Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dialog for setting customizable game options
//
//=============================================================================//
#include "sessionoptionsdialog.h"
#include "engine/imatchmaking.h"
#include "EngineInterface.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/Label.h"
#include "KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//---------------------------------------------------------------------
// CSessionOptionsDialog
//---------------------------------------------------------------------
CSessionOptionsDialog::CSessionOptionsDialog( vgui::Panel *pParent ) : BaseClass( pParent, "SessionOptions" )
{
SetDeleteSelfOnClose( true );
m_pDialogKeys = NULL;
m_bModifySession = false;
}
CSessionOptionsDialog::~CSessionOptionsDialog()
{
m_pScenarioInfos.PurgeAndDeleteElements();
}
//---------------------------------------------------------------------
// Purpose: Dialog keys contain session contexts and properties
//---------------------------------------------------------------------
void CSessionOptionsDialog::SetDialogKeys( KeyValues *pKeys )
{
m_pDialogKeys = pKeys;
}
//---------------------------------------------------------------------
// Purpose: Strip off the game type from the resource name
//---------------------------------------------------------------------
void CSessionOptionsDialog::SetGameType( const char *pString )
{
// Get the full gametype from the resource name
const char *pGametype = Q_stristr( pString, "_" );
if ( !pGametype )
return;
Q_strncpy( m_szGametype, pGametype + 1, sizeof( m_szGametype ) );
// set the menu filter
m_Menu.SetFilter( m_szGametype );
}
//---------------------------------------------------------------------
// Purpose: Center the dialog on the screen
//---------------------------------------------------------------------
void CSessionOptionsDialog::PerformLayout( void )
{
BaseClass::PerformLayout();
UpdateScenarioDisplay();
MoveToCenterOfScreen();
if ( m_pRecommendedLabel )
{
bool bHosting = ( Q_stristr( m_szGametype, "Host" ) );
m_pRecommendedLabel->SetVisible( bHosting );
}
}
//---------------------------------------------------------------------
// Purpose: Apply common properties and contexts
//---------------------------------------------------------------------
void CSessionOptionsDialog::ApplyCommonProperties( KeyValues *pKeys )
{
for ( KeyValues *pProperty = pKeys->GetFirstSubKey(); pProperty != NULL; pProperty = pProperty->GetNextKey() )
{
const char *pName = pProperty->GetName();
if ( !Q_stricmp( pName, "SessionContext" ) )
{
// Create a new session context
sessionProperty_t ctx;
ctx.nType = SESSION_CONTEXT;
Q_strncpy( ctx.szID, pProperty->GetString( "id", "NULL" ), sizeof( ctx.szID ) );
Q_strncpy( ctx.szValue, pProperty->GetString( "value", "NULL" ), sizeof( ctx.szValue ) );
// ctx.szValueType not used
m_SessionProperties.AddToTail( ctx );
}
else if ( !Q_stricmp( pName, "SessionProperty" ) )
{
// Create a new session property
sessionProperty_t prop;
prop.nType = SESSION_PROPERTY;
Q_strncpy( prop.szID, pProperty->GetString( "id", "NULL" ), sizeof( prop.szID ) );
Q_strncpy( prop.szValue, pProperty->GetString( "value", "NULL" ), sizeof( prop.szValue ) );
Q_strncpy( prop.szValueType, pProperty->GetString( "valuetype", "NULL" ), sizeof( prop.szValueType ) );
m_SessionProperties.AddToTail( prop );
}
else if ( !Q_stricmp( pName, "SessionFlag" ) )
{
sessionProperty_t flag;
flag.nType = SESSION_FLAG;
Q_strncpy( flag.szID, pProperty->GetString(), sizeof( flag.szID ) );
m_SessionProperties.AddToTail( flag );
}
}
}
//---------------------------------------------------------------------
// Purpose: Parse session properties and contexts from the resource file
//---------------------------------------------------------------------
void CSessionOptionsDialog::ApplySettings( KeyValues *pResourceData )
{
BaseClass::ApplySettings( pResourceData );
// Apply settings common to all game types
ApplyCommonProperties( pResourceData );
// Apply settings specific to this game type
KeyValues *pSettings = pResourceData->FindKey( m_szGametype );
if ( pSettings )
{
Q_strncpy( m_szCommand, pSettings->GetString( "commandstring", "NULL" ), sizeof( m_szCommand ) );
m_pTitle->SetText( pSettings->GetString( "title", "Unknown" ) );
ApplyCommonProperties( pSettings );
}
KeyValues *pScenarios = pResourceData->FindKey( "ScenarioInfoPanels" );
if ( pScenarios )
{
for ( KeyValues *pScenario = pScenarios->GetFirstSubKey(); pScenario != NULL; pScenario = pScenario->GetNextKey() )
{
CScenarioInfoPanel *pScenarioInfo = new CScenarioInfoPanel( this, "ScenarioInfoPanel" );
SETUP_PANEL( pScenarioInfo );
pScenarioInfo->m_pTitle->SetText( pScenario->GetString( "title" ) );
pScenarioInfo->m_pSubtitle->SetText( pScenario->GetString( "subtitle" ) );
pScenarioInfo->m_pMapImage->SetImage( pScenario->GetString( "image" ) );
int nTall = pScenario->GetInt( "tall", -1 );
if ( nTall > 0 )
{
pScenarioInfo->SetTall( nTall );
}
m_pScenarioInfos.AddToTail( pScenarioInfo );
}
}
if ( Q_stristr( m_szGametype, "Modify" ) )
{
m_bModifySession = true;
}
}
int CSessionOptionsDialog::GetMaxPlayersRecommendedOption( void )
{
MM_QOS_t qos = matchmaking->GetQosWithLIVE();
// Conservatively assume that every player needs ~ 7 kBytes/s
// plus one for the hosting player.
int numPlayersCanService = 1 + int( qos.flBwUpKbs / 7.0f );
// Determine the option that suits our B/W bests
int options[] = { 8, 12, 16 };
for ( int k = 1; k < ARRAYSIZE( options ); ++ k )
{
if ( options[k] > numPlayersCanService )
{
Msg( "[SessionOptionsDialog] Defaulting number of players to %d (upstream b/w = %.1f kB/s ~ %d players).\n",
options[k - 1], qos.flBwUpKbs, numPlayersCanService );
return k - 1;
}
}
return ARRAYSIZE( options ) - 1;
}
//---------------------------------------------------------------------
// Purpose: Set up colors and other such stuff
//---------------------------------------------------------------------
void CSessionOptionsDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
for ( int i = 0; i < m_pScenarioInfos.Count(); ++i )
{
m_pScenarioInfos[i]->SetBgColor( pScheme->GetColor( "TanDark", Color( 0, 0, 0, 255 ) ) );
}
m_pRecommendedLabel = dynamic_cast<vgui::Label *>(FindChildByName( "RecommendedLabel" ));
}
//---------------------------------------------------------------------
// Purpose: Send all properties and contexts to the matchmaking session
//---------------------------------------------------------------------
void CSessionOptionsDialog::SetupSession( void )
{
KeyValues *pKeys = new KeyValues( "SessionKeys" );
// Send user-selected properties and contexts
for ( int i = 0; i < m_Menu.GetItemCount(); ++i )
{
COptionsItem *pItem = dynamic_cast< COptionsItem* >( m_Menu.GetItem( i ) );
if ( !pItem )
{
continue;
}
const sessionProperty_t &prop = pItem->GetActiveOption();
KeyValues *pProperty = pKeys->CreateNewKey();
pProperty->SetName( prop.szID );
pProperty->SetInt( "type", prop.nType );
pProperty->SetString( "valuestring", prop.szValue );
pProperty->SetString( "valuetype", prop.szValueType );
pProperty->SetInt( "optionindex", pItem->GetActiveOptionIndex() );
}
// Send contexts and properties parsed from the resource file
for ( int i = 0; i < m_SessionProperties.Count(); ++i )
{
const sessionProperty_t &prop = m_SessionProperties[i];
KeyValues *pProperty = pKeys->CreateNewKey();
pProperty->SetName( prop.szID );
pProperty->SetInt( "type", prop.nType );
pProperty->SetString( "valuestring", prop.szValue );
pProperty->SetString( "valuetype", prop.szValueType );
}
// Matchmaking will make a copy of these keys
matchmaking->SetSessionProperties( pKeys );
pKeys->deleteThis();
}
//-----------------------------------------------------------------
// Purpose: Show the correct scenario image and text
//-----------------------------------------------------------------
void CSessionOptionsDialog::UpdateScenarioDisplay( void )
{
// Check if the selected map has changed (first menu item)
int idx = m_Menu.GetActiveOptionIndex( 0 );
for ( int i = 0; i < m_pScenarioInfos.Count(); ++i )
{
m_pScenarioInfos[i]->SetVisible( i == idx );
}
}
//-----------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------
void CSessionOptionsDialog::OnMenuItemChanged( KeyValues *pData )
{
// which item changed
int iItem = pData->GetInt( "item", -1 );
if ( iItem >= 0 && iItem < m_Menu.GetItemCount() )
{
COptionsItem *pActiveOption = dynamic_cast< COptionsItem* >( m_Menu.GetItem( iItem ) );
if ( pActiveOption )
{
const sessionProperty_t &activeOption = pActiveOption->GetActiveOption();
if ( !Q_strncmp( activeOption.szID, "PROPERTY_GAME_SIZE", sessionProperty_t::MAX_KEY_LEN ) )
{
// make sure the private slots is less than prop.szValue
int iMaxPlayers = atoi(activeOption.szValue);
bool bShouldWarnMaxPlayers = ( pActiveOption->GetActiveOptionIndex() > GetMaxPlayersRecommendedOption() );
m_pRecommendedLabel->SetVisible( bShouldWarnMaxPlayers );
// find the private slots option and repopulate it
for ( int iMenu = 0; iMenu < m_Menu.GetItemCount(); ++iMenu )
{
COptionsItem *pItem = dynamic_cast< COptionsItem* >( m_Menu.GetItem( iMenu ) );
if ( !pItem )
{
continue;
}
const sessionProperty_t &prop = pItem->GetActiveOption();
if ( !Q_strncmp( prop.szID, "PROPERTY_PRIVATE_SLOTS", sessionProperty_t::MAX_KEY_LEN ) )
{
const sessionProperty_t baseProp = pItem->GetActiveOption();
// preserve the selection
int iActiveItem = pItem->GetActiveOptionIndex();
// clear all options
pItem->DeleteAllOptions();
// re-add the items 0 - maxplayers
int nStart = 0;
int nEnd = iMaxPlayers;
int nInterval = 1;
for ( int i = nStart; i <= nEnd; i += nInterval )
{
sessionProperty_t propNew;
propNew.nType = SESSION_PROPERTY;
Q_strncpy( propNew.szID, baseProp.szID, sizeof( propNew.szID ) );
Q_strncpy( propNew.szValueType, baseProp.szValueType, sizeof( propNew.szValueType ) );
Q_snprintf( propNew.szValue, sizeof( propNew.szValue), "%d", i );
pItem->AddOption( propNew.szValue, propNew );
}
// re-set the focus
pItem->SetOptionFocus( min( iActiveItem, iMaxPlayers ) );
// fixup the option sizes
m_Menu.InvalidateLayout();
}
}
}
}
}
}
//-----------------------------------------------------------------
// Purpose: Change properties of a menu item
//-----------------------------------------------------------------
void CSessionOptionsDialog::OverrideMenuItem( KeyValues *pItemKeys )
{
if ( m_bModifySession && m_pDialogKeys )
{
if ( !Q_stricmp( pItemKeys->GetName(), "OptionsItem" ) )
{
const char *pID = pItemKeys->GetString( "id", "NULL" );
KeyValues *pKey = m_pDialogKeys->FindKey( pID );
if ( pKey )
{
pItemKeys->SetInt( "activeoption", pKey->GetInt( "optionindex" ) );
}
}
}
//
// When hosting a new session on LIVE:
// - restrict max number of players to bandwidth allowed
//
if ( !m_bModifySession &&
( !Q_stricmp( m_szGametype, "hoststandard" ) || !Q_stricmp( m_szGametype, "hostranked" ) )
)
{
if ( !Q_stricmp( pItemKeys->GetName(), "OptionsItem" ) )
{
const char *pID = pItemKeys->GetString( "id", "NULL" );
if ( !Q_stricmp( pID, "PROPERTY_GAME_SIZE" ) )
{
pItemKeys->SetInt( "activeoption", GetMaxPlayersRecommendedOption() );
}
}
}
}
//-----------------------------------------------------------------
// Purpose: Send key presses to the dialog's menu
//-----------------------------------------------------------------
void CSessionOptionsDialog::OnKeyCodePressed( vgui::KeyCode code )
{
if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
{
OnCommand( m_szCommand );
}
else if ( (code == KEY_XBUTTON_B || code == STEAMCONTROLLER_B) && m_bModifySession )
{
// Return to the session lobby without making any changes
OnCommand( "DialogClosing" );
}
else
{
BaseClass::OnKeyCodePressed( code );
}
UpdateScenarioDisplay();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSessionOptionsDialog::OnThink()
{
vgui::KeyCode code = m_KeyRepeat.KeyRepeated();
if ( code )
{
m_Menu.HandleKeyCode( code );
UpdateScenarioDisplay();
}
BaseClass::OnThink();
}
//---------------------------------------------------------------------
// Purpose: Handle menu commands
//---------------------------------------------------------------------
void CSessionOptionsDialog::OnCommand( const char *pCommand )
{
// Don't set up the session if the dialog is just closing
if ( Q_stricmp( pCommand, "DialogClosing" ) )
{
SetupSession();
OnClose();
}
GetParent()->OnCommand( pCommand );
}