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:
//
//=============================================================================//
#include "cbase.h"
#include "tf_matchmaking_dashboard.h"
#include "tf_gamerules.h"
#include "tf_gc_client.h"
#include "clientmode_tf.h"
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/CircularProgressBar.h>
using namespace vgui;
using namespace GCSDK;
extern ConVar tf_mm_next_map_vote_time;
#ifdef STAGING_ONLY
extern ConVar tf_mm_popup_state_override;
#endif
#ifdef STAGING_ONLY
CON_COMMAND( test_next_map_vote, "Fakes a player voting" )
{
IGameEvent *event = gameeventmanager->CreateEvent( "player_next_map_vote_change" );
if ( event )
{
event->SetInt( "map_index", RandomInt( 0, 2 ) );
// Client-side once it's actually happened
gameeventmanager->FireEventClientSide( event );
}
}
#endif
class CNextMapVotingDashboardState : public CTFMatchmakingPopup
{
public:
CNextMapVotingDashboardState( const char* pszName, const char* pszResFile )
: CTFMatchmakingPopup( pszName, pszResFile )
, m_pTimerProgressBar( NULL )
{
memset( m_arMapPanels, 0, sizeof( m_arMapPanels ) );
ListenForGameEvent( "player_next_map_vote_change" );
ListenForGameEvent( "vote_maps_changed" );
}
virtual void ApplySchemeSettings( IScheme *pScheme )
{
CTFMatchmakingPopup::ApplySchemeSettings( pScheme );
m_pTimerProgressBar = FindControl< CircularProgressBar >( "TimeRemainingProgressBar", true );
if ( m_pTimerProgressBar )
{
m_pTimerProgressBar->SetProgressDirection( CircularProgressBar::PROGRESS_CCW );
m_pTimerProgressBar->SetFgImage( GetLocalPlayerTeam() == TF_TEAM_RED ? "progress_bar_red" : "progress_bar_blu" );
}
for ( int i=0; i < NEXT_MAP_VOTE_OPTIONS; ++i )
{
EditablePanel* pMapChoice = FindControl< EditablePanel >( CFmtStr( "MapChoice%d", i ), true );
if ( pMapChoice )
{
pMapChoice->LoadControlSettings( "resource/UI/MatchMakingDashboardPopup_MapVotePanel.res" );
}
}
}
virtual void PerformLayout() OVERRIDE
{
CTFMatchmakingPopup::PerformLayout();
SetMapChoiceSettings();
UpdateVoteCounts();
}
virtual void OnUpdate() OVERRIDE
{
CTFMatchmakingPopup::OnUpdate();
// Default to looping 30 sec cycle for debugging
float flVoteEndTime = ( 30 + ( ( int( Plat_FloatTime() ) / 30 ) * 30 ) - Plat_FloatTime() ) / 30.f;
if ( TFGameRules() )
{
// Get the actual countdown if we have gamerules
flVoteEndTime = ( tf_mm_next_map_vote_time.GetInt() - ( gpGlobals->curtime - TFGameRules()->GetLastRoundStateChangeTime() ) ) / tf_mm_next_map_vote_time.GetFloat();
}
if ( m_pTimerProgressBar )
{
m_pTimerProgressBar->SetProgress( flVoteEndTime );
}
}
virtual bool ShouldBeActve() const OVERRIDE
{
#ifdef STAGING_ONLY
if ( FStrEq( const_cast<CNextMapVotingDashboardState*>(this)->GetName(), tf_mm_popup_state_override.GetString() ) )
return true;
#endif
if ( BInEndOfMatch() &&
TFGameRules() &&
TFGameRules()->GetCurrentNextMapVotingState() == CTFGameRules::NEXT_MAP_VOTE_STATE_WAITING_FOR_USERS_TO_VOTE &&
GTFGCClientSystem()->BConnectedToMatchServer( false ) )
{
return true;
}
return false;
}
virtual void OnCommand( const char *pszCommand )
{
if ( Q_strnicmp( pszCommand, "choice", 6 ) == 0 &&
GetPlayerVoteState() == CTFGameRules::USER_NEXT_MAP_VOTE_UNDECIDED )
{
int nIndex = atoi( pszCommand + 6 );
Assert( nIndex >= 0 && nIndex <= 2 );
if ( nIndex < 0 || nIndex > 2 )
return;
engine->ClientCmd( CFmtStr( "next_map_vote %d", nIndex ) );
}
}
virtual void FireGameEvent( IGameEvent *pEvent )
{
if ( FStrEq( pEvent->GetName(), "player_next_map_vote_change" ) &&
TFGameRules()->GetCurrentNextMapVotingState() == CTFGameRules::NEXT_MAP_VOTE_STATE_WAITING_FOR_USERS_TO_VOTE )
{
ShowVoteByOtherPlayer( pEvent->GetInt( "map_index" ) );
InvalidateLayout();
surface()->PlaySound( UTIL_GetRandomSoundFromEntry( "Vote.Cast.Yes" ) );
return;
}
else if ( FStrEq( pEvent->GetName(), "vote_maps_changed" ) )
{
InvalidateLayout( false, true );
}
}
virtual void OnEnter() OVERRIDE
{
// To get the voting options setup how they're supposed to be
InvalidateLayout( true, false);
CTFMatchmakingPopup::OnEnter();
}
private:
void SetMapChoiceSettings()
{
for ( int nIndex = 0; nIndex < NEXT_MAP_VOTE_OPTIONS; ++nIndex )
{
const MapDef_t* pMapDef = NULL;
if ( TFGameRules() )
{
pMapDef = GetItemSchema()->GetMasterMapDefByIndex( TFGameRules()->GetNextMapVoteOption( nIndex ) );
}
else
{
pMapDef = GetItemSchema()->GetMasterMapDefByIndex( RandomInt( 1, GetItemSchema()->GetMapCount() - 1 ) );
}
Assert( pMapDef );
if ( !pMapDef )
return;
EditablePanel* pMapChoice = FindControl< EditablePanel >( CFmtStr( "MapChoice%d", nIndex ), true );
if ( pMapChoice )
{
ScalableImagePanel* pMapImage = pMapChoice->FindControl< ScalableImagePanel >( "MapImage", true );
// The image
if ( pMapImage )
{
m_arMapPanels[ nIndex ].pMapImage = pMapImage;
char imagename[ 512 ];
Q_snprintf( imagename, sizeof( imagename ), "..\\vgui\\maps\\menu_thumb_%s", pMapDef->pszMapName );
pMapImage->SetImage( imagename );
}
// Label text
pMapChoice->SetDialogVariable( "mapname", g_pVGuiLocalize->Find( pMapDef->pszMapNameLocKey ) );
m_arMapPanels[ nIndex ].pMapNameLabel = pMapChoice->FindControl< Label >( "NameLabel" );
// Fixup the button
Button* pButton = pMapChoice->FindControl< Button >( "SelectButton" );
if ( pButton )
{
m_arMapPanels[ nIndex ].pChooseButton = pButton;
pButton->SetCommand( CFmtStr( "choice%d", nIndex ) );
// Dont let people click anymore if the've already voted
pButton->SetEnabled( GetPlayerVoteState() == CTFGameRules::USER_NEXT_MAP_VOTE_UNDECIDED );
pButton->SetMouseInputEnabled( GetPlayerVoteState() == CTFGameRules::USER_NEXT_MAP_VOTE_UNDECIDED );
// Give the one the user selected a green border
if ( GetPlayerVoteState() == nIndex )
{
pButton->SetArmed( true );
pButton->MakeReadyForUse();
pButton->SetArmedColor( pButton->GetButtonArmedFgColor(), scheme()->GetIScheme( GetScheme() )->GetColor( "CreditsGreen", Color( 94, 150, 49, 255 ) ) );
}
}
}
}
}
void ShowVoteByOtherPlayer( int nIndex )
{
EditablePanel* pMapChoice = FindControl< EditablePanel >( CFmtStr( "MapChoice%d", nIndex ), true );
if ( pMapChoice )
{
// Play animation on the map that got voted on
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( pMapChoice, "MapVoted" );
}
}
void UpdateVoteCounts()
{
int nVotes[ CTFGameRules::EUserNextMapVote::NUM_VOTE_STATES ];
memset( nVotes, 0, sizeof( nVotes ) );
int nTotalVotes = 0;
CTFGameRules::EUserNextMapVote eWinningVote = CTFGameRules::USER_NEXT_MAP_VOTE_UNDECIDED;
if ( TFGameRules() )
{
TFGameRules()->GetWinningVote( nVotes );
}
else
{
// For testing on the main menu
for ( int i=0; i < NEXT_MAP_VOTE_OPTIONS; ++i )
{
nVotes[ i ] += RandomInt( 0, 10 );
eWinningVote = (CTFGameRules::EUserNextMapVote)( nVotes[ i ] >= nVotes[ eWinningVote ] ? i : eWinningVote );
}
}
// Calculate the total so we can do a % breakdown
for ( int i=0; i < NEXT_MAP_VOTE_OPTIONS; ++i )
{
nTotalVotes += nVotes[ i ];
}
for ( int i=0; i < NEXT_MAP_VOTE_OPTIONS; ++i )
{
float flPercent = nTotalVotes ? (float)nVotes[ i ] / nTotalVotes * 100.f : 0.f;
EditablePanel* pMapChoicePanel = FindControl< EditablePanel >( CFmtStr( "MapChoice%d", i ), true );
if ( pMapChoicePanel )
{
// Update the label with the % total
pMapChoicePanel->SetDialogVariable( "votes", CFmtStr( "%3.0f%%", flPercent ) );
// Do a color change animation
if ( g_pClientMode && g_pClientMode->GetViewport() )
{
g_pClientMode->GetViewportAnimationController()->StopAnimationSequence( pMapChoicePanel, i == eWinningVote ? "LosingNextMapVote" : "WinningNextMapVote" );
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( pMapChoicePanel, i == eWinningVote ? "WinningNextMapVote" : "LosingNextMapVote" );
}
}
}
}
CTFGameRules::EUserNextMapVote GetPlayerVoteState()
{
if ( TFGameRules() )
{
int nPlayerIndex = GetLocalPlayerIndex();
return TFGameRules()->PlayerNextMapVoteState( nPlayerIndex );
}
return CTFGameRules::USER_NEXT_MAP_VOTE_UNDECIDED;
}
CircularProgressBar* m_pTimerProgressBar;
struct MapChoice_t
{
ScalableImagePanel* pMapImage;
Label* pMapNameLabel;
Button* pChooseButton;
};
MapChoice_t m_arMapPanels[3];
};
REG_MM_POPUP_FACTORY( CNextMapVotingDashboardState, "NextMapVoting", "resource/UI/MatchMakingDashboardPopup_NextMapVoting.res" )