Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_vguiscreen.h"
#include <vgui/IVGui.h>
#include <vgui_controls/Controls.h>
#include <vgui_controls/Label.h>
#include "clientmode_hlnormal.h"
#include "tier1/utllinkedlist.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Amount of time before breen teleports away
//-----------------------------------------------------------------------------
class C_InfoTeleporterCountdown : public C_BaseEntity
{
public:
DECLARE_CLASS( C_InfoTeleporterCountdown, C_BaseEntity );
DECLARE_CLIENTCLASS();
public:
C_InfoTeleporterCountdown();
~C_InfoTeleporterCountdown();
virtual bool ShouldDraw() { return false; }
private:
bool m_bCountdownStarted;
bool m_bDisabled;
float m_flStartTime;
float m_flTimeRemaining;
friend class CTeleportCountdownScreen;
};
//-----------------------------------------------------------------------------
// Global list of teleporters
//-----------------------------------------------------------------------------
CUtlFixedLinkedList<C_InfoTeleporterCountdown *> g_InfoTeleporterCountdownList;
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_InfoTeleporterCountdown, DT_InfoTeleporterCountdown, CInfoTeleporterCountdown )
RecvPropInt( RECVINFO( m_bCountdownStarted ) ),
RecvPropInt( RECVINFO( m_bDisabled ) ),
RecvPropTime( RECVINFO( m_flStartTime ) ),
RecvPropFloat( RECVINFO( m_flTimeRemaining ) ),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
C_InfoTeleporterCountdown::C_InfoTeleporterCountdown()
{
g_InfoTeleporterCountdownList.AddToTail( this );
}
C_InfoTeleporterCountdown::~C_InfoTeleporterCountdown()
{
g_InfoTeleporterCountdownList.FindAndRemove( this );
}
//-----------------------------------------------------------------------------
//
// In-game vgui panel which shows the teleporter countdown
//
//-----------------------------------------------------------------------------
class CTeleportCountdownScreen : public CVGuiScreenPanel
{
DECLARE_CLASS( CTeleportCountdownScreen, CVGuiScreenPanel );
public:
CTeleportCountdownScreen( vgui::Panel *parent, const char *panelName );
virtual bool Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData );
virtual void OnTick();
private:
vgui::Label *m_pTimeRemainingTitleLabel;
vgui::Label *m_pTimeRemainingLabel;
vgui::Label *m_pMalfunctionLabel;
};
//-----------------------------------------------------------------------------
// Standard VGUI panel for objects
//-----------------------------------------------------------------------------
DECLARE_VGUI_SCREEN_FACTORY( CTeleportCountdownScreen, "teleport_countdown_screen" );
//-----------------------------------------------------------------------------
// Constructor:
//-----------------------------------------------------------------------------
CTeleportCountdownScreen::CTeleportCountdownScreen( vgui::Panel *parent, const char *panelName )
: BaseClass( parent, panelName, g_hVGuiCombineScheme )
{
}
//-----------------------------------------------------------------------------
// Initialization
//-----------------------------------------------------------------------------
bool CTeleportCountdownScreen::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData )
{
// Load all of the controls in
if ( !BaseClass::Init(pKeyValues, pInitData) )
return false;
// Make sure we get ticked...
vgui::ivgui()->AddTickSignal( GetVPanel() );
// Grab ahold of certain well-known controls
// NOTE: it is valid for these controls to not exist!
m_pTimeRemainingTitleLabel = dynamic_cast<vgui::Label*>(FindChildByName( "TimeRemainingTitle" ));
m_pTimeRemainingLabel = dynamic_cast<vgui::Label*>(FindChildByName( "TimeRemaining" ));
m_pMalfunctionLabel = dynamic_cast<vgui::Label*>( FindChildByName( "MalfunctionLabel" ) );
return true;
}
//-----------------------------------------------------------------------------
// Frame-based update
//-----------------------------------------------------------------------------
void CTeleportCountdownScreen::OnTick()
{
BaseClass::OnTick();
// Find the active info teleporter countdown
C_InfoTeleporterCountdown *pActiveCountdown = NULL;
for ( intp i = g_InfoTeleporterCountdownList.Head(); i != g_InfoTeleporterCountdownList.InvalidIndex();
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i = g_InfoTeleporterCountdownList.Next(i) )
{
if ( g_InfoTeleporterCountdownList[i]->m_bCountdownStarted )
{
pActiveCountdown = g_InfoTeleporterCountdownList[i];
break;
}
}
if ( !GetEntity() || !pActiveCountdown )
{
m_pTimeRemainingTitleLabel->SetVisible( false );
m_pTimeRemainingLabel->SetVisible( false );
m_pMalfunctionLabel->SetVisible( false );
return;
}
// Make the appropriate labels visible
bool bMalfunction = pActiveCountdown->m_bDisabled;
m_pTimeRemainingTitleLabel->SetVisible( !bMalfunction );
m_pTimeRemainingLabel->SetVisible( !bMalfunction );
// This will make it flash
m_pMalfunctionLabel->SetVisible( bMalfunction && (((int)(gpGlobals->curtime) & 0x1) == 0x1) );
// Update the time remaining
if ( !bMalfunction )
{
char buf[32];
if (m_pTimeRemainingLabel)
{
float dt = gpGlobals->curtime - pActiveCountdown->m_flStartTime;
if ( dt < 0.0f )
{
dt = 0.0f;
}
int nTimeRemaining = (int)(pActiveCountdown->m_flTimeRemaining - dt + 0.5f);
if ( nTimeRemaining < 0 )
{
nTimeRemaining = 0;
}
Q_snprintf( buf, sizeof( buf ), "%d", nTimeRemaining );
m_pTimeRemainingLabel->SetText( buf );
}
}
}