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. ============//
//
//=======================================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "replayinputpanel.h"
#include "replaybrowsermainpanel.h"
#include "replay/replay.h"
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/TextEntry.h"
#include "vgui/IInput.h"
#include "vgui/ILocalize.h"
#include "ienginevgui.h"
#include "vgui_int.h"
#include "vgui/ISurface.h"
#include "iclientmode.h"
#include "replay/ireplaymanager.h"
#include "econ/econ_controls.h"
#if defined( TF_CLIENT_DLL )
#include "tf_item_inventory.h"
#endif
using namespace vgui;
//-----------------------------------------------------------------------------
static bool s_bPanelVisible = false;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Player input dialog for a replay
//-----------------------------------------------------------------------------
class CReplayInputPanel : public EditablePanel
{
private:
DECLARE_CLASS_SIMPLE( CReplayInputPanel, EditablePanel );
public:
CReplayInputPanel( Panel *pParent, const char *pName, ReplayHandle_t hReplay );
~CReplayInputPanel();
virtual void ApplySchemeSettings( IScheme *pScheme );
virtual void PerformLayout();
virtual void OnCommand( const char *command );
virtual void OnKeyCodePressed( KeyCode code );
virtual void OnKeyCodeTyped( KeyCode code );
MESSAGE_FUNC( OnSetFocus, "SetFocus" );
private:
Panel *m_pDlg;
TextEntry *m_pTitleEntry;
ReplayHandle_t m_hReplay;
};
//-----------------------------------------------------------------------------
// Purpose: CReplayInputPanel implementation
//-----------------------------------------------------------------------------
CReplayInputPanel::CReplayInputPanel( Panel *pParent, const char *pName, ReplayHandle_t hReplay )
: BaseClass( pParent, pName ),
m_hReplay( hReplay ),
m_pDlg( NULL ),
m_pTitleEntry( NULL )
{
SetScheme( "ClientScheme" );
SetProportional( true );
}
CReplayInputPanel::~CReplayInputPanel()
{
}
void CReplayInputPanel::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "resource/ui/replayinputpanel.res", "GAME" );
// Cache off the dlg pointer
m_pDlg = FindChildByName( "Dlg" );
// Setup some action sigsies
m_pDlg->FindChildByName( "SaveButton" )->AddActionSignalTarget( this );
m_pDlg->FindChildByName( "CancelButton" )->AddActionSignalTarget( this );
m_pTitleEntry = static_cast< TextEntry * >( m_pDlg->FindChildByName( "TitleInput" ) );
m_pTitleEntry->SelectAllOnFocusAlways( true );
m_pTitleEntry->SetSelectionBgColor( GetSchemeColor( "Yellow", Color( 255, 255, 255, 255), pScheme ) );
m_pTitleEntry->SetSelectionTextColor( Color( 255, 255, 255, 255 ) );
if ( m_hReplay != REPLAY_HANDLE_INVALID )
{
CReplay *pReplay = g_pReplayManager->GetReplay( m_hReplay );
m_pTitleEntry->SetText( pReplay->m_wszTitle );
}
}
void CReplayInputPanel::PerformLayout()
{
BaseClass::PerformLayout();
SetWide( ScreenWidth() );
SetTall( ScreenHeight() );
// Center
m_pDlg->SetPos( ( ScreenWidth() - m_pDlg->GetWide() ) / 2, ( ScreenHeight() - m_pDlg->GetTall() ) / 2 );
}
void CReplayInputPanel::OnKeyCodeTyped( KeyCode code )
{
if ( code == KEY_ESCAPE )
{
OnCommand( "cancel" );
}
BaseClass::OnKeyCodeTyped( code );
}
void CReplayInputPanel::OnKeyCodePressed( KeyCode code )
{
if ( code == KEY_ENTER )
{
OnCommand( "save" );
}
BaseClass::OnKeyCodePressed( code );
}
void CReplayInputPanel::OnSetFocus()
{
m_pTitleEntry->RequestFocus();
}
void CReplayInputPanel::OnCommand( const char *command )
{
bool bCloseWindow = false;
bool bLocalPlayerDead = false;
if ( !Q_strnicmp( command, "save", 4 ) )
{
if ( m_hReplay != REPLAY_HANDLE_INVALID )
{
// Store the title
CReplay *pReplay = g_pReplayManager->GetReplay( m_hReplay );
if ( pReplay )
{
m_pTitleEntry->GetText( pReplay->m_wszTitle, sizeof( pReplay->m_wszTitle ) );
}
// Cache to disk
g_pReplayManager->FlagReplayForFlush( pReplay, false );
// Add the replay to the browser
CReplayBrowserPanel* pReplayBrowser = ReplayUI_GetBrowserPanel();
if ( pReplayBrowser )
{
pReplayBrowser->OnSaveReplay( m_hReplay );
}
// Display a message - if we somehow disconnect, we can crash here if local player isn't checked
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
g_pClientMode->DisplayReplayMessage( pLocalPlayer->IsAlive() ? "#Replay_ReplaySavedAlive" : "#Replay_ReplaySavedDead", -1.0f, false, "replay\\saved.wav", false );
// Check to see if player's dead - used later to determine if we should show items window
bLocalPlayerDead = !pLocalPlayer->IsAlive();
}
}
bCloseWindow = true;
}
else if ( !Q_strnicmp( command, "cancel", 6 ) )
{
bCloseWindow = true;
}
// Close the window?
if ( bCloseWindow )
{
s_bPanelVisible = false;
SetVisible( false );
TFModalStack()->PopModal( this );
MarkForDeletion();
// This logic is perhaps a smidge of a hack. We have to be careful about executing "gameui_hide"
// since it will hide the item pickup panel. If there are no items to be picked up, we can safely
// hide the gameui panel, but we have to call CheckForRoomAndForceDiscard() (as ShowItemsPickedUp()
// does if no items are picked up). Otherwise, skip the "gameui_hide" call and show the item pickup
// panel.
#if defined( TF_CLIENT_DLL )
if ( TFInventoryManager()->GetNumItemPickedUpItems() == 0 )
{
TFInventoryManager()->CheckForRoomAndForceDiscard();
engine->ClientCmd_Unrestricted( "gameui_hide" );
}
else if ( bLocalPlayerDead )
{
// Now show the items pickup screen if player's dead
TFInventoryManager()->ShowItemsPickedUp();
}
#endif
}
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool IsReplayInputPanelVisible()
{
return s_bPanelVisible;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ShowReplayInputPanel( ReplayHandle_t hReplay )
{
vgui::DHANDLE< CReplayInputPanel > hReplayInputPanel;
hReplayInputPanel = vgui::SETUP_PANEL( new CReplayInputPanel( NULL, "ReplayInputPanel", hReplay ) );
hReplayInputPanel->SetVisible( true );
hReplayInputPanel->MakePopup();
hReplayInputPanel->MoveToFront();
hReplayInputPanel->SetKeyBoardInputEnabled(true);
hReplayInputPanel->SetMouseInputEnabled(true);
TFModalStack()->PushModal( hReplayInputPanel );
engine->ClientCmd_Unrestricted( "gameui_hide" );
s_bPanelVisible = true;
}
//-----------------------------------------------------------------------------
// Purpose: Test the replay input dialog
//-----------------------------------------------------------------------------
CON_COMMAND_F( open_replayinputpanel, "Open replay input panel test", FCVAR_NONE )
{
ShowReplayInputPanel( NULL );
}
#endif