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1285 lines
38 KiB
1285 lines
38 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Implements all the functions exported by the GameUI dll |
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// |
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// $NoKeywords: $ |
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//===========================================================================// |
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#ifdef WIN32 |
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#if !defined( _X360 ) |
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#include <windows.h> |
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#endif |
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#include <io.h> |
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#include <direct.h> |
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#elif defined( POSIX ) |
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#include <sys/time.h> |
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#else |
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#error |
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#endif |
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#include <sys/types.h> |
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#include <sys/stat.h> |
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#include <stdio.h> |
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#include <tier0/dbg.h> |
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#ifdef SendMessage |
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#undef SendMessage |
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#endif |
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#include "filesystem.h" |
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#include "GameUI_Interface.h" |
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#include "Sys_Utils.h" |
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#include "string.h" |
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#include "tier0/icommandline.h" |
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// interface to engine |
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#include "EngineInterface.h" |
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#include "replay/ienginereplay.h" |
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#include "replay/ireplaysystem.h" |
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#include "VGuiSystemModuleLoader.h" |
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#include "bitmap/tgaloader.h" |
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#include "GameConsole.h" |
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#include "LoadingDialog.h" |
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#include "CDKeyEntryDialog.h" |
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#include "ModInfo.h" |
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#include "game/client/IGameClientExports.h" |
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#include "materialsystem/imaterialsystem.h" |
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#include "engine/imatchmaking.h" |
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#include "ixboxsystem.h" |
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#include "iachievementmgr.h" |
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#include "IGameUIFuncs.h" |
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#include <ienginevgui.h> |
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#include "steam/steam_api.h" |
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#include "BonusMapsDatabase.h" |
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#include "BonusMapsDialog.h" |
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#include "sourcevr/isourcevirtualreality.h" |
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// vgui2 interface |
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// note that GameUI project uses ..\vgui2\include, not ..\utils\vgui\include |
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#include "BasePanel.h" |
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#include <vgui/Cursor.h> |
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#include <KeyValues.h> |
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#include <vgui/ILocalize.h> |
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#include <vgui/IPanel.h> |
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#include <vgui/IScheme.h> |
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#include <vgui/IVGui.h> |
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#include <vgui/ISystem.h> |
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#include <vgui/ISurface.h> |
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#include <vgui_controls/Menu.h> |
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#include <vgui_controls/PHandle.h> |
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#include "tier3/tier3.h" |
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#include "tier0/vcrmode.h" |
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#include "matsys_controls/matsyscontrols.h" |
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#include "steam/steam_api.h" |
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#if defined( _X360 ) |
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#include "xbox/xbox_win32stubs.h" |
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#endif |
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#include "tier0/dbg.h" |
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#include "engine/IEngineSound.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include <tier0/memdbgon.h> |
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IGameUIFuncs *gameuifuncs = NULL; |
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IEngineVGui *enginevguifuncs = NULL; |
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IMatchmaking *matchmaking = NULL; |
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IXboxSystem *xboxsystem = NULL; // 360 only |
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vgui::ISurface *enginesurfacefuncs = NULL; |
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IVEngineClient *engine = NULL; |
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IEngineSound *enginesound = NULL; |
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IAchievementMgr *achievementmgr = NULL; |
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IEngineClientReplay *g_pEngineClientReplay = NULL; |
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ISourceVirtualReality *g_pSourceVR = NULL; |
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static CSteamAPIContext g_SteamAPIContext; |
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CSteamAPIContext *steamapicontext = &g_SteamAPIContext; |
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static CBasePanel *staticPanel = NULL; |
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class CGameUI; |
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CGameUI *g_pGameUI = NULL; |
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class CLoadingDialog; |
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vgui::DHANDLE<CLoadingDialog> g_hLoadingDialog; |
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vgui::VPANEL g_hLoadingBackgroundDialog = NULL; |
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static CGameUI g_GameUI; |
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static WHANDLE g_hMutex = NULL; |
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static WHANDLE g_hWaitMutex = NULL; |
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static IGameClientExports *g_pGameClientExports = NULL; |
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IGameClientExports *GameClientExports() |
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{ |
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return g_pGameClientExports; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: singleton accessor |
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//----------------------------------------------------------------------------- |
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CGameUI &GameUI() |
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{ |
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return g_GameUI; |
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} |
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameUI, IGameUI, GAMEUI_INTERFACE_VERSION, g_GameUI); |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CGameUI::CGameUI() |
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{ |
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g_pGameUI = this; |
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m_bTryingToLoadFriends = false; |
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m_iFriendsLoadPauseFrames = 0; |
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m_iGameIP = 0; |
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m_iGameConnectionPort = 0; |
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m_iGameQueryPort = 0; |
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m_bActivatedUI = false; |
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m_szPreviousStatusText[0] = 0; |
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m_bIsConsoleUI = false; |
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m_bHasSavedThisMenuSession = false; |
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m_bOpenProgressOnStart = false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Destructor |
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//----------------------------------------------------------------------------- |
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CGameUI::~CGameUI() |
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{ |
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g_pGameUI = NULL; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Initialization |
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//----------------------------------------------------------------------------- |
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void CGameUI::Initialize( CreateInterfaceFn factory ) |
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{ |
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ConnectTier1Libraries( &factory, 1 ); |
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ConnectTier2Libraries( &factory, 1 ); |
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ConVar_Register( FCVAR_CLIENTDLL ); |
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ConnectTier3Libraries( &factory, 1 ); |
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enginesound = (IEngineSound *)factory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL); |
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engine = (IVEngineClient *)factory( VENGINE_CLIENT_INTERFACE_VERSION, NULL ); |
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steamapicontext->Init(); |
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ConVarRef var( "gameui_xbox" ); |
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m_bIsConsoleUI = var.IsValid() && var.GetBool(); |
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vgui::VGui_InitInterfacesList( "GameUI", &factory, 1 ); |
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vgui::VGui_InitMatSysInterfacesList( "GameUI", &factory, 1 ); |
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// load localization file |
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g_pVGuiLocalize->AddFile( "Resource/gameui_%language%.txt", "GAME", true ); |
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// load mod info |
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ModInfo().LoadCurrentGameInfo(); |
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// load localization file for kb_act.lst |
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g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt", "GAME", true ); |
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enginevguifuncs = (IEngineVGui *)factory( VENGINE_VGUI_VERSION, NULL ); |
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enginesurfacefuncs = (vgui::ISurface *)factory(VGUI_SURFACE_INTERFACE_VERSION, NULL); |
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gameuifuncs = (IGameUIFuncs *)factory( VENGINE_GAMEUIFUNCS_VERSION, NULL ); |
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matchmaking = (IMatchmaking *)factory( VENGINE_MATCHMAKING_VERSION, NULL ); |
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xboxsystem = (IXboxSystem *)factory( XBOXSYSTEM_INTERFACE_VERSION, NULL ); |
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g_pEngineClientReplay = (IEngineClientReplay *)factory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL ); |
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if ( ModInfo().SupportsVR() && CommandLine()->CheckParm( "-vr" ) ) |
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{ |
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g_pSourceVR = (ISourceVirtualReality *)factory( SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL ); |
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} |
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// NOTE: g_pEngineReplay intentionally not checked here |
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if ( !enginesurfacefuncs || !gameuifuncs || !enginevguifuncs || !xboxsystem || (IsX360() && !matchmaking) ) |
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{ |
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Error( "CGameUI::Initialize() failed to get necessary interfaces\n" ); |
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} |
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vgui::VPANEL rootpanel = enginevguifuncs->GetPanel( PANEL_GAMEUIDLL ); |
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// setup base panel |
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staticPanel = new CBasePanel(); |
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staticPanel->SetBounds(0, 0, 400, 300 ); |
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staticPanel->SetPaintBorderEnabled( false ); |
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staticPanel->SetPaintBackgroundEnabled( true ); |
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staticPanel->SetPaintEnabled( false ); |
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staticPanel->SetVisible( true ); |
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staticPanel->SetMouseInputEnabled( false ); |
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staticPanel->SetKeyBoardInputEnabled( false ); |
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staticPanel->SetParent(rootpanel); |
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} |
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void CGameUI::PostInit() |
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{ |
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if ( IsX360() ) |
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{ |
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enginesound->PrecacheSound( "UI/buttonrollover.wav", true, true ); |
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enginesound->PrecacheSound( "UI/buttonclick.wav", true, true ); |
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enginesound->PrecacheSound( "UI/buttonclickrelease.wav", true, true ); |
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enginesound->PrecacheSound( "player/suit_denydevice.wav", true, true ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Sets the specified panel as the background panel for the loading |
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// dialog. If NULL, default background is used. If you set a panel, |
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// it should be full-screen with an opaque background, and must be a VGUI popup. |
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//----------------------------------------------------------------------------- |
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void CGameUI::SetLoadingBackgroundDialog( vgui::VPANEL panel ) |
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{ |
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g_hLoadingBackgroundDialog = panel; |
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} |
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void CGameUI::BonusMapUnlock( const char *pchFileName, const char *pchMapName ) |
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{ |
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if ( !pchFileName || pchFileName[ 0 ] == '\0' || |
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!pchMapName || pchMapName[ 0 ] == '\0' ) |
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{ |
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if ( !g_pBonusMapsDialog ) |
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return; |
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g_pBonusMapsDialog->SetSelectedBooleanStatus( "lock", false ); |
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return; |
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} |
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if ( BonusMapsDatabase()->SetBooleanStatus( "lock", pchFileName, pchMapName, false ) ) |
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{ |
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BonusMapsDatabase()->RefreshMapData(); |
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if ( !g_pBonusMapsDialog ) |
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{ |
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// It unlocked without the bonus maps menu open, so flash the menu item |
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CBasePanel *pBasePanel = BasePanel(); |
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if ( pBasePanel ) |
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{ |
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if ( GameUI().IsConsoleUI() ) |
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{ |
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if ( Q_stricmp( pchFileName, "scripts/advanced_chambers" ) == 0 ) |
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{ |
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pBasePanel->SetMenuItemBlinkingState( "OpenNewGameDialog", true ); |
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} |
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} |
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else |
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{ |
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pBasePanel->SetMenuItemBlinkingState( "OpenBonusMapsDialog", true ); |
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} |
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} |
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BonusMapsDatabase()->SetBlink( true ); |
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} |
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else |
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g_pBonusMapsDialog->RefreshData(); // Update the open dialog |
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} |
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} |
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void CGameUI::BonusMapComplete( const char *pchFileName, const char *pchMapName ) |
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{ |
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if ( !pchFileName || pchFileName[ 0 ] == '\0' || |
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!pchMapName || pchMapName[ 0 ] == '\0' ) |
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{ |
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if ( !g_pBonusMapsDialog ) |
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return; |
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g_pBonusMapsDialog->SetSelectedBooleanStatus( "complete", true ); |
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BonusMapsDatabase()->RefreshMapData(); |
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g_pBonusMapsDialog->RefreshData(); |
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return; |
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} |
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if ( BonusMapsDatabase()->SetBooleanStatus( "complete", pchFileName, pchMapName, true ) ) |
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{ |
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BonusMapsDatabase()->RefreshMapData(); |
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// Update the open dialog |
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if ( g_pBonusMapsDialog ) |
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g_pBonusMapsDialog->RefreshData(); |
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} |
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} |
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void CGameUI::BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) |
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{ |
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if ( !pchFileName || pchFileName[ 0 ] == '\0' || |
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!pchMapName || pchMapName[ 0 ] == '\0' || |
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!pchChallengeName || pchChallengeName[ 0 ] == '\0' ) |
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{ |
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return; |
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} |
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else |
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{ |
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if ( BonusMapsDatabase()->UpdateChallengeBest( pchFileName, pchMapName, pchChallengeName, iBest ) ) |
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{ |
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// The challenge best changed, so write it to the file |
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BonusMapsDatabase()->WriteSaveData(); |
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BonusMapsDatabase()->RefreshMapData(); |
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// Update the open dialog |
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if ( g_pBonusMapsDialog ) |
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g_pBonusMapsDialog->RefreshData(); |
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} |
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} |
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} |
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void CGameUI::BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) |
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{ |
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if ( !pchFileName || !pchMapName || !pchChallengeName ) |
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return; |
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BonusMapsDatabase()->GetCurrentChallengeNames( pchFileName, pchMapName, pchChallengeName ); |
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} |
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void CGameUI::BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) |
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{ |
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BonusMapsDatabase()->GetCurrentChallengeObjectives( iBronze, iSilver, iGold ); |
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} |
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void CGameUI::BonusMapDatabaseSave( void ) |
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{ |
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BonusMapsDatabase()->WriteSaveData(); |
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} |
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int CGameUI::BonusMapNumAdvancedCompleted( void ) |
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{ |
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return BonusMapsDatabase()->NumAdvancedComplete(); |
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} |
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void CGameUI::BonusMapNumMedals( int piNumMedals[ 3 ] ) |
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{ |
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BonusMapsDatabase()->NumMedals( piNumMedals ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: connects to client interfaces |
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//----------------------------------------------------------------------------- |
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void CGameUI::Connect( CreateInterfaceFn gameFactory ) |
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{ |
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g_pGameClientExports = (IGameClientExports *)gameFactory(GAMECLIENTEXPORTS_INTERFACE_VERSION, NULL); |
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achievementmgr = engine->GetAchievementMgr(); |
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if (!g_pGameClientExports) |
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{ |
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Error("CGameUI::Initialize() failed to get necessary interfaces\n"); |
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} |
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m_GameFactory = gameFactory; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Callback function; sends platform Shutdown message to specified window |
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//----------------------------------------------------------------------------- |
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int __stdcall SendShutdownMsgFunc(WHANDLE hwnd, int lparam) |
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{ |
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Sys_PostMessage(hwnd, Sys_RegisterWindowMessage("ShutdownValvePlatform"), 0, 1); |
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return 1; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Searches for GameStartup*.mp3 files in the sound/ui folder and plays one |
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//----------------------------------------------------------------------------- |
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void CGameUI::PlayGameStartupSound() |
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{ |
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if ( IsX360() ) |
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return; |
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if ( CommandLine()->FindParm( "-nostartupsound" ) ) |
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return; |
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FileFindHandle_t fh; |
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CUtlVector<char *> fileNames; |
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char path[ 512 ]; |
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bool bHolidayFound = false; |
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// only want to run the holiday check for TF2 |
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const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" ); |
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if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) ) |
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{ |
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// check for a holiday sound file |
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const char *pszHoliday = NULL; |
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if ( GameClientExports() ) |
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{ |
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pszHoliday = GameClientExports()->GetHolidayString(); |
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if ( pszHoliday && pszHoliday[0] ) |
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{ |
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Q_snprintf( path, sizeof( path ), "sound/ui/holiday/gamestartup_%s*.mp3", pszHoliday ); |
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Q_FixSlashes( path ); |
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char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh ); |
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{ |
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if ( fn ) |
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{ |
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bHolidayFound = true; |
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} |
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} |
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} |
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} |
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} |
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// only want to do this if we haven't found a holiday file |
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if ( !bHolidayFound ) |
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{ |
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Q_snprintf( path, sizeof( path ), "sound/ui/gamestartup*.mp3" ); |
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Q_FixSlashes( path ); |
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} |
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char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh ); |
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if ( fn ) |
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{ |
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do |
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{ |
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char ext[ 10 ]; |
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Q_ExtractFileExtension( fn, ext, sizeof( ext ) ); |
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if ( !Q_stricmp( ext, "mp3" ) ) |
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{ |
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char temp[ 512 ]; |
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if ( bHolidayFound ) |
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{ |
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Q_snprintf( temp, sizeof( temp ), "ui/holiday/%s", fn ); |
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} |
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else |
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{ |
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Q_snprintf( temp, sizeof( temp ), "ui/%s", fn ); |
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} |
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char *found = new char[ strlen( temp ) + 1 ]; |
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Q_strncpy( found, temp, strlen( temp ) + 1 ); |
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Q_FixSlashes( found ); |
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fileNames.AddToTail( found ); |
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} |
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fn = g_pFullFileSystem->FindNext( fh ); |
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} while ( fn ); |
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g_pFullFileSystem->FindClose( fh ); |
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} |
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// did we find any? |
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if ( fileNames.Count() > 0 ) |
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{ |
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#ifdef WIN32 |
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SYSTEMTIME SystemTime; |
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GetSystemTime( &SystemTime ); |
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int index = SystemTime.wMilliseconds % fileNames.Count(); |
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#else |
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struct timeval tm; |
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gettimeofday( &tm, NULL ); |
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int index = tm.tv_usec/1000 % fileNames.Count(); |
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#endif |
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if ( fileNames.IsValidIndex( index ) && fileNames[index] ) |
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{ |
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// Play the Saxxy music if we're in saxxy mode. |
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#if defined( SAXXYMAINMENU_ENABLED ) |
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bool bIsTF = false; |
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const char *pGameDir = engine->GetGameDirectory(); |
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if ( pGameDir ) |
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{ |
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// Is the game TF? |
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const int nStrLen = V_strlen( pGameDir ); |
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bIsTF = nStrLen |
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&& nStrLen >= 2 && |
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pGameDir[nStrLen-2] == 't' && |
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pGameDir[nStrLen-1] == 'f'; |
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} |
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// escape chars "*#" make it stream, and be affected by snd_musicvolume |
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const char *pSoundFile = bIsTF ? "ui/holiday/gamestartup_saxxy.mp3" : fileNames[index]; |
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#else |
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const char *pSoundFile = fileNames[index]; |
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#endif |
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char found[ 512 ]; |
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Q_snprintf( found, sizeof( found ), "play *#%s", pSoundFile ); |
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engine->ClientCmd_Unrestricted( found ); |
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} |
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fileNames.PurgeAndDeleteElements(); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Called to setup the game UI |
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//----------------------------------------------------------------------------- |
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void CGameUI::Start() |
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{ |
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// determine Steam location for configuration |
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if ( !FindPlatformDirectory( m_szPlatformDir, sizeof( m_szPlatformDir ) ) ) |
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return; |
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if ( IsPC() ) |
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{ |
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// setup config file directory |
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char szConfigDir[512]; |
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Q_strncpy( szConfigDir, m_szPlatformDir, sizeof( szConfigDir ) ); |
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Q_strncat( szConfigDir, "config", sizeof( szConfigDir ), COPY_ALL_CHARACTERS ); |
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Msg( "Steam config directory: %s\n", szConfigDir ); |
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g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG"); |
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g_pFullFileSystem->CreateDirHierarchy("", "CONFIG"); |
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// user dialog configuration |
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vgui::system()->SetUserConfigFile("InGameDialogConfig.vdf", "CONFIG"); |
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g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM" ); |
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} |
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// localization |
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g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt"); |
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g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt"); |
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Sys_SetLastError( SYS_NO_ERROR ); |
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if ( IsPC() ) |
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{ |
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if ( !IsPosix() ) |
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{ |
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// Alfred says this is really, really old code that does some wacky crap that only |
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// happened in the first version of HL and it's the only game that does this and |
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// it was a steam testing type thing and we don't need to do it on Posix, etc. |
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g_hMutex = Sys_CreateMutex( "ValvePlatformUIMutex" ); |
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g_hWaitMutex = Sys_CreateMutex( "ValvePlatformWaitMutex" ); |
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if ( g_hMutex == 0 || g_hWaitMutex == 0 || Sys_GetLastError() == SYS_ERROR_INVALID_HANDLE ) |
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{ |
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// error, can't get handle to mutex |
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if (g_hMutex) |
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{ |
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Sys_ReleaseMutex(g_hMutex); |
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} |
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if (g_hWaitMutex) |
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{ |
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Sys_ReleaseMutex(g_hWaitMutex); |
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} |
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g_hMutex = NULL; |
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g_hWaitMutex = NULL; |
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Error("Steam Error: Could not access Steam, bad mutex\n"); |
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return; |
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} |
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unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0); |
|
if (!(waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED)) |
|
{ |
|
// mutex locked, need to deactivate Steam (so we have the Friends/ServerBrowser data files) |
|
// get the wait mutex, so that Steam.exe knows that we're trying to acquire ValveTrackerMutex |
|
waitResult = Sys_WaitForSingleObject(g_hWaitMutex, 0); |
|
#ifdef WIN32 |
|
if (waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED) |
|
{ |
|
Sys_EnumWindows(SendShutdownMsgFunc, 1); |
|
} |
|
#endif |
|
} |
|
} |
|
|
|
// Delay playing the startup music until the first frame |
|
m_bPlayGameStartupSound = true; |
|
|
|
// now we are set up to check every frame to see if we can friends/server browser |
|
m_bTryingToLoadFriends = true; |
|
m_iFriendsLoadPauseFrames = 1; |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Validates the user has a cdkey in the registry |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::ValidateCDKey() |
|
{ |
|
// this check is disabled, since we have no plans for an offline version of hl2 |
|
#if 0 |
|
//!! hack, write out a regkey for now so developers don't have to type it in |
|
//!! undo this before release |
|
vgui::system()->SetRegistryString("HKEY_CURRENT_USER\\Software\\Valve\\Source\\Settings\\EncryptedCDKey", "QOgi:JXrJj<Eb8abkESf4Pg;OfofJwDzRsyH>AdjtyPnV[FB"); |
|
|
|
// see what's in the registry |
|
if (!CCDKeyEntryDialog::IsValidWeakCDKeyInRegistry()) |
|
{ |
|
m_hCDKeyEntryDialog = new CCDKeyEntryDialog(NULL, false); |
|
m_hCDKeyEntryDialog->Activate(); |
|
} |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Finds which directory the platform resides in |
|
// Output : Returns true on success, false on failure. |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::FindPlatformDirectory(char *platformDir, int bufferSize) |
|
{ |
|
platformDir[0] = '\0'; |
|
|
|
if ( platformDir[0] == '\0' ) |
|
{ |
|
// we're not under steam, so setup using path relative to game |
|
if ( IsPC() ) |
|
{ |
|
#ifdef WIN32 |
|
if ( ::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), platformDir, bufferSize ) ) |
|
{ |
|
char *lastslash = strrchr(platformDir, '\\'); // this should be just before the filename |
|
if ( lastslash ) |
|
{ |
|
*lastslash = 0; |
|
Q_strncat(platformDir, "\\platform\\", bufferSize, COPY_ALL_CHARACTERS ); |
|
return true; |
|
} |
|
} |
|
#else |
|
if ( getcwd( platformDir, bufferSize ) ) |
|
{ |
|
V_AppendSlash( platformDir, bufferSize ); |
|
Q_strncat(platformDir, "platform", bufferSize, COPY_ALL_CHARACTERS ); |
|
V_AppendSlash( platformDir, bufferSize ); |
|
return true; |
|
} |
|
#endif |
|
} |
|
else |
|
{ |
|
// xbox fetches the platform path from exisiting platform search path |
|
// path to executeable is not correct for xbox remote configuration |
|
if ( g_pFullFileSystem->GetSearchPath( "PLATFORM", false, platformDir, bufferSize ) ) |
|
{ |
|
char *pSeperator = strchr( platformDir, ';' ); |
|
if ( pSeperator ) |
|
*pSeperator = '\0'; |
|
return true; |
|
} |
|
} |
|
|
|
Error( "Unable to determine platform directory\n" ); |
|
return false; |
|
} |
|
|
|
return (platformDir[0] != 0); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called to Shutdown the game UI system |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::Shutdown() |
|
{ |
|
// notify all the modules of Shutdown |
|
g_VModuleLoader.ShutdownPlatformModules(); |
|
|
|
// unload the modules them from memory |
|
g_VModuleLoader.UnloadPlatformModules(); |
|
|
|
ModInfo().FreeModInfo(); |
|
|
|
// release platform mutex |
|
// close the mutex |
|
if (g_hMutex) |
|
{ |
|
Sys_ReleaseMutex(g_hMutex); |
|
} |
|
if (g_hWaitMutex) |
|
{ |
|
Sys_ReleaseMutex(g_hWaitMutex); |
|
} |
|
|
|
BonusMapsDatabase()->WriteSaveData(); |
|
|
|
steamapicontext->Clear(); |
|
|
|
|
|
ConVar_Unregister(); |
|
DisconnectTier3Libraries(); |
|
DisconnectTier2Libraries(); |
|
DisconnectTier1Libraries(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: just wraps an engine call to activate the gameUI |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::ActivateGameUI() |
|
{ |
|
engine->ExecuteClientCmd("gameui_activate"); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: just wraps an engine call to hide the gameUI |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::HideGameUI() |
|
{ |
|
engine->ExecuteClientCmd("gameui_hide"); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Toggle allowing the engine to hide the game UI with the escape key |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::PreventEngineHideGameUI() |
|
{ |
|
engine->ExecuteClientCmd("gameui_preventescape"); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Toggle allowing the engine to hide the game UI with the escape key |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::AllowEngineHideGameUI() |
|
{ |
|
engine->ExecuteClientCmd("gameui_allowescape"); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Activate the game UI |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OnGameUIActivated() |
|
{ |
|
m_bActivatedUI = true; |
|
|
|
// hide/show the main panel to Activate all game ui |
|
staticPanel->SetVisible( true ); |
|
|
|
// pause the server in single player |
|
if ( engine->GetMaxClients() <= 1 ) |
|
{ |
|
engine->ClientCmd_Unrestricted( "setpause" ); |
|
} |
|
|
|
SetSavedThisMenuSession( false ); |
|
|
|
// notify taskbar |
|
BasePanel()->OnGameUIActivated(); |
|
|
|
if ( GameClientExports() ) |
|
{ |
|
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" ); |
|
// only want to run this for TF2 |
|
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) ) |
|
{ |
|
GameClientExports()->OnGameUIActivated(); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Hides the game ui, in whatever state it's in |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OnGameUIHidden() |
|
{ |
|
if ( GameClientExports() ) |
|
{ |
|
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" ); |
|
// only want to run this for TF2 |
|
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) ) |
|
{ |
|
GameClientExports()->OnGameUIHidden(); |
|
} |
|
} |
|
|
|
// unpause the game when leaving the UI |
|
if ( engine->GetMaxClients() <= 1 ) |
|
{ |
|
engine->ClientCmd_Unrestricted("unpause"); |
|
} |
|
|
|
BasePanel()->OnGameUIHidden(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: paints all the vgui elements |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::RunFrame() |
|
{ |
|
if ( IsX360() && m_bOpenProgressOnStart ) |
|
{ |
|
StartProgressBar(); |
|
m_bOpenProgressOnStart = false; |
|
} |
|
|
|
// resize the background panel to the screen size |
|
int wide, tall; |
|
vgui::surface()->GetScreenSize(wide, tall); |
|
staticPanel->SetSize(wide,tall); |
|
|
|
// Run frames |
|
g_VModuleLoader.RunFrame(); |
|
BasePanel()->RunFrame(); |
|
|
|
// Play the start-up music the first time we run frame |
|
if ( IsPC() && m_bPlayGameStartupSound ) |
|
{ |
|
PlayGameStartupSound(); |
|
m_bPlayGameStartupSound = false; |
|
} |
|
|
|
if ( IsPC() && ( ( IsPosix() && m_bTryingToLoadFriends ) || |
|
( m_bTryingToLoadFriends && m_iFriendsLoadPauseFrames-- < 1 && g_hMutex && g_hWaitMutex ) ) ) |
|
{ |
|
// try and load Steam platform files |
|
unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0); |
|
if ( IsPosix() || ( waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED )) |
|
{ |
|
// we got the mutex, so load Friends/Serverbrowser |
|
// clear the loading flag |
|
m_bTryingToLoadFriends = false; |
|
g_VModuleLoader.LoadPlatformModules(&m_GameFactory, 1, false); |
|
|
|
// release the wait mutex |
|
if ( !IsPosix() ) |
|
Sys_ReleaseMutex(g_hWaitMutex); |
|
|
|
// notify the game of our game name |
|
const char *fullGamePath = engine->GetGameDirectory(); |
|
const char *pathSep = strrchr( fullGamePath, '/' ); |
|
if ( !pathSep ) |
|
{ |
|
pathSep = strrchr( fullGamePath, '\\' ); |
|
} |
|
if ( pathSep ) |
|
{ |
|
KeyValues *pKV = new KeyValues("ActiveGameName" ); |
|
pKV->SetString( "name", pathSep + 1 ); |
|
pKV->SetInt( "appid", engine->GetAppID() ); |
|
KeyValues *modinfo = new KeyValues("ModInfo"); |
|
if ( modinfo->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) ) |
|
{ |
|
pKV->SetString( "game", modinfo->GetString( "game", "" ) ); |
|
} |
|
modinfo->deleteThis(); |
|
|
|
g_VModuleLoader.PostMessageToAllModules( pKV ); |
|
} |
|
|
|
// notify the ui of a game connect if we're already in a game |
|
if (m_iGameIP) |
|
{ |
|
SendConnectedToGameMessage(); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when the game connects to a server |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OLD_OnConnectToServer(const char *game, int IP, int port) |
|
{ |
|
// Nobody should use this anymore because the query port and the connection port can be different. |
|
// Use OnConnectToServer2 instead. |
|
Assert( false ); |
|
OnConnectToServer2( game, IP, port, port ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when the game connects to a server |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) |
|
{ |
|
m_iGameIP = IP; |
|
m_iGameConnectionPort = connectionPort; |
|
m_iGameQueryPort = queryPort; |
|
|
|
SendConnectedToGameMessage(); |
|
} |
|
|
|
|
|
void CGameUI::SendConnectedToGameMessage() |
|
{ |
|
KeyValues *kv = new KeyValues( "ConnectedToGame" ); |
|
kv->SetInt( "ip", m_iGameIP ); |
|
kv->SetInt( "connectionport", m_iGameConnectionPort ); |
|
kv->SetInt( "queryport", m_iGameQueryPort ); |
|
|
|
g_VModuleLoader.PostMessageToAllModules( kv ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Called when the game disconnects from a server |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OnDisconnectFromServer( uint8 eSteamLoginFailure ) |
|
{ |
|
m_iGameIP = 0; |
|
m_iGameConnectionPort = 0; |
|
m_iGameQueryPort = 0; |
|
|
|
g_VModuleLoader.PostMessageToAllModules(new KeyValues("DisconnectedFromGame")); |
|
|
|
if ( eSteamLoginFailure == STEAMLOGINFAILURE_NOSTEAMLOGIN ) |
|
{ |
|
if ( g_hLoadingDialog ) |
|
{ |
|
g_hLoadingDialog->DisplayNoSteamConnectionError(); |
|
} |
|
} |
|
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_VACBANNED ) |
|
{ |
|
if ( g_hLoadingDialog ) |
|
{ |
|
g_hLoadingDialog->DisplayVACBannedError(); |
|
} |
|
} |
|
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE ) |
|
{ |
|
if ( g_hLoadingDialog ) |
|
{ |
|
g_hLoadingDialog->DisplayLoggedInElsewhereError(); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: activates the loading dialog on level load start |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OnLevelLoadingStarted( bool bShowProgressDialog ) |
|
{ |
|
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingStarted" ) ); |
|
|
|
// notify |
|
BasePanel()->OnLevelLoadingStarted(); |
|
|
|
if ( bShowProgressDialog ) |
|
{ |
|
StartProgressBar(); |
|
} |
|
|
|
// Don't play the start game sound if this happens before we get to the first frame |
|
m_bPlayGameStartupSound = false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: closes any level load dialog |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) |
|
{ |
|
StopProgressBar( bError, failureReason, extendedReason ); |
|
|
|
// notify all the modules |
|
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingFinished" ) ); |
|
|
|
// hide the UI |
|
HideGameUI(); |
|
|
|
// notify |
|
BasePanel()->OnLevelLoadingFinished(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Updates progress bar |
|
// Output : Returns true if screen should be redrawn |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::UpdateProgressBar(float progress, const char *statusText) |
|
{ |
|
// if either the progress bar or the status text changes, redraw the screen |
|
bool bRedraw = false; |
|
|
|
if ( ContinueProgressBar( progress ) ) |
|
{ |
|
bRedraw = true; |
|
} |
|
|
|
if ( SetProgressBarStatusText( statusText ) ) |
|
{ |
|
bRedraw = true; |
|
} |
|
|
|
return bRedraw; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::StartProgressBar() |
|
{ |
|
if ( !g_hLoadingDialog.Get() ) |
|
{ |
|
g_hLoadingDialog = new CLoadingDialog(staticPanel); |
|
} |
|
|
|
// open a loading dialog |
|
m_szPreviousStatusText[0] = 0; |
|
g_hLoadingDialog->SetProgressPoint(0.0f); |
|
g_hLoadingDialog->Open(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if the screen should be updated |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::ContinueProgressBar( float progressFraction ) |
|
{ |
|
if (!g_hLoadingDialog.Get()) |
|
return false; |
|
|
|
g_hLoadingDialog->Activate(); |
|
return g_hLoadingDialog->SetProgressPoint(progressFraction); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: stops progress bar, displays error if necessary |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::StopProgressBar(bool bError, const char *failureReason, const char *extendedReason) |
|
{ |
|
if (!g_hLoadingDialog.Get() && bError) |
|
{ |
|
g_hLoadingDialog = new CLoadingDialog(staticPanel); |
|
} |
|
|
|
if (!g_hLoadingDialog.Get()) |
|
return; |
|
|
|
if ( !IsX360() && bError ) |
|
{ |
|
// turn the dialog to error display mode |
|
g_hLoadingDialog->DisplayGenericError(failureReason, extendedReason); |
|
} |
|
else |
|
{ |
|
// close loading dialog |
|
g_hLoadingDialog->Close(); |
|
g_hLoadingDialog = NULL; |
|
} |
|
// should update the background to be in a transition here |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: sets loading info text |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::SetProgressBarStatusText(const char *statusText) |
|
{ |
|
if (!g_hLoadingDialog.Get()) |
|
return false; |
|
|
|
if (!statusText) |
|
return false; |
|
|
|
if (!stricmp(statusText, m_szPreviousStatusText)) |
|
return false; |
|
|
|
g_hLoadingDialog->SetStatusText(statusText); |
|
Q_strncpy(m_szPreviousStatusText, statusText, sizeof(m_szPreviousStatusText)); |
|
return true; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::SetSecondaryProgressBar(float progress /* range [0..1] */) |
|
{ |
|
if (!g_hLoadingDialog.Get()) |
|
return; |
|
|
|
g_hLoadingDialog->SetSecondaryProgress(progress); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::SetSecondaryProgressBarText(const char *statusText) |
|
{ |
|
if (!g_hLoadingDialog.Get()) |
|
return; |
|
|
|
g_hLoadingDialog->SetSecondaryProgressText(statusText); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns prev settings |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::SetShowProgressText( bool show ) |
|
{ |
|
if (!g_hLoadingDialog.Get()) |
|
return false; |
|
|
|
return g_hLoadingDialog->SetShowProgressText( show ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if we're currently playing the game |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::IsInLevel() |
|
{ |
|
const char *levelName = engine->GetLevelName(); |
|
if (levelName && levelName[0] && !engine->IsLevelMainMenuBackground()) |
|
{ |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if we're at the main menu and a background level is loaded |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::IsInBackgroundLevel() |
|
{ |
|
const char *levelName = engine->GetLevelName(); |
|
if (levelName && levelName[0] && engine->IsLevelMainMenuBackground()) |
|
{ |
|
return true; |
|
} |
|
return false; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if we're in a multiplayer game |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::IsInMultiplayer() |
|
{ |
|
return (IsInLevel() && engine->GetMaxClients() > 1); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if we're playing back a replay |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::IsInReplay() |
|
{ |
|
return g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo(); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if we're console ui |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::IsConsoleUI() |
|
{ |
|
return m_bIsConsoleUI; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns true if we've saved without closing the menu |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::HasSavedThisMenuSession() |
|
{ |
|
return m_bHasSavedThisMenuSession; |
|
} |
|
|
|
void CGameUI::SetSavedThisMenuSession( bool bState ) |
|
{ |
|
m_bHasSavedThisMenuSession = bState; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::ShowNewGameDialog( int chapter ) |
|
{ |
|
char val[32]; |
|
Q_snprintf( val, sizeof(val), "%d", chapter); |
|
staticPanel->OnOpenNewGameDialog(val); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Makes the loading background dialog visible, if one has been set |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::ShowLoadingBackgroundDialog() |
|
{ |
|
if ( g_hLoadingBackgroundDialog ) |
|
{ |
|
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, staticPanel->GetVPanel() ); |
|
vgui::ipanel()->PerformApplySchemeSettings( g_hLoadingBackgroundDialog ); |
|
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, true ); |
|
vgui::ipanel()->MoveToFront( g_hLoadingBackgroundDialog ); |
|
vgui::ipanel()->SendMessage( g_hLoadingBackgroundDialog, new KeyValues( "activate" ), staticPanel->GetVPanel() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Hides the loading background dialog, if one has been set |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::HideLoadingBackgroundDialog() |
|
{ |
|
if ( g_hLoadingBackgroundDialog ) |
|
{ |
|
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, NULL ); |
|
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, false ); |
|
vgui::ipanel()->MoveToBack( g_hLoadingBackgroundDialog ); |
|
vgui::ipanel()->SendMessage( g_hLoadingBackgroundDialog, new KeyValues( "deactivate" ), staticPanel->GetVPanel() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns whether a loading background dialog has been set |
|
//----------------------------------------------------------------------------- |
|
bool CGameUI::HasLoadingBackgroundDialog() |
|
{ |
|
return ( 0 != g_hLoadingBackgroundDialog ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Xbox 360 calls from engine to GameUI |
|
//----------------------------------------------------------------------------- |
|
void CGameUI::SessionNotification( const int notification, const int param ) |
|
{ |
|
BasePanel()->SessionNotification( notification, param ); |
|
} |
|
void CGameUI::SystemNotification( const int notification ) |
|
{ |
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BasePanel()->SystemNotification( notification ); |
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} |
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void CGameUI::ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) |
|
{ |
|
BasePanel()->ShowMessageDialog( nType, pOwner ); |
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} |
|
void CGameUI::CloseMessageDialog( const uint nType ) |
|
{ |
|
BasePanel()->CloseMessageDialog( nType ); |
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} |
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void CGameUI::UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) |
|
{ |
|
BasePanel()->UpdatePlayerInfo( nPlayerId, pName, nTeam, cVoiceState, nPlayersNeeded, bHost ); |
|
} |
|
void CGameUI::SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) |
|
{ |
|
BasePanel()->SessionSearchResult( searchIdx, pHostData, pResult, ping ); |
|
} |
|
void CGameUI::OnCreditsFinished( void ) |
|
{ |
|
BasePanel()->OnCreditsFinished(); |
|
} |
|
bool CGameUI::ValidateStorageDevice( int *pStorageDeviceValidated ) |
|
{ |
|
return BasePanel()->ValidateStorageDevice( pStorageDeviceValidated ); |
|
} |
|
|
|
void CGameUI::SetProgressOnStart() |
|
{ |
|
m_bOpenProgressOnStart = true; |
|
} |
|
|
|
void CGameUI::OnConfirmQuit( void ) |
|
{ |
|
BasePanel()->OnOpenQuitConfirmationDialog(); |
|
} |
|
|
|
bool CGameUI::IsMainMenuVisible( void ) |
|
{ |
|
CBasePanel *pBasePanel = BasePanel(); |
|
if ( pBasePanel ) |
|
return (pBasePanel->IsVisible() && pBasePanel->GetMenuAlpha() > 0 ); |
|
return false; |
|
} |
|
|
|
// Client DLL is providing us with a panel that it wants to replace the main menu with |
|
void CGameUI::SetMainMenuOverride( vgui::VPANEL panel ) |
|
{ |
|
CBasePanel *pBasePanel = BasePanel(); |
|
if ( pBasePanel ) |
|
{ |
|
pBasePanel->SetMainMenuOverride( panel ); |
|
} |
|
} |
|
|
|
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel |
|
void CGameUI::SendMainMenuCommand( const char *pszCommand ) |
|
{ |
|
CBasePanel *pBasePanel = BasePanel(); |
|
if ( pBasePanel ) |
|
{ |
|
pBasePanel->RunMenuCommand( pszCommand ); |
|
} |
|
}
|
|
|