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: Display a list of achievements for the current game
//
//=============================================================================//
#include "achievementsdialog.h"
#include "vgui_controls/Button.h"
#include "vgui/ILocalize.h"
#include "ixboxsystem.h"
#include "iachievementmgr.h"
#include "EngineInterface.h"
#include "GameUI_Interface.h"
#include "MouseMessageForwardingPanel.h"
#include "filesystem.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/ComboBox.h"
#include "vgui_controls/CheckButton.h"
#include "vgui_controls/ScrollBar.h"
#include "BasePanel.h"
#include "fmtstr.h"
#include "UtlSortVector.h"
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
KeyValues *g_pPreloadedAchievementItemLayout = NULL;
#define NUM_COMBO_BOX_LINES_DEFAULT 10
#define NUM_COMBO_BOX_LINES_MAX 16
// Shared helper functions so xbox and pc can share as much code as possible while coming from different bases.
//-----------------------------------------------------------------------------
// Purpose: Sets the parameter pIconPanel to display the specified achievement's icon file.
//-----------------------------------------------------------------------------
bool LoadAchievementIcon( vgui::ImagePanel* pIconPanel, IAchievement *pAchievement, const char *pszExt /*= NULL*/ )
{
char imagePath[_MAX_PATH];
Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) );
Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS );
if ( pszExt )
{
Q_strncat( imagePath, pszExt, sizeof(imagePath), COPY_ALL_CHARACTERS );
}
Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
char checkFile[_MAX_PATH];
Q_snprintf( checkFile, sizeof(checkFile), "materials\\vgui\\%s", imagePath );
if ( !g_pFullFileSystem->FileExists( checkFile ) )
{
Q_snprintf( imagePath, sizeof(imagePath), "hud\\icon_locked.vtf" );
}
pIconPanel->SetShouldScaleImage( true );
pIconPanel->SetImage( imagePath );
pIconPanel->SetVisible( true );
return pIconPanel->IsVisible();
}
//-----------------------------------------------------------------------------
// The bias is to ensure the percentage bar gets plenty orange before it reaches the text,
// as the white-on-grey is hard to read.
//-----------------------------------------------------------------------------
Color LerpColors ( Color cStart, Color cEnd, float flPercent )
{
float r = (float)((float)(cStart.r()) + (float)(cEnd.r() - cStart.r()) * Bias( flPercent, 0.75 ) );
float g = (float)((float)(cStart.g()) + (float)(cEnd.g() - cStart.g()) * Bias( flPercent, 0.75 ) );
float b = (float)((float)(cStart.b()) + (float)(cEnd.b() - cStart.b()) * Bias( flPercent, 0.75 ) );
float a = (float)((float)(cStart.a()) + (float)(cEnd.a() - cStart.a()) * Bias( flPercent, 0.75 ) );
return Color( r, g, b, a );
}
//-----------------------------------------------------------------------------
// Purpose: Shares common percentage bar calculations/color settings between xbox and pc.
// Not really intended for robustness or reuse across many panels.
// Input : pFrame - assumed to have certain child panels (see below)
// *pAchievement - source achievement to poll for progress. Non progress achievements will not show a percentage bar.
//-----------------------------------------------------------------------------
void UpdateProgressBar( vgui::EditablePanel* pPanel, IAchievement *pAchievement, Color clrProgressBar )
{
if ( pAchievement->GetGoal() > 1 )
{
bool bShowProgress = true;
// if this achievement gets saved with game and we're not in a level and have not achieved it, then we do not have any state
// for this achievement, don't show progress
if ( ( pAchievement->GetFlags() & ACH_SAVE_WITH_GAME ) && !GameUI().IsInLevel() && !pAchievement->IsAchieved() )
{
bShowProgress = false;
}
float flCompletion = 0.0f;
// Once achieved, we can't rely on count. If they've completed the achievement just set to 100%.
int iCount = pAchievement->GetCount();
if ( pAchievement->IsAchieved() )
{
flCompletion = 1.0f;
iCount = pAchievement->GetGoal();
}
else if ( bShowProgress )
{
flCompletion = ( ((float)pAchievement->GetCount()) / ((float)pAchievement->GetGoal()) );
// In rare cases count can exceed goal and not be achieved (switch local storage on X360, take saved game from different user on PC).
// These will self-correct with continued play, but if we're in that state don't show more than 100% achieved.
flCompletion = min( flCompletion, 1.f );
}
char szPercentageText[ 256 ] = "";
if ( bShowProgress )
{
Q_snprintf( szPercentageText, 256, "%d/%d", iCount, pAchievement->GetGoal() );
}
pPanel->SetControlString( "PercentageText", szPercentageText );
pPanel->SetControlVisible( "PercentageText", true );
pPanel->SetControlVisible( "CompletionText", true );
vgui::ImagePanel *pPercentageBar = (vgui::ImagePanel*)pPanel->FindChildByName( "PercentageBar" );
vgui::ImagePanel *pPercentageBarBkg = (vgui::ImagePanel*)pPanel->FindChildByName( "PercentageBarBackground" );
if ( pPercentageBar && pPercentageBarBkg )
{
pPercentageBar->SetFillColor( clrProgressBar );
pPercentageBar->SetWide( pPercentageBarBkg->GetWide() * flCompletion );
pPanel->SetControlVisible( "PercentageBarBackground", IsX360() ? bShowProgress : true );
pPanel->SetControlVisible( "PercentageBar", true );
}
}
}
// TODO: revisit this once other games are rebuilt using the updated IAchievement interface
bool GameSupportsAchievementTracker()
{
const char *pGame = Q_UnqualifiedFileName( engine->GetGameDirectory() );
if ( ( Q_stricmp( pGame, "tf" ) == 0 ) || ( Q_stricmp( pGame, "tf_beta" ) == 0 ) )
return true;
return false;
}
//----------------------------------------------------------
// CAchievementsDialog_XBox
//----------------------------------------------------------
CAchievementsDialog_XBox::CAchievementsDialog_XBox( vgui::Panel *pParent ) : BaseClass( pParent, "AchievementsDialog" )
{
m_nTotalAchievements = 0;
m_nUnlocked = 0;
m_iSelection = 0;
m_iScroll = 0;
m_iNumItems = 0;
m_bCenterOnScreen = true;
m_pProgressBg = new vgui::Panel( this, "ProgressBg" );
m_pProgressBar = new vgui::Panel( this, "ProgressBar" );
m_pProgressPercent = new vgui::Label( this, "ProgressPercent", "" );
m_pNumbering = new vgui::Label( this, "Numbering", "" );
m_pUpArrow = new vgui::Label( this, "UpArrow", "" );
m_pDownArrow = new vgui::Label( this, "DownArrow", "" );
SetDeleteSelfOnClose(true);
SetSizeable( false );
m_pFooter = new CFooterPanel( pParent, "AchievementsFooter" );
}
CAchievementsDialog_XBox::~CAchievementsDialog_XBox()
{
delete m_pProgressBg;
delete m_pProgressBar;
delete m_pProgressPercent;
delete m_pNumbering;
delete m_pUpArrow;
delete m_pDownArrow;
delete m_pFooter;
}
//----------------------------------------------------------
// Position the dialogs elements
//----------------------------------------------------------
void CAchievementsDialog_XBox::PerformLayout( void )
{
BaseClass::PerformLayout();
// Avoid division by zero if the achievements haven't been downloaded yet
if ( m_nTotalAchievements )
{
int x, y, wide, tall;
m_pProgressBg->GetBounds( x, y, wide, tall );
int iBarX = GetWide() - wide - m_nBorderWidth;
int iBarWide = wide * m_nUnlocked / m_nTotalAchievements;
m_pProgressBg->SetBounds( iBarX, y, wide, tall );
m_pProgressBar->SetBounds( iBarX, y, iBarWide, tall );
wchar_t wszProgressText[64];
#ifdef WIN32
V_snwprintf( wszProgressText, ARRAYSIZE(wszProgressText), L"%d%% %s", (m_nUnlocked * 100) / m_nTotalAchievements, g_pVGuiLocalize->Find( "#GameUI_Achievement_Unlocked" ) );
#else
V_snwprintf( wszProgressText, ARRAYSIZE(wszProgressText), L"%d%% %S", (m_nUnlocked * 100) / m_nTotalAchievements, g_pVGuiLocalize->Find( "#GameUI_Achievement_Unlocked" ) );
#endif
m_pProgressPercent->SetText( wszProgressText );
m_pProgressPercent->SizeToContents();
m_pProgressPercent->SetPos( GetWide() - m_pProgressPercent->GetWide() - m_nBorderWidth, y + tall + 3 );
int menux, menuy;
m_Menu.GetPos( menux, menuy );
// Do a perform layout on the menu so we get the correct height now
m_Menu.InvalidateLayout( true, false );
int iBottomOfTable = menuy + m_Menu.GetTall() + 3;
m_pNumbering->SizeToContents();
m_pNumbering->SetPos( m_nBorderWidth, iBottomOfTable );
m_pUpArrow->GetPos( x, y );
m_pUpArrow->SetPos( x, iBottomOfTable );
m_pDownArrow->GetPos( x, y );
m_pDownArrow->SetPos( x, iBottomOfTable );
wchar_t wszNumbering[64];
wchar_t *wzNumberingFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Menu_Range" );
wchar_t wzActiveItem[8];
wchar_t wzTotal[8];
V_snwprintf( wzActiveItem, ARRAYSIZE( wzActiveItem ), L"%d", m_Menu.GetActiveItemIndex()+1 );
V_snwprintf( wzTotal, ARRAYSIZE( wzTotal ), L"%d", m_nTotalAchievements );
g_pVGuiLocalize->ConstructString( wszNumbering, sizeof( wszNumbering ), wzNumberingFmt, 2, wzActiveItem, wzTotal );
m_pNumbering->SetText( wszNumbering );
m_pNumbering->SetWide( GetWide() );
}
if ( m_bCenterOnScreen )
{
MoveToCenterOfScreen();
}
// Set the footer
m_pFooter->ClearButtons();
if ( m_pFooterInfo && ( m_pFooterInfo->GetInt( "hide_regular_footer", 0 ) > 0 ) == false )
{
for ( KeyValues *pButton = m_pFooterInfo->GetFirstSubKey(); pButton != NULL; pButton = pButton->GetNextKey() )
{
if ( !Q_stricmp( pButton->GetName(), "button" ) )
{
// Add a button to the footer
const char *pText = pButton->GetString( "text", "NULL" );
const char *pIcon = pButton->GetString( "icon", "NULL" );
m_pFooter->AddNewButtonLabel( pText, pIcon );
}
}
}
}
//----------------------------------------------------------
// Query the system interface for this game's list of achievements
//----------------------------------------------------------
void CAchievementsDialog_XBox::ApplySettings( KeyValues *pResourceData )
{
BaseClass::ApplySettings( pResourceData );
m_bCenterOnScreen = pResourceData->GetInt( "center", 1 ) == 1;
if ( !achievementmgr )
{
AssertOnce( 0 && "No achievement manager interface in GameUI.dll" );
return;
}
achievementmgr->EnsureGlobalStateLoaded();
int iAllAchievements = achievementmgr->GetAchievementCount();
for ( int i = 0; i < iAllAchievements; ++i )
{
IAchievement* pCurAchievement = (IAchievement*)achievementmgr->GetAchievementByIndex( i );
Assert ( pCurAchievement );
if ( pCurAchievement->IsAchieved() )
++m_nUnlocked;
// don't show hidden achievements if not achieved
if ( pCurAchievement->ShouldHideUntilAchieved() && !pCurAchievement->IsAchieved() )
continue;
CAchievementItem *pItem = m_Menu.AddAchievementItem( ACHIEVEMENT_LOCALIZED_NAME( pCurAchievement ),
ACHIEVEMENT_LOCALIZED_DESC( pCurAchievement ),
pCurAchievement->GetPointValue(),
pCurAchievement->IsAchieved(),
pCurAchievement
);
SETUP_PANEL( pItem );
}
m_nTotalAchievements = m_Menu.GetItemCount();
}
//----------------------------------------------------------
// Add the progress bar and update the dialog layout
//----------------------------------------------------------
void CAchievementsDialog_XBox::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
m_pProgressBg->SetBgColor( Color( 200, 184, 151, 255 ) );
m_pProgressBar->SetBgColor( Color( 179, 82, 22, 255 ) );
m_pProgressPercent->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) );
m_pNumbering->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) );
}
//-----------------------------------------------------------------------------
// Purpose: Scrolling up and down with up/down, exit to main menu with back button
//-----------------------------------------------------------------------------
void CAchievementsDialog_XBox::OnKeyCodePressed( vgui::KeyCode code )
{
// Handle close here, CBasePanel parent doesn't support "DialogClosing" command
if ( GetBaseButtonCode( code ) == KEY_XBUTTON_B )
{
OnCommand( "AchievementsDialogClosing" );
SetDeleteSelfOnClose( true );
}
else
{
BaseClass::OnKeyCodePressed( code );
}
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: catch key repeats
//-----------------------------------------------------------------------------
void CAchievementsDialog_XBox::HandleKeyRepeated( vgui::KeyCode code )
{
BaseClass::HandleKeyRepeated( code );
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: Fade main menu back in when this dialog closes.
//-----------------------------------------------------------------------------
void CAchievementsDialog_XBox::OnClose()
{
BasePanel()->RunCloseAnimation( "CloseAchievementsDialog_OpenMainMenu" );
BaseClass::OnClose();
}
//////////////////////////////////////////////////////////////////////////
// PC Implementation
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CAchievementsDialog::CAchievementsDialog(vgui::Panel *parent) : BaseClass(parent, "AchievementsDialog")
{
SetDeleteSelfOnClose(true);
if( IsProportional() )
SetBounds(0, 0, scheme()->GetProportionalScaledValue(512), scheme()->GetProportionalScaledValue(384));
else
SetBounds(0, 0, 512, 384);
SetMinimumSize( 256, 300 );
SetSizeable( true );
m_nOldScrollItem = -1;
m_nScrollItem = -1;
m_nUnlocked = 0;
m_nTotalAchievements = 0;
m_pAchievementsList = new vgui::PanelListPanel( this, "listpanel_achievements" );
m_pAchievementsList->SetFirstColumnWidth( 0 );
m_pListBG = new vgui::ImagePanel( this, "listpanel_background" );
m_pPercentageBarBackground = SETUP_PANEL( new ImagePanel( this, "PercentageBarBackground" ) );
m_pPercentageBar = SETUP_PANEL( new ImagePanel( this, "PercentageBar" ) );
m_pSelectionHighlight = new ImagePanel( m_pAchievementsList->FindChildByName( "PanelListEmbedded" ), "SelectionHighlight" );
m_pSelectionHighlight->SetVisible( false );
m_pSelectionHighlight->SetZPos( 100 );
m_pAchievementPackCombo = new ComboBox(this, "achievement_pack_combo", NUM_COMBO_BOX_LINES_DEFAULT, false);
m_pHideAchievedCheck = new vgui::CheckButton( this, "HideAchieved", "" );
// int that holds the highest number achievement id we've found
int iHighestAchievementIDSeen = -1;
int iNextGroupBoundary = 1000;
Q_memset( m_AchievementGroups, 0, sizeof(m_AchievementGroups) );
m_iNumAchievementGroups = 0;
// Base groups
// CreateNewAchievementGroup( 0, 16000 );
CreateNewAchievementGroup( 0, 999 );
Assert ( achievementmgr );
if ( achievementmgr )
{
int iCount = achievementmgr->GetAchievementCount();
for ( int i = 0; i < iCount; ++i )
{
IAchievement* pCur = achievementmgr->GetAchievementByIndex( i );
if ( !pCur )
continue;
int iAchievementID = pCur->GetAchievementID();
if ( iAchievementID > iHighestAchievementIDSeen )
{
// if its crossed the next group boundary, create a new group
if ( iAchievementID >= iNextGroupBoundary )
{
int iNewGroupBoundary = 100 * ( (int)( (float)iAchievementID / 100 ) );
CreateNewAchievementGroup( iNewGroupBoundary, iNewGroupBoundary+99 );
iNextGroupBoundary = iNewGroupBoundary + 100;
}
iHighestAchievementIDSeen = iAchievementID;
}
// don't show hidden achievements if not achieved
if ( pCur->ShouldHideUntilAchieved() && !pCur->IsAchieved() )
continue;
m_nTotalAchievements++;
if ( m_pHideAchievedCheck->IsSelected() && pCur->IsAchieved() )
continue;
bool bAchieved = pCur->IsAchieved();
if ( bAchieved )
{
++m_nUnlocked;
}
for ( int j=0;j<m_iNumAchievementGroups;j++ )
{
if ( iAchievementID >= m_AchievementGroups[j].m_iMinRange &&
iAchievementID <= m_AchievementGroups[j].m_iMaxRange )
{
if ( bAchieved )
{
m_AchievementGroups[j].m_iNumUnlocked++;
}
m_AchievementGroups[j].m_iNumAchievements++;
}
}
}
}
CreateOrUpdateComboItems( true );
m_pAchievementPackCombo->ActivateItemByRow( 0 );
}
CAchievementsDialog::~CAchievementsDialog()
{
if ( achievementmgr )
{
achievementmgr->SaveGlobalStateIfDirty( false ); // check for saving here to store achievements we want pinned to HUD
}
m_pAchievementsList->DeleteAllItems();
delete m_pAchievementsList;
delete m_pPercentageBarBackground;
delete m_pPercentageBar;
}
void CAchievementsDialog::OnCheckButtonChecked(Panel *panel)
{
if ( panel == m_pHideAchievedCheck )
{
UpdateAchievementList();
}
}
void CAchievementsDialog::CreateNewAchievementGroup( int iMinRange, int iMaxRange )
{
if ( m_iNumAchievementGroups < MAX_ACHIEVEMENT_GROUPS )
{
m_AchievementGroups[m_iNumAchievementGroups].m_iMinRange = iMinRange;
m_AchievementGroups[m_iNumAchievementGroups].m_iMaxRange = iMaxRange;
m_iNumAchievementGroups++;
}
else
{
AssertMsg( false, "CAchievementsDialog: Too many achievement groups" );
}
}
//----------------------------------------------------------
// Get the width we're going to lock at
//----------------------------------------------------------
void CAchievementsDialog::ApplySettings( KeyValues *pResourceData )
{
int width = pResourceData->GetInt( "wide", 512 );
m_iFixedWidth = IsProportional() ? scheme()->GetProportionalScaledValue(width) : width;
BaseClass::ApplySettings( pResourceData );
}
//----------------------------------------------------------
// Preserve our width to the one in the .res file
//----------------------------------------------------------
void CAchievementsDialog::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);
}
//----------------------------------------------------------
// New group was selected in the dropdown, recalc what achievements to show
//----------------------------------------------------------
void CAchievementsDialog::OnTextChanged(KeyValues *data)
{
Panel *pPanel = (Panel *)data->GetPtr( "panel", NULL );
// first check which control had its text changed!
if ( pPanel == m_pAchievementPackCombo )
{
UpdateAchievementList();
}
}
class CAchievementsLess
{
public:
bool Less( const IAchievement* src1, const IAchievement* src2, void *pCtx )
{
IAchievement* _src1 = const_cast<IAchievement*>(src1);
IAchievement* _src2 = const_cast<IAchievement*>(src2);
if ( _src1->IsAchieved() && !_src2->IsAchieved() )
return false;
if ( !_src1->IsAchieved() && _src2->IsAchieved() )
return true;
const char* name1 = _src1->GetName();
const char* name2 = _src2->GetName();
if ( wcscoll( ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( name1 ), ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( name2 ) ) < 0 )
return true;
return false;
}
};
//----------------------------------------------------------
// Re-populate the achievement list with the selected group
//----------------------------------------------------------
void CAchievementsDialog::UpdateAchievementList()
{
m_pAchievementsList->DeleteAllItems();
KeyValues *pData = m_pAchievementPackCombo->GetActiveItemUserData();
if ( pData )
{
int iMinRange = pData->GetInt( "minrange" );
int iMaxRange = pData->GetInt( "maxrange" );
if ( achievementmgr )
{
CUtlSortVector<IAchievement*, CAchievementsLess> achievements;
int iCount = achievementmgr->GetAchievementCount();
for ( int i = 0; i < iCount; ++i )
{
IAchievement* pCur = achievementmgr->GetAchievementByIndex( i );
if ( !pCur )
continue;
int iAchievementID = pCur->GetAchievementID();
if ( iAchievementID < iMinRange || iAchievementID > iMaxRange )
continue;
// don't show hidden achievements if not achieved
if ( pCur->ShouldHideUntilAchieved() && !pCur->IsAchieved() )
continue;
if ( m_pHideAchievedCheck->IsSelected() && pCur->IsAchieved() )
continue;
// if we don't have a localized name, don't add it to the list
if ( pCur->GetName() == NULL || ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( pCur->GetName() ) == NULL )
continue;
achievements.Insert( pCur );
}
for ( int i=0; i<achievements.Count(); i++ )
{
CAchievementDialogItemPanel *achievementItemPanel = new CAchievementDialogItemPanel( m_pAchievementsList, "AchievementDialogItemPanel", i );
achievementItemPanel->SetAchievementInfo( achievements[i] );
m_pAchievementsList->AddItem( NULL, achievementItemPanel );
}
}
}
if ( m_pAchievementsList->GetItemCount() > 0 )
{
m_nOldScrollItem = -1;
m_nScrollItem = -1;
m_pSelectionHighlight->SetVisible( false );
m_pAchievementsList->ScrollToItem( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Loads settings from achievementsdialog.res in hl2/resource/ui/
// Sets up progress bar displaying total achievement unlocking progress by the user.
//-----------------------------------------------------------------------------
void CAchievementsDialog::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings("resource/ui/AchievementsDialog.res");
if ( !achievementmgr )
{
AssertOnce( 0 && "No achievement manager interface in GameUI.dll" );
return;
}
// Set up total completion percentage bar
float flCompletion = 0.0f;
if ( achievementmgr->GetAchievementCount() > 0 )
{
flCompletion = (((float)m_nUnlocked) / ((float)m_nTotalAchievements));
}
char szPercentageText[64];
V_sprintf_safe( szPercentageText, "%d / %d ( %d%% )",
m_nUnlocked, m_nTotalAchievements, (int)( flCompletion * 100.0f ) );
SetControlString( "PercentageText", szPercentageText );
SetControlVisible( "PercentageText", true );
SetControlVisible( "CompletionText", true );
Color clrHighlight = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) );
Color clrWhite(255, 255, 255, 255);
Color cProgressBar = Color( static_cast<float>( clrHighlight.r() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.r() ) * flCompletion,
static_cast<float>( clrHighlight.g() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.g() ) * flCompletion,
static_cast<float>( clrHighlight.b() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.b() ) * flCompletion,
static_cast<float>( clrHighlight.a() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.a() ) * flCompletion );
m_pPercentageBar->SetFgColor( cProgressBar );
m_pPercentageBar->SetWide( m_pPercentageBarBackground->GetWide() * flCompletion );
SetControlVisible( "PercentageBarBackground", true );
SetControlVisible( "PercentageBar", true );
m_pSelectionHighlight->SetFillColor( Color( clrHighlight.r(), clrHighlight.g(), clrHighlight.b(), 32 ) );
if ( m_iNumAchievementGroups <= 2 )
{
// we have no achievement packs. Hide the combo and bump the achievement list up a bit
m_pAchievementPackCombo->SetVisible( false );
// do some work to preserve the pincorner and resizing
int comboX, comboY;
m_pAchievementPackCombo->GetPos( comboX, comboY );
int x, y, w, h;
m_pAchievementsList->GetBounds( x, y, w, h );
PinCorner_e corner = m_pAchievementsList->GetPinCorner();
int pinX, pinY;
m_pAchievementsList->GetPinOffset( pinX, pinY );
int resizeOffsetX, resizeOffsetY;
m_pAchievementsList->GetResizeOffset( resizeOffsetX, resizeOffsetY );
m_pAchievementsList->SetAutoResize( corner, AUTORESIZE_DOWN, pinX, comboY, resizeOffsetX, resizeOffsetY );
m_pAchievementsList->SetBounds( x, comboY, w, h + ( y - comboY ) );
m_pListBG->SetAutoResize( corner, AUTORESIZE_DOWN, pinX, comboY, resizeOffsetX, resizeOffsetY );
m_pListBG->SetBounds( x, comboY, w, h + ( y - comboY ) );
}
MoveToCenterOfScreen();
}
void CAchievementsDialog::ScrollToItem( int nDirection )
{
if ( m_pAchievementsList->GetItemCount() > 0 )
{
m_nScrollItem = clamp( m_nScrollItem + nDirection, 0, m_pAchievementsList->GetItemCount() - 1 );
if ( m_nOldScrollItem != m_nScrollItem )
{
m_nOldScrollItem = m_nScrollItem;
m_pAchievementsList->ScrollToItem( m_nScrollItem );
Panel *pItem = m_pAchievementsList->GetItemPanel( m_nScrollItem );
if ( pItem )
{
int nX, nY, nWide, nTall;
pItem->GetBounds( nX, nY, nWide, nTall );
m_pSelectionHighlight->SetVisible( true );
m_pSelectionHighlight->SetBounds( nX, nY, nWide, nTall );
}
}
}
}
void CAchievementsDialog::OnKeyCodePressed( vgui::KeyCode code )
{
// Handle close here, CBasePanel parent doesn't support "DialogClosing" command
ButtonCode_t nButtonCode = GetBaseButtonCode( code );
if ( nButtonCode == KEY_XBUTTON_B || nButtonCode == STEAMCONTROLLER_B )
{
OnCommand( "Close" );
}
else if ( nButtonCode == KEY_XBUTTON_X || nButtonCode == STEAMCONTROLLER_X )
{
if ( m_pHideAchievedCheck && m_pHideAchievedCheck->IsVisible() )
{
m_pHideAchievedCheck->SetSelected( !m_pHideAchievedCheck->IsSelected() );
}
}
else if ( nButtonCode == KEY_XBUTTON_A || nButtonCode == STEAMCONTROLLER_A )
{
if ( GameSupportsAchievementTracker() && m_nScrollItem >= 0 && m_nScrollItem < m_pAchievementsList->GetItemCount() )
{
CAchievementDialogItemPanel *pItem = dynamic_cast< CAchievementDialogItemPanel* >( m_pAchievementsList->GetItemPanel( m_nScrollItem) );
if ( pItem && pItem->IsVisible() )
{
pItem->ToggleShowOnHUD();
}
}
}
else if ( nButtonCode == KEY_XBUTTON_UP ||
nButtonCode == KEY_XSTICK1_UP ||
nButtonCode == KEY_XSTICK2_UP ||
nButtonCode == STEAMCONTROLLER_DPAD_UP ||
nButtonCode == KEY_UP )
{
ScrollToItem( -1 );
}
else if ( nButtonCode == KEY_XBUTTON_DOWN ||
nButtonCode == KEY_XSTICK1_DOWN ||
nButtonCode == KEY_XSTICK2_DOWN ||
nButtonCode == STEAMCONTROLLER_DPAD_DOWN ||
nButtonCode == KEY_DOWN )
{
ScrollToItem( 1 );
}
else if ( nButtonCode == KEY_XBUTTON_LEFT ||
nButtonCode == KEY_XSTICK1_LEFT ||
nButtonCode == KEY_XSTICK2_LEFT ||
nButtonCode == STEAMCONTROLLER_DPAD_LEFT ||
nButtonCode == KEY_LEFT )
{
m_pAchievementPackCombo->ActivateItemByRow( m_pAchievementPackCombo->GetActiveItem() - 1 );
}
else if ( nButtonCode == KEY_XBUTTON_RIGHT ||
nButtonCode == KEY_XSTICK1_RIGHT ||
nButtonCode == KEY_XSTICK2_RIGHT ||
nButtonCode == STEAMCONTROLLER_DPAD_RIGHT ||
nButtonCode == KEY_RIGHT )
{
m_pAchievementPackCombo->ActivateItemByRow( m_pAchievementPackCombo->GetActiveItem() + 1 );
}
else
{
BaseClass::OnKeyCodePressed( code );
}
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose: Each sub-panel gets its data updated
//-----------------------------------------------------------------------------
void CAchievementsDialog::UpdateAchievementDialogInfo( void )
{
int iCount = m_pAchievementsList->GetItemCount();
IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
for ( int i = 0; i < iCount; i++ )
{
CAchievementDialogItemPanel *pPanel = (CAchievementDialogItemPanel*)m_pAchievementsList->GetItemPanel(i);
if ( pPanel )
{
pPanel->UpdateAchievementInfo( pScheme );
}
}
// update the groups and overall progress bar
if ( achievementmgr )
{
int i;
// reset group completed counts
for ( i=0;i<m_iNumAchievementGroups;i++ )
{
m_AchievementGroups[i].m_iNumUnlocked = 0;
}
int iAchievementCount = achievementmgr->GetAchievementCount();
// update counts for each achieved achievement
for ( i=0;i<iAchievementCount;i++ )
{
IAchievement* pCurAchievement = achievementmgr->GetAchievementByIndex( i );
if ( !pCurAchievement || !pCurAchievement->IsAchieved() )
continue;
int iAchievementID = pCurAchievement->GetAchievementID();
for ( int j=0;j<m_iNumAchievementGroups;j++ )
{
if ( iAchievementID >= m_AchievementGroups[j].m_iMinRange &&
iAchievementID <= m_AchievementGroups[j].m_iMaxRange )
{
m_AchievementGroups[j].m_iNumUnlocked++;
}
}
}
// update the global progress bar label
char szPercentageText[64];
float flCompletion = (((float)m_AchievementGroups[0].m_iNumUnlocked) / ((float)iAchievementCount));
V_sprintf_safe( szPercentageText, "%d / %d ( %d%% )",
m_AchievementGroups[0].m_iNumUnlocked, m_nTotalAchievements, (int)( flCompletion * 100.0f ) );
// and the progress bar
m_pPercentageBar->SetWide( m_pPercentageBarBackground->GetWide() * flCompletion );
SetControlString( "PercentageText", szPercentageText );
}
CreateOrUpdateComboItems( false ); // update them with new achieved counts
m_pAchievementPackCombo->ActivateItemByRow( m_pAchievementPackCombo->GetActiveItem() );
}
void CAchievementsDialog::CreateOrUpdateComboItems( bool bCreate )
{
for ( int i=0;i<m_iNumAchievementGroups;i++ )
{
char buf[128];
Q_snprintf( buf, sizeof(buf), "#Achievement_Group_%d", m_AchievementGroups[i].m_iMinRange );
const wchar_t *wzGroupName = g_pVGuiLocalize->Find( buf );
if ( !wzGroupName )
{
wzGroupName = L"Need Title ( %s1 of %s2 )";
}
wchar_t wzGroupTitle[128];
if ( wzGroupName )
{
wchar_t wzNumUnlocked[8];
V_snwprintf( wzNumUnlocked, ARRAYSIZE( wzNumUnlocked ), L"%d", m_AchievementGroups[i].m_iNumUnlocked );
wchar_t wzNumAchievements[8];
V_snwprintf( wzNumAchievements, ARRAYSIZE( wzNumAchievements ), L"%d", m_AchievementGroups[i].m_iNumAchievements );
g_pVGuiLocalize->ConstructString( wzGroupTitle, sizeof( wzGroupTitle ), wzGroupName, 2, wzNumUnlocked, wzNumAchievements );
}
KeyValues *pKV = new KeyValues( "grp" );
pKV->SetInt( "minrange", m_AchievementGroups[i].m_iMinRange );
pKV->SetInt( "maxrange", m_AchievementGroups[i].m_iMaxRange );
if ( bCreate )
m_AchievementGroups[i].m_iDropDownGroupID = m_pAchievementPackCombo->AddItem( wzGroupTitle, pKV );
else
m_pAchievementPackCombo->UpdateItem( m_AchievementGroups[i].m_iDropDownGroupID, wzGroupTitle, pKV );
}
if ( bCreate && ( m_iNumAchievementGroups > NUM_COMBO_BOX_LINES_DEFAULT ) )
{
if ( m_pAchievementPackCombo )
{
m_pAchievementPackCombo->SetNumberOfEditLines( ( m_iNumAchievementGroups <= NUM_COMBO_BOX_LINES_MAX ) ? m_iNumAchievementGroups : NUM_COMBO_BOX_LINES_MAX );
}
}
}
void CAchievementsDialog::OnCommand( const char *command )
{
if ( !Q_strcasecmp( command, "ongameuiactivated" ) )
{
UpdateAchievementDialogInfo();
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CAchievementDialogItemPanel::CAchievementDialogItemPanel( vgui::PanelListPanel *parent, const char* name, int iListItemID ) : BaseClass( parent, name )
{
m_iListItemID = iListItemID;
m_pParent = parent;
m_pSchemeSettings = NULL;
SetMouseInputEnabled( true );
parent->SetMouseInputEnabled( true );
//CMouseMessageForwardingPanel *panel = new CMouseMessageForwardingPanel(this, NULL);
//panel->SetZPos(2);
}
CAchievementDialogItemPanel::~CAchievementDialogItemPanel()
{
/*
delete m_pAchievementIcon;
delete m_pAchievementNameLabel;
delete m_pAchievementDescLabel;
delete m_pPercentageBar;
delete m_pPercentageText;
delete m_pShowOnHUDCheck;
*/
}
//-----------------------------------------------------------------------------
// Purpose: Updates displayed achievement data. In applyschemesettings, and when gameui activates.
//-----------------------------------------------------------------------------
void CAchievementDialogItemPanel::UpdateAchievementInfo( IScheme* pScheme )
{
if ( m_pSourceAchievement && m_pSchemeSettings )
{
// Set name, description and unlocked state text
m_pAchievementNameLabel->SetText( ACHIEVEMENT_LOCALIZED_NAME( m_pSourceAchievement ) );
m_pAchievementDescLabel->SetText( ACHIEVEMENT_LOCALIZED_DESC( m_pSourceAchievement ) );
// Setup icon
// get the vtfFilename from the path.
// Display percentage completion for progressive achievements
// Set up total completion percentage bar. Goal > 1 means its a progress achievement.
UpdateProgressBar( this, m_pSourceAchievement, m_clrProgressBar );
if ( m_pSourceAchievement->IsAchieved() )
{
LoadAchievementIcon( m_pAchievementIcon, m_pSourceAchievement );
SetBgColor( pScheme->GetColor( "AchievementsLightGrey", Color(255, 0, 0, 255) ) );
m_pAchievementNameLabel->SetFgColor( pScheme->GetColor( "SteamLightGreen", Color(255, 255, 255, 255) ) );
Color fgColor = pScheme->GetColor( "Label.TextBrightColor", Color(255, 255, 255, 255) );
m_pAchievementDescLabel->SetFgColor( fgColor );
m_pPercentageText->SetFgColor( fgColor );
m_pShowOnHUDCheck->SetVisible( false );
m_pShowOnHUDCheck->SetSelected( false );
}
else
{
LoadAchievementIcon( m_pAchievementIcon, m_pSourceAchievement, "_bw" );
SetBgColor( pScheme->GetColor( "AchievementsDarkGrey", Color(255, 0, 0, 255) ) );
Color fgColor = pScheme->GetColor( "AchievementsInactiveFG", Color(255, 255, 255, 255) );
m_pAchievementNameLabel->SetFgColor( fgColor );
m_pAchievementDescLabel->SetFgColor( fgColor );
m_pPercentageText->SetFgColor( fgColor );
if ( GameSupportsAchievementTracker() )
{
m_pShowOnHUDCheck->SetVisible( !m_pSourceAchievement->ShouldHideUntilAchieved() ); // m_pSourceAchievement->GetGoal() > 1 &&
m_pShowOnHUDCheck->SetSelected( m_pSourceAchievement->ShouldShowOnHUD() );
}
else
{
m_pShowOnHUDCheck->SetVisible( false );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Makes a local copy of a pointer to the achievement entity stored on the client.
//-----------------------------------------------------------------------------
void CAchievementDialogItemPanel::SetAchievementInfo( IAchievement* pAchievement )
{
if ( !pAchievement )
{
Assert( 0 );
return;
}
m_pSourceAchievement = pAchievement;
m_iSourceAchievementIndex = pAchievement->GetAchievementID();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementDialogItemPanel::PreloadResourceFile( void )
{
const char *controlResourceName = "resource/ui/AchievementItem.res";
g_pPreloadedAchievementItemLayout = new KeyValues(controlResourceName);
g_pPreloadedAchievementItemLayout->LoadFromFile(g_pFullFileSystem, controlResourceName);
}
//-----------------------------------------------------------------------------
// Purpose: Loads settings from hl2/resource/ui/achievementitem.res
// Sets display info for this achievement item.
//-----------------------------------------------------------------------------
void CAchievementDialogItemPanel::ApplySchemeSettings( IScheme* pScheme )
{
if ( !g_pPreloadedAchievementItemLayout )
{
PreloadResourceFile();
}
LoadControlSettings( "", NULL, g_pPreloadedAchievementItemLayout );
m_pSchemeSettings = pScheme;
if ( !m_pSourceAchievement )
{
return;
}
m_pAchievementIcon = SETUP_PANEL(dynamic_cast<vgui::ImagePanel*>(FindChildByName("AchievementIcon")));
m_pAchievementNameLabel = dynamic_cast<vgui::Label*>(FindChildByName("AchievementName"));
m_pAchievementDescLabel = dynamic_cast<vgui::Label*>(FindChildByName("AchievementDesc"));
m_pPercentageBar = SETUP_PANEL(dynamic_cast<vgui::ImagePanel*>(FindChildByName("PercentageBar")));
m_pPercentageText = dynamic_cast<vgui::Label*>(FindChildByName("PercentageText"));
m_pShowOnHUDCheck = dynamic_cast<vgui::CheckButton*>(FindChildByName("ShowOnHUD"));
m_pShowOnHUDCheck->SetMouseInputEnabled( true );
m_pShowOnHUDCheck->SetEnabled( true );
m_pShowOnHUDCheck->SetCheckButtonCheckable( true );
m_pShowOnHUDCheck->AddActionSignalTarget( this );
BaseClass::ApplySchemeSettings( pScheme );
// m_pSchemeSettings must be set for this.
UpdateAchievementInfo( pScheme );
}
void CAchievementDialogItemPanel::ToggleShowOnHUD( void )
{
m_pShowOnHUDCheck->SetSelected( !m_pShowOnHUDCheck->IsSelected() );
}
void CAchievementDialogItemPanel::OnCheckButtonChecked(Panel *panel)
{
if ( GameSupportsAchievementTracker() && panel == m_pShowOnHUDCheck && m_pSourceAchievement )
{
m_pSourceAchievement->SetShowOnHUD( m_pShowOnHUDCheck->IsSelected() );
}
}