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 <cdll_client_int.h>
#include "teammenu.h"
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/ImageList.h>
#include <filesystem.h>
#include <vgui_controls/RichText.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/HTML.h>
#include "IGameUIFuncs.h" // for key bindings
#include <igameresources.h>
#include <game/client/iviewport.h>
#include <stdlib.h> // MAX_PATH define
#include <stdio.h>
#include "byteswap.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IGameUIFuncs *gameuifuncs; // for key binding details
using namespace vgui;
void UpdateCursorState();
// void DuckMessage(const char *str);
// helper function
const char *GetStringTeamColor( int i )
{
switch( i )
{
case 0:
return "team0";
case 1:
return "team1";
case 2:
return "team2";
case 3:
return "team3";
case 4:
default:
return "team4";
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTeamMenu::CTeamMenu(IViewPort *pViewPort) : Frame(NULL, PANEL_TEAM )
{
m_pViewPort = pViewPort;
m_iJumpKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
// initialize dialog
SetTitle("", true);
// load the new scheme early!!
SetScheme("ClientScheme");
SetMoveable(false);
SetSizeable(false);
// hide the system buttons
SetTitleBarVisible( false );
SetProportional(true);
// info window about this map
m_pMapInfo = new RichText( this, "MapInfo" );
#if defined( ENABLE_HTML_WINDOW )
m_pMapInfoHTML = new HTML( this, "MapInfoHTML");
#endif
LoadControlSettings("Resource/UI/TeamMenu.res");
InvalidateLayout();
m_szMapName[0] = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTeamMenu::~CTeamMenu()
{
}
//-----------------------------------------------------------------------------
// Purpose: sets the text color of the map description field
//-----------------------------------------------------------------------------
void CTeamMenu::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
m_pMapInfo->SetFgColor( pScheme->GetColor("MapDescriptionText", Color(255, 255, 255, 0)) );
if ( *m_szMapName )
{
LoadMapPage( NULL ); // reload the map description to pick up the color
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}
}
//-----------------------------------------------------------------------------
// Purpose: makes the user choose the auto assign option
//-----------------------------------------------------------------------------
void CTeamMenu::AutoAssign()
{
engine->ClientCmd("jointeam 0");
OnClose();
}
//-----------------------------------------------------------------------------
// Purpose: shows the team menu
//-----------------------------------------------------------------------------
void CTeamMenu::ShowPanel(bool bShow)
{
if ( BaseClass::IsVisible() == bShow )
return;
if ( bShow )
{
Activate();
SetMouseInputEnabled( true );
// get key bindings if shown
if( m_iJumpKey == BUTTON_CODE_INVALID ) // you need to lookup the jump key AFTER the engine has loaded
{
m_iJumpKey = gameuifuncs->GetButtonCodeForBind( "jump" );
}
if ( m_iScoreBoardKey == BUTTON_CODE_INVALID )
{
m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" );
}
}
else
{
SetVisible( false );
SetMouseInputEnabled( false );
}
m_pViewPort->ShowBackGround( bShow );
}
//-----------------------------------------------------------------------------
// Purpose: updates the UI with a new map name and map html page, and sets up the team buttons
//-----------------------------------------------------------------------------
void CTeamMenu::Update()
{
char mapname[MAX_MAP_NAME];
Q_FileBase( engine->GetLevelName(), mapname, sizeof(mapname) );
SetLabelText( "mapname", mapname );
LoadMapPage( mapname );
}
//-----------------------------------------------------------------------------
// Purpose: chooses and loads the text page to display that describes mapName map
//-----------------------------------------------------------------------------
void CTeamMenu::LoadMapPage( const char *mapName )
{
// Save off the map name so we can re-load the page in ApplySchemeSettings().
if( mapName )
Q_strncpy( m_szMapName, mapName, strlen( mapName ) + 1 );
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char mapRES[ MAX_PATH ];
char uilanguage[ 64 ];
uilanguage[0] = 0;
engine->GetUILanguage( uilanguage, sizeof( uilanguage ) );
Q_snprintf( mapRES, sizeof( mapRES ), "resource/maphtml/%s_%s.html", m_szMapName, uilanguage );
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bool bFoundHTML = false;
if ( !g_pFullFileSystem->FileExists( mapRES ) )
{
// try english
Q_snprintf( mapRES, sizeof( mapRES ), "resource/maphtml/%s_english.html", m_szMapName );
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}
else
{
bFoundHTML = true;
}
if( bFoundHTML || g_pFullFileSystem->FileExists( mapRES ) )
{
// it's a local HTML file
char localURL[ _MAX_PATH + 7 ];
Q_strncpy( localURL, "file://", sizeof( localURL ) );
char pPathData[ _MAX_PATH ];
g_pFullFileSystem->GetLocalPath( mapRES, pPathData, sizeof(pPathData) );
Q_strncat( localURL, pPathData, sizeof( localURL ), COPY_ALL_CHARACTERS );
// force steam to dump a local copy
g_pFullFileSystem->GetLocalCopy( pPathData );
m_pMapInfo->SetVisible( false );
#if defined( ENABLE_HTML_WINDOW )
m_pMapInfoHTML->SetVisible( true );
m_pMapInfoHTML->OpenURL( localURL, NULL );
#endif
InvalidateLayout();
Repaint();
return;
}
else
{
m_pMapInfo->SetVisible( true );
#if defined( ENABLE_HTML_WINDOW )
m_pMapInfoHTML->SetVisible( false );
#endif
}
Q_snprintf( mapRES, sizeof( mapRES ), "maps/%s.txt", m_szMapName);
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// if no map specific description exists, load default text
if( !g_pFullFileSystem->FileExists( mapRES ) )
{
if ( g_pFullFileSystem->FileExists( "maps/default.txt" ) )
{
Q_snprintf ( mapRES, sizeof( mapRES ), "maps/default.txt");
}
else
{
m_pMapInfo->SetText( "" );
return;
}
}
FileHandle_t f = g_pFullFileSystem->Open( mapRES, "r" );
// read into a memory block
int fileSize = g_pFullFileSystem->Size(f);
int dataSize = fileSize + sizeof( wchar_t );
if ( dataSize % 2 )
++dataSize;
wchar_t *memBlock = (wchar_t *)malloc(dataSize);
memset( memBlock, 0x0, dataSize);
int bytesRead = g_pFullFileSystem->Read(memBlock, fileSize, f);
if ( bytesRead < fileSize )
{
// NULL-terminate based on the length read in, since Read() can transform \r\n to \n and
// return fewer bytes than we were expecting.
char *data = reinterpret_cast<char *>( memBlock );
data[ bytesRead ] = 0;
data[ bytesRead+1 ] = 0;
}
#ifndef WIN32
if ( ((ucs2 *)memBlock)[0] == 0xFEFF )
{
// convert the win32 ucs2 data to wchar_t
dataSize*=2;// need to *2 to account for ucs2 to wchar_t (4byte) growth
wchar_t *memBlockConverted = (wchar_t *)malloc(dataSize);
V_UCS2ToUnicode( (ucs2 *)memBlock, memBlockConverted, dataSize );
free(memBlock);
memBlock = memBlockConverted;
}
#else
// null-terminate the stream (redundant, since we memset & then trimmed the transformed buffer already)
memBlock[dataSize / sizeof(wchar_t) - 1] = 0x0000;
#endif
// ensure little-endian unicode reads correctly on all platforms
CByteswap byteSwap;
byteSwap.SetTargetBigEndian( false );
byteSwap.SwapBufferToTargetEndian( memBlock, memBlock, dataSize/sizeof(wchar_t) );
// check the first character, make sure this a little-endian unicode file
if ( memBlock[0] != 0xFEFF )
{
// its a ascii char file
m_pMapInfo->SetText( reinterpret_cast<char *>( memBlock ) );
}
else
{
m_pMapInfo->SetText( memBlock+1 );
}
// go back to the top of the text buffer
m_pMapInfo->GotoTextStart();
g_pFullFileSystem->Close( f );
free(memBlock);
InvalidateLayout();
Repaint();
}
/*
//-----------------------------------------------------------------------------
// Purpose: sets the text on and displays the team buttons
//-----------------------------------------------------------------------------
void CTeamMenu::MakeTeamButtons(void)
{
int i = 0;
for( i = 0; i< m_pTeamButtons.Count(); i++ )
{
m_pTeamButtons[i]->SetVisible(false);
}
i = 0;
while( true )
{
const char *teamname = GameResources()->GetTeamName( i );
if ( !teamname || !teamname[0] )
return; // no more teams
char buttonText[32];
Q_snprintf( buttonText, sizeof(buttonText), "&%i %s", i +1, teamname );
m_pTeamButtons[i]->SetText( buttonText );
m_pTeamButtons[i]->SetCommand( new KeyValues("TeamButton", "team", i ) );
IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
m_pTeamButtons[i]->SetArmedColor(pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)) , pScheme->GetColor("SelectionBG", Color(255, 255, 255, 0)) );
m_pTeamButtons[i]->SetDepressedColor( pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)), pScheme->GetColor("ButtonArmedBgColor", Color(255, 255, 255, 0)) );
m_pTeamButtons[i]->SetDefaultColor( pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)), pScheme->GetColor("ButtonDepressedBgColor", Color(255, 255, 255, 0)) );
m_pTeamButtons[i]->SetVisible(true);
i++;
}
}
//-----------------------------------------------------------------------------
// Purpose: When a team button is pressed it triggers this function to cause the player to join a team
//-----------------------------------------------------------------------------
void CTeamMenu::OnTeamButton( int team )
{
char cmd[64];
if( team >= m_iNumTeams ) // its a special button
{
if( team == m_iNumTeams ) // first extra team is auto assign
{
Q_snprintf( cmd, sizeof( cmd ), "jointeam 5" );
}
else // next is spectate
{
// DuckMessage( "#Spec_Duck" );
gViewPortInterface->ShowBackGround( false );
}
}
else
{
Q_snprintf( cmd, sizeof( cmd ), "jointeam %i", team + 1 );
//g_iTeamNumber = team + 1;
}
engine->ClientCmd(cmd);
SetVisible( false );
OnClose();
} */
//-----------------------------------------------------------------------------
// Purpose: Sets the text of a control by name
//-----------------------------------------------------------------------------
void CTeamMenu::SetLabelText(const char *textEntryName, const char *text)
{
Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetText(text);
}
}
void CTeamMenu::OnKeyCodePressed(KeyCode code)
{
int nDir = 0;
switch ( code )
{
case KEY_XBUTTON_UP:
case KEY_XSTICK1_UP:
case KEY_XSTICK2_UP:
case KEY_UP:
case KEY_XBUTTON_LEFT:
case KEY_XSTICK1_LEFT:
case KEY_XSTICK2_LEFT:
case KEY_LEFT:
case STEAMCONTROLLER_DPAD_LEFT:
nDir = -1;
break;
case KEY_XBUTTON_DOWN:
case KEY_XSTICK1_DOWN:
case KEY_XSTICK2_DOWN:
case KEY_DOWN:
case KEY_XBUTTON_RIGHT:
case KEY_XSTICK1_RIGHT:
case KEY_XSTICK2_RIGHT:
case KEY_RIGHT:
case STEAMCONTROLLER_DPAD_RIGHT:
nDir = 1;
break;
}
if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) );
}
else if ( nDir != 0 )
{
CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons;
VguiPanelGetSortedChildButtonList( this, (void*)&vecSortedButtons, "&", 0 );
if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 )
{
// Handled!
return;
}
}
else
{
BaseClass::OnKeyCodePressed( code );
}
}