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 <KeyValues.h>
#include <vgui/IVGui.h>
#include <vgui/ISurface.h>
#include <filesystem.h>
#include <vgui_controls/AnimationController.h>
#include "iclientmode.h"
#include "clientmode_shared.h"
#include "shareddefs.h"
#include "tf_shareddefs.h"
#include "tf_controls.h"
#include "tf_gamerules.h"
#ifdef WIN32
#include "winerror.h"
#endif
#include "ixboxsystem.h"
#include "intromenu.h"
#include "tf_intromenu.h"
#include "inputsystem/iinputsystem.h"
// used to determine the action the intro menu should take when OnTick handles a think for us
enum
{
INTRO_NONE,
INTRO_STARTVIDEO,
INTRO_BACK,
INTRO_CONTINUE,
};
using namespace vgui;
// sort function for the list of captions that we're going to show
int CaptionsSort( CVideoCaption* const *p1, CVideoCaption* const *p2 )
{
// check the start time
if ( (*p2)->m_flStartTime < (*p1)->m_flStartTime )
{
return 1;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFIntroMenu::CTFIntroMenu( IViewPort *pViewPort ) : BaseClass( pViewPort )
{
m_pVideo = new CTFVideoPanel( this, "VideoPanel" );
m_pModel = new CModelPanel( this, "MenuBG" );
m_pCaptionLabel = new CExLabel( this, "VideoCaption", "" );
#ifdef _X360
m_pFooter = new CTFFooter( this, "Footer" );
#else
m_pBack = new CExButton( this, "Back", "" );
m_pOK = new CExButton( this, "Skip", "" );
m_pReplayVideo = new CExButton( this, "ReplayVideo", "" );
m_pContinue = new CExButton( this, "Continue", "" );
#endif
m_iCurrentCaption = 0;
m_flVideoStartTime = 0;
m_flActionThink = -1;
m_iAction = INTRO_NONE;
//=============================================================================
// HPE_BEGIN
// [msmith] Flag for weather or not we're playing an in game video.
//=============================================================================
m_bPlayingInGameVideo = false;
//=============================================================================
// HPE_END
//=============================================================================
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTFIntroMenu::~CTFIntroMenu()
{
m_Captions.PurgeAndDeleteElements();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
if ( ::input->IsSteamControllerActive() )
{
LoadControlSettings( "Resource/UI/IntroMenu_SC.res" );
SetMouseInputEnabled( false );
}
else
{
LoadControlSettings( "Resource/UI/IntroMenu.res" );
SetMouseInputEnabled( true );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::SetNextThink( float flActionThink, int iAction )
{
m_flActionThink = flActionThink;
m_iAction = iAction;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::OnTick()
{
// @note Tom Bui: (yuck)
// in training, never show the back button
// we do this late, because there's a race condition for when IsInTraining() will return true
if ( m_pBack->IsVisible() && TFGameRules() && TFGameRules()->IsInTraining() )
{
m_pBack->SetVisible(false);
}
//=============================================================================
// HPE_BEGIN
// [msmith] Used to play a movie during a map. For training videos.
//=============================================================================
if ( PendingInGameVideo() && !BaseClass::IsVisible() )
{
m_pViewPort->ShowPanel( this, true );
}
//=============================================================================
// HPE_END
//=============================================================================
// do we have anything special to do?
else if ( m_flActionThink > 0 && m_flActionThink < gpGlobals->curtime )
{
if ( m_iAction == INTRO_STARTVIDEO )
{
//=============================================================================
// HPE_BEGIN
// [msmith] Pulled start video into a separate function.
//=============================================================================
StartVideo();
//=============================================================================
// HPE_END
//=============================================================================
}
else if ( m_iAction == INTRO_BACK )
{
m_pViewPort->ShowPanel( this, false );
m_pViewPort->ShowPanel( PANEL_MAPINFO, true );
}
else if ( m_iAction == INTRO_CONTINUE )
{
m_pViewPort->ShowPanel( this, false );
//=============================================================================
// HPE_BEGIN
// [msmith] Used for the client to tell the server that we're whatching a movie or not
//=============================================================================
tf_training_client_message.SetValue( "" );
tf_training_client_message.SetValue( TRAINING_CLIENT_MESSAGE_NONE );
//=============================================================================
// HPE_END
//=============================================================================
if ( GetLocalPlayerTeam() == TEAM_UNASSIGNED )
{
if ( TFGameRules()->IsInArenaMode() == true && tf_arena_use_queue.GetBool() == true )
{
m_pViewPort->ShowPanel( PANEL_ARENA_TEAM, true );
}
else if ( TFGameRules()->IsMannVsMachineMode() || TFGameRules()->IsCompetitiveMode() )
{
engine->ClientCmd( "autoteam" );
}
else
{
m_pViewPort->ShowPanel( PANEL_TEAM, true );
}
}
else
{
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer();
// only open the class menu if they're not on team Spectator and they haven't already picked a class
if ( pPlayer &&
( GetLocalPlayerTeam() != TEAM_SPECTATOR ) &&
( pPlayer->GetPlayerClass()->GetClassIndex() == TF_CLASS_UNDEFINED ) )
{
if ( tf_arena_force_class.GetBool() == false )
{
switch( GetLocalPlayerTeam() )
{
case TF_TEAM_RED:
m_pViewPort->ShowPanel( PANEL_CLASS_RED, true );
break;
case TF_TEAM_BLUE:
m_pViewPort->ShowPanel( PANEL_CLASS_BLUE, true );
break;
}
}
}
}
}
// reset our think
SetNextThink( -1, INTRO_NONE );
}
// check if we need to update our captions
if ( m_pCaptionLabel && m_pCaptionLabel->IsVisible() )
{
UpdateCaptions();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::OnThink()
{
//Always hide the health... this needs to be done every frame because a message from the server keeps resetting this.
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
pLocalPlayer->m_Local.m_iHideHUD |= HIDEHUD_HEALTH;
}
BaseClass::OnThink();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFIntroMenu::LoadCaptions( void )
{
bool bSuccess = false;
// clear any current captions
m_Captions.PurgeAndDeleteElements();
m_iCurrentCaption = 0;
if ( m_pCaptionLabel )
{
const char *szVideoFileName = GetVideoFileName( false );
KeyValues *kvCaptions = NULL;
char strFullpath[MAX_PATH];
if ( szVideoFileName != NULL )
{
//=============================================================================
// HPE_BEGIN
// [msmith] The video may now be either a map video or an in game video.
// Made a function to decide which video name to give back.
//=============================================================================
Q_strncpy( strFullpath, szVideoFileName, MAX_PATH ); // Assume we must play out of the media directory
//=============================================================================
// HPE_END
//=============================================================================
Q_strncat( strFullpath, ".res", MAX_PATH ); // Assume we're a .res extension type
if ( g_pFullFileSystem->FileExists( strFullpath ) )
{
kvCaptions = new KeyValues( strFullpath );
if ( kvCaptions )
{
if ( kvCaptions->LoadFromFile( g_pFullFileSystem, strFullpath ) )
{
for ( KeyValues *pData = kvCaptions->GetFirstSubKey(); pData != NULL; pData = pData->GetNextKey() )
{
CVideoCaption *pCaption = new CVideoCaption;
if ( pCaption )
{
pCaption->m_pszString = ReadAndAllocStringValue( pData, "string" );
pCaption->m_flStartTime = pData->GetFloat( "start", 0.0 );
pCaption->m_flDisplayTime = pData->GetFloat( "length", 3.0 );
m_Captions.AddToTail( pCaption );
// we have at least one caption to show
bSuccess = true;
}
}
}
kvCaptions->deleteThis();
}
}
}
}
if ( bSuccess )
{
// sort the captions so we show them in the correct order (they're not necessarily in order in the .res file)
m_Captions.Sort( CaptionsSort );
}
return bSuccess;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::UpdateCaptions( void )
{
//=============================================================================
// HPE_BEGIN
// [msmith] Timing should be realtime when playing in game becase the curtime is paused.
//=============================================================================
float testTime = m_bPlayingInGameVideo ? gpGlobals->realtime : gpGlobals->curtime;
//=============================================================================
// HPE_END
//=============================================================================
if ( m_pCaptionLabel && m_pCaptionLabel->IsVisible() && ( m_Captions.Count() > 0 ) )
{
CVideoCaption *pCaption = m_Captions[m_iCurrentCaption];
if ( pCaption )
{
if ( ( pCaption->m_flCaptionStart >= 0 ) && ( pCaption->m_flCaptionStart + pCaption->m_flDisplayTime < testTime ) )
{
// fade out the caption
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "VideoCaptionFadeOut" );
// move to the next caption
m_iCurrentCaption++;
if ( !m_Captions.IsValidIndex( m_iCurrentCaption ) )
{
// we're done showing captions
m_pCaptionLabel->SetVisible( false );
}
}
// is it time to show the caption?
else if ( m_flVideoStartTime + pCaption->m_flStartTime < testTime )
{
// have we already started this video?
if ( pCaption->m_flCaptionStart < 0 )
{
m_pCaptionLabel->SetText( pCaption->m_pszString );
pCaption->m_flCaptionStart = testTime;
// fade in the next caption
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "VideoCaptionFadeIn" );
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::ShowPanel( bool bShow )
{
//=============================================================================
// HPE_BEGIN:
// [msmith] Don't show the back button when in training. You can only skip intro
// movies.
//=============================================================================
m_pBack->SetVisible(true);
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
m_pBack->SetVisible( false );
if ( PendingInGameVideo() == false )
{
VideoSystem_t playbackSystem = VideoSystem::NONE;
char resolvedFile[MAX_PATH];
if ( g_pVideo != NULL && g_pVideo->LocatePlayableVideoFile( GetVideoFileName(), "GAME", &playbackSystem, resolvedFile, sizeof(resolvedFile) ) != VideoResult::SUCCESS )
{
//If we have no movie, no need to show the intro screen on a training mission.
bShow = false;
}
}
}
//=============================================================================
// HPE_END
//=============================================================================
if ( BaseClass::IsVisible() == bShow )
return;
// reset our think
SetNextThink( -1, INTRO_NONE );
if ( bShow )
{
InvalidateLayout( true, true );
Activate();
if ( m_pVideo )
{
//=============================================================================
// HPE_BEGIN
// [msmith] Pulled shutting down the video into a separate function.
// If we're showing an in game video, we need to enable pausing so that
// we can pause the game during the video.
// If we're showing an intro training movie, we also need to tell the server that
// we're whatching the intro movie so that the round does not start until it's over.
// If we are watching an in game video, we do NOT send a message for that because
// tf_training_client_message will contain the name of the video we're watching.
//=============================================================================
ShutdownVideo();
SetNextThink( gpGlobals->curtime + m_pVideo->GetStartDelay(), INTRO_STARTVIDEO );
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
if ( PendingInGameVideo() )
{
engine->ClientCmd( "sv_pausable 1" );
}
else
{
tf_training_client_message.SetValue( TRAINING_CLIENT_MESSAGE_WATCHING_INTRO_MOVIE );
}
}
//=============================================================================
// HPE_END
//=============================================================================
}
if ( m_pModel )
{
m_pModel->SetPanelDirty();
}
}
else
{
Shutdown();
SetVisible( false );
//=============================================================================
// HPE_BEGIN
// [msmith] We must disable the ability to pause. If we don't, it looks like
// some other function in TF2 causes the entire game to pause if sv_pausable is enabled.
//=============================================================================
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
engine->ClientCmd( "sv_pausable 0" );
}
//=============================================================================
// HPE_END
//=============================================================================
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::OnIntroFinished( void )
{
// in training we want to give the user the ability to replay the movie
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
m_pReplayVideo->SetVisible( true );
m_pContinue->SetVisible( true );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "IntroMovieContinueBlink" );
m_pOK->SetVisible( false );
}
else
{
float flTime = gpGlobals->curtime;
if ( m_pModel && m_pModel->SetSequence( "UpSlow" ) )
{
// wait for the model sequence to finish before going to the next menu
flTime = gpGlobals->curtime + m_pVideo->GetEndDelay();
}
Shutdown();
SetNextThink( flTime, INTRO_CONTINUE );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::OnCommand( const char *command )
{
if ( !Q_strcmp( command, "back" ) )
{
float flTime = gpGlobals->curtime;
Shutdown();
// try to play the screenup sequence
if ( m_pModel && m_pModel->SetSequence( "Up" ) )
{
flTime = gpGlobals->curtime + 0.35f;
}
// wait for the model sequence to finish before going back to the mapinfo menu
SetNextThink( flTime, INTRO_BACK );
}
else if ( !Q_strcmp( command, "skip" ) )
{
Shutdown();
// continue right now
SetNextThink( gpGlobals->curtime, INTRO_CONTINUE );
}
else if ( !Q_strcmp( command, "replayVideo" ) )
{
ShutdownVideo();
SetNextThink( gpGlobals->curtime, INTRO_STARTVIDEO );
}
else
{
BaseClass::OnCommand( command );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::OnKeyCodePressed( KeyCode code )
{
if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
{
OnCommand( "skip" );
}
else if ( code == KEY_XBUTTON_B || code == STEAMCONTROLLER_B )
{
OnCommand( "back" );
}
else
{
BaseClass::OnKeyCodePressed( code );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFIntroMenu::Shutdown( void )
{
//=============================================================================
// HPE_BEGIN
// [msmith] Refactored the shutdown video logic into a containing function.
//=============================================================================
ShutdownVideo();
//=============================================================================
// HPE_END
//=============================================================================
if ( m_pCaptionLabel && m_pCaptionLabel->IsVisible() )
{
m_pCaptionLabel->SetVisible( false );
}
m_iCurrentCaption = 0;
m_flVideoStartTime = 0;
}
//=============================================================================
// HPE_BEGIN
// [msmith] New helper functions
//=============================================================================
void CTFIntroMenu::ShutdownVideo()
{
if ( m_pVideo )
{
m_pVideo->Shutdown(); // make sure we're not currently running
}
//Make sure we unpause the game if it was paused from an in game play of a video.
if ( m_bPlayingInGameVideo )
{
UnpauseGame();
}
m_bPlayingInGameVideo = false;
}
bool CTFIntroMenu::PendingInGameVideo( void )
{
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
//If the message is a string, it's a video name.
return strlen( tf_training_client_message.GetString() ) > 3;
}
return false;
}
const char *CTFIntroMenu::GetVideoFileName( bool withExtension )
{
if ( PendingInGameVideo() )
{
return TFGameRules()->FormatVideoName( tf_training_client_message.GetString(), withExtension );
}
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
ConVarRef training_map_video("training_map_video");
if ( strlen( training_map_video.GetString() ) > 3 )
{
return TFGameRules()->FormatVideoName( training_map_video.GetString(), withExtension );
}
}
return TFGameRules()->GetVideoFileForMap( withExtension );
}
void CTFIntroMenu::StartVideo()
{
m_pOK->SetVisible( true );
m_pReplayVideo->SetVisible( false );
m_pContinue->SetVisible( false );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( this, "IntroMovieContinueBlinkStop" );
if ( m_pVideo )
{
// turn on the captions if we have them
if ( LoadCaptions() )
{
if ( m_pCaptionLabel && !m_pCaptionLabel->IsVisible() )
{
m_pCaptionLabel->SetText( " " );
m_pCaptionLabel->SetVisible( true );
//Make sure the label is fully faded in when starting to play.
//It could have been faded out from a prior animation event form an animation effect in a previous video instance.
m_pCaptionLabel->SetAlpha( 255 );
}
}
else
{
if ( m_pCaptionLabel && m_pCaptionLabel->IsVisible() )
{
m_pCaptionLabel->SetVisible( false );
}
}
m_pVideo->Activate();
if ( PendingInGameVideo() )
{
m_pVideo->BeginPlayback( GetVideoFileName() );
PauseGame();
m_bPlayingInGameVideo = true;
//Since we have started playing the video, we can reset the message string to empty.
tf_training_client_message.SetValue( "" );
}
else
{
m_pVideo->BeginPlayback( GetVideoFileName() );
}
m_pVideo->MoveToFront();
m_flVideoStartTime = m_bPlayingInGameVideo ? gpGlobals->realtime : gpGlobals->curtime;
}
}
void CTFIntroMenu::UnpauseGame( void )
{
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
engine->ClientCmd( "unpause" );
}
}
void CTFIntroMenu::PauseGame( void )
{
if ( TFGameRules() && TFGameRules()->IsInTraining() )
{
engine->ClientCmd( "pause" );
}
}
//=============================================================================
// HPE_END
//=============================================================================