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 "PlayerListDialog.h"
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <vgui_controls/ListPanel.h>
#include <KeyValues.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/MessageBox.h>
#include <vgui_controls/ComboBox.h>
#include "EngineInterface.h"
#include "game/client/IGameClientExports.h"
#include "GameUI_Interface.h"
#include "steam/steam_api.h"
#include "fmtstr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CPlayerListDialog::CPlayerListDialog(vgui::Panel *parent) : BaseClass(parent, "PlayerListDialog")
{
SetSize(320, 240);
SetTitle("#GameUI_CurrentPlayers", true);
m_pMuteButton = new Button(this, "MuteButton", "");
m_pPlayerList = new ListPanel(this, "PlayerList");
m_pPlayerList->AddColumnHeader(0, "Name", "#GameUI_PlayerName", 180);
m_pPlayerList->AddColumnHeader(1, "Properties", "#GameUI_Properties", 80);
m_pPlayerList->SetEmptyListText("#GameUI_NoOtherPlayersInGame");
LoadControlSettings("Resource/PlayerListDialog.res");
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CPlayerListDialog::~CPlayerListDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerListDialog::Activate()
{
BaseClass::Activate();
// refresh player list
m_pPlayerList->DeleteAllItems();
int maxClients = engine->GetMaxClients();
for (int i = 1; i <= maxClients; i++)
{
// get the player info from the engine
player_info_t pi;
if ( !engine->GetPlayerInfo(i, &pi) )
continue;
char szPlayerIndex[32];
Q_snprintf(szPlayerIndex, sizeof( szPlayerIndex ), "%d", i);
// collate user data then add it to the table
KeyValues *data = new KeyValues(szPlayerIndex);
data->SetString("Name", pi.name );
data->SetInt("index", i);
// add to the list
m_pPlayerList->AddItem(data, 0, false, false);
}
// refresh player properties info
RefreshPlayerProperties();
// select the first item by default
m_pPlayerList->SetSingleSelectedItem( m_pPlayerList->GetItemIDFromRow(0) );
// toggle button states
OnItemSelected();
}
//-----------------------------------------------------------------------------
// Purpose: walks the players and sets their info display in the list
//-----------------------------------------------------------------------------
void CPlayerListDialog::RefreshPlayerProperties()
{
for (int i = 0; i <= m_pPlayerList->GetItemCount(); i++)
{
KeyValues *data = m_pPlayerList->GetItem(i);
if (!data)
continue;
// assemble properties
int playerIndex = data->GetInt("index");
player_info_t pi;
if ( !engine->GetPlayerInfo( playerIndex, &pi) )
{
// disconnected
data->SetString("properties", "Disconnected");
continue;
}
data->SetString( "name", pi.name );
bool muted = false, friends = false, bot = false;
if ( GameClientExports() && GameClientExports()->IsPlayerGameVoiceMuted(playerIndex) )
{
muted = true;
}
if ( pi.fakeplayer )
{
bot = true;
}
if (bot)
{
data->SetString("properties", "CPU Player");
}
else if (muted && friends)
{
data->SetString("properties", "Friend; Muted");
}
else if (muted)
{
data->SetString("properties", "Muted");
}
else if (friends)
{
data->SetString("properties", "Friend");
}
else
{
data->SetString("properties", "");
}
}
m_pPlayerList->RereadAllItems();
}
//-----------------------------------------------------------------------------
// Purpose: Handles the AddFriend command
//-----------------------------------------------------------------------------
void CPlayerListDialog::OnCommand(const char *command)
{
if (!stricmp(command, "Mute"))
{
ToggleMuteStateOfSelectedUser();
}
else
{
BaseClass::OnCommand(command);
}
}
//-----------------------------------------------------------------------------
// Purpose: toggles whether a user is muted or not
//-----------------------------------------------------------------------------
void CPlayerListDialog::ToggleMuteStateOfSelectedUser()
{
if (!GameClientExports())
return;
for ( int iSelectedItem = 0; iSelectedItem < m_pPlayerList->GetSelectedItemsCount(); iSelectedItem++ )
{
KeyValues *data = m_pPlayerList->GetItem( m_pPlayerList->GetSelectedItem( iSelectedItem ) );
if (!data)
return;
int playerIndex = data->GetInt("index");
Assert(playerIndex);
if (GameClientExports()->IsPlayerGameVoiceMuted(playerIndex))
{
GameClientExports()->UnmutePlayerGameVoice(playerIndex);
}
else
{
GameClientExports()->MutePlayerGameVoice(playerIndex);
}
}
RefreshPlayerProperties();
OnItemSelected();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlayerListDialog::OnItemSelected()
{
// make sure the data is up-to-date
RefreshPlayerProperties();
// set the button state based on the selected item
bool bMuteButtonEnabled = false;
if (m_pPlayerList->GetSelectedItemsCount() > 0)
{
KeyValues *data = m_pPlayerList->GetItem(m_pPlayerList->GetSelectedItem(0));
player_info_t pi;
int iLocalPlayer = engine->GetLocalPlayer();
int iPlayerIndex = data->GetInt("index");
bool isValidPlayer = engine->GetPlayerInfo( iPlayerIndex, &pi );
// make sure the player is not a bot, or the user
// Matt - changed this check to see if player indeces match, instead of using friends ID
if ( pi.fakeplayer || iPlayerIndex == iLocalPlayer ) // || pi.friendsID == g_pFriendsUser->GetFriendsID() )
{
// invalid player,
isValidPlayer = false;
}
if (data && isValidPlayer && GameClientExports() && GameClientExports()->IsPlayerGameVoiceMuted(data->GetInt("index")))
{
m_pMuteButton->SetText("#GameUI_UnmuteIngameVoice");
}
else
{
m_pMuteButton->SetText("#GameUI_MuteIngameVoice");
}
if (GameClientExports() && isValidPlayer)
{
bMuteButtonEnabled = true;
}
}
else
{
m_pMuteButton->SetText("#GameUI_MuteIngameVoice");
}
m_pMuteButton->SetEnabled( bMuteButtonEnabled );
}