//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Client DLL VGUI2 Viewport // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #pragma warning( disable : 4800 ) // disable forcing int to bool performance warning #include "cbase.h" #include #include #include // VGUI panel includes #include #include #include #include #include #include #include #include #include #include // sub dialogs #include "clientscoreboarddialog.h" #include "spectatorgui.h" #include "teammenu.h" #include "vguitextwindow.h" #include "IGameUIFuncs.h" #include "mapoverview.h" #include "hud.h" #include "NavProgress.h" #include "commentary_modelviewer.h" // our definition #include "baseviewport.h" #include #include #include "ienginevgui.h" #include "iclientmode.h" #include "tier0/etwprof.h" #if defined( REPLAY_ENABLED ) #include "replay/ireplaysystem.h" #include "replay/ienginereplay.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IViewPort *gViewPortInterface = NULL; vgui::Panel *g_lastPanel = NULL; // used for mouseover buttons, keeps track of the last active panel vgui::Button *g_lastButton = NULL; // used for mouseover buttons, keeps track of the last active button using namespace vgui; void hud_autoreloadscript_callback( IConVar *var, const char *pOldValue, float flOldValue ); ConVar hud_autoreloadscript("hud_autoreloadscript", "0", FCVAR_NONE, "Automatically reloads the animation script each time one is ran", hud_autoreloadscript_callback); void hud_autoreloadscript_callback( IConVar *var, const char *pOldValue, float flOldValue ) { if ( g_pClientMode && g_pClientMode->GetViewportAnimationController() ) { g_pClientMode->GetViewportAnimationController()->SetAutoReloadScript( hud_autoreloadscript.GetBool() ); } } static ConVar cl_leveloverviewmarker( "cl_leveloverviewmarker", "0", FCVAR_CHEAT ); CON_COMMAND( showpanel, "Shows a viewport panel " ) { if ( !gViewPortInterface ) return; if ( args.ArgC() != 2 ) return; gViewPortInterface->ShowPanel( args[ 1 ], true ); } CON_COMMAND( hidepanel, "Hides a viewport panel " ) { if ( !gViewPortInterface ) return; if ( args.ArgC() != 2 ) return; gViewPortInterface->ShowPanel( args[ 1 ], false ); } /* global helper functions bool Helper_LoadFile( IBaseFileSystem *pFileSystem, const char *pFilename, CUtlVector &buf ) { FileHandle_t hFile = pFileSystem->Open( pFilename, "rt" ); if ( hFile == FILESYSTEM_INVALID_HANDLE ) { Warning( "Helper_LoadFile: missing %s\n", pFilename ); return false; } unsigned long len = pFileSystem->Size( hFile ); buf.SetSize( len ); pFileSystem->Read( buf.Base(), buf.Count(), hFile ); pFileSystem->Close( hFile ); return true; } */ //----------------------------------------------------------------------------- // Purpose: // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- bool CBaseViewport::LoadHudAnimations( void ) { const char *HUDANIMATION_MANIFEST_FILE = "scripts/hudanimations_manifest.txt"; KeyValues *manifest = new KeyValues( HUDANIMATION_MANIFEST_FILE ); if ( manifest->LoadFromFile( g_pFullFileSystem, HUDANIMATION_MANIFEST_FILE, "GAME" ) == false ) { manifest->deleteThis(); return false; } bool bClearScript = true; // Load each file defined in the text for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) { if ( !Q_stricmp( sub->GetName(), "file" ) ) { // Add it if ( m_pAnimController->SetScriptFile( GetVPanel(), sub->GetString(), bClearScript ) == false ) { Assert( 0 ); } bClearScript = false; continue; } } manifest->deleteThis(); return true; } //================================================================ CBaseViewport::CBaseViewport() : vgui::EditablePanel( NULL, "CBaseViewport") { SetSize( 10, 10 ); // Quiet "parent not sized yet" spew gViewPortInterface = this; m_bInitialized = false; m_GameuiFuncs = NULL; m_GameEventManager = NULL; SetKeyBoardInputEnabled( false ); SetMouseInputEnabled( false ); #ifndef _XBOX m_pBackGround = NULL; #endif m_bHasParent = false; m_pActivePanel = NULL; m_pLastActivePanel = NULL; g_lastPanel = NULL; vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ClientScheme.res", "ClientScheme"); SetScheme(scheme); SetProportional( true ); m_pAnimController = new vgui::AnimationController(this); // create our animation controller m_pAnimController->SetScheme(scheme); m_pAnimController->SetProportional(true); // Attempt to load all hud animations if ( LoadHudAnimations() == false ) { // Fall back to just the main if ( m_pAnimController->SetScriptFile( GetVPanel(), "scripts/HudAnimations.txt", true ) == false ) { Assert(0); } } m_OldSize[ 0 ] = m_OldSize[ 1 ] = -1; } //----------------------------------------------------------------------------- // Purpose: Updates hud to handle the new screen size //----------------------------------------------------------------------------- void CBaseViewport::OnScreenSizeChanged(int iOldWide, int iOldTall) { BaseClass::OnScreenSizeChanged(iOldWide, iOldTall); IViewPortPanel* pSpecGuiPanel = FindPanelByName(PANEL_SPECGUI); bool bSpecGuiWasVisible = pSpecGuiPanel && pSpecGuiPanel->IsVisible(); // reload the script file, so the screen positions in it are correct for the new resolution ReloadScheme( NULL ); // recreate all the default panels RemoveAllPanels(); #ifndef _XBOX m_pBackGround = new CBackGroundPanel( NULL ); m_pBackGround->SetZPos( -20 ); // send it to the back m_pBackGround->SetVisible( false ); #endif CreateDefaultPanels(); #ifndef _XBOX vgui::ipanel()->MoveToBack( m_pBackGround->GetVPanel() ); // really send it to the back #endif // hide all panels when reconnecting ShowPanel( PANEL_ALL, false ); // re-enable the spectator gui if it was previously visible if ( bSpecGuiWasVisible ) { ShowPanel( PANEL_SPECGUI, true ); } } void CBaseViewport::CreateDefaultPanels( void ) { #ifndef _XBOX AddNewPanel( CreatePanelByName( PANEL_SCOREBOARD ), "PANEL_SCOREBOARD" ); AddNewPanel( CreatePanelByName( PANEL_INFO ), "PANEL_INFO" ); AddNewPanel( CreatePanelByName( PANEL_SPECGUI ), "PANEL_SPECGUI" ); #if !defined( TF_CLIENT_DLL ) AddNewPanel( CreatePanelByName( PANEL_SPECMENU ), "PANEL_SPECMENU" ); AddNewPanel( CreatePanelByName( PANEL_NAV_PROGRESS ), "PANEL_NAV_PROGRESS" ); #endif // !TF_CLIENT_DLL #endif // !_XBOX } void CBaseViewport::UpdateAllPanels( void ) { int count = m_Panels.Count(); for (int i=0; i< count; i++ ) { IViewPortPanel *p = m_Panels[i]; if ( p->IsVisible() ) { p->Update(); } } } // Check if we have any visible panel (that's not the MainMenuOverride or the Scoreboard) bool CBaseViewport::IsAnyPanelVisibleExceptScores() { int count = m_Panels.Count(); for ( int i = 0; i < count; i++ ) { IViewPortPanel *p = m_Panels[i]; if ( p->IsVisible() && Q_strcmp("MainMenuOverride", p->GetName()) && Q_strcmp("scores", p->GetName()) ) { return true; } } return false; } bool CBaseViewport::IsPanelVisible( const char* panel ) { int count = m_Panels.Count(); for ( int i = 0; i < count; i++ ) { IViewPortPanel *p = m_Panels[i]; if ( p->IsVisible() ) { const char* panel_name = p->GetName(); if ( !Q_strcmp( panel, panel_name ) ) { return true; } } } return false; } IViewPortPanel* CBaseViewport::CreatePanelByName(const char *szPanelName) { IViewPortPanel* newpanel = NULL; #ifndef _XBOX if ( Q_strcmp(PANEL_SCOREBOARD, szPanelName) == 0 ) { newpanel = new CClientScoreBoardDialog( this ); } else if ( Q_strcmp(PANEL_INFO, szPanelName) == 0 ) { newpanel = new CTextWindow( this ); } /* else if ( Q_strcmp(PANEL_OVERVIEW, szPanelName) == 0 ) { newpanel = new CMapOverview( this ); } */ else if ( Q_strcmp(PANEL_TEAM, szPanelName) == 0 ) { newpanel = new CTeamMenu( this ); } else if ( Q_strcmp(PANEL_SPECMENU, szPanelName) == 0 ) { newpanel = new CSpectatorMenu( this ); } else if ( Q_strcmp(PANEL_SPECGUI, szPanelName) == 0 ) { newpanel = new CSpectatorGUI( this ); } #if !defined( TF_CLIENT_DLL ) else if ( Q_strcmp(PANEL_NAV_PROGRESS, szPanelName) == 0 ) { newpanel = new CNavProgress( this ); } #endif // TF_CLIENT_DLL #endif if ( Q_strcmp(PANEL_COMMENTARY_MODELVIEWER, szPanelName) == 0 ) { newpanel = new CCommentaryModelViewer( this ); } return newpanel; } bool CBaseViewport::AddNewPanel( IViewPortPanel* pPanel, char const *pchDebugName ) { if ( !pPanel ) { DevMsg("CBaseViewport::AddNewPanel(%s): NULL panel.\n", pchDebugName ); return false; } // we created a new panel, initialize it if ( FindPanelByName( pPanel->GetName() ) != NULL ) { DevMsg("CBaseViewport::AddNewPanel: panel with name '%s' already exists.\n", pPanel->GetName() ); return false; } m_Panels.AddToTail( pPanel ); pPanel->SetParent( GetVPanel() ); return true; } IViewPortPanel* CBaseViewport::FindPanelByName(const char *szPanelName) { int count = m_Panels.Count(); for (int i=0; i< count; i++ ) { if ( Q_strcmp(m_Panels[i]->GetName(), szPanelName) == 0 ) return m_Panels[i]; } return NULL; } void CBaseViewport::PostMessageToPanel( IViewPortPanel* pPanel, KeyValues *pKeyValues ) { PostMessage( pPanel->GetVPanel(), pKeyValues ); } void CBaseViewport::PostMessageToPanel( const char *pName, KeyValues *pKeyValues ) { if ( Q_strcmp( pName, PANEL_ALL ) == 0 ) { for (int i=0; i< m_Panels.Count(); i++ ) { PostMessageToPanel( m_Panels[i], pKeyValues ); } return; } IViewPortPanel * panel = NULL; if ( Q_strcmp( pName, PANEL_ACTIVE ) == 0 ) { panel = m_pActivePanel; } else { panel = FindPanelByName( pName ); } if ( !panel ) return; PostMessageToPanel( panel, pKeyValues ); } void CBaseViewport::ShowPanel( const char *pName, bool state ) { if ( Q_strcmp( pName, PANEL_ALL ) == 0 ) { for (int i=0; i< m_Panels.Count(); i++ ) { ShowPanel( m_Panels[i], state ); } return; } IViewPortPanel * panel = NULL; if ( Q_strcmp( pName, PANEL_ACTIVE ) == 0 ) { panel = m_pActivePanel; } else { panel = FindPanelByName( pName ); } if ( !panel ) return; ShowPanel( panel, state ); } void CBaseViewport::ShowPanel( IViewPortPanel* pPanel, bool state ) { if ( state ) { // if this is an 'active' panel, deactivate old active panel if ( pPanel->HasInputElements() ) { // don't show input panels during normal demo playback #if defined( REPLAY_ENABLED ) if ( engine->IsPlayingDemo() && !engine->IsHLTV() && !g_pEngineClientReplay->IsPlayingReplayDemo() ) #else if ( engine->IsPlayingDemo() && !engine->IsHLTV() ) #endif return; if ( (m_pActivePanel != NULL) && (m_pActivePanel != pPanel) && (m_pActivePanel->IsVisible()) ) { // store a pointer to the currently active panel // so we can restore it later m_pLastActivePanel = m_pActivePanel; m_pActivePanel->ShowPanel( false ); } m_pActivePanel = pPanel; } } else { // if this is our current active panel // update m_pActivePanel pointer if ( m_pActivePanel == pPanel ) { m_pActivePanel = NULL; } // restore the previous active panel if it exists if( m_pLastActivePanel ) { m_pActivePanel = m_pLastActivePanel; m_pLastActivePanel = NULL; m_pActivePanel->ShowPanel( true ); } } // just show/hide panel pPanel->ShowPanel( state ); UpdateAllPanels(); // let other panels rearrange } IViewPortPanel* CBaseViewport::GetActivePanel( void ) { return m_pActivePanel; } void CBaseViewport::RemoveAllPanels( void) { g_lastPanel = NULL; for ( int i=0; i < m_Panels.Count(); i++ ) { vgui::VPANEL vPanel = m_Panels[i]->GetVPanel(); vgui::ipanel()->DeletePanel( vPanel ); } #ifndef _XBOX if ( m_pBackGround ) { m_pBackGround->MarkForDeletion(); m_pBackGround = NULL; } #endif m_Panels.Purge(); m_pActivePanel = NULL; m_pLastActivePanel = NULL; } CBaseViewport::~CBaseViewport() { m_bInitialized = false; #ifndef _XBOX if ( !m_bHasParent && m_pBackGround ) { m_pBackGround->MarkForDeletion(); } m_pBackGround = NULL; #endif RemoveAllPanels(); gameeventmanager->RemoveListener( this ); } //----------------------------------------------------------------------------- // Purpose: called when the VGUI subsystem starts up // Creates the sub panels and initialises them //----------------------------------------------------------------------------- void CBaseViewport::Start( IGameUIFuncs *pGameUIFuncs, IGameEventManager2 * pGameEventManager ) { m_GameuiFuncs = pGameUIFuncs; m_GameEventManager = pGameEventManager; #ifndef _XBOX m_pBackGround = new CBackGroundPanel( NULL ); m_pBackGround->SetZPos( -20 ); // send it to the back m_pBackGround->SetVisible( false ); #endif CreateDefaultPanels(); m_GameEventManager->AddListener( this, "game_newmap", false ); m_bInitialized = true; } /* //----------------------------------------------------------------------------- // Purpose: Updates the spectator panel with new player info //----------------------------------------------------------------------------- void CBaseViewport::UpdateSpectatorPanel() { char bottomText[128]; int player = -1; const char *name; Q_snprintf(bottomText,sizeof( bottomText ), "#Spec_Mode%d", m_pClientDllInterface->SpectatorMode() ); m_pClientDllInterface->CheckSettings(); // check if we're locked onto a target, show the player's name if ( (m_pClientDllInterface->SpectatorTarget() > 0) && (m_pClientDllInterface->SpectatorTarget() <= m_pClientDllInterface->GetMaxPlayers()) && (m_pClientDllInterface->SpectatorMode() != OBS_ROAMING) ) { player = m_pClientDllInterface->SpectatorTarget(); } // special case in free map and inset off, don't show names if ( ((m_pClientDllInterface->SpectatorMode() == OBS_MAP_FREE) && !m_pClientDllInterface->PipInsetOff()) || player == -1 ) name = NULL; else name = m_pClientDllInterface->GetPlayerInfo(player).name; // create player & health string if ( player && name ) { Q_strncpy( bottomText, name, sizeof( bottomText ) ); } char szMapName[64]; Q_FileBase( const_cast(m_pClientDllInterface->GetLevelName()), szMapName ); m_pSpectatorGUI->Update(bottomText, player, m_pClientDllInterface->SpectatorMode(), m_pClientDllInterface->IsSpectateOnly(), m_pClientDllInterface->SpectatorNumber(), szMapName ); m_pSpectatorGUI->UpdateSpectatorPlayerList(); } */ // Return TRUE if the HUD's allowed to print text messages bool CBaseViewport::AllowedToPrintText( void ) { /* int iId = GetCurrentMenuID(); if ( iId == MENU_TEAM || iId == MENU_CLASS || iId == MENU_INTRO || iId == MENU_CLASSHELP ) return false; */ // TODO ask every aktive elemet if it allows to draw text while visible return ( m_pActivePanel == NULL); } void CBaseViewport::OnThink() { // Clear our active panel pointer if the panel has made // itself invisible. Need this so we don't bring up dead panels // if they are stored as the last active panel if( m_pActivePanel && !m_pActivePanel->IsVisible() ) { if( m_pLastActivePanel ) { m_pActivePanel = m_pLastActivePanel; ShowPanel( m_pActivePanel, true ); m_pLastActivePanel = NULL; } else m_pActivePanel = NULL; } // TF does this in OnTick in TFViewport. This remains to preserve old // behavior in other games #if !defined( TF_CLIENT_DLL ) m_pAnimController->UpdateAnimations( gpGlobals->curtime ); #endif int count = m_Panels.Count(); for (int i=0; i< count; i++ ) { IViewPortPanel *panel = m_Panels[i]; if ( panel->NeedsUpdate() && panel->IsVisible() ) { panel->Update(); } } int w, h; vgui::ipanel()->GetSize( enginevgui->GetPanel( PANEL_CLIENTDLL ), w, h ); if ( m_OldSize[ 0 ] != w || m_OldSize[ 1 ] != h ) { m_OldSize[ 0 ] = w; m_OldSize[ 1 ] = h; g_pClientMode->Layout(); } BaseClass::OnThink(); } //----------------------------------------------------------------------------- // Purpose: Sets the parent for each panel to use //----------------------------------------------------------------------------- void CBaseViewport::SetParent(vgui::VPANEL parent) { EditablePanel::SetParent( parent ); // force ourselves to be proportional - when we set our parent above, if our new // parent happened to be non-proportional (such as the vgui root panel), we got // slammed to be nonproportional EditablePanel::SetProportional( true ); #ifndef _XBOX m_pBackGround->SetParent( (vgui::VPANEL)parent ); #endif // set proportionality on animation controller m_pAnimController->SetProportional( true ); m_bHasParent = (parent != 0); } //----------------------------------------------------------------------------- // Purpose: called when the engine shows the base client VGUI panel (i.e when entering a new level or exiting GameUI ) //----------------------------------------------------------------------------- void CBaseViewport::ActivateClientUI() { } //----------------------------------------------------------------------------- // Purpose: called when the engine hides the base client VGUI panel (i.e when the GameUI is comming up ) //----------------------------------------------------------------------------- void CBaseViewport::HideClientUI() { } //----------------------------------------------------------------------------- // Purpose: passes death msgs to the scoreboard to display specially //----------------------------------------------------------------------------- void CBaseViewport::FireGameEvent( IGameEvent * event) { const char * type = event->GetName(); if ( Q_strcmp(type, "game_newmap") == 0 ) { // hide all panels when reconnecting ShowPanel( PANEL_ALL, false ); if ( engine->IsHLTV() ) { ShowPanel( PANEL_SPECGUI, true ); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBaseViewport::ReloadScheme(const char *fromFile) { CETWScope timer( "CBaseViewport::ReloadScheme" ); // See if scheme should change if ( fromFile != NULL ) { // "resource/ClientScheme.res" vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), fromFile, "HudScheme" ); SetScheme(scheme); SetProportional( true ); m_pAnimController->SetScheme(scheme); } // Force a reload if ( LoadHudAnimations() == false ) { // Fall back to just the main if ( m_pAnimController->SetScriptFile( GetVPanel(), "scripts/HudAnimations.txt", true ) == false ) { Assert(0); } } SetProportional( true ); KeyValuesAD pConditions( "conditions" ); g_pClientMode->ComputeVguiResConditions( pConditions ); // reload the .res file from disk LoadControlSettings( "scripts/HudLayout.res", NULL, NULL, pConditions ); gHUD.RefreshHudTextures(); InvalidateLayout( true, true ); // reset the hud gHUD.ResetHUD(); } int CBaseViewport::GetDeathMessageStartHeight( void ) { return YRES(2); } void CBaseViewport::Paint() { if ( cl_leveloverviewmarker.GetInt() > 0 ) { int size = cl_leveloverviewmarker.GetInt(); // draw a 1024x1024 pixel box vgui::surface()->DrawSetColor( 255, 0, 0, 255 ); vgui::surface()->DrawLine( size, 0, size, size ); vgui::surface()->DrawLine( 0, size, size, size ); } }