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 "BasePanel.h"
#include "NewGameDialog.h"
#include "EngineInterface.h"
#include "vgui_controls/Button.h"
#include "vgui_controls/CheckButton.h"
#include "KeyValues.h"
#include "vgui/ISurface.h"
#include "vgui/IInput.h"
#include "vgui/ILocalize.h"
#include <vgui/ISystem.h>
#include "vgui_controls/RadioButton.h"
#include "vgui_controls/ComboBox.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/Frame.h"
#include "vgui_controls/ControllerMap.h"
#include "filesystem.h"
#include "ModInfo.h"
#include "tier1/convar.h"
#include "GameUI_Interface.h"
#include "tier0/icommandline.h"
#include "vgui_controls/AnimationController.h"
#include "CommentaryExplanationDialog.h"
#include "vgui_controls/BitmapImagePanel.h"
#include "BonusMapsDatabase.h"
#include <stdio.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
static float g_ScrollSpeedSlow;
static float g_ScrollSpeedFast;
// sort function used in displaying chapter list
struct chapter_t
{
char filename[32];
};
static int __cdecl ChapterSortFunc(const void *elem1, const void *elem2)
{
chapter_t *c1 = (chapter_t *)elem1;
chapter_t *c2 = (chapter_t *)elem2;
// compare chapter number first
static int chapterlen = strlen("chapter");
if (atoi(c1->filename + chapterlen) > atoi(c2->filename + chapterlen))
return 1;
else if (atoi(c1->filename + chapterlen) < atoi(c2->filename + chapterlen))
return -1;
// compare length second (longer string show up later in the list, eg. chapter9 before chapter9a)
if (strlen(c1->filename) > strlen(c2->filename))
return 1;
else if (strlen(c1->filename) < strlen(c2->filename))
return -1;
// compare strings third
return strcmp(c1->filename, c2->filename);
}
//-----------------------------------------------------------------------------
// Purpose: invisible panel used for selecting a chapter panel
//-----------------------------------------------------------------------------
class CSelectionOverlayPanel : public vgui::Panel
{
DECLARE_CLASS_SIMPLE( CSelectionOverlayPanel, Panel );
int m_iChapterIndex;
CNewGameDialog *m_pSelectionTarget;
public:
CSelectionOverlayPanel( Panel *parent, CNewGameDialog *selectionTarget, int chapterIndex ) : BaseClass( parent, NULL )
{
m_iChapterIndex = chapterIndex;
m_pSelectionTarget = selectionTarget;
SetPaintEnabled(false);
SetPaintBackgroundEnabled(false);
}
virtual void OnMousePressed( vgui::MouseCode code )
{
if (GetParent()->IsEnabled())
{
m_pSelectionTarget->SetSelectedChapterIndex( m_iChapterIndex );
}
}
virtual void OnMouseDoublePressed( vgui::MouseCode code )
{
// call the panel
OnMousePressed( code );
if (GetParent()->IsEnabled())
{
PostMessage( m_pSelectionTarget, new KeyValues("Command", "command", "play") );
}
}
};
//-----------------------------------------------------------------------------
// Purpose: selectable item with screenshot for an individual chapter in the dialog
//-----------------------------------------------------------------------------
class CGameChapterPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CGameChapterPanel, vgui::EditablePanel );
ImagePanel *m_pLevelPicBorder;
ImagePanel *m_pLevelPic;
ImagePanel *m_pCommentaryIcon;
Label *m_pChapterLabel;
Label *m_pChapterNameLabel;
Color m_TextColor;
Color m_DisabledColor;
Color m_SelectedColor;
Color m_FillColor;
char m_szConfigFile[_MAX_PATH];
char m_szChapter[32];
bool m_bTeaserChapter;
bool m_bHasBonus;
bool m_bCommentaryMode;
bool m_bIsSelected;
public:
CGameChapterPanel( CNewGameDialog *parent, const char *name, const char *chapterName, int chapterIndex, const char *chapterNumber, const char *chapterConfigFile, bool bCommentary ) : BaseClass( parent, name )
{
Q_strncpy( m_szConfigFile, chapterConfigFile, sizeof(m_szConfigFile) );
Q_strncpy( m_szChapter, chapterNumber, sizeof(m_szChapter) );
m_pLevelPicBorder = SETUP_PANEL( new ImagePanel( this, "LevelPicBorder" ) );
m_pLevelPic = SETUP_PANEL( new ImagePanel( this, "LevelPic" ) );
m_pCommentaryIcon = NULL;
m_bCommentaryMode = bCommentary;
m_bIsSelected = false;
wchar_t text[32];
wchar_t num[32];
wchar_t *chapter = g_pVGuiLocalize->Find("#GameUI_Chapter");
g_pVGuiLocalize->ConvertANSIToUnicode( chapterNumber, num, sizeof(num) );
_snwprintf( text, ARRAYSIZE(text), L"%ls %ls", chapter ? chapter : L"CHAPTER", num );
if ( ModInfo().IsSinglePlayerOnly() )
{
m_pChapterLabel = new Label( this, "ChapterLabel", text );
m_pChapterNameLabel = new Label( this, "ChapterNameLabel", chapterName );
}
else
{
m_pChapterLabel = new Label( this, "ChapterLabel", chapterName );
m_pChapterNameLabel = new Label( this, "ChapterNameLabel", "#GameUI_LoadCommentary" );
}
SetPaintBackgroundEnabled( false );
KeyValues *pKeys = NULL;
if ( GameUI().IsConsoleUI() )
{
pKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "NewGameChapterPanel.res" );
}
LoadControlSettings( "Resource/NewGameChapterPanel.res", NULL, pKeys );
// the image has the same name as the config file
char szMaterial[MAX_PATH];
Q_snprintf(szMaterial, sizeof(szMaterial), "chapters/%s", chapterConfigFile);
char* ext = strstr(szMaterial, ".");
if (ext)
{
*ext = 0;
}
m_pLevelPic->SetImage(szMaterial);
int px, py;
m_pLevelPicBorder->GetPos( px, py );
SetSize( m_pLevelPicBorder->GetWide(), py + m_pLevelPicBorder->GetTall() );
// create a selection panel the size of the page
CSelectionOverlayPanel *overlay = new CSelectionOverlayPanel( this, parent, chapterIndex );
overlay->SetBounds(0, 0, GetWide(), GetTall());
overlay->MoveToFront();
// HACK: Detect new episode teasers by the "Coming Soon" text
wchar_t w_szStrTemp[256];
m_pChapterNameLabel->GetText( w_szStrTemp, sizeof(w_szStrTemp) );
m_bTeaserChapter = !wcscmp(w_szStrTemp, L"Coming Soon");
m_bHasBonus = false;
}
virtual void ApplySchemeSettings( IScheme *pScheme )
{
m_TextColor = pScheme->GetColor( "NewGame.TextColor", Color(255, 255, 255, 255) );
m_FillColor = pScheme->GetColor( "NewGame.FillColor", Color(255, 255, 255, 255) );
m_DisabledColor = pScheme->GetColor( "NewGame.DisabledColor", Color(255, 255, 255, 255) );
m_SelectedColor = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) );
BaseClass::ApplySchemeSettings( pScheme );
// Hide chapter numbers for new episode teasers
if ( m_bTeaserChapter )
{
m_pChapterLabel->SetVisible( false );
}
if ( GameUI().IsConsoleUI() )
{
m_pChapterNameLabel->SetVisible( false );
}
m_pCommentaryIcon = dynamic_cast<ImagePanel*>( FindChildByName( "CommentaryIcon" ) );
if ( m_pCommentaryIcon )
m_pCommentaryIcon->SetVisible( m_bCommentaryMode );
}
bool IsSelected( void ) const { return m_bIsSelected; }
void SetSelected( bool state )
{
m_bIsSelected = state;
// update the text/border colors
if ( !IsEnabled() )
{
m_pChapterLabel->SetFgColor( m_DisabledColor );
m_pChapterNameLabel->SetFgColor( Color(0, 0, 0, 0) );
m_pLevelPicBorder->SetFillColor( m_DisabledColor );
m_pLevelPic->SetAlpha( GameUI().IsConsoleUI() ? 64 : 128 );
return;
}
if ( state )
{
if ( !GameUI().IsConsoleUI() )
{
m_pChapterLabel->SetFgColor( m_SelectedColor );
m_pChapterNameLabel->SetFgColor( m_SelectedColor );
}
m_pLevelPicBorder->SetFillColor( m_SelectedColor );
}
else
{
m_pChapterLabel->SetFgColor( m_TextColor );
m_pChapterNameLabel->SetFgColor( m_TextColor );
m_pLevelPicBorder->SetFillColor( m_FillColor );
}
m_pLevelPic->SetAlpha( 255 );
}
const char *GetConfigFile()
{
return m_szConfigFile;
}
const char *GetChapter()
{
return m_szChapter;
}
bool IsTeaserChapter()
{
return m_bTeaserChapter;
}
bool HasBonus()
{
return m_bHasBonus;
}
void SetCommentaryMode( bool bCommentaryMode )
{
m_bCommentaryMode = bCommentaryMode;
if ( m_pCommentaryIcon )
m_pCommentaryIcon->SetVisible( m_bCommentaryMode );
}
};
const char *COM_GetModDirectory()
{
static char modDir[MAX_PATH];
if ( Q_strlen( modDir ) == 0 )
{
const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
Q_strncpy( modDir, gamedir, sizeof(modDir) );
if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
{
Q_StripLastDir( modDir, sizeof(modDir) );
int dirlen = Q_strlen( modDir );
Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
}
}
return modDir;
}
//-----------------------------------------------------------------------------
// Purpose: new game chapter selection
//-----------------------------------------------------------------------------
CNewGameDialog::CNewGameDialog(vgui::Panel *parent, bool bCommentaryMode) : BaseClass(parent, "NewGameDialog")
{
SetDeleteSelfOnClose(true);
SetBounds(0, 0, 372, 160);
SetSizeable( false );
m_iSelectedChapter = -1;
m_ActiveTitleIdx = 0;
m_bCommentaryMode = bCommentaryMode;
m_bMapStarting = false;
m_bScrolling = false;
m_ScrollCt = 0;
m_ScrollSpeed = 0.f;
m_ButtonPressed = SCROLL_NONE;
m_ScrollDirection = SCROLL_NONE;
m_pCommentaryLabel = NULL;
m_iBonusSelection = 0;
m_bScrollToFirstBonusMap = false;
SetTitle("#GameUI_NewGame", true);
m_pNextButton = new Button( this, "Next", "#gameui_next" );
m_pPrevButton = new Button( this, "Prev", "#gameui_prev" );
m_pPlayButton = new CNewGamePlayButton( this, "Play", "#GameUI_Play" );
m_pPlayButton->SetCommand( "Play" );
vgui::Button *cancel = new vgui::Button( this, "Cancel", "#GameUI_Cancel" );
cancel->SetCommand( "Close" );
m_pCenterBg = SETUP_PANEL( new Panel( this, "CenterBG" ) );
m_pCenterBg->SetVisible( false );
if ( GameUI().IsConsoleUI() )
{
m_pNextButton->SetVisible( false );
m_pPrevButton->SetVisible( false );
m_pPlayButton->SetVisible( false );
cancel->SetVisible( false );
m_pCenterBg->SetPaintBackgroundType( 2 );
m_pCenterBg->SetVisible( true );
m_pChapterTitleLabels[0] = SETUP_PANEL( new Label( this, "ChapterTitleLabel", "" ) );
m_pChapterTitleLabels[0]->SetVisible( true );
m_pChapterTitleLabels[0]->SetFgColor( Color( 255, 255, 255, 255 ) );
m_pChapterTitleLabels[1] = SETUP_PANEL( new Label( this, "ChapterTitleLabel2", "" ) );
m_pChapterTitleLabels[1]->SetVisible( true );
m_pChapterTitleLabels[1]->SetAlpha( 0 );
m_pChapterTitleLabels[1]->SetFgColor( Color( 255, 255, 255, 255 ) );
m_pBonusSelection = SETUP_PANEL( new Label( this, "BonusSelectionLabel", "#GameUI_BonusMapsStandard" ) );
m_pBonusSelectionBorder = SETUP_PANEL( new ImagePanel( this, "BonusSelectionBorder" ) );
m_pFooter = new CFooterPanel( parent, "NewGameFooter" );
m_pFooter->AddNewButtonLabel( "#GameUI_Play", "#GameUI_Icons_A_BUTTON" );
m_pFooter->AddNewButtonLabel( "#GameUI_Close", "#GameUI_Icons_B_BUTTON" );
}
else
{
m_pFooter = NULL;
}
// parse out the chapters off disk
static const int MAX_CHAPTERS = 32;
chapter_t chapters[MAX_CHAPTERS];
char szFullFileName[MAX_PATH];
int chapterIndex = 0;
if ( IsPC() || !IsX360() )
{
FileFindHandle_t findHandle = FILESYSTEM_INVALID_FIND_HANDLE;
const char *fileName = "cfg/chapter*.cfg";
fileName = g_pFullFileSystem->FindFirst( fileName, &findHandle );
while ( fileName && chapterIndex < MAX_CHAPTERS )
{
if ( fileName[0] )
{
// Only load chapter configs from the current mod's cfg dir
// or else chapters appear that we don't want!
Q_snprintf( szFullFileName, sizeof(szFullFileName), "cfg/%s", fileName );
FileHandle_t f = g_pFullFileSystem->Open( szFullFileName, "rb", "MOD" );
if ( f )
{
// don't load chapter files that are empty, used in the demo
if ( g_pFullFileSystem->Size(f) > 0 )
{
Q_strncpy(chapters[chapterIndex].filename, fileName, sizeof(chapters[chapterIndex].filename));
++chapterIndex;
}
g_pFullFileSystem->Close( f );
}
}
fileName = g_pFullFileSystem->FindNext(findHandle);
}
}
else if ( IsX360() )
{
int ChapterStringIndex = 0;
bool bExists = true;
while ( bExists && chapterIndex < MAX_CHAPTERS )
{
Q_snprintf( szFullFileName, sizeof( szFullFileName ), "cfg/chapter%d.cfg", ChapterStringIndex+1 );
FileHandle_t f = g_pFullFileSystem->Open( szFullFileName, "rb", "MOD" );
if ( f )
{
Q_strncpy(chapters[chapterIndex].filename, szFullFileName + 4, sizeof(chapters[chapterIndex].filename));
++chapterIndex;
++ChapterStringIndex;
g_pFullFileSystem->Close( f );
}
else
{
bExists = false;
}
//Hack to account for xbox360 missing chapter9a
if ( ChapterStringIndex == 10 )
{
Q_snprintf( szFullFileName, sizeof( szFullFileName ), "cfg/chapter9a.cfg" );
FileHandle_t fChap = g_pFullFileSystem->Open( szFullFileName, "rb", "MOD" );
if ( fChap )
{
Q_strncpy(chapters[chapterIndex].filename, szFullFileName + 4, sizeof(chapters[chapterIndex].filename));
++chapterIndex;
g_pFullFileSystem->Close( fChap );
}
}
}
}
bool bBonusesUnlocked = false;
if ( GameUI().IsConsoleUI() )
{
if ( !m_bCommentaryMode )
{
// Scan to see if the bonus maps have been unlocked
bBonusesUnlocked = BonusMapsDatabase()->BonusesUnlocked();
}
}
// sort the chapters
qsort(chapters, chapterIndex, sizeof(chapter_t), &ChapterSortFunc);
// work out which chapters are unlocked
ConVarRef var( "sv_unlockedchapters" );
if ( bBonusesUnlocked )
{
// Bonuses are unlocked so we need to unlock all the chapters too
var.SetValue( 15 );
}
const char *unlockedChapter = var.IsValid() ? var.GetString() : "1";
int iUnlockedChapter = atoi(unlockedChapter);
// add chapters to combobox
for (int i = 0; i < chapterIndex; i++)
{
const char *fileName = chapters[i].filename;
char chapterID[32] = { 0 };
sscanf(fileName, "chapter%s", chapterID);
// strip the extension
char *ext = V_stristr(chapterID, ".cfg");
if (ext)
{
*ext = 0;
}
const char *pGameDir = COM_GetModDirectory();
char chapterName[64];
Q_snprintf(chapterName, sizeof(chapterName), "#%s_Chapter%s_Title", pGameDir, chapterID);
Q_snprintf( szFullFileName, sizeof( szFullFileName ), "%s", fileName );
CGameChapterPanel *chapterPanel = SETUP_PANEL( new CGameChapterPanel( this, NULL, chapterName, i, chapterID, szFullFileName, m_bCommentaryMode ) );
chapterPanel->SetVisible( false );
UpdatePanelLockedStatus( iUnlockedChapter, i + 1, chapterPanel );
if ( GameUI().IsConsoleUI() )
{
if ( bBonusesUnlocked )
{
// check to see if it has associated challenges
for ( int iBonusMap = 0; iBonusMap < BonusMapsDatabase()->BonusCount(); ++iBonusMap )
{
BonusMapDescription_t *pMap = BonusMapsDatabase()->GetBonusData( iBonusMap );
if ( Q_stricmp( pMap->szChapterName, szFullFileName ) == 0 && !pMap->bLocked )
{
chapterPanel->m_bHasBonus = true;
chapterPanel->SetControlVisible( "HasBonusLabel", true );
}
}
}
}
m_ChapterPanels.AddToTail( chapterPanel );
}
KeyValues *pKeys = NULL;
if ( GameUI().IsConsoleUI() )
{
pKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "NewGameDialog.res" );
}
LoadControlSettings( "Resource/NewGameDialog.res", NULL, pKeys );
// Reset all properties
for ( int i = 0; i < NUM_SLOTS; ++i )
{
m_PanelIndex[i] = INVALID_INDEX;
}
if ( !m_ChapterPanels.Count() )
{
UpdateMenuComponents( SCROLL_NONE );
return;
}
int indent = 8;
if ( IsProportional() )
{
indent = scheme()->GetProportionalScaledValueEx( GetScheme(), indent );
}
int wide = 16;
if ( IsProportional() )
{
wide = scheme()->GetProportionalScaledValueEx( GetScheme(), wide );
}
// Layout panel positions relative to the dialog center.
int panelWidth = m_ChapterPanels[0]->GetWide() + wide;
int dialogWidth = GetWide();
m_PanelXPos[2] = ( dialogWidth - panelWidth ) / 2 + indent;
if (m_ChapterPanels.Count() > 1)
{
m_PanelXPos[1] = m_PanelXPos[2] - panelWidth;
m_PanelXPos[0] = m_PanelXPos[1];
m_PanelXPos[3] = m_PanelXPos[2] + panelWidth;
m_PanelXPos[4] = m_PanelXPos[3];
}
else
{
m_PanelXPos[0] = m_PanelXPos[1] = m_PanelXPos[3] =
m_PanelXPos[4] = m_PanelXPos[2];
}
m_PanelAlpha[0] = 0;
m_PanelAlpha[1] = 255;
m_PanelAlpha[2] = 255;
m_PanelAlpha[3] = 255;
m_PanelAlpha[4] = 0;
int panelHeight;
m_ChapterPanels[0]->GetSize( panelWidth, panelHeight );
m_pCenterBg->SetWide( panelWidth + wide);
m_pCenterBg->SetPos( m_PanelXPos[2] - indent, m_PanelYPos[2] - (m_pCenterBg->GetTall() - panelHeight) + indent );
m_pCenterBg->SetBgColor( Color( 190, 115, 0, 255 ) );
// start the first item selected
SetSelectedChapterIndex( 0 );
}
CNewGameDialog::~CNewGameDialog()
{
delete m_pFooter;
m_pFooter = NULL;
}
void CNewGameDialog::Activate( void )
{
m_bMapStarting = false;
if ( GameUI().IsConsoleUI() )
{
// Stop blinking the menu item now that we've seen the unlocked stuff
CBasePanel *pBasePanel = BasePanel();
if ( pBasePanel )
pBasePanel->SetMenuItemBlinkingState( "OpenNewGameDialog", false );
BonusMapsDatabase()->SetBlink( false );
}
// Commentary stuff is set up on activate because in XBox the new game menu is never deleted
SetTitle( ( ( m_bCommentaryMode ) ? ( "#GameUI_LoadCommentary" ) : ( "#GameUI_NewGame") ), true);
if ( m_pCommentaryLabel )
m_pCommentaryLabel->SetVisible( m_bCommentaryMode );
// work out which chapters are unlocked
ConVarRef var( "sv_unlockedchapters" );
const char *unlockedChapter = var.IsValid() ? var.GetString() : "1";
int iUnlockedChapter = atoi(unlockedChapter);
for ( int i = 0; i < m_ChapterPanels.Count(); i++)
{
CGameChapterPanel *pChapterPanel = m_ChapterPanels[ i ];
if ( pChapterPanel )
{
pChapterPanel->SetCommentaryMode( m_bCommentaryMode );
UpdatePanelLockedStatus( iUnlockedChapter, i + 1, pChapterPanel );
}
}
BaseClass::Activate();
}
//-----------------------------------------------------------------------------
// Purpose: Apply special properties of the menu
//-----------------------------------------------------------------------------
void CNewGameDialog::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
int ypos = inResourceData->GetInt( "chapterypos", 40 );
if ( IsProportional() )
{
ypos = scheme()->GetProportionalScaledValueEx( GetScheme(), ypos );
}
for ( int i = 0; i < NUM_SLOTS; ++i )
{
m_PanelYPos[i] = ypos;
}
m_pCenterBg->SetTall( inResourceData->GetInt( "centerbgtall", 0 ) );
g_ScrollSpeedSlow = inResourceData->GetFloat( "scrollslow", 0.0f );
g_ScrollSpeedFast = inResourceData->GetFloat( "scrollfast", 0.0f );
SetFastScroll( false );
}
void CNewGameDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
if ( m_pFooter )
{
KeyValues *pFooterControlSettings = BasePanel()->GetConsoleControlSettings()->FindKey( "NewGameFooter.res" );
m_pFooter->LoadControlSettings( "null", NULL, pFooterControlSettings );
}
UpdateMenuComponents( SCROLL_NONE );
m_pCommentaryLabel = dynamic_cast<vgui::Label*>( FindChildByName( "CommentaryUnlock" ) );
if ( m_pCommentaryLabel )
m_pCommentaryLabel->SetVisible( m_bCommentaryMode );
if ( GameUI().IsConsoleUI() )
{
if ( !m_bCommentaryMode && BonusMapsDatabase()->BonusesUnlocked() && !m_ChapterPanels[ m_PanelIndex[SLOT_CENTER] ]->HasBonus() )
{
// Find the first bonus
ScrollSelectionPanels( SCROLL_LEFT );
m_bScrollToFirstBonusMap = true;
}
}
}
static float GetArrowAlpha( void )
{
// X360TBD: Pulsing arrows
return 255.f;
}
//-----------------------------------------------------------------------------
// Purpose: sets the correct properties for visible components
//-----------------------------------------------------------------------------
void CNewGameDialog::UpdateMenuComponents( EScrollDirection dir )
{
// This is called prior to any scrolling,
// so we need to look ahead to the post-scroll state
int centerIdx = SLOT_CENTER;
if ( dir == SCROLL_LEFT )
{
++centerIdx;
}
else if ( dir == SCROLL_RIGHT )
{
--centerIdx;
}
int leftIdx = centerIdx - 1;
int rightIdx = centerIdx + 1;
if ( GameUI().IsConsoleUI() )
{
bool bHasBonus = false;
if ( m_PanelIndex[centerIdx] != INVALID_INDEX )
{
wchar_t buffer[ MAX_PATH ];
m_ChapterPanels[ m_PanelIndex[centerIdx] ]->m_pChapterNameLabel->GetText( buffer, sizeof(buffer) );
m_pChapterTitleLabels[(unsigned)m_ActiveTitleIdx]->SetText( buffer );
// If it has bonuses show the scroll up and down arrows
bHasBonus = m_ChapterPanels[ m_PanelIndex[centerIdx] ]->HasBonus();
}
vgui::Panel *leftArrow = this->FindChildByName( "LeftArrow" );
vgui::Panel *rightArrow = this->FindChildByName( "RightArrow" );
if ( leftArrow )
{
if ( m_PanelIndex[leftIdx] != INVALID_INDEX )
{
leftArrow->SetFgColor( Color( 255, 255, 255, GetArrowAlpha() ) );
}
else
{
leftArrow->SetFgColor( Color( 128, 128, 128, 64 ) );
}
}
if ( rightArrow )
{
if ( m_PanelIndex[rightIdx] != INVALID_INDEX )
{
rightArrow->SetFgColor( Color( 255, 255, 255, GetArrowAlpha() ) );
}
else
{
rightArrow->SetFgColor( Color( 128, 128, 128, 64 ) );
}
}
if ( bHasBonus )
{
// Find the bonus description for this panel
for ( int iBonus = 0; iBonus < BonusMapsDatabase()->BonusCount(); ++iBonus )
{
m_pBonusMapDescription = BonusMapsDatabase()->GetBonusData( iBonus );
if ( Q_stricmp( m_pBonusMapDescription->szChapterName, m_ChapterPanels[ m_PanelIndex[centerIdx] ]->GetConfigFile() ) == 0 )
break;
}
}
else
{
m_pBonusMapDescription = NULL;
}
vgui::Panel *upArrow = this->FindChildByName( "UpArrow" );
vgui::Panel *downArrow = this->FindChildByName( "DownArrow" );
if ( upArrow )
upArrow->SetVisible( bHasBonus );
if ( downArrow )
downArrow->SetVisible( bHasBonus );
m_pBonusSelection->SetVisible( bHasBonus );
m_pBonusSelectionBorder->SetVisible( bHasBonus );
UpdateBonusSelection();
}
// No buttons in the xbox ui
if ( !GameUI().IsConsoleUI() )
{
if ( m_PanelIndex[leftIdx] == INVALID_INDEX || m_PanelIndex[leftIdx] == 0 )
{
m_pPrevButton->SetVisible( false );
m_pPrevButton->SetEnabled( false );
}
else
{
m_pPrevButton->SetVisible( true );
m_pPrevButton->SetEnabled( true );
}
if ( m_ChapterPanels.Count() < 4 ) // if there are less than 4 chapters show the next button but disabled
{
m_pNextButton->SetVisible( true );
m_pNextButton->SetEnabled( false );
}
else if ( m_PanelIndex[rightIdx] == INVALID_INDEX || m_PanelIndex[rightIdx] == m_ChapterPanels.Count()-1 )
{
m_pNextButton->SetVisible( false );
m_pNextButton->SetEnabled( false );
}
else
{
m_pNextButton->SetVisible( true );
m_pNextButton->SetEnabled( true );
}
}
}
void CNewGameDialog::UpdateBonusSelection( void )
{
int iNumChallenges = 0;
if ( m_pBonusMapDescription )
{
if ( m_pBonusMapDescription->m_pChallenges )
iNumChallenges = m_pBonusMapDescription->m_pChallenges->Count();
// Wrap challenge selection to fit number of possible selections
if ( m_iBonusSelection < 0 )
m_iBonusSelection = iNumChallenges + 1;
else if ( m_iBonusSelection >= iNumChallenges + 2 )
m_iBonusSelection = 0;
}
else
{
// No medals to show
SetControlVisible( "ChallengeEarnedMedal", false );
SetControlVisible( "ChallengeBestLabel", false );
SetControlVisible( "ChallengeNextMedal", false );
SetControlVisible( "ChallengeNextLabel", false );
return;
}
if ( m_iBonusSelection == 0 )
{
m_pBonusSelection->SetText( "#GameUI_BonusMapsStandard" );
SetControlVisible( "ChallengeEarnedMedal", false );
SetControlVisible( "ChallengeBestLabel", false );
SetControlVisible( "ChallengeNextMedal", false );
SetControlVisible( "ChallengeNextLabel", false );
}
else if ( m_iBonusSelection == 1 )
{
m_pBonusSelection->SetText( "#GameUI_BonusMapsAdvanced" );
SetControlVisible( "ChallengeEarnedMedal", false );
SetControlVisible( "ChallengeBestLabel", false );
SetControlVisible( "ChallengeNextMedal", false );
SetControlVisible( "ChallengeNextLabel", false );
char szMapAdvancedName[ 256 ] = "";
if ( m_pBonusMapDescription )
{
Q_snprintf( szMapAdvancedName, sizeof( szMapAdvancedName ), "%s_advanced", m_pBonusMapDescription->szMapFileName );
}
BonusMapDescription_t *pAdvancedDescription = NULL;
// Find the bonus description for this panel
for ( int iBonus = 0; iBonus < BonusMapsDatabase()->BonusCount(); ++iBonus )
{
pAdvancedDescription = BonusMapsDatabase()->GetBonusData( iBonus );
if ( Q_stricmp( szMapAdvancedName, pAdvancedDescription->szMapFileName ) == 0 )
break;
}
if ( pAdvancedDescription && pAdvancedDescription->bComplete )
{
CBitmapImagePanel *pBitmap = dynamic_cast<CBitmapImagePanel*>( FindChildByName( "ChallengeEarnedMedal" ) );
pBitmap->SetVisible( true );
pBitmap->setTexture( "hud/icon_complete" );
}
}
else
{
int iChallenge = m_iBonusSelection - 2;
ChallengeDescription_t *pChallengeDescription = &((*m_pBonusMapDescription->m_pChallenges)[ iChallenge ]);
// Set the display text for the selected challenge
m_pBonusSelection->SetText( pChallengeDescription->szName );
int iBest, iEarnedMedal, iNext, iNextMedal;
GetChallengeMedals( pChallengeDescription, iBest, iEarnedMedal, iNext, iNextMedal );
char szBuff[ 512 ];
// Set earned medal
if ( iEarnedMedal > -1 && iBest != -1 )
{
if ( iChallenge < 10 )
Q_snprintf( szBuff, sizeof( szBuff ), "medals/medal_0%i_%s", iChallenge, g_pszMedalNames[ iEarnedMedal ] );
else
Q_snprintf( szBuff, sizeof( szBuff ), "medals/medal_%i_%s", iChallenge, g_pszMedalNames[ iEarnedMedal ] );
CBitmapImagePanel *pBitmap = dynamic_cast<CBitmapImagePanel*>( FindChildByName( "ChallengeEarnedMedal" ) );
pBitmap->SetVisible( true );
pBitmap->setTexture( szBuff );
}
else
{
CBitmapImagePanel *pBitmap = dynamic_cast<CBitmapImagePanel*>( FindChildByName( "ChallengeEarnedMedal" ) );
pBitmap->SetVisible( false );
}
// Set next medal
if ( iNextMedal > 0 )
{
if ( iChallenge < 10 )
Q_snprintf( szBuff, sizeof( szBuff ), "medals/medal_0%i_%s", iChallenge, g_pszMedalNames[ iNextMedal ] );
else
Q_snprintf( szBuff, sizeof( szBuff ), "medals/medal_%i_%s", iChallenge, g_pszMedalNames[ iNextMedal ] );
CBitmapImagePanel *pBitmap = dynamic_cast<CBitmapImagePanel*>( FindChildByName( "ChallengeNextMedal" ) );
pBitmap->SetVisible( true );
pBitmap->setTexture( szBuff );
}
else
{
SetControlVisible( "ChallengeNextMedal", false );
}
wchar_t szWideBuff[ 64 ];
wchar_t szWideBuff2[ 64 ];
// Best label
if ( iBest != -1 )
{
Q_snprintf( szBuff, sizeof( szBuff ), "%i", iBest );
g_pVGuiLocalize->ConvertANSIToUnicode( szBuff, szWideBuff2, sizeof( szWideBuff2 ) );
g_pVGuiLocalize->ConstructString( szWideBuff, sizeof( szWideBuff ), g_pVGuiLocalize->Find( "#GameUI_BonusMapsBest" ), 1, szWideBuff2 );
g_pVGuiLocalize->ConvertUnicodeToANSI( szWideBuff, szBuff, sizeof( szBuff ) );
SetControlString( "ChallengeBestLabel", szBuff );
SetControlVisible( "ChallengeBestLabel", true );
}
else
{
SetControlVisible( "ChallengeBestLabel", false );
}
// Next label
if ( iNext != -1 )
{
Q_snprintf( szBuff, sizeof( szBuff ), "%i", iNext );
g_pVGuiLocalize->ConvertANSIToUnicode( szBuff, szWideBuff2, sizeof( szWideBuff2 ) );
g_pVGuiLocalize->ConstructString( szWideBuff, sizeof( szWideBuff ), g_pVGuiLocalize->Find( "#GameUI_BonusMapsGoal" ), 1, szWideBuff2 );
g_pVGuiLocalize->ConvertUnicodeToANSI( szWideBuff, szBuff, sizeof( szBuff ) );
SetControlString( "ChallengeNextLabel", szBuff );
SetControlVisible( "ChallengeNextLabel", true );
}
else
{
SetControlVisible( "ChallengeNextLabel", false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: sets a chapter as selected
//-----------------------------------------------------------------------------
void CNewGameDialog::SetSelectedChapterIndex( int index )
{
m_iSelectedChapter = index;
for (int i = 0; i < m_ChapterPanels.Count(); i++)
{
if ( i == index )
{
m_ChapterPanels[i]->SetSelected( true );
}
else
{
m_ChapterPanels[i]->SetSelected( false );
}
}
if ( m_pPlayButton )
{
m_pPlayButton->SetEnabled( true );
}
// Setup panels to the left of the selected panel
int selectedSlot = GameUI().IsConsoleUI() ? SLOT_CENTER : index % 3 + 1;
int currIdx = index;
for ( int i = selectedSlot; i >= 0 && currIdx >= 0; --i )
{
m_PanelIndex[i] = currIdx;
--currIdx;
InitPanelIndexForDisplay( i );
}
// Setup panels to the right of the selected panel
currIdx = index + 1;
for ( int i = selectedSlot + 1; i < NUM_SLOTS && currIdx < m_ChapterPanels.Count(); ++i )
{
m_PanelIndex[i] = currIdx;
++currIdx;
InitPanelIndexForDisplay( i );
}
UpdateMenuComponents( SCROLL_NONE );
}
//-----------------------------------------------------------------------------
// Purpose: sets a chapter as selected
//-----------------------------------------------------------------------------
void CNewGameDialog::SetSelectedChapter( const char *chapter )
{
Assert( chapter );
for (int i = 0; i < m_ChapterPanels.Count(); i++)
{
if ( chapter && !Q_stricmp(m_ChapterPanels[i]->GetChapter(), chapter) )
{
m_iSelectedChapter = i;
m_ChapterPanels[m_iSelectedChapter]->SetSelected( true );
}
else
{
m_ChapterPanels[i]->SetSelected( false );
}
}
if ( m_pPlayButton )
{
m_pPlayButton->SetEnabled( true );
}
}
//-----------------------------------------------------------------------------
// iUnlockedChapter - the value of sv_unlockedchapters, 1-based. A value of 0
// is treated as a 1, since at least one chapter must be unlocked.
//
// i - the 1-based index of the chapter we're considering.
//-----------------------------------------------------------------------------
void CNewGameDialog::UpdatePanelLockedStatus( int iUnlockedChapter, int i, CGameChapterPanel *pChapterPanel )
{
if ( iUnlockedChapter <= 0 )
{
iUnlockedChapter = 1;
}
// Commentary mode requires chapters to be finished before they can be chosen
bool bLocked = false;
if ( m_bCommentaryMode )
{
bLocked = ( iUnlockedChapter <= i );
}
else
{
if ( iUnlockedChapter < i )
{
// Never lock the first chapter
bLocked = ( i != 0 );
}
}
pChapterPanel->SetEnabled( !bLocked );
}
//-----------------------------------------------------------------------------
// Purpose: Called before a panel scroll starts.
//-----------------------------------------------------------------------------
void CNewGameDialog::PreScroll( EScrollDirection dir )
{
int hideIdx = INVALID_INDEX;
if ( dir == SCROLL_LEFT )
{
hideIdx = m_PanelIndex[SLOT_LEFT];
}
else if ( dir == SCROLL_RIGHT )
{
hideIdx = m_PanelIndex[SLOT_RIGHT];
}
if ( hideIdx != INVALID_INDEX )
{
// Push back the panel that's about to be hidden
// so the next panel scrolls over the top of it.
m_ChapterPanels[hideIdx]->SetZPos( 0 );
}
// Flip the active title label prior to the crossfade
m_ActiveTitleIdx ^= 0x01;
}
//-----------------------------------------------------------------------------
// Purpose: Called after a panel scroll finishes.
//-----------------------------------------------------------------------------
void CNewGameDialog::PostScroll( EScrollDirection dir )
{
int index = INVALID_INDEX;
if ( dir == SCROLL_LEFT )
{
index = m_PanelIndex[SLOT_RIGHT];
}
else if ( dir == SCROLL_RIGHT )
{
index = m_PanelIndex[SLOT_LEFT];
}
// Fade in the revealed panel
if ( index != INVALID_INDEX )
{
CGameChapterPanel *panel = m_ChapterPanels[index];
panel->SetZPos( 50 );
GetAnimationController()->RunAnimationCommand( panel, "alpha", 255, 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_LINEAR );
}
if ( GameUI().IsConsoleUI() )
{
if ( BonusMapsDatabase()->BonusesUnlocked() && m_bScrollToFirstBonusMap )
{
if ( !m_ChapterPanels[ m_PanelIndex[SLOT_CENTER] ]->HasBonus() )
{
// Find the first bonus
ScrollSelectionPanels( SCROLL_LEFT );
}
else
{
// Found a bonus, stop scrolling
m_bScrollToFirstBonusMap = false;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Initiates a panel scroll and starts the animation.
//-----------------------------------------------------------------------------
void CNewGameDialog::ScrollSelectionPanels( EScrollDirection dir )
{
// Only initiate a scroll if panels aren't currently scrolling
if ( !m_bScrolling )
{
// Handle any pre-scroll setup
PreScroll( dir );
if ( dir == SCROLL_LEFT)
{
m_ScrollCt += SCROLL_LEFT;
}
else if ( dir == SCROLL_RIGHT && m_PanelIndex[SLOT_CENTER] != 0 )
{
m_ScrollCt += SCROLL_RIGHT;
}
m_bScrolling = true;
AnimateSelectionPanels();
// Update the arrow colors, help text, and buttons. Doing it here looks better than having
// the components change after the entire scroll animation has finished.
UpdateMenuComponents( m_ScrollDirection );
}
}
void CNewGameDialog::ScrollBonusSelection( EScrollDirection dir )
{
// Don't scroll if there's no bonuses for this panel
if ( !m_pBonusMapDescription )
return;
m_iBonusSelection += dir;
vgui::surface()->PlaySound( "UI/buttonclick.wav" );
UpdateBonusSelection();
}
//-----------------------------------------------------------------------------
// Purpose: Initiates the scripted scroll and fade effects of all five slotted panels
//-----------------------------------------------------------------------------
void CNewGameDialog::AnimateSelectionPanels( void )
{
int idxOffset = 0;
int startIdx = SLOT_LEFT;
int endIdx = SLOT_RIGHT;
// Don't scroll outside the bounds of the panel list
if ( m_ScrollCt >= SCROLL_LEFT && (m_PanelIndex[SLOT_CENTER] < m_ChapterPanels.Count() - 1 || !GameUI().IsConsoleUI()) )
{
idxOffset = -1;
endIdx = SLOT_OFFRIGHT;
m_ScrollDirection = SCROLL_LEFT;
}
else if ( m_ScrollCt <= SCROLL_RIGHT && (m_PanelIndex[SLOT_CENTER] > 0 || !GameUI().IsConsoleUI()) )
{
idxOffset = 1;
startIdx = SLOT_OFFLEFT;
m_ScrollDirection = SCROLL_RIGHT;
}
if ( 0 == idxOffset )
{
// Kill the scroll, it's outside the bounds
m_ScrollCt = 0;
m_bScrolling = false;
m_ScrollDirection = SCROLL_NONE;
vgui::surface()->PlaySound( "player/suit_denydevice.wav" );
return;
}
// Should never happen
if ( startIdx > endIdx )
return;
for ( int i = startIdx; i <= endIdx; ++i )
{
if ( m_PanelIndex[i] != INVALID_INDEX )
{
int nextIdx = i + idxOffset;
CGameChapterPanel *panel = m_ChapterPanels[ m_PanelIndex[i] ];
GetAnimationController()->RunAnimationCommand( panel, "xpos", m_PanelXPos[nextIdx], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_LINEAR );
GetAnimationController()->RunAnimationCommand( panel, "ypos", m_PanelYPos[nextIdx], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_LINEAR );
GetAnimationController()->RunAnimationCommand( panel, "alpha", m_PanelAlpha[nextIdx], 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_LINEAR );
}
}
if ( GameUI().IsConsoleUI() )
{
vgui::surface()->PlaySound( "UI/buttonclick.wav" );
// Animate the center background panel
GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 0, 0, m_ScrollSpeed * 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR );
// Crossfade the chapter title labels
int inactiveTitleIdx = m_ActiveTitleIdx ^ 0x01;
GetAnimationController()->RunAnimationCommand( m_pChapterTitleLabels[(unsigned)m_ActiveTitleIdx], "alpha", 255, 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_LINEAR );
GetAnimationController()->RunAnimationCommand( m_pChapterTitleLabels[inactiveTitleIdx], "alpha", 0, 0, m_ScrollSpeed, vgui::AnimationController::INTERPOLATOR_LINEAR );
// Scrolling up through chapters, offset is negative
m_iSelectedChapter -= idxOffset;
}
PostMessage( this, new KeyValues( "FinishScroll" ), m_ScrollSpeed );
}
//-----------------------------------------------------------------------------
// Purpose: After a scroll, each panel slot holds the index of a panel that has
// scrolled to an adjacent slot. This function updates each slot so
// it holds the index of the panel that is actually in that slot's position.
//-----------------------------------------------------------------------------
void CNewGameDialog::ShiftPanelIndices( int offset )
{
// Shift all the elements over one slot, then calculate what the last slot's index should be.
int lastSlot = NUM_SLOTS - 1;
if ( offset > 0 )
{
// Hide the panel that's dropping out of the slots
if ( IsValidPanel( m_PanelIndex[0] ) )
{
m_ChapterPanels[ m_PanelIndex[0] ]->SetVisible( false );
}
// Scrolled panels to the right, so shift the indices one slot to the left
Q_memmove( &m_PanelIndex[0], &m_PanelIndex[1], lastSlot * sizeof( m_PanelIndex[0] ) );
if ( m_PanelIndex[lastSlot] != INVALID_INDEX )
{
int num = m_PanelIndex[ lastSlot ] + 1;
if ( IsValidPanel( num ) )
{
m_PanelIndex[lastSlot] = num;
InitPanelIndexForDisplay( lastSlot );
}
else
{
m_PanelIndex[lastSlot] = INVALID_INDEX;
}
}
}
else
{
// Hide the panel that's dropping out of the slots
if ( IsValidPanel( m_PanelIndex[lastSlot] ) )
{
m_ChapterPanels[ m_PanelIndex[lastSlot] ]->SetVisible( false );
}
// Scrolled panels to the left, so shift the indices one slot to the right
Q_memmove( &m_PanelIndex[1], &m_PanelIndex[0], lastSlot * sizeof( m_PanelIndex[0] ) );
if ( m_PanelIndex[0] != INVALID_INDEX )
{
int num = m_PanelIndex[0] - 1;
if ( IsValidPanel( num ) )
{
m_PanelIndex[0] = num;
InitPanelIndexForDisplay( 0 );
}
else
{
m_PanelIndex[0] = INVALID_INDEX;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Validates an index into the selection panels vector
//-----------------------------------------------------------------------------
bool CNewGameDialog::IsValidPanel( const int idx )
{
if ( idx < 0 || idx >= m_ChapterPanels.Count() )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Sets up a panel's properties before it is displayed
//-----------------------------------------------------------------------------
void CNewGameDialog::InitPanelIndexForDisplay( const int idx )
{
CGameChapterPanel *panel = m_ChapterPanels[ m_PanelIndex[idx] ];
if ( panel )
{
panel->SetPos( m_PanelXPos[idx], m_PanelYPos[idx] );
panel->SetAlpha( m_PanelAlpha[idx] );
panel->SetVisible( true );
if ( m_PanelAlpha[idx] )
{
panel->SetZPos( 50 );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets which scroll speed should be used
//-----------------------------------------------------------------------------
void CNewGameDialog::SetFastScroll( bool fast )
{
m_ScrollSpeed = fast ? g_ScrollSpeedFast : g_ScrollSpeedSlow;
}
//-----------------------------------------------------------------------------
// Purpose: Checks if a button is being held down, and speeds up the scroll
//-----------------------------------------------------------------------------
void CNewGameDialog::ContinueScrolling( void )
{
if ( !GameUI().IsConsoleUI() )
{
if ( m_PanelIndex[SLOT_CENTER-1] % 3 )
{
// m_ButtonPressed = m_ScrollDirection;
ScrollSelectionPanels( m_ScrollDirection );
}
return;
}
if ( m_ButtonPressed == m_ScrollDirection )
{
SetFastScroll( true );
ScrollSelectionPanels( m_ScrollDirection );
}
else if ( m_ButtonPressed != SCROLL_NONE )
{
// The other direction has been pressed - start a slow scroll
SetFastScroll( false );
ScrollSelectionPanels( (EScrollDirection)m_ButtonPressed );
}
else
{
SetFastScroll( false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when a scroll distance of one slot has been completed
//-----------------------------------------------------------------------------
void CNewGameDialog::FinishScroll( void )
{
// Fade the center bg panel back in
GetAnimationController()->RunAnimationCommand( m_pCenterBg, "alpha", 255, 0, m_ScrollSpeed * 0.25f, vgui::AnimationController::INTERPOLATOR_LINEAR );
ShiftPanelIndices( m_ScrollDirection );
m_bScrolling = false;
m_ScrollCt = 0;
// End of scroll step
PostScroll( m_ScrollDirection );
// Continue scrolling if necessary
ContinueScrolling();
}
//-----------------------------------------------------------------------------
// Purpose: starts the game at the specified skill level
//-----------------------------------------------------------------------------
void CNewGameDialog::StartGame( void )
{
if ( m_ChapterPanels.IsValidIndex( m_iSelectedChapter ) )
{
char mapcommand[512];
mapcommand[0] = 0;
Q_snprintf( mapcommand, sizeof( mapcommand ), "disconnect\ndeathmatch 0\nprogress_enable\nexec %s\n", m_ChapterPanels[m_iSelectedChapter]->GetConfigFile() );
// Set commentary
ConVarRef commentary( "commentary" );
commentary.SetValue( m_bCommentaryMode );
ConVarRef sv_cheats( "sv_cheats" );
sv_cheats.SetValue( m_bCommentaryMode );
if ( IsPC() )
{
// If commentary is on, we go to the explanation dialog (but not for teaser trailers)
if ( m_bCommentaryMode && !m_ChapterPanels[m_iSelectedChapter]->IsTeaserChapter() )
{
// Check our current state and disconnect us from any multiplayer server we're connected to.
// This fixes an exploit where players would click "start" on the commentary dialog to enable
// sv_cheats on the client (via the code above) and then hit <esc> to get out of the explanation dialog.
if ( GameUI().IsInMultiplayer() )
{
engine->ExecuteClientCmd( "disconnect" );
}
DHANDLE<CCommentaryExplanationDialog> hCommentaryExplanationDialog;
if ( !hCommentaryExplanationDialog.Get() )
{
hCommentaryExplanationDialog = new CCommentaryExplanationDialog( BasePanel(), mapcommand );
}
hCommentaryExplanationDialog->Activate();
}
else
{
// start map
BasePanel()->FadeToBlackAndRunEngineCommand( mapcommand );
}
}
else if ( IsX360() )
{
if ( m_ChapterPanels[m_iSelectedChapter]->HasBonus() && m_iBonusSelection > 0 )
{
if ( m_iBonusSelection == 1 )
{
// Run the advanced chamber instead of the config file
char *pLastSpace = Q_strrchr( mapcommand, '\n' );
pLastSpace[ 0 ] = '\0';
pLastSpace = Q_strrchr( mapcommand, '\n' );
Q_snprintf( pLastSpace, sizeof( mapcommand ) - Q_strlen( mapcommand ), "\nmap %s_advanced\n", m_pBonusMapDescription->szMapFileName );
}
else
{
char sz[ 256 ];
int iChallenge = m_iBonusSelection - 1;
// Set up the challenge mode
Q_snprintf( sz, sizeof( sz ), "sv_bonus_challenge %i\n", iChallenge );
engine->ClientCmd_Unrestricted( sz );
ChallengeDescription_t *pChallengeDescription = &((*m_pBonusMapDescription->m_pChallenges)[ iChallenge - 1 ]);
// Set up medal goals
BonusMapsDatabase()->SetCurrentChallengeObjectives( pChallengeDescription->iBronze, pChallengeDescription->iSilver, pChallengeDescription->iGold );
BonusMapsDatabase()->SetCurrentChallengeNames( m_pBonusMapDescription->szFileName, m_pBonusMapDescription->szMapName, pChallengeDescription->szName );
}
}
m_bMapStarting = true;
BasePanel()->FadeToBlackAndRunEngineCommand( mapcommand );
}
OnClose();
}
}
void CNewGameDialog::OnClose( void )
{
m_KeyRepeat.Reset();
if ( GameUI().IsConsoleUI() && !m_bMapStarting )
{
BasePanel()->RunCloseAnimation( "CloseNewGameDialog_OpenMainMenu" );
BonusMapsDatabase()->WriteSaveData(); // Closing this dialog is a good time to save
}
BaseClass::OnClose();
}
//-----------------------------------------------------------------------------
// Purpose: handles button commands
//-----------------------------------------------------------------------------
void CNewGameDialog::OnCommand( const char *command )
{
bool bReset = true;
if ( !stricmp( command, "Play" ) )
{
if ( m_bMapStarting )
return;
if ( GameUI().IsConsoleUI() )
{
if ( m_ChapterPanels[m_iSelectedChapter]->IsEnabled() )
{
if ( !GameUI().HasSavedThisMenuSession() && GameUI().IsInLevel() && engine->GetMaxClients() == 1 )
{
vgui::surface()->PlaySound( "UI/buttonclickrelease.wav" );
BasePanel()->ShowMessageDialog( MD_SAVE_BEFORE_NEW_GAME, this );
}
else
{
OnCommand( "StartNewGame" );
}
}
else
{
// This chapter isn't unlocked!
m_bMapStarting = false;
vgui::surface()->PlaySound( "player/suit_denydevice.wav" );
if ( m_bCommentaryMode )
{
BasePanel()->ShowMessageDialog( MD_COMMENTARY_CHAPTER_UNLOCK_EXPLANATION, this );
}
}
}
else
{
StartGame();
}
}
#ifdef _X360
else if ( !stricmp( command, "StartNewGame" ) )
{
ConVarRef commentary( "commentary" );
if ( m_bCommentaryMode && !commentary.GetBool() )
{
// Using the commentary menu, but not already in commentary mode, explain the rules
PostMessage( (vgui::Panel*)this, new KeyValues( "command", "command", "StartNewGameWithCommentaryExplanation" ), 0.2f );
}
else
{
if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED ||
!ModInfo().IsSinglePlayerOnly() )
{
// Multiplayer or no storage device so don't bore them with autosave details
m_bMapStarting = true;
OnCommand( "StartNewGameNoCommentaryExplanation" );
}
else
{
// Don't allow other inputs
m_bMapStarting = true;
// Remind them how autosaves work
PostMessage( (vgui::Panel*)this, new KeyValues( "command", "command", "StartNewGameWithAutosaveExplanation" ), 0.2f );
}
}
}
else if ( !stricmp( command, "StartNewGameWithAutosaveExplanation" ) )
{
BasePanel()->ShowMessageDialog( MD_AUTOSAVE_EXPLANATION, this );
}
else if ( !stricmp( command, "StartNewGameWithCommentaryExplanation" ) )
{
if ( ModInfo().IsSinglePlayerOnly() )
{
// Don't allow other inputs
m_bMapStarting = true;
BasePanel()->ShowMessageDialog( MD_COMMENTARY_EXPLANATION, this );
}
else
{
// Don't allow other inputs
m_bMapStarting = true;
BasePanel()->ShowMessageDialog( MD_COMMENTARY_EXPLANATION_MULTI, this );
}
}
else if ( !stricmp( command, "StartNewGameNoCommentaryExplanation" ) )
{
vgui::surface()->PlaySound( "UI/buttonclickrelease.wav" );
BasePanel()->RunAnimationWithCallback( this, "CloseNewGameDialog", new KeyValues( "StartGame" ) );
}
#endif
else if ( !stricmp( command, "Next" ) )
{
if ( m_bMapStarting )
return;
ScrollSelectionPanels( SCROLL_LEFT );
bReset = false;
}
else if ( !stricmp( command, "Prev" ) )
{
if ( m_bMapStarting )
return;
ScrollSelectionPanels( SCROLL_RIGHT );
bReset = false;
}
else if ( !stricmp( command, "Mode_Next" ) )
{
if ( m_bMapStarting )
return;
ScrollBonusSelection( SCROLL_LEFT );
bReset = false;
}
else if ( !stricmp( command, "Mode_Prev" ) )
{
if ( m_bMapStarting )
return;
ScrollBonusSelection( SCROLL_RIGHT );
bReset = false;
}
else if ( !Q_stricmp( command, "ReleaseModalWindow" ) )
{
vgui::surface()->RestrictPaintToSinglePanel(NULL);
}
else
{
BaseClass::OnCommand( command );
}
if ( bReset )
{
m_KeyRepeat.Reset();
}
}
void CNewGameDialog::PaintBackground()
{
if ( !GameUI().IsConsoleUI() )
{
BaseClass::PaintBackground();
return;
}
int wide, tall;
GetSize( wide, tall );
Color col = GetBgColor();
DrawBox( 0, 0, wide, tall, col, 1.0f );
int y = 0;
if ( m_pChapterTitleLabels[0] )
{
// offset by title
int titleX, titleY, titleWide, titleTall;
m_pChapterTitleLabels[0]->GetBounds( titleX, titleY, titleWide, titleTall );
y += titleY + titleTall;
}
else
{
y = 8;
}
// draw an inset
Color darkColor;
darkColor.SetColor( 0.70f * (float)col.r(), 0.70f * (float)col.g(), 0.70f * (float)col.b(), col.a() );
vgui::surface()->DrawSetColor( darkColor );
vgui::surface()->DrawFilledRect( 8, y, wide - 8, tall - 8 );
}
void CNewGameDialog::OnKeyCodePressed( KeyCode code )
{
switch ( code )
{
case KEY_XBUTTON_LEFT:
case KEY_XSTICK1_LEFT:
case KEY_XSTICK2_LEFT:
case KEY_LEFT:
case STEAMCONTROLLER_DPAD_LEFT:
if ( !m_bScrolling )
{
for ( int i = 0; i < m_ChapterPanels.Count(); ++i )
{
if ( m_ChapterPanels[ i ]->IsSelected() )
{
int nNewChapter = i - 1;
if ( nNewChapter >= 0 )
{
if ( nNewChapter < m_PanelIndex[ SLOT_LEFT ] && m_PanelIndex[ SLOT_LEFT ] != -1 )
{
ScrollSelectionPanels( SCROLL_RIGHT );
}
else if ( m_ChapterPanels[ nNewChapter ]->IsEnabled() )
{
SetSelectedChapterIndex( nNewChapter );
}
}
break;
}
}
}
return;
case KEY_XBUTTON_RIGHT:
case KEY_XSTICK1_RIGHT:
case KEY_XSTICK2_RIGHT:
case KEY_RIGHT:
case STEAMCONTROLLER_DPAD_RIGHT:
if ( !m_bScrolling )
{
for ( int i = 0; i < m_ChapterPanels.Count(); ++i )
{
if ( m_ChapterPanels[ i ]->IsSelected() )
{
int nNewChapter = i + 1;
if ( nNewChapter < m_ChapterPanels.Count() )
{
if ( nNewChapter > m_PanelIndex[ SLOT_RIGHT ] && m_PanelIndex[ SLOT_RIGHT ] != -1 )
{
ScrollSelectionPanels( SCROLL_LEFT );
}
else if ( m_ChapterPanels[ nNewChapter ]->IsEnabled() )
{
SetSelectedChapterIndex( nNewChapter );
}
}
break;
}
}
}
return;
case KEY_XBUTTON_B:
case STEAMCONTROLLER_B:
OnCommand( "Close" );
return;
case KEY_XBUTTON_A:
case STEAMCONTROLLER_A:
OnCommand( "Play" );
return;
}
m_KeyRepeat.KeyDown( code );
BaseClass::OnKeyCodePressed( code );
}
void CNewGameDialog::OnKeyCodeReleased( vgui::KeyCode code )
{
m_KeyRepeat.KeyUp( code );
BaseClass::OnKeyCodeReleased( code );
}
void CNewGameDialog::OnThink()
{
vgui::KeyCode code = m_KeyRepeat.KeyRepeated();
if ( code )
{
OnKeyCodeTyped( code );
}
BaseClass::OnThink();
}