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175 lines
4.8 KiB
175 lines
4.8 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "hl2mptextwindow.h"
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#include "backgroundpanel.h"
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#include <cdll_client_int.h>
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#include <vgui/IScheme.h>
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <filesystem.h>
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#include <KeyValues.h>
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#include <convar.h>
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#include <vgui_controls/ImageList.h>
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#include <vgui_controls/TextEntry.h>
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#include <vgui_controls/Button.h>
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#include <vgui_controls/BuildGroup.h>
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#include "IGameUIFuncs.h" // for key bindings
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#include <igameresources.h>
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extern IGameUIFuncs *gameuifuncs; // for key binding details
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#include <game/client/iviewport.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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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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CHL2MPTextWindow::CHL2MPTextWindow(IViewPort *pViewPort) : CTextWindow( pViewPort )
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{
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SetProportional( true );
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m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
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CreateBackground( this );
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m_backgroundLayoutFinished = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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CHL2MPTextWindow::~CHL2MPTextWindow()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::Update()
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{
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BaseClass::Update();
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m_pOK->RequestFocus();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::SetVisible(bool state)
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{
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BaseClass::SetVisible(state);
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if ( state )
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{
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m_pOK->RequestFocus();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: shows the text window
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::ShowPanel(bool bShow)
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{
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if ( bShow )
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{
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// get key binding if shown
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if ( m_iScoreBoardKey == BUTTON_CODE_INVALID ) // you need to lookup the jump key AFTER the engine has loaded
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{
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m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" );
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}
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}
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BaseClass::ShowPanel( bShow );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::OnKeyCodePressed(KeyCode code)
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{
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if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code )
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{
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gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
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gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) );
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}
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else
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{
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BaseClass::OnKeyCodePressed( code );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: The CS background is painted by image panels, so we should do nothing
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::PaintBackground()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Scale / center the window
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::PerformLayout()
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{
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BaseClass::PerformLayout();
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// stretch the window to fullscreen
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if ( !m_backgroundLayoutFinished )
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LayoutBackgroundPanel( this );
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m_backgroundLayoutFinished = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CHL2MPTextWindow::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings( pScheme );
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ApplyBackgroundSchemeSettings( this, pScheme );
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}
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CHL2MPSpectatorGUI::CHL2MPSpectatorGUI(IViewPort *pViewPort) : CSpectatorGUI(pViewPort)
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{
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}
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bool CHL2MPSpectatorGUI::NeedsUpdate( void )
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{
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if ( !C_BasePlayer::GetLocalPlayer() )
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return false;
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if ( m_nLastSpecMode != C_BasePlayer::GetLocalPlayer()->GetObserverMode() )
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return true;
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if ( m_nLastSpecTarget != C_BasePlayer::GetLocalPlayer()->GetObserverTarget() )
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return true;
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return BaseClass::NeedsUpdate();
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}
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void CHL2MPSpectatorGUI::Update()
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{
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BaseClass::Update();
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C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
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if( pLocalPlayer )
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{
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m_nLastSpecMode = pLocalPlayer->GetObserverMode();
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m_nLastSpecTarget = pLocalPlayer->GetObserverTarget();
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}
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}
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