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