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 <vgui/ILocalize.h>
#include "vgui_controls/TextEntry.h"
#include "select_player_dialog.h"
#include "tf_controls.h"
#include "c_playerresource.h"
#include "ienginevgui.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
int CSelectPlayerDialog::SortPartnerInfoFunc( const partner_info_t *pA, const partner_info_t *pB )
{
return Q_stricmp( pA->m_name.Get(), pB->m_name.Get() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSelectPlayerDialog::CSelectPlayerDialog( vgui::Panel *parent )
: vgui::EditablePanel( parent, "SelectPlayerDialog" )
, m_bAllowSameTeam( true )
, m_bAllowOutsideServer( true )
{
if ( parent == NULL )
{
vgui::HScheme scheme = vgui::scheme()->LoadSchemeFromFileEx( enginevgui->GetPanel( PANEL_CLIENTDLL ), "resource/ClientScheme.res", "ClientScheme");
SetScheme(scheme);
SetProportional( true );
}
m_pSelectFromServerButton = NULL;
m_pCancelButton = NULL;
m_pButtonKV = NULL;
m_bReapplyButtonKVs = false;
for ( int i = 0; i < SPDS_NUM_STATES; i++ )
{
m_pStatePanels[i] = new vgui::EditablePanel( this, VarArgs("StatePanel%d",i) );
}
m_pPlayerList = new vgui::EditablePanel( this, "PlayerList" );
m_pPlayerListScroller = new vgui::ScrollableEditablePanel( this, m_pPlayerList, "PlayerListScroller" );
m_iCurrentState = SPDS_SELECTING_PLAYER;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CSelectPlayerDialog::~CSelectPlayerDialog( void )
{
if ( m_pButtonKV )
{
m_pButtonKV->deleteThis();
m_pButtonKV = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::Reset( void )
{
m_iCurrentState = SPDS_SELECTING_PLAYER;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
KeyValues *pItemKV = inResourceData->FindKey( "button_kv" );
if ( pItemKV )
{
if ( m_pButtonKV )
{
m_pButtonKV->deleteThis();
}
m_pButtonKV = new KeyValues("button_kv");
pItemKV->CopySubkeys( m_pButtonKV );
m_bReapplyButtonKVs = true;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( GetResFile() );
m_pCancelButton = dynamic_cast<CExButton*>( FindChildByName( "CancelButton" ) );
// Find all the sub buttons, and set their action signals to point to this panel
for ( int i = 0; i < SPDS_NUM_STATES; i++ )
{
int iButton = 0;
CExButton *pButton = NULL;
do
{
pButton = dynamic_cast<CExButton*>( m_pStatePanels[i]->FindChildByName( VarArgs("subbutton%d",iButton)) );
if ( pButton )
{
pButton->AddActionSignalTarget( this );
// The second button on the first state is the server button
if ( iButton == 1 )
{
m_pSelectFromServerButton = pButton;
}
iButton++;
}
} while (pButton);
}
UpdateState();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::PerformLayout( void )
{
BaseClass::PerformLayout();
// Layout the player list buttons
if ( m_pPlayerPanels.Count() )
{
int iButtonH = m_pPlayerPanels[0]->GetTall() + YRES(2);
m_pPlayerList->SetSize( m_pPlayerList->GetWide(), YRES(2) + (iButtonH * m_pPlayerPanels.Count()) );
// These need to all be layout-complete before we can position the player panels,
// because the scrollbar will cause the playerlist entries to move when it lays out.
m_pPlayerList->InvalidateLayout( true );
m_pPlayerListScroller->InvalidateLayout( true );
m_pPlayerListScroller->GetScrollbar()->InvalidateLayout( true );
for ( int i = 0; i < m_pPlayerPanels.Count(); i++ )
{
m_pPlayerPanels[i]->SetPos( 0, YRES(2) + (iButtonH * i) );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::OnCommand( const char *command )
{
if ( !Q_stricmp( command, "cancel" ) )
{
if ( m_iCurrentState != SPDS_SELECTING_PLAYER )
{
m_iCurrentState = SPDS_SELECTING_PLAYER;
UpdateState();
return;
}
TFModalStack()->PopModal( this );
SetVisible( false );
MarkForDeletion();
if ( GetParent() )
{
PostMessage( GetParent(), new KeyValues("CancelSelection") );
}
return;
}
else if ( !Q_stricmp( command, "friends" ) )
{
m_iCurrentState = SPDS_SELECTING_FROM_FRIENDS;
UpdateState();
return;
}
else if ( !Q_stricmp( command, "server" ) )
{
m_iCurrentState = SPDS_SELECTING_FROM_SERVER;
UpdateState();
return;
}
else if ( !Q_strnicmp( command, "select_player", 13 ) )
{
int iPlayer = atoi( command + 13 ) - 1;
if ( iPlayer >= 0 && iPlayer < m_PlayerInfoList.Count() )
{
m_iCurrentState = SPDS_SELECTING_PLAYER;
OnCommand( "cancel" );
OnSelectPlayer( m_PlayerInfoList[iPlayer].m_steamID );
}
return;
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::UpdateState( void )
{
for ( int i = 0; i < SPDS_NUM_STATES; i++ )
{
if ( !m_pStatePanels[i] )
continue;
m_pStatePanels[i]->SetVisible( m_iCurrentState == i );
}
if ( m_pSelectFromServerButton )
{
m_pSelectFromServerButton->SetEnabled( engine->IsInGame() );
}
if ( m_iCurrentState == SPDS_SELECTING_PLAYER )
{
m_pCancelButton->SetText( g_pVGuiLocalize->Find( "#Cancel" ) );
}
else
{
m_pCancelButton->SetText( g_pVGuiLocalize->Find( "#TF_Back" ) );
}
switch ( m_iCurrentState )
{
case SPDS_SELECTING_FROM_FRIENDS:
SetupSelectFriends();
break;
case SPDS_SELECTING_FROM_SERVER:
SetupSelectServer( false );
break;
case SPDS_SELECTING_PLAYER:
default:
m_pPlayerListScroller->SetVisible( false );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::SetupSelectFriends( void )
{
// @todo optional check to see if friend is on my server
if ( m_bAllowOutsideServer == false )
{
SetupSelectServer( true );
return;
}
m_PlayerInfoList.Purge();
if ( steamapicontext && steamapicontext->SteamFriends() )
{
// Get our game info so we can use that to test if our friends are connected to the same game as us
FriendGameInfo_t myGameInfo;
CSteamID mySteamID = steamapicontext->SteamUser()->GetSteamID();
steamapicontext->SteamFriends()->GetFriendGamePlayed( mySteamID, &myGameInfo );
int iFriends = steamapicontext->SteamFriends()->GetFriendCount( k_EFriendFlagImmediate );
for ( int i = 0; i < iFriends; i++ )
{
CSteamID friendSteamID = steamapicontext->SteamFriends()->GetFriendByIndex( i, k_EFriendFlagImmediate );
FriendGameInfo_t gameInfo;
if ( !AllowOutOfGameFriends() && !steamapicontext->SteamFriends()->GetFriendGamePlayed( friendSteamID, &gameInfo ) )
continue;
// Friends is in-game. Make sure it's TF2.
if ( AllowOutOfGameFriends() || (gameInfo.m_gameID.IsValid() && gameInfo.m_gameID == myGameInfo.m_gameID) )
{
const char *pszName = steamapicontext->SteamFriends()->GetFriendPersonaName( friendSteamID );
int idx = m_PlayerInfoList.AddToTail();
partner_info_t &info = m_PlayerInfoList[idx];
info.m_steamID = friendSteamID;
info.m_name = pszName;
}
}
}
UpdatePlayerList();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::SetupSelectServer( bool bFriendsOnly )
{
m_PlayerInfoList.Purge();
if ( steamapicontext && steamapicontext->SteamUtils() )
{
for( int iPlayerIndex = 1 ; iPlayerIndex <= MAX_PLAYERS; iPlayerIndex++ )
{
// find all players who are on the local player's team
int iLocalPlayerIndex = GetLocalPlayerIndex();
if( ( iPlayerIndex != iLocalPlayerIndex ) && ( g_PR->IsConnected( iPlayerIndex ) ) )
{
player_info_t pi;
if ( !engine->GetPlayerInfo( iPlayerIndex, &pi ) )
continue;
if ( !pi.friendsID )
continue;
CSteamID steamID( pi.friendsID, 1, GetUniverse(), k_EAccountTypeIndividual );
if ( bFriendsOnly )
{
EFriendRelationship eRelationship = steamapicontext->SteamFriends()->GetFriendRelationship( steamID );
if ( eRelationship != k_EFriendRelationshipFriend )
{
continue;
}
}
if ( g_PR->GetTeam( iPlayerIndex ) != TF_TEAM_RED && g_PR->GetTeam( iPlayerIndex ) != TF_TEAM_BLUE )
continue;
if ( m_bAllowSameTeam == false )
{
if ( GetLocalPlayerTeam() == g_PR->GetTeam( iPlayerIndex ) )
{
continue;
}
}
int idx = m_PlayerInfoList.AddToTail();
partner_info_t &info = m_PlayerInfoList[idx];
info.m_steamID = steamID;
info.m_name = pi.name;
}
}
}
UpdatePlayerList();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerDialog::UpdatePlayerList( void )
{
vgui::Label *pLabelEmpty = dynamic_cast<vgui::Label*>( m_pStatePanels[m_iCurrentState]->FindChildByName("EmptyPlayerListLabel") );
vgui::Label *pLabelQuery = dynamic_cast<vgui::Label*>( m_pStatePanels[m_iCurrentState]->FindChildByName("QueryLabel") );
// If we have no players in our list, show the no-player label.
if ( m_PlayerInfoList.Count() == 0 )
{
if ( pLabelEmpty )
{
pLabelEmpty->SetVisible( true );
}
if ( pLabelQuery )
{
pLabelQuery->SetVisible( false );
}
return;
}
// First, reapply any KVs we have to reapply
if ( m_bReapplyButtonKVs )
{
m_bReapplyButtonKVs = false;
if ( m_pButtonKV )
{
FOR_EACH_VEC( m_pPlayerPanels, i )
{
m_pPlayerPanels[i]->ApplySettings( m_pButtonKV );
}
}
}
// sort by name
m_PlayerInfoList.Sort( &SortPartnerInfoFunc );
// Otherwise, build the player panels from the list of steam IDs
for ( int i = 0; i < m_PlayerInfoList.Count(); i++ )
{
if ( m_pPlayerPanels.Count() <= i )
{
m_pPlayerPanels.AddToTail();
m_pPlayerPanels[i] = new CSelectPlayerTargetPanel( m_pPlayerList, VarArgs("player%d",i) );
m_pPlayerPanels[i]->GetButton()->SetCommand( VarArgs("select_player%d",i+1) );
m_pPlayerPanels[i]->GetButton()->AddActionSignalTarget( this );
m_pPlayerPanels[i]->GetAvatar()->SetShouldDrawFriendIcon( false );
m_pPlayerPanels[i]->GetAvatar()->SetMouseInputEnabled( false );
if ( m_pButtonKV )
{
m_pPlayerPanels[i]->ApplySettings( m_pButtonKV );
m_pPlayerPanels[i]->InvalidateLayout( true );
}
}
m_pPlayerPanels[i]->SetInfo( m_PlayerInfoList[i].m_steamID, m_PlayerInfoList[i].m_name );
}
m_pPlayerListScroller->GetScrollbar()->SetAutohideButtons( true );
m_pPlayerListScroller->GetScrollbar()->SetValue( 0 );
// Remove any extra player panels
for ( int i = m_pPlayerPanels.Count()-1; i >= m_PlayerInfoList.Count(); i-- )
{
m_pPlayerPanels[i]->MarkForDeletion();
m_pPlayerPanels.Remove(i);
}
if ( pLabelEmpty )
{
pLabelEmpty->SetVisible( false );
}
if ( pLabelQuery )
{
pLabelQuery->SetVisible( true );
}
m_pPlayerListScroller->SetVisible( true );
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSelectPlayerTargetPanel::SetInfo( const CSteamID &steamID, const char *pszName )
{
if ( !steamapicontext || !steamapicontext->SteamFriends() )
return;
m_pAvatar->SetPlayer( steamID, k_EAvatarSize64x64 );
m_pButton->SetText( pszName );
}