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908 lines
29 KiB
908 lines
29 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 "hudelement.h"
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#include "iclientmode.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/SectionedListPanel.h>
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#include <vgui_controls/ImageList.h>
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#include "vgui_avatarimage.h"
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#include "tf_hud_match_status.h"
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#include "tf_gamerules.h"
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#include "c_tf_team.h"
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#include "vgui_controls/ScalableImagePanel.h"
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#include "tf_time_panel.h"
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#include "c_team_objectiveresource.h"
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#include "game_controls/spectatorgui.h"
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#include "c_tf_playerresource.h"
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#include "tf_gc_client.h"
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#include "tf_match_description.h"
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#include "tf_hud_tournament.h"
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#include "tf_classmenu.h"
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extern ConVar mp_winlimit;
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extern ConVar mp_tournament_stopwatch;
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using namespace vgui;
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void AddSubKeyNamed( KeyValues *pKeys, const char *pszName );
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//-----------------------------------------------------------------------------
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// Purpose: Use the new match HUD or the old? Right now, Comp is the key
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//-----------------------------------------------------------------------------
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bool ShouldUseMatchHUD()
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{
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const IMatchGroupDescription* pMatchDesc = NULL;
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if ( GTFGCClientSystem()->BHaveLiveMatch() )
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{
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pMatchDesc = GetMatchGroupDescription( GTFGCClientSystem()->GetLiveMatchGroup() );
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}
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else if ( TFGameRules() )
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{
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pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
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}
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if ( pMatchDesc )
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{
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return pMatchDesc->m_params.m_bUseMatchHud;
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}
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return false;
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}
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const int g_nMaxSupportedRounds = 5;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CRoundCounterPanel::CRoundCounterPanel( Panel *parent, const char *panelName )
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: BaseClass( parent, panelName )
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, m_pRoundIndicatorKVs( NULL )
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, m_pRoundWinIndicatorRedKV( NULL )
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, m_pRoundWinIndicatorBlueKV( NULL )
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, m_bCountDirty( false )
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{
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ListenForGameEvent( "winlimit_changed" );
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ListenForGameEvent( "winpanel_show_scores" );
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ListenForGameEvent( "stop_watch_changed" );
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ListenForGameEvent( "teamplay_round_start" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CRoundCounterPanel::~CRoundCounterPanel()
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{
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if ( m_pRoundIndicatorKVs )
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m_pRoundIndicatorKVs->deleteThis();
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if ( m_pRoundWinIndicatorRedKV )
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m_pRoundWinIndicatorRedKV->deleteThis();
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if ( m_pRoundWinIndicatorBlueKV )
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m_pRoundWinIndicatorBlueKV->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CRoundCounterPanel::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings( pScheme );
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LoadControlSettings( "resource/UI/HudRoundCounter.res" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Put a copy of the specified keys in block pszKeyName from pKVIn
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// into pKV
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//-----------------------------------------------------------------------------
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void LoadKeyValues( KeyValues** pKV, KeyValues* pKVIn, const char* pszKeyName )
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{
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if ( (*pKV) )
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(*pKV)->deleteThis();
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(*pKV) = pKVIn->FindKey( pszKeyName );
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if ((*pKV))
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{
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(*pKV) = (*pKV)->MakeCopy();
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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 CRoundCounterPanel::ApplySettings( KeyValues *inResourceData )
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{
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BaseClass::ApplySettings( inResourceData );
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LoadKeyValues( &m_pRoundIndicatorKVs, inResourceData, "RoundIndicatorPanel_kv" );
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LoadKeyValues( &m_pRoundWinIndicatorRedKV, inResourceData, "RoundWinPanelRed_kv" );
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LoadKeyValues( &m_pRoundWinIndicatorBlueKV, inResourceData, "RoundWinPanelBlue_kv" );
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CreateRoundPanels( m_vecBlueRoundIndicators, "RoundIndicator", m_pRoundIndicatorKVs );
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CreateRoundPanels( m_vecRedRoundIndicators, "RoundIndicator", m_pRoundIndicatorKVs );
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CreateRoundPanels( m_vecBlueWinIndicators, "WinIndicatorBlue", m_pRoundWinIndicatorBlueKV );
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CreateRoundPanels( m_vecRedWinIndicators, "WinIndicatorRed", m_pRoundWinIndicatorRedKV );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Ensure there are the correct number of image panels. If not, create
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// them and apply the passed-in settings
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//-----------------------------------------------------------------------------
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void CRoundCounterPanel::CreateRoundPanels( ImageVector& vecImages, const char* pszName, KeyValues* pKVSettings )
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{
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int nMaxRounds = g_nMaxSupportedRounds;
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if ( vecImages.Count() != nMaxRounds )
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{
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FOR_EACH_VEC( vecImages, i )
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{
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vecImages[ i ]->MarkForDeletion();
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}
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vecImages.Purge();
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if ( nMaxRounds > 0 )
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{
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while ( nMaxRounds-- )
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{
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vecImages.AddToTail(new ImagePanel(this, pszName));
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}
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}
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}
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if ( pKVSettings )
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{
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FOR_EACH_VEC(vecImages, i)
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{
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vecImages[i]->ApplySettings( pKVSettings );
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}
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}
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}
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extern ConVar tf_attack_defend_map;
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//-----------------------------------------------------------------------------
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// Purpose: Loop through and conditionally set visible some panels
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//-----------------------------------------------------------------------------
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void VisibleCondition( CRoundCounterPanel::ImageVector& vecImages, int iMax )
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{
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bool bInStopWatch = tf_attack_defend_map.GetBool();
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FOR_EACH_VEC( vecImages, i )
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{
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vecImages[i]->SetVisible( i < iMax && !bInStopWatch );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Position all of the round panels and resize the background blue/red
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//-----------------------------------------------------------------------------
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void CRoundCounterPanel::PerformLayout()
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{
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BaseClass::PerformLayout();
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if ( !TFGameRules() || !ShouldUseMatchHUD() )
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return;
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C_TFTeam* pTeams[ TF_TEAM_COUNT ];
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pTeams[ TF_TEAM_RED ] = GetGlobalTFTeam( TF_TEAM_RED );
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pTeams[ TF_TEAM_BLUE ] = GetGlobalTFTeam( TF_TEAM_BLUE );
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if ( !pTeams[ TF_TEAM_RED ] || !pTeams[ TF_TEAM_BLUE ] )
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return;
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// Layout the round indicators
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LayoutPanels( m_vecBlueRoundIndicators, EAlignment::ALIGN_WEST, (GetWide() / 2) - m_nIndicatorStartOffset, m_nIndicatorPanelStep );
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VisibleCondition( m_vecBlueRoundIndicators, mp_winlimit.GetInt() );
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LayoutPanels( m_vecRedRoundIndicators, EAlignment::ALIGN_EAST, (GetWide() / 2) + m_nIndicatorStartOffset, m_nIndicatorPanelStep );
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VisibleCondition( m_vecRedRoundIndicators, mp_winlimit.GetInt() );
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// Layout the win indicators
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LayoutPanels( m_vecBlueWinIndicators, EAlignment::ALIGN_WEST, (GetWide() / 2) - m_nIndicatorStartOffset, m_nIndicatorPanelStep );
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VisibleCondition( m_vecBlueWinIndicators, Min( mp_winlimit.GetInt(), pTeams[ TF_TEAM_BLUE ]->m_iScore ) );
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LayoutPanels( m_vecRedWinIndicators, EAlignment::ALIGN_EAST, (GetWide() / 2) + m_nIndicatorStartOffset, m_nIndicatorPanelStep );
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VisibleCondition( m_vecRedWinIndicators, Min( mp_winlimit.GetInt(), pTeams[ TF_TEAM_RED ]->m_iScore ) );
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}
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void CRoundCounterPanel::OnThink()
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{
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if ( m_bCountDirty )
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{
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int nNumVisible = 0;
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FOR_EACH_VEC( m_vecBlueRoundIndicators, i )
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{
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if ( m_vecBlueRoundIndicators[i]->IsVisible() )
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++nNumVisible;
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}
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if ( nNumVisible != mp_winlimit.GetInt() )
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{
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InvalidateLayout();
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m_bCountDirty = false;
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}
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}
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}
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void CRoundCounterPanel::FireGameEvent(IGameEvent * event )
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{
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if ( FStrEq( event->GetName(), "winlimit_changed" ) ) // Resize if the win limit changes
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{
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m_bCountDirty = true;
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}
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else if ( FStrEq( event->GetName(), "winpanel_show_scores" ) // Conditionally hide the win markers
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|| FStrEq( event->GetName(), "stop_watch_changed" ) // Match the timing of the win panel "Ding!" when the scores update
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|| FStrEq( event->GetName(), "teamplay_round_start" ) ) // Make sure we're accurate when the round starts in case the hud event didnt happen
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{
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InvalidateLayout( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Layout the round panels
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//-----------------------------------------------------------------------------
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void CRoundCounterPanel::LayoutPanels( ImageVector& vecImages, EAlignment eAlignment, int nStartPos, int nMaxWide )
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{
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if ( !mp_winlimit.GetInt() )
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return;
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FOR_EACH_VEC( vecImages, i )
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{
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Panel* pPanel = vecImages[ i ];
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const int nXStartPos = eAlignment == ALIGN_EAST ? nStartPos : nStartPos;
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const int nStep = ( nMaxWide / mp_winlimit.GetInt() );
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const int nXOffset = nStep * i;
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// Step out the panels by the steph width
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int nXPos = eAlignment == ALIGN_EAST ? nXStartPos + nXOffset - ( pPanel->GetWide() / 2 ) + ( nStep / 2 )
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: nXStartPos - nXOffset - ( pPanel->GetWide() / 2 ) - ( nStep / 2 );
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pPanel->SetPos( nXPos, pPanel->GetYPos() );
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}
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}
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DECLARE_HUDELEMENT( CTFHudMatchStatus );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFHudMatchStatus::CTFHudMatchStatus(const char *pElementName)
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: CHudElement(pElementName)
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, BaseClass(NULL, "HudMatchStatus")
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, m_pTimePanel( NULL )
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, m_bUseMatchHUD( false )
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, m_eMatchGroupSettings( k_nMatchGroup_Invalid )
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{
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Panel *pParent = g_pClientMode->GetViewport();
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SetParent(pParent);
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SetHiddenBits( HIDEHUD_MISCSTATUS );
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m_pMatchStartModelPanel = new CModelPanel( this, "MatchDoors" );
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m_pRoundCounter = new CRoundCounterPanel( this, "RoundCounter" );
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m_pTimePanel = new CTFHudTimeStatus( this, "ObjectiveStatusTimePanel" );
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m_pRoundSignModel = new CModelPanel( this, "RoundSignModel" );
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m_pTeamStatus = new CTFTeamStatus( this, "TeamStatus" );
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m_pBlueTeamPanel = new vgui::EditablePanel( this, "BlueTeamPanel" );
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m_pPlayerListBlue = new vgui::SectionedListPanel( m_pBlueTeamPanel, "BluePlayerList" );
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m_pBlueLeaderAvatarImage = new CAvatarImagePanel( m_pBlueTeamPanel, "BlueLeaderAvatar" );
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m_pBlueLeaderAvatarBG = new EditablePanel( m_pBlueTeamPanel, "BlueLeaderAvatarBG" );
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m_pBlueTeamImage = new ImagePanel( m_pBlueTeamPanel, "BlueTeamImage" );
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m_pBlueTeamName = new CExLabel( m_pBlueTeamPanel, "BlueTeamLabel", "" );
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m_pRedTeamPanel = new vgui::EditablePanel( this, "RedTeamPanel" );
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m_pPlayerListRed = new vgui::SectionedListPanel( m_pRedTeamPanel, "RedPlayerList" );
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m_pRedLeaderAvatarImage = new CAvatarImagePanel( m_pRedTeamPanel, "RedLeaderAvatar" );
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m_pRedLeaderAvatarBG = new EditablePanel( m_pRedTeamPanel, "RedLeaderAvatarBG" );
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m_pRedTeamImage = new ImagePanel( m_pRedTeamPanel, "RedTeamImage" );
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m_pRedTeamName = new CExLabel( m_pRedTeamPanel, "RedTeamLabel", "" );
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m_mapAvatarsToImageList.SetLessFunc( DefLessFunc( CSteamID ) );
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m_mapAvatarsToImageList.RemoveAll();
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ListenForGameEvent( "teamplay_round_start" );
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ListenForGameEvent( "restart_timer_time" );
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ListenForGameEvent( "show_match_summary" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTFHudMatchStatus::~CTFHudMatchStatus()
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{
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if ( NULL != m_pImageList )
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{
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delete m_pImageList;
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m_pImageList = NULL;
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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 CTFHudMatchStatus::Reset()
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{
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SetPanelsVisible();
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if ( m_pTimePanel )
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{
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m_pTimePanel->Reset();
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}
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if ( m_pTeamStatus )
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{
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m_pTeamStatus->Reset();
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}
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CHudElement::Reset();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudMatchStatus::SetPanelsVisible()
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{
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m_pRoundCounter->SetVisible( ShouldUseMatchHUD() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudMatchStatus::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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KeyValues *pConditions = NULL;
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if ( ShouldUseMatchHUD() )
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{
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pConditions = new KeyValues( "conditions" );
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AddSubKeyNamed( pConditions, "if_match" );
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const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( GTFGCClientSystem()->GetLiveMatchGroup() );
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if ( pMatchDesc )
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{
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if ( pMatchDesc->m_params.m_pmm_match_group_size->GetInt() > 12 )
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{
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AddSubKeyNamed( pConditions, "if_large" );
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}
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}
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}
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// load control settings...
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LoadControlSettings( "resource/UI/HudMatchStatus.res", NULL, NULL, pConditions );
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if ( pConditions )
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{
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pConditions->deleteThis();
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}
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if ( m_pImageList )
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delete m_pImageList;
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m_pImageList = new ImageList( false );
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m_mapAvatarsToImageList.RemoveAll();
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m_pPlayerListBlue->SetImageList( m_pImageList, false );
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m_pPlayerListRed->SetImageList( m_pImageList, false );
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InitPlayerList( m_pPlayerListBlue, TF_TEAM_BLUE );
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InitPlayerList( m_pPlayerListRed, TF_TEAM_RED );
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m_hPlayerListFont = pScheme->GetFont( "Default", true );
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UpdatePlayerList();
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UpdateTeamInfo();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTFHudMatchStatus::PerformLayout()
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{
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BaseClass::PerformLayout();
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SetPanelsVisible();
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}
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bool CTFHudMatchStatus::ShouldDraw( void )
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{
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// Force to draw during match summary so the doors show up. This panel
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// will try to hide itself if you're dead, but we want to ignore that
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// behavior and force us to draw.
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|
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() )
|
||
|
return true;
|
||
|
|
||
|
if ( gViewPortInterface->GetActivePanel() )
|
||
|
return false;
|
||
|
|
||
|
return CHudElement::ShouldDraw();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::OnThink()
|
||
|
{
|
||
|
if ( !TFGameRules() )
|
||
|
return;
|
||
|
|
||
|
bool bReload = false;
|
||
|
bool bUseMatchHUD = ShouldUseMatchHUD();
|
||
|
|
||
|
if ( bUseMatchHUD != m_bUseMatchHUD )
|
||
|
{
|
||
|
m_bUseMatchHUD = bUseMatchHUD;
|
||
|
bReload = true;
|
||
|
}
|
||
|
|
||
|
EMatchGroup eCurrentGroup = TFGameRules()->GetCurrentMatchGroup();
|
||
|
if ( eCurrentGroup != m_eMatchGroupSettings )
|
||
|
{
|
||
|
m_eMatchGroupSettings = eCurrentGroup;
|
||
|
bReload = true;
|
||
|
}
|
||
|
|
||
|
if ( bReload )
|
||
|
{
|
||
|
InvalidateLayout( false, true );
|
||
|
|
||
|
// The KOTH timers are their own hud element
|
||
|
CTFHudKothTimeStatus *pKothHUD = GET_HUDELEMENT( CTFHudKothTimeStatus );
|
||
|
if ( pKothHUD )
|
||
|
{
|
||
|
pKothHUD->InvalidateLayout( false, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// check for an active timer and turn the time panel on or off if we need to
|
||
|
if ( m_pTimePanel )
|
||
|
{
|
||
|
// Don't draw in freezecam, or when the game's not running
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
bool bDisplayTimer = !( pPlayer && pPlayer->GetObserverMode() == OBS_MODE_FREEZECAM );
|
||
|
|
||
|
if ( TeamplayRoundBasedRules()->IsInTournamentMode() && TeamplayRoundBasedRules()->IsInWaitingForPlayers() )
|
||
|
{
|
||
|
bDisplayTimer = false;
|
||
|
}
|
||
|
|
||
|
if ( bDisplayTimer )
|
||
|
{
|
||
|
// is the time panel still pointing at an active timer?
|
||
|
int iCurrentTimer = m_pTimePanel->GetTimerIndex();
|
||
|
CTeamRoundTimer *pTimer = dynamic_cast< CTeamRoundTimer* >( ClientEntityList().GetEnt( iCurrentTimer ) );
|
||
|
|
||
|
if ( pTimer && !pTimer->IsDormant() && !pTimer->IsDisabled() && pTimer->ShowInHud() )
|
||
|
{
|
||
|
// the current timer is fine, make sure the panel is visible
|
||
|
bDisplayTimer = true;
|
||
|
}
|
||
|
else if ( ObjectiveResource() )
|
||
|
{
|
||
|
// check for a different timer
|
||
|
int iActiveTimer = ObjectiveResource()->GetTimerToShowInHUD();
|
||
|
|
||
|
pTimer = dynamic_cast< CTeamRoundTimer* >( ClientEntityList().GetEnt( iActiveTimer ) );
|
||
|
bDisplayTimer = ( iActiveTimer != 0 && pTimer && !pTimer->IsDormant() );
|
||
|
m_pTimePanel->SetTimerIndex( iActiveTimer );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( bDisplayTimer && !TFGameRules()->ShowMatchSummary() )
|
||
|
{
|
||
|
if ( !TFGameRules()->IsInKothMode() )
|
||
|
{
|
||
|
if ( !m_pTimePanel->IsVisible() )
|
||
|
{
|
||
|
m_pTimePanel->SetVisible( true );
|
||
|
|
||
|
// If our spectator GUI is visible, invalidate its layout so that it moves the reinforcement label
|
||
|
if ( g_pSpectatorGUI )
|
||
|
{
|
||
|
g_pSpectatorGUI->InvalidateLayout();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool bVisible = TeamplayRoundBasedRules()->IsInWaitingForPlayers();
|
||
|
|
||
|
if ( m_pTimePanel->IsVisible() != bVisible )
|
||
|
{
|
||
|
m_pTimePanel->SetVisible( bVisible );
|
||
|
|
||
|
// If our spectator GUI is visible, invalidate its layout so that it moves the reinforcement label
|
||
|
if ( g_pSpectatorGUI )
|
||
|
{
|
||
|
g_pSpectatorGUI->InvalidateLayout();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if ( m_pTimePanel->IsVisible() )
|
||
|
{
|
||
|
m_pTimePanel->SetVisible( false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
BaseClass::OnThink();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::FireGameEvent( IGameEvent * event )
|
||
|
{
|
||
|
if ( !ShouldUseMatchHUD() )
|
||
|
return;
|
||
|
|
||
|
if ( FStrEq("teamplay_round_start", event->GetName() ) )
|
||
|
{
|
||
|
// Drop the round sign right when the match starts on rounds > 1
|
||
|
if ( TFGameRules()->GetRoundsPlayed() > 0 )
|
||
|
{
|
||
|
ShowRoundSign( TFGameRules()->GetRoundsPlayed() );
|
||
|
}
|
||
|
}
|
||
|
else if ( FStrEq( "restart_timer_time", event->GetName() ) )
|
||
|
{
|
||
|
HandleCountdown( event->GetInt( "time" ) );
|
||
|
}
|
||
|
else if ( FStrEq( "show_match_summary", event->GetName() ) )
|
||
|
{
|
||
|
if ( m_pBlueTeamPanel )
|
||
|
{
|
||
|
m_pBlueTeamPanel->SetVisible( false );
|
||
|
}
|
||
|
|
||
|
if ( m_pRedTeamPanel )
|
||
|
{
|
||
|
m_pRedTeamPanel->SetVisible( false );
|
||
|
}
|
||
|
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
|
||
|
bool bForceDoors = false;
|
||
|
#ifdef STAGING_ONLY
|
||
|
bForceDoors = tf_test_match_summary.GetBool();
|
||
|
#endif
|
||
|
if ( bForceDoors || ( pMatchDesc && pMatchDesc->m_params.m_bShowPostRoundDoors ) )
|
||
|
{
|
||
|
if ( TFGameRules() && TFGameRules()->MapHasMatchSummaryStage() && ( bForceDoors || pMatchDesc->m_params.m_bUseMatchSummaryStage ) )
|
||
|
{
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudMatchStatus_ShowMatchWinDoors", false );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudMatchStatus_ShowMatchWinDoors_NoOpen", false );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CTFHudMatchStatus::HandleCountdown( int nTime )
|
||
|
{
|
||
|
// Update the timer
|
||
|
SetDialogVariable( "countdown", nTime );
|
||
|
|
||
|
switch ( nTime )
|
||
|
{
|
||
|
case 2:
|
||
|
// Drop the round sign with 2 seconds to go on the 1st round
|
||
|
if ( TFGameRules()->GetRoundsPlayed() == 0 )
|
||
|
{
|
||
|
ShowRoundSign( TFGameRules()->GetRoundsPlayed() );
|
||
|
}
|
||
|
break;
|
||
|
case 10:
|
||
|
if ( TFGameRules()->GetRoundsPlayed() == 0 )
|
||
|
{
|
||
|
ShowMatchStartDoors();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudMatchStatus_ShowCountdown", false );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef STAGING_ONLY
|
||
|
ConVar tf_comp_door_skin_override( "tf_comp_door_skin_override", "-1", 0, "Skin override for the competitive doors. Set to -1 to not override calculated skin" );
|
||
|
ConVar tf_comp_door_bodygroup_override( "tf_comp_door_bodygroup_override", "-1", 0, "Bodygroup override for the competitive doors. Set to -1 to not override calculated skin" );
|
||
|
#endif
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::ShowMatchStartDoors()
|
||
|
{
|
||
|
if ( TFGameRules()->GetCurrentMatchGroup() == k_nMatchGroup_Invalid )
|
||
|
return;
|
||
|
|
||
|
const IMatchGroupDescription* pMatchDesc = GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() );
|
||
|
|
||
|
int nSkin = 0;
|
||
|
int nSubModel = 0;
|
||
|
if ( pMatchDesc->BGetRoundDoorParameters( nSkin, nSubModel ) )
|
||
|
{
|
||
|
#ifdef STAGING_ONLY
|
||
|
if ( tf_comp_door_skin_override.GetInt() != -1 )
|
||
|
{
|
||
|
nSkin = tf_comp_door_skin_override.GetInt();
|
||
|
}
|
||
|
if ( tf_comp_door_bodygroup_override.GetInt() != -1 )
|
||
|
{
|
||
|
nSubModel = tf_comp_door_bodygroup_override.GetInt();
|
||
|
}
|
||
|
#endif
|
||
|
UpdatePlayerList();
|
||
|
UpdateTeamInfo();
|
||
|
|
||
|
if ( m_pMatchStartModelPanel->m_hModel == NULL )
|
||
|
{
|
||
|
m_pMatchStartModelPanel->UpdateModel();
|
||
|
}
|
||
|
|
||
|
m_pMatchStartModelPanel->SetBodyGroup( "logos", nSubModel );
|
||
|
m_pMatchStartModelPanel->UpdateModel();
|
||
|
m_pMatchStartModelPanel->SetSkin( nSkin );
|
||
|
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "HudMatchStatus_ShowMatchStartDoors", false );
|
||
|
|
||
|
// Hide the class selection panel. It sorts weird with the doors, and we dont have time to figure out why.
|
||
|
gViewPortInterface->ShowPanel( PANEL_CLASS_RED, false );
|
||
|
gViewPortInterface->ShowPanel( PANEL_CLASS_BLUE, false );
|
||
|
|
||
|
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
|
||
|
if ( pLocalPlayer )
|
||
|
{
|
||
|
pLocalPlayer->EmitSound( pMatchDesc->m_params.m_pszMatchStartSound );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Show the round sign with the specified round number
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::ShowRoundSign( int nRoundNumber )
|
||
|
{
|
||
|
if ( TFGameRules()->GetCurrentMatchGroup() == k_nMatchGroup_Invalid )
|
||
|
return;
|
||
|
|
||
|
if ( !m_pRoundSignModel || !m_pRoundSignModel->m_pModelInfo )
|
||
|
return;
|
||
|
|
||
|
Assert( TFGameRules()->GetRoundsPlayed() >= 0 && TFGameRules()->GetRoundsPlayed() <= 6 );
|
||
|
|
||
|
int nSkin = 0;
|
||
|
int nBodyGroup = 0;
|
||
|
if ( GetMatchGroupDescription( TFGameRules()->GetCurrentMatchGroup() )->BGetRoundStartBannerParameters( nSkin, nBodyGroup ) )
|
||
|
{
|
||
|
if ( m_pRoundSignModel->m_hModel == NULL )
|
||
|
{
|
||
|
m_pRoundSignModel->UpdateModel();
|
||
|
}
|
||
|
|
||
|
// Change the skin and bodygroup to be correct for the mode and round
|
||
|
m_pRoundSignModel->SetBodyGroup( "logos", nBodyGroup );
|
||
|
m_pRoundSignModel->m_pModelInfo->m_nSkin = nSkin;
|
||
|
// Make the model actually update with the new look
|
||
|
m_pRoundSignModel->SetPanelDirty();
|
||
|
m_pRoundSignModel->UpdateModel();
|
||
|
// Play the sign drop anim
|
||
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence(this, "HudTournament_ShowRoundSign", false);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Used for sorting players
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool TFPlayerSortFunc( vgui::SectionedListPanel *list, int itemID1, int itemID2 )
|
||
|
{
|
||
|
KeyValues *it1 = list->GetItemData( itemID1 );
|
||
|
KeyValues *it2 = list->GetItemData( itemID2 );
|
||
|
Assert( it1 && it2 );
|
||
|
|
||
|
// first compare score
|
||
|
int v1 = it1->GetInt( "score" );
|
||
|
int v2 = it2->GetInt( "score" );
|
||
|
if ( v1 > v2 )
|
||
|
return true;
|
||
|
else if ( v1 < v2 )
|
||
|
return false;
|
||
|
|
||
|
// if score is the same, use player index to get deterministic sort
|
||
|
int iPlayerIndex1 = it1->GetInt( "playerIndex" );
|
||
|
int iPlayerIndex2 = it2->GetInt( "playerIndex" );
|
||
|
return ( iPlayerIndex1 > iPlayerIndex2 );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Inits the player list in a list panel
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::InitPlayerList( SectionedListPanel *pPlayerList, int nTeam )
|
||
|
{
|
||
|
pPlayerList->SetVerticalScrollbar( false );
|
||
|
pPlayerList->RemoveAll();
|
||
|
pPlayerList->RemoveAllSections();
|
||
|
pPlayerList->AddSection( 0, "Players", TFPlayerSortFunc );
|
||
|
pPlayerList->SetSectionAlwaysVisible( 0, true );
|
||
|
pPlayerList->SetSectionDrawDividerBar( 0, false );
|
||
|
pPlayerList->SetBorder( NULL );
|
||
|
pPlayerList->SetMouseInputEnabled( false );
|
||
|
pPlayerList->SetClickable( false );
|
||
|
|
||
|
pPlayerList->AddColumnToSection( 0, "avatar", "", SectionedListPanel::COLUMN_IMAGE | SectionedListPanel::COLUMN_RIGHT, m_iAvatarWidth );
|
||
|
pPlayerList->AddColumnToSection( 0, "spacer", "", 0, m_iSpacerWidth );
|
||
|
|
||
|
// the player avatar is always a fixed size, so as we change resolutions we need to vary the size of the name column to adjust the total width of all the columns
|
||
|
int nExtraSpace = pPlayerList->GetWide() - m_iAvatarWidth - m_iSpacerWidth - m_iNameWidth - ( 2 * SectionedListPanel::COLUMN_DATA_INDENT ); // the SectionedListPanel will indent the columns on either end by SectionedListPanel::COLUMN_DATA_INDENT
|
||
|
pPlayerList->AddColumnToSection( 0, "name", "", 0, m_iNameWidth + nExtraSpace );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Updates the player list
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::UpdatePlayerList()
|
||
|
{
|
||
|
m_pPlayerListRed->RemoveAll();
|
||
|
m_pPlayerListRed->ClearAllColorOverrideForCell();
|
||
|
|
||
|
m_pPlayerListBlue->RemoveAll();
|
||
|
m_pPlayerListBlue->ClearAllColorOverrideForCell();
|
||
|
|
||
|
if ( !g_TF_PR )
|
||
|
return;
|
||
|
|
||
|
for ( int playerIndex = 1; playerIndex <= MAX_PLAYERS; playerIndex++ )
|
||
|
{
|
||
|
if ( g_PR->IsConnected( playerIndex ) )
|
||
|
{
|
||
|
SectionedListPanel *pPlayerList = NULL;
|
||
|
int nTeam = g_PR->GetTeam( playerIndex );
|
||
|
switch ( nTeam )
|
||
|
{
|
||
|
case TF_TEAM_BLUE:
|
||
|
pPlayerList = m_pPlayerListBlue;
|
||
|
break;
|
||
|
case TF_TEAM_RED:
|
||
|
pPlayerList = m_pPlayerListRed;
|
||
|
break;
|
||
|
}
|
||
|
if ( null == pPlayerList )
|
||
|
continue;
|
||
|
|
||
|
KeyValues *pKeyValues = new KeyValues( "data" );
|
||
|
pKeyValues->SetInt( "playerIndex", playerIndex );
|
||
|
|
||
|
pKeyValues->SetString( "name", g_TF_PR->GetPlayerName( playerIndex ) );
|
||
|
|
||
|
UpdatePlayerAvatar( playerIndex, pKeyValues );
|
||
|
|
||
|
int itemID = pPlayerList->AddItem( 0, pKeyValues );
|
||
|
|
||
|
pPlayerList->SetItemFgColor( itemID, g_PR->GetTeamColor( nTeam ) );
|
||
|
pPlayerList->SetItemBgColor( itemID, Color( 120, 120, 120, 80 ) );
|
||
|
pPlayerList->SetItemBgHorizFillInset( itemID, m_iHorizFillInset );
|
||
|
pPlayerList->SetItemFont( itemID, m_hPlayerListFont );
|
||
|
|
||
|
pKeyValues->deleteThis();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_pPlayerListRed->SetSectionFgColor( 0, g_PR->GetTeamColor( TF_TEAM_RED ) );
|
||
|
m_pPlayerListBlue->SetSectionFgColor( 0, g_PR->GetTeamColor( TF_TEAM_BLUE ) );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Updates the player list
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::UpdatePlayerAvatar( int playerIndex, KeyValues *kv )
|
||
|
{
|
||
|
// Update their avatar
|
||
|
if ( kv && 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:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CTFHudMatchStatus::UpdateTeamInfo()
|
||
|
{
|
||
|
for ( int teamIndex = TF_TEAM_RED; teamIndex <= TF_TEAM_BLUE; teamIndex++ )
|
||
|
{
|
||
|
C_TFTeam *team = GetGlobalTFTeam( teamIndex );
|
||
|
if ( team )
|
||
|
{
|
||
|
// choose dialog variables to set depending on team
|
||
|
const char *pDialogVarTeamName = "";
|
||
|
vgui::EditablePanel *pPanel = NULL;
|
||
|
|
||
|
switch ( teamIndex )
|
||
|
{
|
||
|
case TF_TEAM_RED:
|
||
|
pDialogVarTeamName = "redteamname";
|
||
|
pPanel = m_pRedTeamPanel;
|
||
|
break;
|
||
|
case TF_TEAM_BLUE:
|
||
|
pDialogVarTeamName = "blueteamname";
|
||
|
pPanel = m_pBlueTeamPanel;
|
||
|
break;
|
||
|
default:
|
||
|
Assert( false );
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// set the team name
|
||
|
if ( pPanel )
|
||
|
{
|
||
|
pPanel->SetDialogVariable( pDialogVarTeamName, team->Get_Localized_Name() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool bShowAvatars = g_TF_PR && g_TF_PR->HasPremadeParties();
|
||
|
|
||
|
if ( bShowAvatars )
|
||
|
{
|
||
|
m_pRedLeaderAvatarImage->SetPlayer( GetSteamIDForPlayerIndex( g_TF_PR->GetPartyLeaderRedTeamIndex() ), k_EAvatarSize64x64 );
|
||
|
m_pRedLeaderAvatarImage->SetShouldDrawFriendIcon( false );
|
||
|
m_pBlueLeaderAvatarImage->SetPlayer( GetSteamIDForPlayerIndex( g_TF_PR->GetPartyLeaderBlueTeamIndex() ), k_EAvatarSize64x64 );
|
||
|
m_pBlueLeaderAvatarImage->SetShouldDrawFriendIcon( false );
|
||
|
}
|
||
|
|
||
|
m_pRedLeaderAvatarImage->SetVisible( bShowAvatars );
|
||
|
m_pRedLeaderAvatarBG->SetVisible( bShowAvatars );
|
||
|
m_pRedTeamName->SetVisible( bShowAvatars );
|
||
|
m_pRedTeamImage->SetVisible( !bShowAvatars );
|
||
|
|
||
|
m_pBlueLeaderAvatarImage->SetVisible( bShowAvatars );
|
||
|
m_pBlueLeaderAvatarBG->SetVisible( bShowAvatars );
|
||
|
m_pBlueTeamName->SetVisible( bShowAvatars );
|
||
|
m_pBlueTeamImage->SetVisible( !bShowAvatars );
|
||
|
}
|