//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Display a list of achievements for the current game // //=============================================================================// #include "cbase.h" #include "stats_summary.h" #include "vgui_controls/Button.h" #include "vgui/ILocalize.h" #include "ixboxsystem.h" #include "iachievementmgr.h" #include "filesystem.h" #include "vgui_controls/ImagePanel.h" #include "vgui_controls/ComboBox.h" #include "vgui_controls/CheckButton.h" #include "vgui_controls/ImageList.h" #include "fmtstr.h" #include "c_cs_playerresource.h" #include "../../../public/steam/steam_api.h" #include "achievementmgr.h" #include "../../../../public/vgui/IScheme.h" #include "../vgui_controls/ScrollBar.h" #include "stat_card.h" #include "weapon_csbase.h" #include "cs_weapon_parse.h" #include "buy_presets/buy_presets.h" #include "win_panel_round.h" #include "cs_client_gamestats.h" #include "achievements_cs.h" #include "ienginevgui.h" #define STAT_NUM_ARRAY_LENGTH 8 using namespace vgui; // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #include extern CAchievementMgr g_AchievementMgrCS; const int maxRecentAchievementToDisplay = 10; /** * public ConvertNumberToMantissaSuffixForm() * * Convert a floating point number to a string form incorporating a mantissa and a magnitude suffix (such as "K" for thousands). * * Parameters: * fNum - * textBuffer - output buffer * textBufferLen - size of output buffer in characters * bTrimTrailingZeros - indicates whether to remove trailing zeros of numbers without suffixes (e.g., "32.00000" becomes "32") * iSignificantDigits - the desired number of significant digits in the result (e.g, "1.23" has 3 significant digits) * * Returns: * bool - true on success */ bool ConvertNumberToMantissaSuffixForm(float fNum, wchar_t* textBuffer, int textBufferLen, bool bTrimTrailingZeros = true, int iSignificantDigits = 3) { // we need room for at least iSignificantDigits + 3 characters Assert(textBufferLen >= iSignificantDigits + 3); // find the correct power of 1000 exponent Assert(fNum >= 0.0f); int iExponent = 0; while (fNum >= powf(10.0f, iExponent + 3)) { iExponent += 3; } // look in the localization table for the matching suffix; fallback to lower suffixes when necessary wchar_t *pSuffix = NULL; for (; iExponent > 0; iExponent -= 3) { char localizationToken[64]; V_snprintf(localizationToken, sizeof(localizationToken), "#GameUI_NumSuffix_E%i", iExponent); pSuffix = g_pVGuiLocalize->Find(localizationToken); if (pSuffix != NULL) break; } V_snwprintf(textBuffer, textBufferLen, L"%f", fNum / powf(10.0f, iExponent)); textBuffer[textBufferLen - 1] = L'\0'; lconv* pLocaleSettings = localeconv(); wchar_t decimalWChar = *pLocaleSettings->decimal_point; wchar_t* pDecimalPos = wcschr(textBuffer, decimalWChar); if (pDecimalPos == NULL) { Msg("ConvertNumberToMantissaSuffixForm(): decimal point not found in string %S for value %f\n", textBuffer, fNum); return false; } // trim trailing zeros int iNumCharsInBuffer = wcslen(textBuffer); if (pSuffix == NULL && bTrimTrailingZeros) { wchar_t* pLastChar; for (pLastChar = &textBuffer[iNumCharsInBuffer - 1]; pLastChar > pDecimalPos; --pLastChar) { if (*pLastChar != L'0') // note that this is checking for '0', not a NULL terminator break; *pLastChar = L'\0'; } if (pLastChar == pDecimalPos) *pLastChar = L'\0'; } // truncate the mantissa to the right of the decimal point so that it doesn't exceed the significant digits if (pDecimalPos != NULL && iNumCharsInBuffer > iSignificantDigits + 1) { if (pDecimalPos - &textBuffer[0] < iSignificantDigits) textBuffer[iSignificantDigits + 1] = L'\0'; // truncate at the correct number of significant digits else *pDecimalPos = L'\0'; // no room for any digits to the right of the decimal point, just truncate it at the "." } if (pSuffix != NULL) { #ifdef WIN32 int retVal = V_snwprintf( textBuffer, textBufferLen, L"%s%s", textBuffer, pSuffix ); #else int retVal = V_snwprintf( textBuffer, textBufferLen, L"%S%S", textBuffer, pSuffix ); #endif if ( retVal < 0 ) { Msg("ConvertNumberToMantissaSuffixForm(): unable to add suffix %S for value %f (buffer size was %i)\n", pSuffix, fNum, textBufferLen); return false; } } return true; } CStatsSummary::CStatsSummary(vgui::Panel *parent, const char *name) : BaseClass(parent, "CSAchievementsDialog"), m_StatImageMap(DefLessFunc(CSStatType_t)) { m_iFixedWidth = 900; // Give this an initial value in order to set a proper size SetBounds(0, 0, 900, 780); SetMinimumSize(256, 780); m_pStatCard = new StatCard(this, "ignored"); m_pImageList = NULL; m_iDefaultWeaponImage = -1; m_iDefaultMapImage = -1; m_pImagePanelFavWeapon = new ImagePanel(this, "FavoriteWeaponImage"); m_pImagePanelLastMapFavWeapon = new ImagePanel(this, "FavWeaponIcon"); m_pImagePanelFavMap = new ImagePanel(this, "FavoriteMapImage"); //Setup the recent achievement list by adding all achieved achievements to the list m_pRecentAchievementsList = new vgui::PanelListPanel(this, "RecentAchievementsListPanel"); m_pRecentAchievementsList->SetFirstColumnWidth(0); ListenForGameEvent( "player_stats_updated" ); ListenForGameEvent( "achievement_earned_local" ); m_bRecentAchievementsDirty = true; m_bStatsDirty = true; } CStatsSummary::~CStatsSummary() { if (m_pRecentAchievementsList) { m_pRecentAchievementsList->DeleteAllItems(); } delete m_pRecentAchievementsList; delete m_pImageList; } void CStatsSummary::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); LoadControlSettings("Resource/UI/CSStatsSummary.res"); SetBgColor(Color(86,86,86,255)); if (m_pImageList) delete m_pImageList; m_pImageList = new ImageList(false); if (m_pImageList) { //Load defaults m_iDefaultWeaponImage = m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/defaultweapon", true)); m_iDefaultMapImage = m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_generic_map", true)); //load weapon images m_StatImageMap.Insert(CSSTAT_KILLS_DEAGLE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/deserteagle", true))); m_StatImageMap.Insert(CSSTAT_KILLS_USP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/usp45", true))); m_StatImageMap.Insert(CSSTAT_KILLS_GLOCK, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/glock18", true))); m_StatImageMap.Insert(CSSTAT_KILLS_P228, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/p228", true))); m_StatImageMap.Insert(CSSTAT_KILLS_ELITE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/elites", true))); m_StatImageMap.Insert(CSSTAT_KILLS_FIVESEVEN, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/fiveseven", true))); m_StatImageMap.Insert(CSSTAT_KILLS_AWP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/awp", true))); m_StatImageMap.Insert(CSSTAT_KILLS_AK47, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/ak47", true))); m_StatImageMap.Insert(CSSTAT_KILLS_M4A1, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m4a1", true))); m_StatImageMap.Insert(CSSTAT_KILLS_AUG, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/aug", true))); m_StatImageMap.Insert(CSSTAT_KILLS_SG552, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/sg552", true))); m_StatImageMap.Insert(CSSTAT_KILLS_SG550, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/sg550", true))); m_StatImageMap.Insert(CSSTAT_KILLS_GALIL, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/galil", true))); m_StatImageMap.Insert(CSSTAT_KILLS_FAMAS, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/famas", true))); m_StatImageMap.Insert(CSSTAT_KILLS_SCOUT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/scout", true))); m_StatImageMap.Insert(CSSTAT_KILLS_G3SG1, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/g3sg1", true))); m_StatImageMap.Insert(CSSTAT_KILLS_P90, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/p90", true))); m_StatImageMap.Insert(CSSTAT_KILLS_MP5NAVY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/mp5", true))); m_StatImageMap.Insert(CSSTAT_KILLS_TMP, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/tmp", true))); m_StatImageMap.Insert(CSSTAT_KILLS_MAC10, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/mac10", true))); m_StatImageMap.Insert(CSSTAT_KILLS_UMP45, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/ump45", true))); m_StatImageMap.Insert(CSSTAT_KILLS_M3, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m3", true))); m_StatImageMap.Insert(CSSTAT_KILLS_XM1014, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/xm1014", true))); m_StatImageMap.Insert(CSSTAT_KILLS_M249, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/fav_weap/m249", true))); //load map images m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_ASSAULT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_assault", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_COMPOUND, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_compound", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_HAVANA, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_havana", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_ITALY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_italy", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_MILITIA, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_militia", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_CS_OFFICE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_cs_office", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_AZTEC, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_aztec", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_CBBLE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_cbble", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_CHATEAU, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_chateau", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_DUST2, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_dust2", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_DUST, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_dust", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_INFERNO, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_inferno", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_NUKE, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_nuke", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PIRANESI, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_piranesi", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PORT, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_port", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_PRODIGY, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_prodigy", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_TIDES, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_tides", true))); m_StatImageMap.Insert(CSSTAT_MAP_WINS_DE_TRAIN, m_pImageList->AddImage(scheme()->GetImage("gfx/vgui/summary_maps/summary_de_train", true))); } } //---------------------------------------------------------- // Get the width we're going to lock at //---------------------------------------------------------- void CStatsSummary::ApplySettings(KeyValues *pResourceData) { m_iFixedWidth = pResourceData->GetInt("wide", 512); BaseClass::ApplySettings(pResourceData); } //---------------------------------------------------------- // Preserve our width to the one in the .res file //---------------------------------------------------------- void CStatsSummary::OnSizeChanged(int newWide, int newTall) { // Lock the width, but allow height scaling if (newWide != m_iFixedWidth) { SetSize(m_iFixedWidth, newTall); return; } BaseClass::OnSizeChanged(newWide, newTall); } void CStatsSummary::OnThink() { if ( m_bRecentAchievementsDirty ) UpdateRecentAchievements(); if ( m_bStatsDirty ) UpdateStatsData(); } void CStatsSummary::OnPageShow() { UpdateStatsData(); UpdateRecentAchievements(); } //---------------------------------------------------------- // Update all of the stats displays //---------------------------------------------------------- void CStatsSummary::UpdateStatsData() { UpdateStatsSummary(); UpdateKillHistory(); UpdateFavoriteWeaponData(); UpdateMapsData(); UpdateLastMatchStats(); m_pStatCard->UpdateInfo(); m_bStatsDirty = false; } //---------------------------------------------------------- // Update the stats located in the stats summary section //---------------------------------------------------------- void CStatsSummary::UpdateStatsSummary() { DisplayCompressedLocalizedStat(CSSTAT_ROUNDS_PLAYED, "roundsplayed"); DisplayCompressedLocalizedStat(CSSTAT_ROUNDS_WON, "roundswon"); DisplayCompressedLocalizedStat(CSSTAT_SHOTS_HIT, "shotshit"); DisplayCompressedLocalizedStat(CSSTAT_SHOTS_FIRED, "shotsfired"); wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; //Calculate Win Ratio int wins = g_CSClientGameStats.GetStatById(CSSTAT_ROUNDS_WON).iStatValue; int rounds = g_CSClientGameStats.GetStatById(CSSTAT_ROUNDS_PLAYED).iStatValue; float winRatio = 0; if (rounds > 0) { winRatio = ((float)wins / (float)rounds) * 100.0f; } V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", winRatio); SetDialogVariable("winratio", tempWNumString); //Calculate accuracy int hits = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_HIT).iStatValue; int shots = g_CSClientGameStats.GetStatById(CSSTAT_SHOTS_FIRED).iStatValue; float accuracy = 0; if (shots > 0) { accuracy = ((float)hits / (float)shots) * 100.0f; } V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", accuracy); SetDialogVariable("hitratio", tempWNumString); } //---------------------------------------------------------- // Update the stats located in the stats summary section //---------------------------------------------------------- void CStatsSummary::UpdateKillHistory() { DisplayCompressedLocalizedStat(CSSTAT_KILLS, "kills"); DisplayCompressedLocalizedStat(CSSTAT_DEATHS, "deaths"); wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; //Calculate Win Ratio int kills = g_CSClientGameStats.GetStatById(CSSTAT_KILLS).iStatValue; int deaths = g_CSClientGameStats.GetStatById(CSSTAT_DEATHS).iStatValue; float killDeathRatio = 0; if (deaths > 0) { killDeathRatio = (float)kills / (float)deaths; } V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", killDeathRatio); SetDialogVariable("killdeathratio", tempWNumString); } //---------------------------------------------------------- // Update the stats located in the favorite weapon section //---------------------------------------------------------- void CStatsSummary::UpdateFavoriteWeaponData() { // First set the image to the favorite weapon if (m_pImageList) { //start with a dummy stat const WeaponName_StatId* pFavoriteWeaponStatEntry = NULL; //Find the weapon stat with the most kills int numKills = 0; for (int i = 0; WeaponName_StatId_Table[i].killStatId != CSSTAT_UNDEFINED; ++i) { // ignore weapons with no hit counts (knife and grenade) if (WeaponName_StatId_Table[i].hitStatId == CSSTAT_UNDEFINED ) continue; const WeaponName_StatId& weaponStatEntry = WeaponName_StatId_Table[i]; PlayerStatData_t stat = g_CSClientGameStats.GetStatById(weaponStatEntry.killStatId); if (stat.iStatValue > numKills) { pFavoriteWeaponStatEntry = &weaponStatEntry; numKills = stat.iStatValue; } } if (pFavoriteWeaponStatEntry) { CUtlMap::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)pFavoriteWeaponStatEntry->killStatId); if (m_StatImageMap.IsValidIndex(idx)) { m_pImagePanelFavWeapon->SetImage(m_pImageList->GetImage(m_StatImageMap[idx])); } DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->hitStatId, "weaponhits", "#GameUI_Stats_WeaponShotsHit"); DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->shotStatId, "weaponshotsfired", "#GameUI_Stats_WeaponShotsFired"); DisplayCompressedLocalizedStat(pFavoriteWeaponStatEntry->killStatId, "weaponkills", "#GameUI_Stats_WeaponKills"); //Calculate accuracy int kills = g_CSClientGameStats.GetStatById(pFavoriteWeaponStatEntry->killStatId).iStatValue; int shots = g_CSClientGameStats.GetStatById(pFavoriteWeaponStatEntry->shotStatId).iStatValue; float killsPerShot = 0; if (shots > 0) { killsPerShot = (float)kills / (float)shots; } wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", (killsPerShot)); DisplayFormattedLabel("#GameUI_Stats_WeaponKillRatio", tempWNumString, "weaponkillratio"); } else { if (m_iDefaultWeaponImage != -1) { m_pImagePanelFavWeapon->SetImage(m_pImageList->GetImage(m_iDefaultWeaponImage)); } DisplayFormattedLabel("#GameUI_Stats_WeaponShotsHit", L"0", "weaponhits"); DisplayFormattedLabel("#GameUI_Stats_WeaponShotsFired", L"0", "weaponshotsfired"); DisplayFormattedLabel("#GameUI_Stats_WeaponKills", L"0", "weaponkills"); DisplayFormattedLabel("#GameUI_Stats_WeaponKillRatio", L"0", "weaponkillratio"); } } } //---------------------------------------------------------- // Update the stats located in the favorite weapon section //---------------------------------------------------------- void CStatsSummary::UpdateMapsData() { //start with a dummy stat const MapName_MapStatId* pFavoriteMapStat = NULL; int numRounds = 0; for (int i = 0; MapName_StatId_Table[i].statWinsId != CSSTAT_UNDEFINED; ++i) { const MapName_MapStatId& mapStatId = MapName_StatId_Table[i]; PlayerStatData_t stat = g_CSClientGameStats.GetStatById(mapStatId.statRoundsId); if (stat.iStatValue > numRounds) { pFavoriteMapStat = &mapStatId; numRounds = stat.iStatValue; } } if (pFavoriteMapStat) { CUtlMap::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)pFavoriteMapStat->statWinsId); if (m_StatImageMap.IsValidIndex(idx)) { m_pImagePanelFavMap->SetImage(m_pImageList->GetImage(m_StatImageMap[idx])); } // map name SetDialogVariable("mapname", pFavoriteMapStat->szMapName); // rounds played DisplayCompressedLocalizedStat(pFavoriteMapStat->statRoundsId,"mapplayed", "#GameUI_Stats_MapPlayed"); DisplayCompressedLocalizedStat(pFavoriteMapStat->statWinsId, "mapwins", "#GameUI_Stats_MapWins"); //Calculate Win Ratio int wins = g_CSClientGameStats.GetStatById(pFavoriteMapStat->statWinsId).iStatValue; int rounds = g_CSClientGameStats.GetStatById(pFavoriteMapStat->statRoundsId).iStatValue; float winRatio = 0; if (rounds > 0) { winRatio = ((float)wins / (float)rounds) * 100.0f; } wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", winRatio); DisplayFormattedLabel("#GameUI_Stats_MapWinRatio", tempWNumString, "mapwinratio"); } else { if (m_iDefaultMapImage != -1) { m_pImagePanelFavMap->SetImage(m_pImageList->GetImage(m_iDefaultMapImage)); } SetDialogVariable("mapname", L""); DisplayFormattedLabel("#GameUI_Stats_MapPlayed", L"0", "mapplayed"); DisplayFormattedLabel("#GameUI_Stats_MapWins", L"0", "mapwins"); DisplayFormattedLabel("#GameUI_Stats_MapWinRatio", L"0", "mapwinratio"); } } int CStatsSummary::AchivementDateSortPredicate( CCSBaseAchievement* const* pLeft, CCSBaseAchievement* const* pRight ) { if (!pLeft || !pRight || !(*pLeft) || ! (*pRight)) { return 0; } if ((*pLeft)->GetSortKey() < (*pRight)->GetSortKey()) { return 1; } else if ((*pLeft)->GetSortKey() > (*pRight)->GetSortKey()) { return -1; } else { return 0; } } void CStatsSummary::UpdateRecentAchievements() { CUtlVector sortedAchivementList; //Get a list of all the achievements that have been earned int iCount = g_AchievementMgrCS.GetAchievementCount(); sortedAchivementList.EnsureCapacity(iCount); for (int i = 0; i < iCount; ++i) { CCSBaseAchievement* pAchievement = (CCSBaseAchievement*)g_AchievementMgrCS.GetAchievementByIndex(i); if (pAchievement && pAchievement->IsAchieved()) { sortedAchivementList.AddToTail(pAchievement); } } //Sort the earned achievements by time and date earned. sortedAchivementList.Sort(AchivementDateSortPredicate); //Clear the UI list m_pRecentAchievementsList->DeleteAllItems(); // Add each achievement in the sorted list as a panel. int numPanelsToAdd = MIN(maxRecentAchievementToDisplay, sortedAchivementList.Count()); for ( int i = 0; i < numPanelsToAdd; i++ ) { CCSBaseAchievement* pAchievement = sortedAchivementList[i]; if (pAchievement) { CAchievementsPageItemPanel *achievementItemPanel = new CAchievementsPageItemPanel(m_pRecentAchievementsList, "AchievementDialogItemPanel"); achievementItemPanel->SetAchievementInfo(pAchievement); // force all our new panel to have the correct internal layout and size so that our parent container can layout properly achievementItemPanel->InvalidateLayout(true, true); m_pRecentAchievementsList->AddItem(NULL, achievementItemPanel); } } m_bRecentAchievementsDirty = false; } void CStatsSummary::UpdateLastMatchStats() { DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_T_ROUNDS_WON, "lastmatchtwins", "#GameUI_Stats_LastMatch_TWins"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_CT_ROUNDS_WON, "lastmatchctwins", "#GameUI_Stats_LastMatch_CTWins"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_ROUNDS_WON, "lastmatchwins", "#GameUI_Stats_LastMatch_RoundsWon"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_MAX_PLAYERS, "lastmatchmaxplayers", "#GameUI_Stats_LastMatch_MaxPlayers"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_MVPS, "lastmatchstars", "#GameUI_Stats_LastMatch_MVPS"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_KILLS, "lastmatchkills", "#GameUI_Stats_WeaponKills"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DEATHS, "lastmatchdeaths", "#GameUI_Stats_LastMatch_Deaths"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DAMAGE, "lastmatchtotaldamage", "#GameUI_Stats_LastMatch_Damage"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_DOMINATIONS, "lastmatchdominations", "#GameUI_Stats_LastMatch_Dominations"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_REVENGES, "lastmatchrevenges", "#GameUI_Stats_LastMatch_Revenges"); UpdateLastMatchFavoriteWeaponStats(); wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; //Calculate Kill:Death ratio int deaths = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_DEATHS).iStatValue; int kills = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_KILLS).iStatValue; float killDeathRatio = deaths; if (deaths != 0) { killDeathRatio = (float)kills / (float)deaths; } V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f", killDeathRatio); DisplayFormattedLabel("#GameUI_Stats_LastMatch_KDRatio", tempWNumString, "lastmatchkilldeathratio"); //Calculate cost per kill PlayerStatData_t statMoneySpent = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_MONEYSPENT); int costPerKill = 0; if (kills > 0) { costPerKill = statMoneySpent.iStatValue / kills; } ConvertNumberToMantissaSuffixForm(costPerKill, tempWNumString, STAT_NUM_ARRAY_LENGTH); DisplayFormattedLabel("#GameUI_Stats_LastMatch_MoneySpentPerKill", tempWNumString, "lastmatchmoneyspentperkill"); } void CStatsSummary::UpdateLastMatchFavoriteWeaponStats() { wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; PlayerStatData_t statFavWeaponId = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_ID); const WeaponName_StatId& favoriteWeaponStat = GetWeaponTableEntryFromWeaponId((CSWeaponID)statFavWeaponId.iStatValue); // If we have a valid weapon use it's data; otherwise use nothing. We check the shot ID to make sure it is a weapon with bullets. if (favoriteWeaponStat.hitStatId != CSSTAT_UNDEFINED) { // Set the image and (non-copyright) name of this weapon CUtlMap::IndexType_t idx = m_StatImageMap.Find((CSStatType_t)favoriteWeaponStat.killStatId); if (m_StatImageMap.IsValidIndex(idx)) { m_pImagePanelLastMapFavWeapon->SetImage(m_pImageList->GetImage(m_StatImageMap[idx])); } const wchar_t* tempName = WeaponIDToDisplayName(favoriteWeaponStat.weaponId); if (tempName) { SetDialogVariable("lastmatchfavweaponname", tempName); } else { SetDialogVariable("lastmatchfavweaponname", L""); } DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_FAVWEAPON_KILLS, "lastmatchfavweaponkills", "#GameUI_Stats_WeaponKills"); DisplayCompressedLocalizedStat(CSSTAT_LASTMATCH_FAVWEAPON_HITS, "lastmatchfavweaponhits", "#GameUI_Stats_WeaponShotsHit"); int shots = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_SHOTS).iStatValue; int hits = g_CSClientGameStats.GetStatById(CSSTAT_LASTMATCH_FAVWEAPON_HITS).iStatValue; float accuracy = 0.0f; if (shots != 0) { accuracy = ((float)hits / (float)shots) * 100.0f; } V_snwprintf(tempWNumString, ARRAYSIZE(tempWNumString), L"%.1f%%", accuracy); DisplayFormattedLabel("#GameUI_Stats_LastMatch_FavWeaponAccuracy", tempWNumString, "lastmatchfavweaponaccuracy"); } else { if (m_iDefaultWeaponImage != -1) { m_pImagePanelLastMapFavWeapon->SetImage(m_pImageList->GetImage(m_iDefaultWeaponImage)); } //Set this label to diferent text, indicating that there is not a favorite weapon SetDialogVariable("lastmatchfavweaponname", g_pVGuiLocalize->Find("#GameUI_Stats_LastMatch_NoFavWeapon")); DisplayFormattedLabel("#GameUI_Stats_WeaponKills", L"0", "lastmatchfavweaponkills"); DisplayFormattedLabel("#GameUI_Stats_WeaponShotsHit", L"0", "lastmatchfavweaponhits"); DisplayFormattedLabel("#GameUI_Stats_LastMatch_FavWeaponAccuracy", L"0", "lastmatchfavweaponaccuracy"); } } void CStatsSummary::FireGameEvent( IGameEvent *event ) { const char *type = event->GetName(); if ( 0 == Q_strcmp( type, "achievement_earned_local" ) ) { m_bRecentAchievementsDirty = true; } else if ( 0 == Q_strcmp( type, "player_stats_updated" ) ) { m_bStatsDirty = true; } } void CStatsSummary::DisplayCompressedLocalizedStat(CSStatType_t stat, const char* dialogVariable, const char* localizationToken /* = NULL */) { wchar_t tempWNumString[STAT_NUM_ARRAY_LENGTH]; int statValue = g_CSClientGameStats.GetStatById(stat).iStatValue; ConvertNumberToMantissaSuffixForm(statValue, tempWNumString, STAT_NUM_ARRAY_LENGTH); if (localizationToken) { DisplayFormattedLabel(localizationToken, tempWNumString, dialogVariable); } else { SetDialogVariable(dialogVariable, tempWNumString); } } void CStatsSummary::DisplayFormattedLabel( const char* localizationToken, const wchar_t* valueText, const char* dialogVariable ) { wchar_t tempWStatString[256]; g_pVGuiLocalize->ConstructString(tempWStatString, sizeof(tempWStatString), g_pVGuiLocalize->Find(localizationToken), 1, valueText); SetDialogVariable(dialogVariable, tempWStatString); }