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 "hud.h"
#include "hud_macros.h"
#include "hudelement.h"
#include "iclientmode.h"
#include "ienginevgui.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui/IVGui.h>
#include <vgui_controls/EditablePanel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
#include "achievement_notification_panel.h"
#include "steam/steam_api.h"
#include "iachievementmgr.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#define ACHIEVEMENT_NOTIFICATION_DURATION 10.0f
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
DECLARE_HUDELEMENT_DEPTH( CAchievementNotificationPanel, 100 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAchievementNotificationPanel::CAchievementNotificationPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "AchievementNotificationPanel" )
{
Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_flHideTime = 0;
m_pPanelBackground = new EditablePanel( this, "Notification_Background" );
m_pIcon = new ImagePanel( this, "Notification_Icon" );
m_pLabelHeading = new Label( this, "HeadingLabel", "" );
m_pLabelTitle = new Label( this, "TitleLabel", "" );
m_pIcon->SetShouldScaleImage( true );
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::Init()
{
ListenForGameEvent( "achievement_event" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::ApplySchemeSettings( IScheme *pScheme )
{
// load control settings...
LoadControlSettings( "resource/UI/AchievementNotification.res" );
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::PerformLayout( void )
{
BaseClass::PerformLayout();
// Set background color of various elements. Need to do this in code, if we do it in res file it gets slammed by the
// scheme. (Incl. label background: some products don't have label background colors set in their scheme and helpfully slam it to white.)
SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelHeading->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pLabelTitle->SetBgColor( Color( 0, 0, 0, 0 ) );
m_pPanelBackground->SetBgColor( Color( 128, 128, 128, 128 ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
{
const char *name = event->GetName();
if ( Q_strcmp( name, "achievement_event" ) == 0 )
{
const char *pchName = event->GetString( "achievement_name" );
int iCur = event->GetInt( "cur_val" );
int iMax = event->GetInt( "max_val" );
wchar_t szLocalizedName[256]=L"";
#ifndef DISABLE_STEAM
if ( IsPC() )
{
// shouldn't ever get achievement progress if steam not running and user logged in, but check just in case
if ( !steamapicontext->SteamUserStats() )
{
Msg( "Steam not running, achievement progress notification not displayed\n" );
}
else
{
// use Steam to show achievement progress UI
steamapicontext->SteamUserStats()->IndicateAchievementProgress( pchName, iCur, iMax );
}
}
else
#endif
{
// on X360 we need to show our own achievement progress UI
const wchar_t *pchLocalizedName = ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( pchName );
Assert( pchLocalizedName );
if ( !pchLocalizedName || !pchLocalizedName[0] )
return;
Q_wcsncpy( szLocalizedName, pchLocalizedName, sizeof( szLocalizedName ) );
// this is achievement progress, compose the message of form: "<name> (<#>/<max>)"
wchar_t szText[512]=L"";
wchar_t szFmt[128]=L"";
wchar_t szNumFound[16]=L"";
wchar_t szNumTotal[16]=L"";
if( iCur >= iMax )
{
AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Awarded" ), szLocalizedName );
return;
}
_snwprintf( szNumFound, ARRAYSIZE( szNumFound ), L"%i", iCur );
_snwprintf( szNumTotal, ARRAYSIZE( szNumTotal ), L"%i", iMax );
const wchar_t *pchFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress_Fmt" );
if ( !pchFmt || !pchFmt[0] )
return;
Q_wcsncpy( szFmt, pchFmt, sizeof( szFmt ) );
g_pVGuiLocalize->ConstructString( szText, sizeof( szText ), szFmt, 3, szLocalizedName, szNumFound, szNumTotal );
AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress" ), szText );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called on each tick
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::OnTick( void )
{
if ( ( m_flHideTime > 0 ) && ( m_flHideTime < gpGlobals->curtime ) )
{
m_flHideTime = 0;
ShowNextNotification();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAchievementNotificationPanel::ShouldDraw( void )
{
return ( ( m_flHideTime > 0 ) && ( m_flHideTime > gpGlobals->curtime ) && CHudElement::ShouldDraw() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle )
{
// put this notification in our queue
int iQueueItem = m_queueNotification.AddToTail();
Notification_t &notification = m_queueNotification[iQueueItem];
Q_strncpy( notification.szIconBaseName, szIconBaseName, ARRAYSIZE( notification.szIconBaseName ) );
Q_wcsncpy( notification.szHeading, pHeading, sizeof( notification.szHeading ) );
Q_wcsncpy( notification.szTitle, pTitle, sizeof( notification.szTitle ) );
// if we are not currently displaying a notification, go ahead and show this one
if ( 0 == m_flHideTime )
{
ShowNextNotification();
}
}
//-----------------------------------------------------------------------------
// Purpose: Shows next notification in queue if there is one
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::ShowNextNotification()
{
// see if we have anything to do
if ( 0 == m_queueNotification.Count() )
{
m_flHideTime = 0;
return;
}
Notification_t &notification = m_queueNotification[ m_queueNotification.Head() ];
m_flHideTime = gpGlobals->curtime + ACHIEVEMENT_NOTIFICATION_DURATION;
// set the text and icon in the dialog
SetDialogVariable( "heading", notification.szHeading );
SetDialogVariable( "title", notification.szTitle );
const char *pchIconBaseName = notification.szIconBaseName;
if ( pchIconBaseName && pchIconBaseName[0] )
{
m_pIcon->SetImage( CFmtStr( "achievements/%s.vmt", pchIconBaseName ) );
}
// resize the panel so it always looks good
// get fonts
HFont hFontHeading = m_pLabelHeading->GetFont();
HFont hFontTitle = m_pLabelTitle->GetFont();
// determine how wide the text strings are
int iHeadingWidth = UTIL_ComputeStringWidth( hFontHeading, notification.szHeading );
int iTitleWidth = UTIL_ComputeStringWidth( hFontTitle, notification.szTitle );
// use the widest string
int iTextWidth = MAX( iHeadingWidth, iTitleWidth );
// don't let it be insanely wide
iTextWidth = MIN( iTextWidth, XRES( 300 ) );
int iIconWidth = m_pIcon->GetWide();
int iSpacing = XRES( 10 );
int iPanelWidth = iSpacing + iIconWidth + iSpacing + iTextWidth + iSpacing;
int iPanelX = GetWide() - iPanelWidth;
int iIconX = iPanelX + iSpacing;
int iTextX = iIconX + iIconWidth + iSpacing;
// resize all the elements
SetXAndWide( m_pPanelBackground, iPanelX, iPanelWidth );
SetXAndWide( m_pIcon, iIconX, iIconWidth );
SetXAndWide( m_pLabelHeading, iTextX, iTextWidth );
SetXAndWide( m_pLabelTitle, iTextX, iTextWidth );
m_queueNotification.Remove( m_queueNotification.Head() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementNotificationPanel::SetXAndWide( Panel *pPanel, int x, int wide )
{
int xCur, yCur;
pPanel->GetPos( xCur, yCur );
pPanel->SetPos( x, yCur );
pPanel->SetWide( wide );
}
CON_COMMAND( achievement_notification_test, "Test the hud notification UI" )
{
static int iCount=0;
CAchievementNotificationPanel *pPanel = GET_HUDELEMENT( CAchievementNotificationPanel );
if ( pPanel )
{
pPanel->AddNotification( "HL2_KILL_ODESSAGUNSHIP", L"Achievement Progress", ( 0 == ( iCount % 2 ) ? L"Test Notification Message A (1/10)" :
L"Test Message B" ) );
}
#if 0
IGameEvent *event = gameeventmanager->CreateEvent( "achievement_event" );
if ( event )
{
const char *szTestStr[] = { "TF_GET_HEADSHOTS", "TF_PLAY_GAME_EVERYMAP", "TF_PLAY_GAME_EVERYCLASS", "TF_GET_HEALPOINTS" };
event->SetString( "achievement_name", szTestStr[iCount%ARRAYSIZE(szTestStr)] );
event->SetInt( "cur_val", ( iCount%9 ) + 1 );
event->SetInt( "max_val", 10 );
gameeventmanager->FireEvent( event );
}
#endif
iCount++;
}