Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "tf_hud_statpanel.h"
#include "tf_spectatorgui.h"
#include "vgui_controls/AnimationController.h"
#include "iclientmode.h"
#include "engine/IEngineSound.h"
#include "c_tf_playerresource.h"
#include "c_team.h"
#include "tf_clientscoreboard.h"
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "vgui/IInput.h"
#include "vgui_avatarimage.h"
#include "fmtstr.h"
#include "teamplayroundbased_gamerules.h"
#include "tf_gamerules.h"
#include "tf_hud_training.h"
#include "tf_hud_mainmenuoverride.h"
#include "achievementmgr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
static const int TEMP_STRING_SIZE = 256;
static const float UPDATE_DELAY = 0.1f;
static const float DELAY_TO_SHOW_BUTTONS = 5.0f;
extern CAchievementMgr g_AchievementMgrTF; // global achievement mgr for TF
class CTFTrainingComplete : public EditablePanel, public CHudElement
{
private:
DECLARE_CLASS_SIMPLE( CTFTrainingComplete, EditablePanel );
public:
CTFTrainingComplete( const char *pElementName );
virtual void Reset();
virtual void Init();
virtual void PerformLayout();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void ApplySettings( KeyValues *inResourceData );
virtual void FireGameEvent( IGameEvent * event );
virtual void OnThink();
virtual bool ShouldDraw( void );
virtual void SetVisible( bool value );
virtual int GetRenderGroupPriority() { return 70; }
protected:
// vgui overrides
virtual void OnCommand( const char *command );
private:
void SetUpResults( IGameEvent * event );
CExButton *m_pReplay;
CExButton *m_pNext;
CExButton *m_pQuit;
ImagePanel *m_pTopBar;
ImagePanel *m_pBottomBar;
EditablePanel *m_ResultsPanel;
int m_iReplayY;
int m_iNextY;
int m_iBottomBarY;
int m_iTopBarY;
bool m_bShouldBeVisible;
float m_showButtonsTime;
};
DECLARE_HUDELEMENT_DEPTH( CTFTrainingComplete, 1 );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFTrainingComplete::CTFTrainingComplete( const char *pElementName ) : EditablePanel( NULL, "TrainingComplete" ), CHudElement( pElementName )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_bShouldBeVisible = false;
m_showButtonsTime = 0.0f;
m_ResultsPanel = NULL;
m_pReplay = NULL;
m_pNext = NULL;
m_pQuit = NULL;
m_pTopBar = NULL;
m_pBottomBar = NULL;
m_iReplayY = 0;
m_iNextY = 0;
m_iBottomBarY = 0;
m_iTopBarY = 0;
SetScheme( "ClientScheme" );
MakePopup();
RegisterForRenderGroup( "mid" );
}
void CTFTrainingComplete::SetUpResults( IGameEvent *event )
{
m_ResultsPanel = dynamic_cast<EditablePanel *>( FindChildByName( "Results" ) );
const char *map = event->GetString( "map" );
const char *nextMap = event->GetString( "next_map" );
const char *endText = event->GetString( "text" );
bool bHasNextMap = Q_stricmp( nextMap, "" ) != 0;
// title
{
wchar_t outputText[MAX_TRAINING_MSG_LENGTH];
CTFHudTraining::FormatTrainingText(bHasNextMap ? "#TF_Training_Success" : "#TF_Training_Completed" , outputText);
m_ResultsPanel->SetDialogVariable( "wintext", outputText);
}
// record that the player has completed training with the current class
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer();
if ( pLocalPlayer && !V_stricmp(map, "tr_target" ) )
{
Training_MarkClassComplete( pLocalPlayer->GetPlayerClass()->GetClassIndex(), 1 );
}
else if ( !V_stricmp(map, "tr_dustbowl" ) )
{
Training_MarkClassComplete( TF_CLASS_SOLDIER, 2 );
}
else
{
Warning( "Completed a training that we don't recognize!?\n" );
Assert( false );
}
// Set the text to show to the user
CExRichText *pRichText = dynamic_cast<CExRichText *>(FindChildByName( "ResultsText", true ) );
if ( pRichText )
{
wchar_t wsText_LastMap[MAX_TRAINING_MSG_LENGTH];
wchar_t wsText_NextMap[MAX_TRAINING_MSG_LENGTH];
#ifdef WIN32
V_swprintf_safe( wsText_LastMap, L"%S", GetMapDisplayName( map ) );
V_swprintf_safe( wsText_NextMap, L"%S", GetMapDisplayName( nextMap ) );
#else
// GetMapDisplayName returns char * which is %s, NOT %S, on Posix
V_swprintf_safe( wsText_LastMap, L"%s", GetMapDisplayName( map ) );
V_swprintf_safe( wsText_NextMap, L"%s", GetMapDisplayName( nextMap ) );
#endif
wchar_t wsResult[MAX_TRAINING_MSG_LENGTH];
g_pVGuiLocalize->ConstructString_safe( wsResult, g_pVGuiLocalize->Find( endText ), 2, wsText_LastMap, wsText_NextMap );
pRichText->SetText( wsResult );
bHasNextMap = Q_stricmp( nextMap, "" ) != 0;
m_pNext->SetVisible( bHasNextMap );
m_pQuit->SetVisible( !bHasNextMap );
}
extern int Training_GetProgressCount();
TFGameRules()->SetAllowTrainingAchievements( true );
g_AchievementMgrTF.UpdateAchievement( ACHIEVEMENT_TF_COMPLETE_TRAINING, Training_GetProgressCount() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::ApplySettings( KeyValues *inResourceData )
{
BaseClass::ApplySettings( inResourceData );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::Reset()
{
m_bShouldBeVisible = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::Init()
{
// listen for events
ListenForGameEvent( "training_complete" );
ListenForGameEvent( "teamplay_round_start" );
ListenForGameEvent( "teamplay_game_over" );
ListenForGameEvent( "tf_game_over" );
m_bShouldBeVisible = false;
CHudElement::Init();
}
void CTFTrainingComplete::SetVisible( bool value )
{
if ( value == IsVisible() )
return;
if ( value )
{
RequestFocus();
SetKeyBoardInputEnabled( true );
SetMouseInputEnabled( true );
HideLowerPriorityHudElementsInGroup( "mid" );
}
else
{
SetMouseInputEnabled( false );
SetKeyBoardInputEnabled( false );
UnhideLowerPriorityHudElementsInGroup( "mid" );
}
BaseClass::SetVisible( value );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::FireGameEvent( IGameEvent * event )
{
const char *pEventName = event->GetName();
if ( Q_strcmp( "teamplay_round_start", pEventName ) == 0 )
{
m_bShouldBeVisible = false;
}
else if ( Q_strcmp( "teamplay_game_over", pEventName ) == 0 )
{
m_bShouldBeVisible = false;
}
else if ( Q_strcmp( "tf_game_over", pEventName ) == 0 )
{
m_bShouldBeVisible = false;
}
else if ( Q_strcmp( "training_complete", pEventName ) == 0 )
{
if ( !g_PR )
return;
InvalidateLayout( false, true );
// Prevent the game from continuing until they press a button.
tf_training_client_message.SetValue( (int)TRAINING_CLIENT_MESSAGE_IN_SUMMARY_SCREEN );
m_showButtonsTime = gpGlobals->curtime + DELAY_TO_SHOW_BUTTONS;
m_bShouldBeVisible = true;
SetUpResults( event );
}
}
//-----------------------------------------------------------------------------
// Purpose: Performs layout
//-----------------------------------------------------------------------------
void CTFTrainingComplete::PerformLayout()
{
if ( m_pTopBar == NULL || m_pBottomBar == NULL || m_pReplay == NULL || m_pNext == NULL )
{
return;
}
//Get the offsets
int dummy;
int offset = m_pBottomBar->GetTall();
m_pReplay->GetPos( dummy, m_iReplayY );
m_pReplay->SetPos( dummy, m_iReplayY + offset );
m_pNext->GetPos( dummy, m_iNextY );
m_pNext->SetPos( dummy, m_iNextY + offset );
m_pQuit->GetPos( dummy, m_iNextY );
m_pQuit->SetPos( dummy, m_iNextY + offset );
m_pBottomBar->GetPos( dummy, m_iBottomBarY );
m_pBottomBar->SetPos( dummy, m_iBottomBarY + offset );
m_pTopBar->GetPos( dummy, m_iTopBarY );
m_pTopBar->SetPos( dummy, m_iTopBarY - offset );
}
//-----------------------------------------------------------------------------
// Purpose: Applies scheme settings
//-----------------------------------------------------------------------------
void CTFTrainingComplete::ApplySchemeSettings( vgui::IScheme *pScheme )
{
LoadControlSettings( "resource/UI/TrainingComplete.res" );
m_pReplay = dynamic_cast<CExButton *>( FindChildByName( "Replay" ) );
m_pNext = dynamic_cast<CExButton *>( FindChildByName( "Next" ) );
m_pQuit = dynamic_cast<CExButton *>( FindChildByName( "Quit" ) );
m_pTopBar = dynamic_cast<ImagePanel *>( FindChildByName( "TopBar" ) );
m_pBottomBar = dynamic_cast<ImagePanel *>( FindChildByName( "BottomBar" ) );
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose: returns whether panel should be drawn
//-----------------------------------------------------------------------------
bool CTFTrainingComplete::ShouldDraw()
{
if ( !m_bShouldBeVisible )
return false;
return CHudElement::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose: panel think method
//-----------------------------------------------------------------------------
void CTFTrainingComplete::OnThink()
{
if ( 0.0f != m_showButtonsTime )
{
if( gpGlobals->curtime > m_showButtonsTime)
{
//After a certain amount of time, show the menu nav buttons and hide the HUD.
m_showButtonsTime = 0.0f;
}
}
else
{
//The menu buttons are showing.
//Always hide the health... this needs to be done every frame because a message from the server keeps resetting this.
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if ( pLocalPlayer )
{
pLocalPlayer->m_Local.m_iHideHUD |= HIDEHUD_HEALTH;
}
if ( 0 != m_iBottomBarY )
{
static const float BLEND_AMOUNT = 0.15f;
static const float BLEND_CONST = BLEND_AMOUNT - 1.0f;
int x, y;
//Get the dy for the bottom bar. We'll use that for all the widgets since they're all traveling the same distance.
m_pBottomBar->GetPos( x, y );
int dy = m_iBottomBarY - y;
// Note: y = m_iBottomBarY - dy. We use this to great advantage later to help keep the code cleaner.
// if we have less than a pixel step, clamp us to the end.
if ( abs(dy) < (int)( 1.0f / BLEND_AMOUNT ) )
{
dy = 0;
}
m_pBottomBar->SetPos( x, m_iBottomBarY + (int)( BLEND_CONST * (float)dy ) );
m_pNext->GetPos( x, y );
m_pNext->SetPos( x, m_iNextY + (int)( BLEND_CONST * (float)dy ) );
m_pQuit->GetPos( x, y );
m_pQuit->SetPos( x, m_iNextY + (int)( BLEND_CONST * (float)dy ) );
m_pReplay->GetPos( x, y );
m_pReplay->SetPos( x, m_iReplayY + (int)( BLEND_CONST * (float)dy ) );
m_pTopBar->GetPos( x, y );
m_pTopBar->SetPos( x, m_iTopBarY - (int)( BLEND_CONST * (float)dy ) );
if ( dy == 0 )
{
//Stop condition.
m_iBottomBarY = 0;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::OnCommand( const char *command )
{
if ( !Q_strcmp( command, "next" ) )
{
tf_training_client_message.SetValue( (int)TRAINING_CLIENT_MESSAGE_NEXT_MAP );
}
else if ( !Q_strcmp( command, "replay" ) )
{
tf_training_client_message.SetValue( (int)TRAINING_CLIENT_MESSAGE_REPLAY );
}
else if ( !Q_strcmp( command, "quit" ) )
{
engine->ExecuteClientCmd( "disconnect\n" );
IViewPortPanel *pMMOverride = ( gViewPortInterface->FindPanelByName( PANEL_MAINMENUOVERRIDE ) );
if ( pMMOverride )
{
((CHudMainMenuOverride*)pMMOverride)->ScheduleTrainingCheck( true );
}
}
else
{
BaseClass::OnCommand( command );
}
}
#if _DEBUG
//@note Tom Bui: For testing...
CON_COMMAND( training_complete, "Test")
{
IGameEvent *winEvent = gameeventmanager->CreateEvent( "training_complete" );
if ( winEvent )
{
static bool sbTarget = true;
winEvent->SetString( "map", "blah" );
winEvent->SetString( "next_map", sbTarget ? "tr_dustbowl" : "" );
winEvent->SetString( "text", sbTarget ? "#TR_Target_EndDialog" : "#TR_Dustbowl_EndDialog" );
gameeventmanager->FireEvent( winEvent );
}
}
#endif