool() || (::input->IsSteamControllerActive()) )
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{
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flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT;
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flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME;
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}
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// Time out after awhile of inactivity
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if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout )
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{
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// close
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if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime )
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{
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HideSelection();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the panel should draw
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//-----------------------------------------------------------------------------
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bool CHudWeaponSelection::ShouldDraw()
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{
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bool bShouldDraw = ShouldDrawInternal();
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if ( !bShouldDraw && m_pActiveWeaponBG && m_pActiveWeaponBG->IsVisible() )
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{
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m_pActiveWeaponBG->SetVisible( false );
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}
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) )
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{
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bShouldDraw = false;
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}
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if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
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{
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bShouldDraw = false;
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}
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if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() )
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{
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bShouldDraw = false;
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}
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return bShouldDraw;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CHudWeaponSelection::ShouldDrawInternal()
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{
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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{
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if ( IsInSelectionMode() )
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{
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HideSelection();
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}
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return false;
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}
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// Make sure the player's allowed to switch weapons
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if ( pPlayer->IsAllowedToSwitchWeapons() == false )
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return false;
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if ( pPlayer->IsAlive() == false )
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return false;
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// we only show demo mode in hud_fastswitch 0
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if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && ( m_iDemoModeSlot >= 0 || m_flDemoStartTime > 0 ) )
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{
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return true;
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}
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bool bret = CBaseHudWeaponSelection::ShouldDraw();
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if ( !bret )
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return false;
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// draw weapon selection a little longer if in fastswitch so we can see what we've selected
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if ( (hud_fastswitch.GetBool() || ::input->IsSteamControllerActive()) && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) )
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return true;
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return ( m_bSelectionVisible ) ? true : false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::Init()
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{
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CHudElement::Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::LevelInit()
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{
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CHudElement::LevelInit();
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m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
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{
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m_pModelPanels[i]->SetVisible( false );
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}
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InvalidateLayout( false, true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHudWeaponSelection::LevelShutdown( void )
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{
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CHudElement::LevelShutdown();
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// Clear out our weaponry on level change
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
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{
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if ( m_pModelPanels[i] )
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{
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m_pModelPanels[i]->SetItem( NULL );
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}
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}
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}
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//-------------------------------------------------------------------------
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// Purpose: Calculates how many weapons slots need to be displayed
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||
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//-------------------------------------------------------------------------
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int CHudWeaponSelection::GetNumVisibleSlots()
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{
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int nCount = 0;
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// iterate over all the weapon slots
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for ( int i = 0; i < m_iMaxSlots; i++ )
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{
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if ( GetFirstPos( i ) )
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{
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nCount++;
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}
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}
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return nCount;
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}
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||
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||
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||
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//-----------------------------------------------------------------------------
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||
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// Purpose: Figure out where to put the item model panels for this weapon
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||
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// selection slot layout
|
||
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//-----------------------------------------------------------------------------
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||
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void CHudWeaponSelection::ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode )
|
||
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{
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||
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int nNumSlots = GetNumVisibleSlots();
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||
|
if ( nNumSlots <= 0 )
|
||
|
return;
|
||
|
|
||
|
switch( nSelectionMode )
|
||
|
{
|
||
|
case HUDTYPE_CAROUSEL:
|
||
|
case HUDTYPE_BUCKETS:
|
||
|
case HUDTYPE_FASTSWITCH:
|
||
|
{
|
||
|
// calculate where to start drawing
|
||
|
int nTotalHeight = ( nNumSlots - 1 ) * ( m_flSmallBoxTall + m_flBoxGap ) + m_flLargeBoxTall;
|
||
|
int xStartPos = GetWide() - m_flBoxGap - m_flRightMargin;
|
||
|
int ypos = ( GetTall() - nTotalHeight ) / 2;
|
||
|
|
||
|
// iterate over all the weapon slots
|
||
|
for ( int i = 0; i < m_iMaxSlots; i++ )
|
||
|
{
|
||
|
if ( i == nActiveSlot )
|
||
|
{
|
||
|
rSlot[i].wide = m_flLargeBoxWide;
|
||
|
rSlot[i].tall = m_flLargeBoxTall;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rSlot[i].wide = m_flSmallBoxWide;
|
||
|
rSlot[i].tall = m_flSmallBoxTall;
|
||
|
}
|
||
|
|
||
|
rSlot[i].x = xStartPos - ( rSlot[i].wide + m_flBoxGap );
|
||
|
rSlot[i].y = ypos;
|
||
|
|
||
|
ypos += ( rSlot[i].tall + m_flBoxGap );
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case HUDTYPE_PLUS:
|
||
|
{
|
||
|
// bucket style
|
||
|
int screenCenterX = GetWide() / 2;
|
||
|
int screenCenterY = GetTall() / 2; // Height isn't quite screen height, so adjust for center alignement
|
||
|
|
||
|
// Modifiers for the four directions. Used to change the x and y offsets
|
||
|
// of each box based on which bucket we're drawing. Bucket directions are
|
||
|
// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT
|
||
|
|
||
|
int xModifiers[] = { 0, 1, 0, -1, -1, 1 };
|
||
|
int yModifiers[] = { -1, 0, 1, 0, 1, 1 };
|
||
|
|
||
|
int boxWide = m_flPlusStyleBoxWide;
|
||
|
int boxTall = m_flPlusStyleBoxTall;
|
||
|
int boxWideSelected = m_flPlusStyleBoxWide * ( 1.f + m_flPlusStyleExpandPercent );
|
||
|
int boxTallSelected = m_flPlusStyleBoxTall * ( 1.f + m_flPlusStyleExpandPercent );
|
||
|
|
||
|
// Draw the four buckets
|
||
|
for ( int i = 0; i < m_iMaxSlots; ++i )
|
||
|
{
|
||
|
if( i == nActiveSlot )
|
||
|
{
|
||
|
rSlot[i].wide = boxWideSelected;
|
||
|
rSlot[i].tall = boxTallSelected;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
rSlot[i].wide = boxWide;
|
||
|
rSlot[i].tall = boxTall;
|
||
|
}
|
||
|
|
||
|
// Set the top left corner so the first box would be centered in the screen.
|
||
|
int xPos = screenCenterX -( rSlot[i].wide / 2 );
|
||
|
int yPos = screenCenterY -( rSlot[i].tall / 2 );
|
||
|
|
||
|
// Offset the box position
|
||
|
rSlot[ i ].x = xPos + ( rSlot[i].wide + 5 ) * xModifiers[ i ];
|
||
|
rSlot[ i ].y = yPos + ( rSlot[i].tall + 5 ) * yModifiers[ i ];
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::PerformLayout( void )
|
||
|
{
|
||
|
BaseClass::PerformLayout();
|
||
|
|
||
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
int nNumSlots = GetNumVisibleSlots();
|
||
|
if ( nNumSlots <= 0 )
|
||
|
return;
|
||
|
|
||
|
// find and display our current selection
|
||
|
C_BaseCombatWeapon *pSelectedWeapon = NULL;
|
||
|
int fastswitch = hud_fastswitch.GetInt();
|
||
|
if ( ::input->IsSteamControllerActive() )
|
||
|
{
|
||
|
fastswitch = HUDTYPE_FASTSWITCH;
|
||
|
}
|
||
|
|
||
|
switch ( fastswitch )
|
||
|
{
|
||
|
case HUDTYPE_FASTSWITCH:
|
||
|
pSelectedWeapon = pPlayer->GetActiveWeapon();
|
||
|
break;
|
||
|
default:
|
||
|
pSelectedWeapon = GetSelectedWeapon();
|
||
|
break;
|
||
|
}
|
||
|
if ( !pSelectedWeapon )
|
||
|
return;
|
||
|
|
||
|
|
||
|
// calculate where to start drawing
|
||
|
|
||
|
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
|
||
|
|
||
|
SlotLayout_t rSlot[ MAX_WEAPON_SLOTS ];
|
||
|
ComputeSlotLayout( rSlot, iActiveSlot, fastswitch );
|
||
|
|
||
|
// iterate over all the weapon slots
|
||
|
for ( int i = 0; i < m_iMaxSlots; i++ )
|
||
|
{
|
||
|
m_pModelPanels[i]->SetVisible( false );
|
||
|
|
||
|
if ( i == iActiveSlot )
|
||
|
{
|
||
|
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( !pWeapon->VisibleInWeaponSelection() )
|
||
|
continue;
|
||
|
|
||
|
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() );
|
||
|
|
||
|
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall );
|
||
|
|
||
|
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
|
||
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
|
||
|
{
|
||
|
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderBlueBG") );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderRedBG") );
|
||
|
}
|
||
|
|
||
|
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y );
|
||
|
m_pModelPanels[i]->SetVisible( true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// check to see if there is a weapons in this bucket
|
||
|
if ( GetFirstPos( i ) )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( i );
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() );
|
||
|
|
||
|
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall );
|
||
|
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() );
|
||
|
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorder") );
|
||
|
m_pModelPanels[i]->SetVisible( true );
|
||
|
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-------------------------------------------------------------------------
|
||
|
// Purpose: draws the selection area
|
||
|
//-------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::PostChildPaint()
|
||
|
{
|
||
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
int fastswitch = hud_fastswitch.GetInt();
|
||
|
if ( ::input->IsSteamControllerActive() )
|
||
|
{
|
||
|
fastswitch = HUDTYPE_FASTSWITCH;
|
||
|
}
|
||
|
|
||
|
if ( fastswitch == 0 )
|
||
|
{
|
||
|
// See if we should start the bucket demo
|
||
|
if ( m_flDemoStartTime > 0 && m_flDemoStartTime < gpGlobals->curtime )
|
||
|
{
|
||
|
float flDemoTime = tf_weapon_select_demo_time.GetFloat();
|
||
|
|
||
|
if ( flDemoTime > 0 )
|
||
|
{
|
||
|
m_iDemoModeSlot = 0;
|
||
|
m_flDemoModeChangeTime = gpGlobals->curtime + flDemoTime;
|
||
|
gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
|
||
|
}
|
||
|
|
||
|
m_flDemoStartTime = -1;
|
||
|
m_iSelectedSlot = m_iDemoModeSlot;
|
||
|
|
||
|
InvalidateLayout();
|
||
|
}
|
||
|
|
||
|
// scroll through the slots for demo mode
|
||
|
if ( m_iDemoModeSlot >= 0 && m_flDemoModeChangeTime < gpGlobals->curtime )
|
||
|
{
|
||
|
// Keep iterating until we find a slot that has a weapon in it
|
||
|
while ( !GetFirstPos( ++m_iDemoModeSlot ) && m_iDemoModeSlot < m_iMaxSlots )
|
||
|
{
|
||
|
// blank
|
||
|
}
|
||
|
m_flDemoModeChangeTime = gpGlobals->curtime + tf_weapon_select_demo_time.GetFloat();
|
||
|
InvalidateLayout();
|
||
|
}
|
||
|
|
||
|
if ( m_iDemoModeSlot >= m_iMaxSlots )
|
||
|
{
|
||
|
m_iDemoModeSlot = -1;
|
||
|
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// find and display our current selection
|
||
|
C_BaseCombatWeapon *pSelectedWeapon = NULL;
|
||
|
switch ( fastswitch )
|
||
|
{
|
||
|
case HUDTYPE_FASTSWITCH:
|
||
|
pSelectedWeapon = pPlayer->GetActiveWeapon();
|
||
|
break;
|
||
|
default:
|
||
|
pSelectedWeapon = GetSelectedWeapon();
|
||
|
break;
|
||
|
}
|
||
|
if ( !pSelectedWeapon )
|
||
|
return;
|
||
|
|
||
|
if ( fastswitch == 0 )
|
||
|
{
|
||
|
if ( m_iDemoModeSlot > -1 )
|
||
|
{
|
||
|
pSelectedWeapon = GetWeaponInSlot( m_iDemoModeSlot, 0 );
|
||
|
m_iSelectedSlot = m_iDemoModeSlot;
|
||
|
m_iSelectedBoxPosition = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( m_pActiveWeaponBG )
|
||
|
{
|
||
|
m_pActiveWeaponBG->SetVisible( fastswitch != HUDTYPE_PLUS && pSelectedWeapon != NULL );
|
||
|
}
|
||
|
|
||
|
int nNumSlots = GetNumVisibleSlots();
|
||
|
if ( nNumSlots <= 0 )
|
||
|
return;
|
||
|
|
||
|
DrawSelection( pSelectedWeapon );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Draws the vertical style weapon selection buckets, for PC/mousewheel controls
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::DrawSelection( C_BaseCombatWeapon *pSelectedWeapon )
|
||
|
{
|
||
|
// if we're not supposed to draw the selection, the don't draw the selection
|
||
|
if( !m_bSelectionVisible )
|
||
|
return;
|
||
|
|
||
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
int nNumSlots = GetNumVisibleSlots();
|
||
|
if ( nNumSlots <= 0 )
|
||
|
return;
|
||
|
|
||
|
// calculate where to start drawing
|
||
|
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
|
||
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
||
|
if ( ::input->IsSteamControllerActive() )
|
||
|
{
|
||
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
||
|
}
|
||
|
|
||
|
if ( nFastswitchMode == HUDTYPE_FASTSWITCH )
|
||
|
{
|
||
|
if ( m_iActiveSlot != iActiveSlot )
|
||
|
{
|
||
|
m_iActiveSlot = iActiveSlot;
|
||
|
InvalidateLayout( true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// draw the bucket set
|
||
|
// iterate over all the weapon slots
|
||
|
for ( int i = 0; i < m_iMaxSlots; i++ )
|
||
|
{
|
||
|
int xpos, ypos;
|
||
|
m_pModelPanels[i]->GetPos( xpos, ypos );
|
||
|
|
||
|
int wide, tall;
|
||
|
m_pModelPanels[i]->GetSize( wide, tall );
|
||
|
|
||
|
if ( i == iActiveSlot )
|
||
|
{
|
||
|
bool bFirstItem = true;
|
||
|
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos);
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( !pWeapon->VisibleInWeaponSelection() )
|
||
|
continue;
|
||
|
|
||
|
if ( !pWeapon->CanBeSelected() )
|
||
|
{
|
||
|
int msgX = xpos + ( m_flLargeBoxWide * 0.5 );
|
||
|
int msgY = ypos + (int)m_flErrorYPos;
|
||
|
Color ammoColor = Color( 255, 0, 0, 255 );
|
||
|
wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" );
|
||
|
DrawString( pText, msgX, msgY, ammoColor, true );
|
||
|
}
|
||
|
|
||
|
if ( pWeapon == pSelectedWeapon || ( m_iDemoModeSlot == i ) )
|
||
|
{
|
||
|
// draw the number
|
||
|
int shortcut = bFirstItem ? i + 1 : -1;
|
||
|
if ( IsPC() && shortcut >= 0 && nFastswitchMode != HUDTYPE_PLUS )
|
||
|
{
|
||
|
Color numberColor = m_NumberColor;
|
||
|
numberColor[3] *= m_flSelectionAlphaOverride / 255.0f;
|
||
|
surface()->DrawSetTextColor(numberColor);
|
||
|
surface()->DrawSetTextFont(m_hNumberFont);
|
||
|
wchar_t wch = '0' + shortcut;
|
||
|
surface()->DrawSetTextPos( xpos + wide - XRES(5) - m_flSelectionNumberXPos, ypos + YRES(5) + m_flSelectionNumberYPos );
|
||
|
surface()->DrawUnicodeChar(wch);
|
||
|
}
|
||
|
}
|
||
|
bFirstItem = false;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// check to see if there is a weapons in this bucket
|
||
|
if ( GetFirstPos( i ) )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( i );
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
// draw the number
|
||
|
if ( IsPC() && nFastswitchMode != HUDTYPE_PLUS )
|
||
|
{
|
||
|
int x = xpos + XRES(5);
|
||
|
int y = ypos + YRES(5);
|
||
|
|
||
|
Color numberColor = m_NumberColor;
|
||
|
numberColor[3] *= m_flAlphaOverride / 255.0f;
|
||
|
surface()->DrawSetTextColor(numberColor);
|
||
|
surface()->DrawSetTextFont(m_hNumberFont);
|
||
|
wchar_t wch = '0' + i + 1;
|
||
|
surface()->DrawSetTextPos(x + m_flSmallBoxWide - XRES(10) - m_flSelectionNumberXPos, y + m_flSelectionNumberYPos);
|
||
|
surface()->DrawUnicodeChar(wch);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall )
|
||
|
{
|
||
|
// draw icon
|
||
|
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
|
||
|
if ( pPlayer )
|
||
|
{
|
||
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE )
|
||
|
{
|
||
|
pTexture = pWeapon->GetSpriteActive();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( pTexture )
|
||
|
{
|
||
|
Color col( 255, 255, 255, 255 );
|
||
|
pTexture->DrawSelf( xpos, ypos, flLargeBoxWide, flLargeBoxTall, col );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter )
|
||
|
{
|
||
|
surface()->DrawSetTextColor( col );
|
||
|
surface()->DrawSetTextFont( m_hTextFont );
|
||
|
|
||
|
// count the position
|
||
|
int slen = 0, charCount = 0, maxslen = 0;
|
||
|
{
|
||
|
for (wchar_t *pch = text; *pch != 0; pch++)
|
||
|
{
|
||
|
if (*pch == '\n')
|
||
|
{
|
||
|
// newline character, drop to the next line
|
||
|
if (slen > maxslen)
|
||
|
{
|
||
|
maxslen = slen;
|
||
|
}
|
||
|
slen = 0;
|
||
|
}
|
||
|
else if (*pch == '\r')
|
||
|
{
|
||
|
// do nothing
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
slen += surface()->GetCharacterWidth( m_hTextFont, *pch );
|
||
|
charCount++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (slen > maxslen)
|
||
|
{
|
||
|
maxslen = slen;
|
||
|
}
|
||
|
|
||
|
int x = xpos;
|
||
|
|
||
|
if ( bCenter )
|
||
|
{
|
||
|
x = xpos - slen * 0.5;
|
||
|
}
|
||
|
|
||
|
surface()->DrawSetTextPos( x, ypos );
|
||
|
// adjust the charCount by the scan amount
|
||
|
charCount *= m_flTextScan;
|
||
|
for (wchar_t *pch = text; charCount > 0; pch++)
|
||
|
{
|
||
|
if (*pch == '\n')
|
||
|
{
|
||
|
// newline character, move to the next line
|
||
|
surface()->DrawSetTextPos( x + ((m_flLargeBoxWide - slen) / 2), ypos + (surface()->GetFontTall(m_hTextFont) * 1.1f));
|
||
|
}
|
||
|
else if (*pch == '\r')
|
||
|
{
|
||
|
// do nothing
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
surface()->DrawUnicodeChar(*pch);
|
||
|
charCount--;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: hud scheme settings
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme)
|
||
|
{
|
||
|
BaseClass::ApplySchemeSettings(pScheme);
|
||
|
SetPaintBackgroundEnabled(false);
|
||
|
|
||
|
// set our size
|
||
|
int screenWide, screenTall;
|
||
|
int x, y;
|
||
|
GetPos(x, y);
|
||
|
GetHudSize(screenWide, screenTall);
|
||
|
SetBounds(0, 0, screenWide, screenTall);
|
||
|
|
||
|
// load control settings...
|
||
|
LoadControlSettings( "resource/UI/HudWeaponSelection.res" );
|
||
|
|
||
|
m_pActiveWeaponBG = dynamic_cast<CTFImagePanel*>( FindChildByName("ActiveWeapon") );
|
||
|
if ( m_pActiveWeaponBG )
|
||
|
{
|
||
|
m_pActiveWeaponBG->SetVisible( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Opens weapon selection control
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::OpenSelection( void )
|
||
|
{
|
||
|
Assert(!IsInSelectionMode());
|
||
|
|
||
|
InvalidateLayout();
|
||
|
|
||
|
CBaseHudWeaponSelection::OpenSelection();
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu");
|
||
|
m_iSelectedBoxPosition = 0;
|
||
|
m_iSelectedSlot = -1;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Closes weapon selection control immediately
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::HideSelection( void )
|
||
|
{
|
||
|
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
|
||
|
{
|
||
|
if ( m_pModelPanels[i] )
|
||
|
{
|
||
|
m_pModelPanels[i]->SetVisible( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_flSelectionTime = 0;
|
||
|
CBaseHudWeaponSelection::HideSelection();
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu");
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the next available weapon item in the weapon selection
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
|
||
|
// search all the weapons looking for the closest next
|
||
|
int iLowestNextSlot = MAX_WEAPON_SLOTS;
|
||
|
int iLowestNextPosition = MAX_WEAPON_POSITIONS;
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->VisibleInWeaponSelection() )
|
||
|
{
|
||
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
|
||
|
|
||
|
// see if this weapon is further ahead in the selection list
|
||
|
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) )
|
||
|
{
|
||
|
// see if this weapon is closer than the current lowest
|
||
|
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) )
|
||
|
{
|
||
|
iLowestNextSlot = weaponSlot;
|
||
|
iLowestNextPosition = weaponPosition;
|
||
|
pNextWeapon = pWeapon;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pNextWeapon;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Returns the prior available weapon item in the weapon selection
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition)
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return NULL;
|
||
|
|
||
|
C_BaseCombatWeapon *pPrevWeapon = NULL;
|
||
|
|
||
|
// search all the weapons looking for the closest next
|
||
|
int iLowestPrevSlot = -1;
|
||
|
int iLowestPrevPosition = -1;
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i);
|
||
|
if ( !pWeapon )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->VisibleInWeaponSelection() )
|
||
|
{
|
||
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
|
||
|
|
||
|
// see if this weapon is further ahead in the selection list
|
||
|
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) )
|
||
|
{
|
||
|
// see if this weapon is closer than the current lowest
|
||
|
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) )
|
||
|
{
|
||
|
iLowestPrevSlot = weaponSlot;
|
||
|
iLowestPrevPosition = weaponPosition;
|
||
|
pPrevWeapon = pWeapon;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return pPrevWeapon;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Moves the selection to the next item in the menu
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::CycleToNextWeapon( void )
|
||
|
{
|
||
|
// Get the local player.
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( pPlayer->IsAlive() == false )
|
||
|
return;
|
||
|
|
||
|
// PASSTIME don't CycleToNextWeapon if it's not allowed
|
||
|
if ( !pPlayer->IsAllowedToSwitchWeapons() )
|
||
|
return;
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
if ( IsInSelectionMode() )
|
||
|
{
|
||
|
// find the next selection spot
|
||
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
|
||
|
if ( !pWeapon )
|
||
|
return;
|
||
|
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// open selection at the current place
|
||
|
pNextWeapon = pPlayer->GetActiveWeapon();
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pNextWeapon )
|
||
|
{
|
||
|
// wrap around back to start
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1);
|
||
|
}
|
||
|
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
SetSelectedWeapon( pNextWeapon );
|
||
|
|
||
|
if ( !IsInSelectionMode() )
|
||
|
{
|
||
|
OpenSelection();
|
||
|
}
|
||
|
|
||
|
InvalidateLayout();
|
||
|
|
||
|
// cancel demo mode
|
||
|
m_iDemoModeSlot = -1;
|
||
|
m_flDemoStartTime = -1;
|
||
|
|
||
|
// Play the "cycle to next weapon" sound
|
||
|
if( m_bPlaySelectionSounds )
|
||
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Moves the selection to the previous item in the menu
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::CycleToPrevWeapon( void )
|
||
|
{
|
||
|
// Get the local player.
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
if ( pPlayer->IsAlive() == false )
|
||
|
return;
|
||
|
|
||
|
// PASSTIME don't CycleToNextWeapon if it's not allowed
|
||
|
if ( !pPlayer->IsAllowedToSwitchWeapons() )
|
||
|
return;
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
if ( IsInSelectionMode() )
|
||
|
{
|
||
|
// find the next selection spot
|
||
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon();
|
||
|
if ( !pWeapon )
|
||
|
return;
|
||
|
|
||
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// open selection at the current place
|
||
|
pNextWeapon = pPlayer->GetActiveWeapon();
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !pNextWeapon )
|
||
|
{
|
||
|
// wrap around back to end of weapon list
|
||
|
pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS);
|
||
|
}
|
||
|
|
||
|
if ( pNextWeapon )
|
||
|
{
|
||
|
SetSelectedWeapon( pNextWeapon );
|
||
|
|
||
|
if ( !IsInSelectionMode() )
|
||
|
{
|
||
|
OpenSelection();
|
||
|
}
|
||
|
|
||
|
InvalidateLayout();
|
||
|
|
||
|
// cancel demo mode
|
||
|
m_iDemoModeSlot = -1;
|
||
|
m_flDemoStartTime = -1;
|
||
|
|
||
|
// Play the "cycle to next weapon" sound
|
||
|
if( m_bPlaySelectionSounds )
|
||
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: returns the weapon in the specified slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos )
|
||
|
{
|
||
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !player )
|
||
|
return NULL;
|
||
|
|
||
|
for ( int i = 0; i < MAX_WEAPONS; i++ )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon(i);
|
||
|
|
||
|
if ( pWeapon == NULL )
|
||
|
continue;
|
||
|
|
||
|
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos )
|
||
|
return pWeapon;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void )
|
||
|
{
|
||
|
if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && m_iDemoModeSlot >= 0 )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( m_iDemoModeSlot );
|
||
|
return pWeapon;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return m_hSelectedWeapon;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CHudWeaponSelection::FireGameEvent( IGameEvent *event )
|
||
|
{
|
||
|
const char * type = event->GetName();
|
||
|
|
||
|
if ( Q_strcmp(type, "localplayer_changeclass") == 0 )
|
||
|
{
|
||
|
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ )
|
||
|
{
|
||
|
if ( m_pModelPanels[i] )
|
||
|
{
|
||
|
m_pModelPanels[i]->SetVisible( false );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int nUpdateType = event->GetInt( "updateType" );
|
||
|
bool bIsCreationUpdate = ( nUpdateType == DATA_UPDATE_CREATED );
|
||
|
// Don't demo selection in minmode
|
||
|
ConVarRef cl_hud_minmode( "cl_hud_minmode", true );
|
||
|
if ( !cl_hud_minmode.IsValid() || cl_hud_minmode.GetBool() == false )
|
||
|
{
|
||
|
if ( !bIsCreationUpdate )
|
||
|
{
|
||
|
m_flDemoStartTime = gpGlobals->curtime + tf_weapon_select_demo_start_delay.GetFloat();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
CHudElement::FireGameEvent( event );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Opens the next weapon in the slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot )
|
||
|
{
|
||
|
// get the slot the player's weapon is in
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// see where we should start selection
|
||
|
int iPosition = -1;
|
||
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
|
||
|
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot )
|
||
|
{
|
||
|
// start after this weapon
|
||
|
iPosition = pActiveWeapon->GetPosition();
|
||
|
}
|
||
|
|
||
|
C_BaseCombatWeapon *pNextWeapon = NULL;
|
||
|
|
||
|
// search for the weapon after the current one
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition);
|
||
|
// make sure it's in the same bucket
|
||
|
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot )
|
||
|
{
|
||
|
// just look for any weapon in this slot
|
||
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1);
|
||
|
}
|
||
|
|
||
|
// see if we found a weapon that's different from the current and in the selected slot
|
||
|
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot )
|
||
|
{
|
||
|
// select the new weapon
|
||
|
::input->MakeWeaponSelection( pNextWeapon );
|
||
|
}
|
||
|
else if ( pNextWeapon != pActiveWeapon )
|
||
|
{
|
||
|
// error sound
|
||
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
|
||
|
}
|
||
|
|
||
|
// kill any fastswitch display
|
||
|
m_flSelectionTime = 0.0f;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Opens the next weapon in the slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound )
|
||
|
{
|
||
|
// get the slot the player's weapon is in
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
int newSlot = m_iSelectedSlot;
|
||
|
|
||
|
// Changing slot number does not necessarily mean we need to change the slot - the player could be
|
||
|
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so
|
||
|
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position.
|
||
|
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) )
|
||
|
{
|
||
|
// Changing vertical/horizontal direction. Reset the selected box position to zero.
|
||
|
m_iSelectedBoxPosition = 0;
|
||
|
m_iSelectedSlot = iWeaponSlot;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Still in the same horizontal/vertical direction. Determine which way we're moving in the slot.
|
||
|
int increment = 1;
|
||
|
if ( m_iSelectedSlot != iWeaponSlot )
|
||
|
{
|
||
|
// Decrementing within the slot. If we're at the zero position in this slot,
|
||
|
// jump to the zero position of the opposite slot. This also counts as our increment.
|
||
|
increment = -1;
|
||
|
if ( 0 == m_iSelectedBoxPosition )
|
||
|
{
|
||
|
newSlot = ( m_iSelectedSlot + 2 ) % 4;
|
||
|
increment = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Find out of the box position is at the end of the slot
|
||
|
int lastSlotPos = -1;
|
||
|
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos )
|
||
|
{
|
||
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos );
|
||
|
if ( pWeapon )
|
||
|
{
|
||
|
lastSlotPos = slotPos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Increment/Decrement the selected box position
|
||
|
if ( m_iSelectedBoxPosition + increment <= lastSlotPos )
|
||
|
{
|
||
|
m_iSelectedBoxPosition += increment;
|
||
|
m_iSelectedSlot = newSlot;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// error sound
|
||
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" );
|
||
|
*pbPlaySwitchSound = false;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Select the weapon in this position
|
||
|
bool bWeaponSelected = false;
|
||
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon();
|
||
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition );
|
||
|
if ( pWeapon && CanBeSelectedInHUD( pWeapon ) )
|
||
|
{
|
||
|
if ( pWeapon != pActiveWeapon )
|
||
|
{
|
||
|
// Select the new weapon
|
||
|
::input->MakeWeaponSelection( pWeapon );
|
||
|
SetSelectedWeapon( pWeapon );
|
||
|
bWeaponSelected = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !bWeaponSelected )
|
||
|
{
|
||
|
// Still need to set this to make hud display appear
|
||
|
SetSelectedWeapon( pPlayer->GetActiveWeapon() );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Moves selection to the specified slot
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::SelectWeaponSlot( int iSlot )
|
||
|
{
|
||
|
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
|
||
|
--iSlot;
|
||
|
|
||
|
// Get the local player.
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( !pPlayer )
|
||
|
return;
|
||
|
|
||
|
// Don't try and read past our possible number of slots
|
||
|
if ( iSlot >= MAX_WEAPON_SLOTS )
|
||
|
return;
|
||
|
|
||
|
// Make sure the player's allowed to switch weapons
|
||
|
if ( pPlayer->IsAllowedToSwitchWeapons() == false )
|
||
|
return;
|
||
|
|
||
|
bool bPlaySwitchSound = true;
|
||
|
int nFastswitchMode = hud_fastswitch.GetInt();
|
||
|
if ( ::input->IsSteamControllerActive() )
|
||
|
{
|
||
|
nFastswitchMode = HUDTYPE_FASTSWITCH;
|
||
|
}
|
||
|
|
||
|
switch( nFastswitchMode )
|
||
|
{
|
||
|
case HUDTYPE_FASTSWITCH:
|
||
|
{
|
||
|
FastWeaponSwitch( iSlot );
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
case HUDTYPE_PLUS:
|
||
|
PlusTypeFastWeaponSwitch( iSlot, &bPlaySwitchSound );
|
||
|
|
||
|
// ------------------------------------------------------
|
||
|
// FALLTHROUGH! Plus and buckets both use the item model
|
||
|
// panels so fix them up in both cases.
|
||
|
// ------------------------------------------------------
|
||
|
|
||
|
|
||
|
case HUDTYPE_BUCKETS:
|
||
|
{
|
||
|
int slotPos = 0;
|
||
|
C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon();
|
||
|
|
||
|
// start later in the list
|
||
|
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot )
|
||
|
{
|
||
|
slotPos = pActiveWeapon->GetPosition() + 1;
|
||
|
}
|
||
|
|
||
|
// find the weapon in this slot
|
||
|
pActiveWeapon = GetNextActivePos( iSlot, slotPos );
|
||
|
if ( !pActiveWeapon )
|
||
|
{
|
||
|
pActiveWeapon = GetNextActivePos( iSlot, 0 );
|
||
|
}
|
||
|
|
||
|
if ( pActiveWeapon != NULL )
|
||
|
{
|
||
|
if ( !IsInSelectionMode() )
|
||
|
{
|
||
|
// open the weapon selection
|
||
|
OpenSelection();
|
||
|
}
|
||
|
|
||
|
InvalidateLayout();
|
||
|
|
||
|
// Mark the change
|
||
|
SetSelectedWeapon( pActiveWeapon );
|
||
|
m_iDemoModeSlot = -1;
|
||
|
m_flDemoStartTime = -1;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if( m_bPlaySelectionSounds && bPlaySwitchSound )
|
||
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Menu Selection Code
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::SelectSlot( int iSlot )
|
||
|
{
|
||
|
// A menu may be overriding weapon selection commands
|
||
|
if ( HandleHudMenuInput( iSlot ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If we're in observer mode, see if the spectator GUI wants to use it
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if ( pPlayer && pPlayer->IsObserver() )
|
||
|
{
|
||
|
CTFSpectatorGUI *pPanel = (CTFSpectatorGUI*)gViewPortInterface->FindPanelByName( PANEL_SPECGUI );
|
||
|
if ( pPanel )
|
||
|
{
|
||
|
pPanel->SelectSpec( iSlot );
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If we're not allowed to draw, ignore weapon selections
|
||
|
if ( !CHudElement::ShouldDraw() )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
|
||
|
if ( !IsInSelectionMode() && ( iSlot - 1 >= MAX_WEAPON_SLOTS ) )
|
||
|
{
|
||
|
OpenSelection();
|
||
|
}
|
||
|
|
||
|
UpdateSelectionTime();
|
||
|
SelectWeaponSlot( iSlot );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Menu Selection Code
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CHudWeaponSelection::SwitchToLastWeapon()
|
||
|
{
|
||
|
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() );
|
||
|
if ( !pTFPlayer )
|
||
|
return;
|
||
|
|
||
|
if (TFGameRules() && TFGameRules()->IsPasstimeMode() && pTFPlayer->m_Shared.HasPasstimeBall() )
|
||
|
return;
|
||
|
|
||
|
CBaseHudWeaponSelection::SwitchToLastWeapon();
|
||
|
}
|