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:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include <stdio.h>
#include <cdll_client_int.h>
#include <cdll_util.h>
#include <globalvars_base.h>
#include <igameresources.h>
#include "IGameUIFuncs.h" // for key bindings
#include "inputsystem/iinputsystem.h"
#include "clientscoreboarddialog.h"
#include <voice_status.h>
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vstdlib/IKeyValuesSystem.h>
#include <KeyValues.h>
#include <vgui_controls/ImageList.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/SectionedListPanel.h>
#include <game/client/iviewport.h>
#include <igameresources.h>
#include "vgui_avatarimage.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
bool AvatarIndexLessFunc( const int &lhs, const int &rhs )
{
return lhs < rhs;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CClientScoreBoardDialog::CClientScoreBoardDialog(IViewPort *pViewPort) : EditablePanel( NULL, PANEL_SCOREBOARD )
{
m_iPlayerIndexSymbol = KeyValuesSystem()->GetSymbolForString("playerIndex");
m_nCloseKey = BUTTON_CODE_INVALID;
//memset(s_VoiceImage, 0x0, sizeof( s_VoiceImage ));
TrackerImage = 0;
m_pViewPort = pViewPort;
// initialize dialog
SetProportional(true);
SetKeyBoardInputEnabled(false);
SetMouseInputEnabled(false);
// set the scheme before any child control is created
SetScheme("ClientScheme");
m_pPlayerList = new SectionedListPanel(this, "PlayerList");
m_pPlayerList->SetVerticalScrollbar(false);
LoadControlSettings("Resource/UI/ScoreBoard.res");
m_iDesiredHeight = GetTall();
m_pPlayerList->SetVisible( false ); // hide this until we load the images in applyschemesettings
m_HLTVSpectators = 0;
m_ReplaySpectators = 0;
// update scoreboard instantly if on of these events occure
ListenForGameEvent( "hltv_status" );
ListenForGameEvent( "server_spawn" );
m_pImageList = NULL;
m_mapAvatarsToImageList.SetLessFunc( DefLessFunc( CSteamID ) );
m_mapAvatarsToImageList.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CClientScoreBoardDialog::~CClientScoreBoardDialog()
{
if ( NULL != m_pImageList )
{
delete m_pImageList;
m_pImageList = NULL;
}
}
//-----------------------------------------------------------------------------
// Call every frame
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::OnThink()
{
BaseClass::OnThink();
// NOTE: this is necessary because of the way input works.
// If a key down message is sent to vgui, then it will get the key up message
// Sometimes the scoreboard is activated by other vgui menus,
// sometimes by console commands. In the case where it's activated by
// other vgui menus, we lose the key up message because this panel
// doesn't accept keyboard input. It *can't* accept keyboard input
// because another feature of the dialog is that if it's triggered
// from within the game, you should be able to still run around while
// the scoreboard is up. That feature is impossible if this panel accepts input.
// because if a vgui panel is up that accepts input, it prevents the engine from
// receiving that input. So, I'm stuck with a polling solution.
//
// Close key is set to non-invalid when something other than a keybind
// brings the scoreboard up, and it's set to invalid as soon as the
// dialog becomes hidden.
if ( m_nCloseKey != BUTTON_CODE_INVALID )
{
if ( !g_pInputSystem->IsButtonDown( m_nCloseKey ) )
{
m_nCloseKey = BUTTON_CODE_INVALID;
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
GetClientVoiceMgr()->StopSquelchMode();
}
}
}
//-----------------------------------------------------------------------------
// Called by vgui panels that activate the client scoreboard
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::OnPollHideCode( int code )
{
m_nCloseKey = (ButtonCode_t)code;
}
//-----------------------------------------------------------------------------
// Purpose: clears everything in the scoreboard and all it's state
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::Reset()
{
// clear
m_pPlayerList->DeleteAllItems();
m_pPlayerList->RemoveAllSections();
m_iSectionId = 0;
m_fNextUpdateTime = 0;
// add all the sections
InitScoreboardSections();
}
//-----------------------------------------------------------------------------
// Purpose: adds all the team sections to the scoreboard
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::InitScoreboardSections()
{
}
//-----------------------------------------------------------------------------
// Purpose: sets up screen
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
if ( m_pImageList )
delete m_pImageList;
m_pImageList = new ImageList( false );
m_mapAvatarsToImageList.RemoveAll();
PostApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose: Does dialog-specific customization after applying scheme settings.
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::PostApplySchemeSettings( vgui::IScheme *pScheme )
{
// resize the images to our resolution
for (int i = 0; i < m_pImageList->GetImageCount(); i++ )
{
int wide, tall;
m_pImageList->GetImage(i)->GetSize(wide, tall);
m_pImageList->GetImage(i)->SetSize(scheme()->GetProportionalScaledValueEx( GetScheme(),wide), scheme()->GetProportionalScaledValueEx( GetScheme(),tall));
}
m_pPlayerList->SetImageList( m_pImageList, false );
m_pPlayerList->SetVisible( true );
// light up scoreboard a bit
SetBgColor( Color( 0,0,0,0) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::ShowPanel(bool bShow)
{
// Catch the case where we call ShowPanel before ApplySchemeSettings, eg when
// going from windowed <-> fullscreen
if ( m_pImageList == NULL )
{
InvalidateLayout( true, true );
}
if ( !bShow )
{
m_nCloseKey = BUTTON_CODE_INVALID;
}
if ( BaseClass::IsVisible() == bShow )
return;
if ( bShow )
{
Reset();
Update();
SetVisible( true );
MoveToFront();
}
else
{
BaseClass::SetVisible( false );
SetMouseInputEnabled( false );
SetKeyBoardInputEnabled( false );
}
}
void CClientScoreBoardDialog::FireGameEvent( IGameEvent *event )
{
const char * type = event->GetName();
if ( Q_strcmp(type, "hltv_status") == 0 )
{
// spectators = clients - proxies
m_HLTVSpectators = event->GetInt( "clients" );
m_HLTVSpectators -= event->GetInt( "proxies" );
}
else if ( Q_strcmp(type, "server_spawn") == 0 )
{
// We'll post the message ourselves instead of using SetControlString()
// so we don't try to translate the hostname.
const char *hostname = event->GetString( "hostname" );
Panel *control = FindChildByName( "ServerName" );
if ( control )
{
PostMessage( control, new KeyValues( "SetText", "text", hostname ) );
control->MoveToFront();
}
}
if( IsVisible() )
Update();
}
bool CClientScoreBoardDialog::NeedsUpdate( void )
{
return (m_fNextUpdateTime < gpGlobals->curtime);
}
//-----------------------------------------------------------------------------
// Purpose: Recalculate the internal scoreboard data
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::Update( void )
{
// Set the title
// Reset();
m_pPlayerList->DeleteAllItems();
FillScoreBoard();
// grow the scoreboard to fit all the players
int wide, tall;
m_pPlayerList->GetContentSize(wide, tall);
tall += GetAdditionalHeight();
wide = GetWide();
if (m_iDesiredHeight < tall)
{
SetSize(wide, tall);
m_pPlayerList->SetSize(wide, tall);
}
else
{
SetSize(wide, m_iDesiredHeight);
m_pPlayerList->SetSize(wide, m_iDesiredHeight);
}
MoveToCenterOfScreen();
// update every second
m_fNextUpdateTime = gpGlobals->curtime + 1.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Sort all the teams
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::UpdateTeamInfo()
{
// TODO: work out a sorting algorithm for team display for TF2
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::UpdatePlayerInfo()
{
m_iSectionId = 0; // 0'th row is a header
int selectedRow = -1;
// walk all the players and make sure they're in the scoreboard
for ( int i = 1; i <= gpGlobals->maxClients; ++i )
{
IGameResources *gr = GameResources();
if ( gr && gr->IsConnected( i ) )
{
// add the player to the list
KeyValues *playerData = new KeyValues("data");
GetPlayerScoreInfo( i, playerData );
UpdatePlayerAvatar( i, playerData );
const char *oldName = playerData->GetString("name","");
char newName[MAX_PLAYER_NAME_LENGTH];
UTIL_MakeSafeName( oldName, newName, MAX_PLAYER_NAME_LENGTH );
playerData->SetString("name", newName);
int itemID = FindItemIDForPlayerIndex( i );
int sectionID = gr->GetTeam( i );
if ( gr->IsLocalPlayer( i ) )
{
selectedRow = itemID;
}
if (itemID == -1)
{
// add a new row
itemID = m_pPlayerList->AddItem( sectionID, playerData );
}
else
{
// modify the current row
m_pPlayerList->ModifyItem( itemID, sectionID, playerData );
}
// set the row color based on the players team
m_pPlayerList->SetItemFgColor( itemID, gr->GetTeamColor( sectionID ) );
playerData->deleteThis();
}
else
{
// remove the player
int itemID = FindItemIDForPlayerIndex( i );
if (itemID != -1)
{
m_pPlayerList->RemoveItem(itemID);
}
}
}
if ( selectedRow != -1 )
{
m_pPlayerList->SetSelectedItem(selectedRow);
}
}
//-----------------------------------------------------------------------------
// Purpose: adds the top header of the scoreboars
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::AddHeader()
{
// add the top header
m_pPlayerList->AddSection(m_iSectionId, "");
m_pPlayerList->SetSectionAlwaysVisible(m_iSectionId);
m_pPlayerList->AddColumnToSection(m_iSectionId, "name", "#PlayerName", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) );
m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "#PlayerScore", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
m_pPlayerList->AddColumnToSection(m_iSectionId, "deaths", "#PlayerDeath", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),DEATH_WIDTH) );
m_pPlayerList->AddColumnToSection(m_iSectionId, "ping", "#PlayerPing", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),PING_WIDTH) );
}
//-----------------------------------------------------------------------------
// Purpose: Adds a new section to the scoreboard (i.e the team header)
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::AddSection(int teamType, int teamNumber)
{
if ( teamType == TYPE_TEAM )
{
IGameResources *gr = GameResources();
if ( !gr )
return;
// setup the team name
wchar_t *teamName = g_pVGuiLocalize->Find( gr->GetTeamName(teamNumber) );
wchar_t name[64];
wchar_t string1[1024];
if (!teamName)
{
g_pVGuiLocalize->ConvertANSIToUnicode(gr->GetTeamName(teamNumber), name, sizeof(name));
teamName = name;
}
g_pVGuiLocalize->ConstructString_safe( string1, g_pVGuiLocalize->Find("#Player"), 2, teamName );
m_pPlayerList->AddSection(m_iSectionId, "", StaticPlayerSortFunc);
// Avatars are always displayed at 32x32 regardless of resolution
if ( ShowAvatars() )
{
m_pPlayerList->AddColumnToSection( m_iSectionId, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_RIGHT, m_iAvatarWidth );
}
m_pPlayerList->AddColumnToSection(m_iSectionId, "name", string1, 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) - m_iAvatarWidth );
m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
m_pPlayerList->AddColumnToSection(m_iSectionId, "deaths", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),DEATH_WIDTH) );
m_pPlayerList->AddColumnToSection(m_iSectionId, "ping", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),PING_WIDTH) );
}
else if ( teamType == TYPE_SPECTATORS )
{
m_pPlayerList->AddSection(m_iSectionId, "");
// Avatars are always displayed at 32x32 regardless of resolution
if ( ShowAvatars() )
{
m_pPlayerList->AddColumnToSection( m_iSectionId, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_RIGHT, m_iAvatarWidth );
}
m_pPlayerList->AddColumnToSection(m_iSectionId, "name", "#Spectators", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),NAME_WIDTH) - m_iAvatarWidth );
m_pPlayerList->AddColumnToSection(m_iSectionId, "frags", "", 0, scheme()->GetProportionalScaledValueEx( GetScheme(),SCORE_WIDTH) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Used for sorting players
//-----------------------------------------------------------------------------
bool CClientScoreBoardDialog::StaticPlayerSortFunc(vgui::SectionedListPanel *list, int itemID1, int itemID2)
{
KeyValues *it1 = list->GetItemData(itemID1);
KeyValues *it2 = list->GetItemData(itemID2);
Assert(it1 && it2);
// first compare frags
int v1 = it1->GetInt("frags");
int v2 = it2->GetInt("frags");
if (v1 > v2)
return true;
else if (v1 < v2)
return false;
// next compare deaths
v1 = it1->GetInt("deaths");
v2 = it2->GetInt("deaths");
if (v1 > v2)
return false;
else if (v1 < v2)
return true;
// the same, so compare itemID's (as a sentinel value to get deterministic sorts)
return itemID1 < itemID2;
}
//-----------------------------------------------------------------------------
// Purpose: Adds a new row to the scoreboard, from the playerinfo structure
//-----------------------------------------------------------------------------
bool CClientScoreBoardDialog::GetPlayerScoreInfo(int playerIndex, KeyValues *kv)
{
IGameResources *gr = GameResources();
if (!gr )
return false;
kv->SetInt("deaths", gr->GetDeaths( playerIndex ) );
kv->SetInt("frags", gr->GetFrags( playerIndex ) );
kv->SetInt("ping", gr->GetPing( playerIndex ) ) ;
kv->SetString("name", gr->GetPlayerName( playerIndex ) );
kv->SetInt("playerIndex", playerIndex);
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::UpdatePlayerAvatar( int playerIndex, KeyValues *kv )
{
// Update their avatar
if ( kv && ShowAvatars() && steamapicontext->SteamFriends() && steamapicontext->SteamUtils() )
{
player_info_t pi;
if ( engine->GetPlayerInfo( playerIndex, &pi ) )
{
if ( pi.friendsID )
{
CSteamID steamIDForPlayer( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
// See if we already have that avatar in our list
int iMapIndex = m_mapAvatarsToImageList.Find( steamIDForPlayer );
int iImageIndex;
if ( iMapIndex == m_mapAvatarsToImageList.InvalidIndex() )
{
CAvatarImage *pImage = new CAvatarImage();
pImage->SetAvatarSteamID( steamIDForPlayer );
pImage->SetAvatarSize( 32, 32 ); // Deliberately non scaling
iImageIndex = m_pImageList->AddImage( pImage );
m_mapAvatarsToImageList.Insert( steamIDForPlayer, iImageIndex );
}
else
{
iImageIndex = m_mapAvatarsToImageList[ iMapIndex ];
}
kv->SetInt( "avatar", iImageIndex );
CAvatarImage *pAvIm = (CAvatarImage *)m_pImageList->GetImage( iImageIndex );
pAvIm->UpdateFriendStatus();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: reload the player list on the scoreboard
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::FillScoreBoard()
{
// update totals information
UpdateTeamInfo();
// update player info
UpdatePlayerInfo();
}
//-----------------------------------------------------------------------------
// Purpose: searches for the player in the scoreboard
//-----------------------------------------------------------------------------
int CClientScoreBoardDialog::FindItemIDForPlayerIndex(int playerIndex)
{
for (int i = 0; i <= m_pPlayerList->GetHighestItemID(); i++)
{
if (m_pPlayerList->IsItemIDValid(i))
{
KeyValues *kv = m_pPlayerList->GetItemData(i);
kv = kv->FindKey(m_iPlayerIndexSymbol);
if (kv && kv->GetInt() == playerIndex)
return i;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the text of a control by name
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::MoveLabelToFront(const char *textEntryName)
{
Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
if (entry)
{
entry->MoveToFront();
}
}
//-----------------------------------------------------------------------------
// Purpose: Center the dialog on the screen. (vgui has this method on
// Frame, but we're an EditablePanel, need to roll our own.)
//-----------------------------------------------------------------------------
void CClientScoreBoardDialog::MoveToCenterOfScreen()
{
int wx, wy, ww, wt;
surface()->GetWorkspaceBounds(wx, wy, ww, wt);
SetPos((ww - GetWide()) / 2, (wt - GetTall()) / 2);
}