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1497 lines
42 KiB
1497 lines
42 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#include "cbase.h" |
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#include "weapon_selection.h" |
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#include "iclientmode.h" |
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#include "history_resource.h" |
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#include "hud_macros.h" |
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#include <KeyValues.h> |
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#include <vgui/IScheme.h> |
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#include <vgui/ISurface.h> |
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#include <vgui/ISystem.h> |
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#include <vgui_controls/AnimationController.h> |
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#include <vgui_controls/Panel.h> |
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#include <vgui_controls/Label.h> |
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#include <vgui_controls/TextImage.h> |
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#include <vgui_controls/EditablePanel.h> |
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#include "vgui/ILocalize.h" |
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#include <string.h> |
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#include "baseobject_shared.h" |
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#include "tf_imagepanel.h" |
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#include "item_model_panel.h" |
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#include "c_tf_player.h" |
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#include "c_tf_weapon_builder.h" |
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#include "tf_spectatorgui.h" |
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#include "tf_gamerules.h" |
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#include "tf_logic_halloween_2014.h" |
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#include "inputsystem/iinputsystem.h" |
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#ifndef WIN32 |
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#define _cdecl |
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#endif |
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#define SELECTION_TIMEOUT_THRESHOLD 2.5f // Seconds |
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#define SELECTION_FADEOUT_TIME 3.0f |
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#define FASTSWITCH_DISPLAY_TIMEOUT 0.5f |
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#define FASTSWITCH_FADEOUT_TIME 0.5f |
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ConVar tf_weapon_select_demo_start_delay( "tf_weapon_select_demo_start_delay", "1.0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Delay after spawning to start the weapon bucket demo." ); |
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ConVar tf_weapon_select_demo_time( "tf_weapon_select_demo_time", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off." ); |
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//----------------------------------------------------------------------------- |
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// Purpose: tf weapon selection hud element |
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//----------------------------------------------------------------------------- |
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class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::EditablePanel |
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{ |
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DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel ); |
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public: |
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CHudWeaponSelection( const char *pElementName ); |
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virtual ~CHudWeaponSelection( void ); |
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virtual bool ShouldDraw(); |
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virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); |
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virtual void SwitchToLastWeapon( void ) OVERRIDE; |
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virtual void CycleToNextWeapon( void ); |
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virtual void CycleToPrevWeapon( void ); |
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virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); |
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virtual void SelectWeaponSlot( int iSlot ); |
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virtual C_BaseCombatWeapon *GetSelectedWeapon( void ); |
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virtual void OpenSelection( void ); |
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virtual void HideSelection( void ); |
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virtual void Init(); |
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virtual void LevelInit(); |
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virtual void LevelShutdown( void ); |
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virtual void FireGameEvent( IGameEvent *event ); |
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virtual void Reset(void) |
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{ |
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CBaseHudWeaponSelection::Reset(); |
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// selection time is a little farther back so we don't show it when we spawn |
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m_flSelectionTime = gpGlobals->curtime - ( FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME + 0.1 ); |
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} |
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virtual void SelectSlot( int iSlot ); |
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void _cdecl UserCmd_Slot11( void ); |
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void _cdecl UserCmd_Slot12( void ); |
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protected: |
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struct SlotLayout_t |
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{ |
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float x, y; |
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float wide, tall; |
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}; |
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void ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode ); |
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virtual void OnThink(); |
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virtual void PerformLayout( void ); |
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virtual void PostChildPaint(); |
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme); |
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void DrawSelection( C_BaseCombatWeapon *pSelectedWeapon ); |
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virtual bool IsWeaponSelectable() |
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{ |
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if (IsInSelectionMode()) |
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return true; |
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return false; |
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} |
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private: |
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C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); |
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C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); |
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void FastWeaponSwitch( int iWeaponSlot ); |
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void PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound ); |
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int GetNumVisibleSlots(); |
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bool ShouldDrawInternal(); |
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virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) |
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{ |
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m_hSelectedWeapon = pWeapon; |
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} |
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virtual void SetSelectedSlot( int slot ) |
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{ |
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m_iSelectedSlot = slot; |
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} |
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void DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter = false ); |
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void DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall ); |
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CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionText" ); |
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CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); |
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CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "32", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "21", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flPlusStyleBoxWide, "PlusStyleBoxWide", "120", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flPlusStyleBoxTall, "PlusStyleBoxTall", "84", "proportional_float" ); |
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CPanelAnimationVar( float, m_flPlusStyleExpandPercent, "PlusStyleExpandSelected", "0.3" ) |
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CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flRightMargin, "RightMargin", "0", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); |
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CPanelAnimationVarAliasType( float, m_flErrorYPos, "ErrorYPos", "60", "proportional_float" ); |
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CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); |
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CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" ); |
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CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); |
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CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); |
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CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); |
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CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); |
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CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" ); |
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CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); |
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CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); |
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CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); |
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CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" ); |
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CTFImagePanel *m_pActiveWeaponBG; |
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CItemModelPanel *m_pModelPanels[MAX_WEAPON_SLOTS]; |
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float m_flDemoStartTime; |
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float m_flDemoModeChangeTime; |
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int m_iDemoModeSlot; |
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// HUDTYPE_PLUS weapon display |
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int m_iSelectedBoxPosition; // in HUDTYPE_PLUS, the position within a slot |
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int m_iSelectedSlot; // in HUDTYPE_PLUS, the slot we're currently moving in |
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CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" ); |
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int m_iActiveSlot; // used to store the active slot to refresh the layout when using hud_fastswitch |
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}; |
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DECLARE_HUDELEMENT( CHudWeaponSelection ); |
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DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot11, "CHudWeaponSelection"); |
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DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot12, "CHudWeaponSelection"); |
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HOOK_COMMAND( slot11, Slot11 ); |
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HOOK_COMMAND( slot12, Slot12 ); |
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void CHudWeaponSelection::UserCmd_Slot11(void) |
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{ |
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SelectSlot( 11 ); |
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} |
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void CHudWeaponSelection::UserCmd_Slot12(void) |
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{ |
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SelectSlot( 12 ); |
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} |
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using namespace vgui; |
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//----------------------------------------------------------------------------- |
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// Purpose: Constructor |
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//----------------------------------------------------------------------------- |
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CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection( pElementName ), EditablePanel( NULL, "HudWeaponSelection" ) |
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{ |
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vgui::Panel *pParent = g_pClientMode->GetViewport(); |
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SetParent( pParent ); |
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SetPostChildPaintEnabled( true ); |
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m_flDemoStartTime = -1; |
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m_flDemoModeChangeTime = 0; |
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m_iDemoModeSlot = -1; |
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m_iActiveSlot = -1; |
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ListenForGameEvent( "localplayer_changeclass" ); |
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
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{ |
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m_pModelPanels[i] = new CItemModelPanel( this, VarArgs( "modelpanel%d", i ) ); |
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} |
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} |
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CHudWeaponSelection::~CHudWeaponSelection( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: sets up display for showing weapon pickup |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) |
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{ |
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// add to pickup history |
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CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); |
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if ( pHudHR ) |
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{ |
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pHudHR->AddToHistory( pWeapon ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: updates animation status |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::OnThink() |
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{ |
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float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; |
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float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; |
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if ( hud_fastswitch.GetBool() || (::input->IsSteamControllerActive()) ) |
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{ |
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flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; |
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flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; |
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} |
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// Time out after awhile of inactivity |
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if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) |
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{ |
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// close |
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if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime ) |
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{ |
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HideSelection(); |
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} |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: returns true if the panel should draw |
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//----------------------------------------------------------------------------- |
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bool CHudWeaponSelection::ShouldDraw() |
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{ |
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bool bShouldDraw = ShouldDrawInternal(); |
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if ( !bShouldDraw && m_pActiveWeaponBG && m_pActiveWeaponBG->IsVisible() ) |
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{ |
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m_pActiveWeaponBG->SetVisible( false ); |
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} |
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); |
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if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) |
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{ |
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bShouldDraw = false; |
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} |
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if ( TFGameRules() && TFGameRules()->ShowMatchSummary() ) |
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{ |
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bShouldDraw = false; |
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} |
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if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() ) |
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{ |
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bShouldDraw = false; |
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} |
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return bShouldDraw; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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bool CHudWeaponSelection::ShouldDrawInternal() |
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{ |
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C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
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if ( !pPlayer ) |
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{ |
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if ( IsInSelectionMode() ) |
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{ |
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HideSelection(); |
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} |
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return false; |
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} |
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// Make sure the player's allowed to switch weapons |
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if ( pPlayer->IsAllowedToSwitchWeapons() == false ) |
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return false; |
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if ( pPlayer->IsAlive() == false ) |
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return false; |
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// we only show demo mode in hud_fastswitch 0 |
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if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && ( m_iDemoModeSlot >= 0 || m_flDemoStartTime > 0 ) ) |
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{ |
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return true; |
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} |
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bool bret = CBaseHudWeaponSelection::ShouldDraw(); |
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if ( !bret ) |
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return false; |
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// draw weapon selection a little longer if in fastswitch so we can see what we've selected |
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if ( (hud_fastswitch.GetBool() || ::input->IsSteamControllerActive()) && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) |
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return true; |
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return ( m_bSelectionVisible ) ? true : false; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::Init() |
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{ |
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CHudElement::Init(); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::LevelInit() |
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{ |
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CHudElement::LevelInit(); |
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m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS ); |
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
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{ |
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m_pModelPanels[i]->SetVisible( false ); |
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} |
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InvalidateLayout( false, true ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::LevelShutdown( void ) |
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{ |
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CHudElement::LevelShutdown(); |
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// Clear out our weaponry on level change |
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for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
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{ |
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if ( m_pModelPanels[i] ) |
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{ |
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m_pModelPanels[i]->SetItem( NULL ); |
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} |
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} |
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} |
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//------------------------------------------------------------------------- |
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// Purpose: Calculates how many weapons slots need to be displayed |
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//------------------------------------------------------------------------- |
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int CHudWeaponSelection::GetNumVisibleSlots() |
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{ |
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int nCount = 0; |
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// iterate over all the weapon slots |
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for ( int i = 0; i < m_iMaxSlots; i++ ) |
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{ |
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if ( GetFirstPos( i ) ) |
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{ |
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nCount++; |
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} |
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} |
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return nCount; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Figure out where to put the item model panels for this weapon |
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// selection slot layout |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode ) |
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{ |
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int nNumSlots = GetNumVisibleSlots(); |
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if ( nNumSlots <= 0 ) |
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return; |
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switch( nSelectionMode ) |
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{ |
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case HUDTYPE_CAROUSEL: |
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case HUDTYPE_BUCKETS: |
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case HUDTYPE_FASTSWITCH: |
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{ |
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// calculate where to start drawing |
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int nTotalHeight = ( nNumSlots - 1 ) * ( m_flSmallBoxTall + m_flBoxGap ) + m_flLargeBoxTall; |
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int xStartPos = GetWide() - m_flBoxGap - m_flRightMargin; |
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int ypos = ( GetTall() - nTotalHeight ) / 2; |
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// iterate over all the weapon slots |
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for ( int i = 0; i < m_iMaxSlots; i++ ) |
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{ |
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if ( i == nActiveSlot ) |
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{ |
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rSlot[i].wide = m_flLargeBoxWide; |
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rSlot[i].tall = m_flLargeBoxTall; |
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} |
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else |
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{ |
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rSlot[i].wide = m_flSmallBoxWide; |
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rSlot[i].tall = m_flSmallBoxTall; |
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} |
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rSlot[i].x = xStartPos - ( rSlot[i].wide + m_flBoxGap ); |
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rSlot[i].y = ypos; |
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ypos += ( rSlot[i].tall + m_flBoxGap ); |
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} |
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} |
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break; |
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case HUDTYPE_PLUS: |
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{ |
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// bucket style |
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int screenCenterX = GetWide() / 2; |
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int screenCenterY = GetTall() / 2; // Height isn't quite screen height, so adjust for center alignement |
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// Modifiers for the four directions. Used to change the x and y offsets |
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// of each box based on which bucket we're drawing. Bucket directions are |
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// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT |
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int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; |
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int yModifiers[] = { -1, 0, 1, 0, 1, 1 }; |
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int boxWide = m_flPlusStyleBoxWide; |
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int boxTall = m_flPlusStyleBoxTall; |
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int boxWideSelected = m_flPlusStyleBoxWide * ( 1.f + m_flPlusStyleExpandPercent ); |
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int boxTallSelected = m_flPlusStyleBoxTall * ( 1.f + m_flPlusStyleExpandPercent ); |
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// Draw the four buckets |
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for ( int i = 0; i < m_iMaxSlots; ++i ) |
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{ |
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if( i == nActiveSlot ) |
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{ |
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rSlot[i].wide = boxWideSelected; |
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rSlot[i].tall = boxTallSelected; |
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} |
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else |
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{ |
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rSlot[i].wide = boxWide; |
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rSlot[i].tall = boxTall; |
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} |
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// Set the top left corner so the first box would be centered in the screen. |
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int xPos = screenCenterX -( rSlot[i].wide / 2 ); |
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int yPos = screenCenterY -( rSlot[i].tall / 2 ); |
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// Offset the box position |
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rSlot[ i ].x = xPos + ( rSlot[i].wide + 5 ) * xModifiers[ i ]; |
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rSlot[ i ].y = yPos + ( rSlot[i].tall + 5 ) * yModifiers[ i ]; |
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} |
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} |
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break; |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CHudWeaponSelection::PerformLayout( void ) |
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{ |
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BaseClass::PerformLayout(); |
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C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); |
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if ( !pPlayer ) |
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return; |
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int nNumSlots = GetNumVisibleSlots(); |
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if ( nNumSlots <= 0 ) |
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return; |
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// find and display our current selection |
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C_BaseCombatWeapon *pSelectedWeapon = NULL; |
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int fastswitch = hud_fastswitch.GetInt(); |
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if ( ::input->IsSteamControllerActive() ) |
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{ |
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fastswitch = HUDTYPE_FASTSWITCH; |
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} |
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switch ( fastswitch ) |
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{ |
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case HUDTYPE_FASTSWITCH: |
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pSelectedWeapon = pPlayer->GetActiveWeapon(); |
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break; |
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default: |
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pSelectedWeapon = GetSelectedWeapon(); |
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break; |
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} |
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if ( !pSelectedWeapon ) |
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return; |
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// calculate where to start drawing |
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int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); |
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SlotLayout_t rSlot[ MAX_WEAPON_SLOTS ]; |
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ComputeSlotLayout( rSlot, iActiveSlot, fastswitch ); |
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// iterate over all the weapon slots |
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for ( int i = 0; i < m_iMaxSlots; i++ ) |
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{ |
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m_pModelPanels[i]->SetVisible( false ); |
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if ( i == iActiveSlot ) |
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{ |
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for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) |
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{ |
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C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); |
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if ( !pWeapon ) |
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continue; |
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|
|
if ( !pWeapon->VisibleInWeaponSelection() ) |
|
continue; |
|
|
|
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() ); |
|
|
|
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall ); |
|
|
|
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); |
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) |
|
{ |
|
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderBlueBG") ); |
|
} |
|
else |
|
{ |
|
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderRedBG") ); |
|
} |
|
|
|
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y ); |
|
m_pModelPanels[i]->SetVisible( true ); |
|
} |
|
} |
|
else |
|
{ |
|
// check to see if there is a weapons in this bucket |
|
if ( GetFirstPos( i ) ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( i ); |
|
if ( !pWeapon ) |
|
continue; |
|
|
|
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() ); |
|
|
|
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall ); |
|
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); |
|
m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorder") ); |
|
m_pModelPanels[i]->SetVisible( true ); |
|
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
// Purpose: draws the selection area |
|
//------------------------------------------------------------------------- |
|
void CHudWeaponSelection::PostChildPaint() |
|
{ |
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
int fastswitch = hud_fastswitch.GetInt(); |
|
if ( ::input->IsSteamControllerActive() ) |
|
{ |
|
fastswitch = HUDTYPE_FASTSWITCH; |
|
} |
|
|
|
if ( fastswitch == 0 ) |
|
{ |
|
// See if we should start the bucket demo |
|
if ( m_flDemoStartTime > 0 && m_flDemoStartTime < gpGlobals->curtime ) |
|
{ |
|
float flDemoTime = tf_weapon_select_demo_time.GetFloat(); |
|
|
|
if ( flDemoTime > 0 ) |
|
{ |
|
m_iDemoModeSlot = 0; |
|
m_flDemoModeChangeTime = gpGlobals->curtime + flDemoTime; |
|
gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); |
|
} |
|
|
|
m_flDemoStartTime = -1; |
|
m_iSelectedSlot = m_iDemoModeSlot; |
|
|
|
InvalidateLayout(); |
|
} |
|
|
|
// scroll through the slots for demo mode |
|
if ( m_iDemoModeSlot >= 0 && m_flDemoModeChangeTime < gpGlobals->curtime ) |
|
{ |
|
// Keep iterating until we find a slot that has a weapon in it |
|
while ( !GetFirstPos( ++m_iDemoModeSlot ) && m_iDemoModeSlot < m_iMaxSlots ) |
|
{ |
|
// blank |
|
} |
|
m_flDemoModeChangeTime = gpGlobals->curtime + tf_weapon_select_demo_time.GetFloat(); |
|
InvalidateLayout(); |
|
} |
|
|
|
if ( m_iDemoModeSlot >= m_iMaxSlots ) |
|
{ |
|
m_iDemoModeSlot = -1; |
|
gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); |
|
} |
|
} |
|
|
|
// find and display our current selection |
|
C_BaseCombatWeapon *pSelectedWeapon = NULL; |
|
switch ( fastswitch ) |
|
{ |
|
case HUDTYPE_FASTSWITCH: |
|
pSelectedWeapon = pPlayer->GetActiveWeapon(); |
|
break; |
|
default: |
|
pSelectedWeapon = GetSelectedWeapon(); |
|
break; |
|
} |
|
if ( !pSelectedWeapon ) |
|
return; |
|
|
|
if ( fastswitch == 0 ) |
|
{ |
|
if ( m_iDemoModeSlot > -1 ) |
|
{ |
|
pSelectedWeapon = GetWeaponInSlot( m_iDemoModeSlot, 0 ); |
|
m_iSelectedSlot = m_iDemoModeSlot; |
|
m_iSelectedBoxPosition = 0; |
|
} |
|
} |
|
|
|
if ( m_pActiveWeaponBG ) |
|
{ |
|
m_pActiveWeaponBG->SetVisible( fastswitch != HUDTYPE_PLUS && pSelectedWeapon != NULL ); |
|
} |
|
|
|
int nNumSlots = GetNumVisibleSlots(); |
|
if ( nNumSlots <= 0 ) |
|
return; |
|
|
|
DrawSelection( pSelectedWeapon ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Draws the vertical style weapon selection buckets, for PC/mousewheel controls |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::DrawSelection( C_BaseCombatWeapon *pSelectedWeapon ) |
|
{ |
|
// if we're not supposed to draw the selection, the don't draw the selection |
|
if( !m_bSelectionVisible ) |
|
return; |
|
|
|
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
int nNumSlots = GetNumVisibleSlots(); |
|
if ( nNumSlots <= 0 ) |
|
return; |
|
|
|
// calculate where to start drawing |
|
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); |
|
int nFastswitchMode = hud_fastswitch.GetInt(); |
|
if ( ::input->IsSteamControllerActive() ) |
|
{ |
|
nFastswitchMode = HUDTYPE_FASTSWITCH; |
|
} |
|
|
|
if ( nFastswitchMode == HUDTYPE_FASTSWITCH ) |
|
{ |
|
if ( m_iActiveSlot != iActiveSlot ) |
|
{ |
|
m_iActiveSlot = iActiveSlot; |
|
InvalidateLayout( true ); |
|
} |
|
} |
|
|
|
// draw the bucket set |
|
// iterate over all the weapon slots |
|
for ( int i = 0; i < m_iMaxSlots; i++ ) |
|
{ |
|
int xpos, ypos; |
|
m_pModelPanels[i]->GetPos( xpos, ypos ); |
|
|
|
int wide, tall; |
|
m_pModelPanels[i]->GetSize( wide, tall ); |
|
|
|
if ( i == iActiveSlot ) |
|
{ |
|
bool bFirstItem = true; |
|
for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); |
|
if ( !pWeapon ) |
|
continue; |
|
|
|
if ( !pWeapon->VisibleInWeaponSelection() ) |
|
continue; |
|
|
|
if ( !pWeapon->CanBeSelected() ) |
|
{ |
|
int msgX = xpos + ( m_flLargeBoxWide * 0.5 ); |
|
int msgY = ypos + (int)m_flErrorYPos; |
|
Color ammoColor = Color( 255, 0, 0, 255 ); |
|
wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" ); |
|
DrawString( pText, msgX, msgY, ammoColor, true ); |
|
} |
|
|
|
if ( pWeapon == pSelectedWeapon || ( m_iDemoModeSlot == i ) ) |
|
{ |
|
// draw the number |
|
int shortcut = bFirstItem ? i + 1 : -1; |
|
if ( IsPC() && shortcut >= 0 && nFastswitchMode != HUDTYPE_PLUS ) |
|
{ |
|
Color numberColor = m_NumberColor; |
|
numberColor[3] *= m_flSelectionAlphaOverride / 255.0f; |
|
surface()->DrawSetTextColor(numberColor); |
|
surface()->DrawSetTextFont(m_hNumberFont); |
|
wchar_t wch = '0' + shortcut; |
|
surface()->DrawSetTextPos( xpos + wide - XRES(5) - m_flSelectionNumberXPos, ypos + YRES(5) + m_flSelectionNumberYPos ); |
|
surface()->DrawUnicodeChar(wch); |
|
} |
|
} |
|
bFirstItem = false; |
|
} |
|
} |
|
else |
|
{ |
|
// check to see if there is a weapons in this bucket |
|
if ( GetFirstPos( i ) ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( i ); |
|
if ( !pWeapon ) |
|
continue; |
|
|
|
// draw the number |
|
if ( IsPC() && nFastswitchMode != HUDTYPE_PLUS ) |
|
{ |
|
int x = xpos + XRES(5); |
|
int y = ypos + YRES(5); |
|
|
|
Color numberColor = m_NumberColor; |
|
numberColor[3] *= m_flAlphaOverride / 255.0f; |
|
surface()->DrawSetTextColor(numberColor); |
|
surface()->DrawSetTextFont(m_hNumberFont); |
|
wchar_t wch = '0' + i + 1; |
|
surface()->DrawSetTextPos(x + m_flSmallBoxWide - XRES(10) - m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); |
|
surface()->DrawUnicodeChar(wch); |
|
} |
|
} |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall ) |
|
{ |
|
// draw icon |
|
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team |
|
if ( pPlayer ) |
|
{ |
|
if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) |
|
{ |
|
pTexture = pWeapon->GetSpriteActive(); |
|
} |
|
} |
|
|
|
if ( pTexture ) |
|
{ |
|
Color col( 255, 255, 255, 255 ); |
|
pTexture->DrawSelf( xpos, ypos, flLargeBoxWide, flLargeBoxTall, col ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter ) |
|
{ |
|
surface()->DrawSetTextColor( col ); |
|
surface()->DrawSetTextFont( m_hTextFont ); |
|
|
|
// count the position |
|
int slen = 0, charCount = 0, maxslen = 0; |
|
{ |
|
for (wchar_t *pch = text; *pch != 0; pch++) |
|
{ |
|
if (*pch == '\n') |
|
{ |
|
// newline character, drop to the next line |
|
if (slen > maxslen) |
|
{ |
|
maxslen = slen; |
|
} |
|
slen = 0; |
|
} |
|
else if (*pch == '\r') |
|
{ |
|
// do nothing |
|
} |
|
else |
|
{ |
|
slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); |
|
charCount++; |
|
} |
|
} |
|
} |
|
if (slen > maxslen) |
|
{ |
|
maxslen = slen; |
|
} |
|
|
|
int x = xpos; |
|
|
|
if ( bCenter ) |
|
{ |
|
x = xpos - slen * 0.5; |
|
} |
|
|
|
surface()->DrawSetTextPos( x, ypos ); |
|
// adjust the charCount by the scan amount |
|
charCount *= m_flTextScan; |
|
for (wchar_t *pch = text; charCount > 0; pch++) |
|
{ |
|
if (*pch == '\n') |
|
{ |
|
// newline character, move to the next line |
|
surface()->DrawSetTextPos( x + ((m_flLargeBoxWide - slen) / 2), ypos + (surface()->GetFontTall(m_hTextFont) * 1.1f)); |
|
} |
|
else if (*pch == '\r') |
|
{ |
|
// do nothing |
|
} |
|
else |
|
{ |
|
surface()->DrawUnicodeChar(*pch); |
|
charCount--; |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: hud scheme settings |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) |
|
{ |
|
BaseClass::ApplySchemeSettings(pScheme); |
|
SetPaintBackgroundEnabled(false); |
|
|
|
// set our size |
|
int screenWide, screenTall; |
|
int x, y; |
|
GetPos(x, y); |
|
GetHudSize(screenWide, screenTall); |
|
SetBounds(0, 0, screenWide, screenTall); |
|
|
|
// load control settings... |
|
LoadControlSettings( "resource/UI/HudWeaponSelection.res" ); |
|
|
|
m_pActiveWeaponBG = dynamic_cast<CTFImagePanel*>( FindChildByName("ActiveWeapon") ); |
|
if ( m_pActiveWeaponBG ) |
|
{ |
|
m_pActiveWeaponBG->SetVisible( false ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Opens weapon selection control |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::OpenSelection( void ) |
|
{ |
|
Assert(!IsInSelectionMode()); |
|
|
|
InvalidateLayout(); |
|
|
|
CBaseHudWeaponSelection::OpenSelection(); |
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); |
|
m_iSelectedBoxPosition = 0; |
|
m_iSelectedSlot = -1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Closes weapon selection control immediately |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::HideSelection( void ) |
|
{ |
|
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
|
{ |
|
if ( m_pModelPanels[i] ) |
|
{ |
|
m_pModelPanels[i]->SetVisible( false ); |
|
} |
|
} |
|
|
|
m_flSelectionTime = 0; |
|
CBaseHudWeaponSelection::HideSelection(); |
|
g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the next available weapon item in the weapon selection |
|
//----------------------------------------------------------------------------- |
|
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) |
|
{ |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return NULL; |
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL; |
|
|
|
// search all the weapons looking for the closest next |
|
int iLowestNextSlot = MAX_WEAPON_SLOTS; |
|
int iLowestNextPosition = MAX_WEAPON_POSITIONS; |
|
for ( int i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); |
|
if ( !pWeapon ) |
|
continue; |
|
|
|
if ( pWeapon->VisibleInWeaponSelection() ) |
|
{ |
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); |
|
|
|
// see if this weapon is further ahead in the selection list |
|
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) |
|
{ |
|
// see if this weapon is closer than the current lowest |
|
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) |
|
{ |
|
iLowestNextSlot = weaponSlot; |
|
iLowestNextPosition = weaponPosition; |
|
pNextWeapon = pWeapon; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return pNextWeapon; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns the prior available weapon item in the weapon selection |
|
//----------------------------------------------------------------------------- |
|
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) |
|
{ |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return NULL; |
|
|
|
C_BaseCombatWeapon *pPrevWeapon = NULL; |
|
|
|
// search all the weapons looking for the closest next |
|
int iLowestPrevSlot = -1; |
|
int iLowestPrevPosition = -1; |
|
for ( int i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); |
|
if ( !pWeapon ) |
|
continue; |
|
|
|
if ( pWeapon->VisibleInWeaponSelection() ) |
|
{ |
|
int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); |
|
|
|
// see if this weapon is further ahead in the selection list |
|
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) |
|
{ |
|
// see if this weapon is closer than the current lowest |
|
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) |
|
{ |
|
iLowestPrevSlot = weaponSlot; |
|
iLowestPrevPosition = weaponPosition; |
|
pPrevWeapon = pWeapon; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return pPrevWeapon; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Moves the selection to the next item in the menu |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::CycleToNextWeapon( void ) |
|
{ |
|
// Get the local player. |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
if ( pPlayer->IsAlive() == false ) |
|
return; |
|
|
|
// PASSTIME don't CycleToNextWeapon if it's not allowed |
|
if ( !pPlayer->IsAllowedToSwitchWeapons() ) |
|
return; |
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL; |
|
if ( IsInSelectionMode() ) |
|
{ |
|
// find the next selection spot |
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); |
|
if ( !pWeapon ) |
|
return; |
|
|
|
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); |
|
} |
|
else |
|
{ |
|
// open selection at the current place |
|
pNextWeapon = pPlayer->GetActiveWeapon(); |
|
if ( pNextWeapon ) |
|
{ |
|
pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); |
|
} |
|
} |
|
|
|
if ( !pNextWeapon ) |
|
{ |
|
// wrap around back to start |
|
pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); |
|
} |
|
|
|
if ( pNextWeapon ) |
|
{ |
|
SetSelectedWeapon( pNextWeapon ); |
|
|
|
if ( !IsInSelectionMode() ) |
|
{ |
|
OpenSelection(); |
|
} |
|
|
|
InvalidateLayout(); |
|
|
|
// cancel demo mode |
|
m_iDemoModeSlot = -1; |
|
m_flDemoStartTime = -1; |
|
|
|
// Play the "cycle to next weapon" sound |
|
if( m_bPlaySelectionSounds ) |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Moves the selection to the previous item in the menu |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::CycleToPrevWeapon( void ) |
|
{ |
|
// Get the local player. |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
if ( pPlayer->IsAlive() == false ) |
|
return; |
|
|
|
// PASSTIME don't CycleToNextWeapon if it's not allowed |
|
if ( !pPlayer->IsAllowedToSwitchWeapons() ) |
|
return; |
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL; |
|
if ( IsInSelectionMode() ) |
|
{ |
|
// find the next selection spot |
|
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); |
|
if ( !pWeapon ) |
|
return; |
|
|
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); |
|
} |
|
else |
|
{ |
|
// open selection at the current place |
|
pNextWeapon = pPlayer->GetActiveWeapon(); |
|
if ( pNextWeapon ) |
|
{ |
|
pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); |
|
} |
|
} |
|
|
|
if ( !pNextWeapon ) |
|
{ |
|
// wrap around back to end of weapon list |
|
pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); |
|
} |
|
|
|
if ( pNextWeapon ) |
|
{ |
|
SetSelectedWeapon( pNextWeapon ); |
|
|
|
if ( !IsInSelectionMode() ) |
|
{ |
|
OpenSelection(); |
|
} |
|
|
|
InvalidateLayout(); |
|
|
|
// cancel demo mode |
|
m_iDemoModeSlot = -1; |
|
m_flDemoStartTime = -1; |
|
|
|
// Play the "cycle to next weapon" sound |
|
if( m_bPlaySelectionSounds ) |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: returns the weapon in the specified slot |
|
//----------------------------------------------------------------------------- |
|
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) |
|
{ |
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); |
|
if ( !player ) |
|
return NULL; |
|
|
|
for ( int i = 0; i < MAX_WEAPONS; i++ ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); |
|
|
|
if ( pWeapon == NULL ) |
|
continue; |
|
|
|
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) |
|
return pWeapon; |
|
} |
|
|
|
return NULL; |
|
} |
|
|
|
C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void ) |
|
{ |
|
if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && m_iDemoModeSlot >= 0 ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetFirstPos( m_iDemoModeSlot ); |
|
return pWeapon; |
|
} |
|
else |
|
{ |
|
return m_hSelectedWeapon; |
|
} |
|
} |
|
|
|
void CHudWeaponSelection::FireGameEvent( IGameEvent *event ) |
|
{ |
|
const char * type = event->GetName(); |
|
|
|
if ( Q_strcmp(type, "localplayer_changeclass") == 0 ) |
|
{ |
|
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) |
|
{ |
|
if ( m_pModelPanels[i] ) |
|
{ |
|
m_pModelPanels[i]->SetVisible( false ); |
|
} |
|
} |
|
|
|
int nUpdateType = event->GetInt( "updateType" ); |
|
bool bIsCreationUpdate = ( nUpdateType == DATA_UPDATE_CREATED ); |
|
// Don't demo selection in minmode |
|
ConVarRef cl_hud_minmode( "cl_hud_minmode", true ); |
|
if ( !cl_hud_minmode.IsValid() || cl_hud_minmode.GetBool() == false ) |
|
{ |
|
if ( !bIsCreationUpdate ) |
|
{ |
|
m_flDemoStartTime = gpGlobals->curtime + tf_weapon_select_demo_start_delay.GetFloat(); |
|
} |
|
} |
|
} |
|
else |
|
{ |
|
CHudElement::FireGameEvent( event ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Opens the next weapon in the slot |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) |
|
{ |
|
// get the slot the player's weapon is in |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
// see where we should start selection |
|
int iPosition = -1; |
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); |
|
if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) |
|
{ |
|
// start after this weapon |
|
iPosition = pActiveWeapon->GetPosition(); |
|
} |
|
|
|
C_BaseCombatWeapon *pNextWeapon = NULL; |
|
|
|
// search for the weapon after the current one |
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); |
|
// make sure it's in the same bucket |
|
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) |
|
{ |
|
// just look for any weapon in this slot |
|
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); |
|
} |
|
|
|
// see if we found a weapon that's different from the current and in the selected slot |
|
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) |
|
{ |
|
// select the new weapon |
|
::input->MakeWeaponSelection( pNextWeapon ); |
|
} |
|
else if ( pNextWeapon != pActiveWeapon ) |
|
{ |
|
// error sound |
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); |
|
} |
|
|
|
// kill any fastswitch display |
|
m_flSelectionTime = 0.0f; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Opens the next weapon in the slot |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound ) |
|
{ |
|
// get the slot the player's weapon is in |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
int newSlot = m_iSelectedSlot; |
|
|
|
// Changing slot number does not necessarily mean we need to change the slot - the player could be |
|
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so |
|
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position. |
|
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) |
|
{ |
|
// Changing vertical/horizontal direction. Reset the selected box position to zero. |
|
m_iSelectedBoxPosition = 0; |
|
m_iSelectedSlot = iWeaponSlot; |
|
} |
|
else |
|
{ |
|
// Still in the same horizontal/vertical direction. Determine which way we're moving in the slot. |
|
int increment = 1; |
|
if ( m_iSelectedSlot != iWeaponSlot ) |
|
{ |
|
// Decrementing within the slot. If we're at the zero position in this slot, |
|
// jump to the zero position of the opposite slot. This also counts as our increment. |
|
increment = -1; |
|
if ( 0 == m_iSelectedBoxPosition ) |
|
{ |
|
newSlot = ( m_iSelectedSlot + 2 ) % 4; |
|
increment = 0; |
|
} |
|
} |
|
|
|
// Find out of the box position is at the end of the slot |
|
int lastSlotPos = -1; |
|
for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) |
|
{ |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); |
|
if ( pWeapon ) |
|
{ |
|
lastSlotPos = slotPos; |
|
} |
|
} |
|
|
|
// Increment/Decrement the selected box position |
|
if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) |
|
{ |
|
m_iSelectedBoxPosition += increment; |
|
m_iSelectedSlot = newSlot; |
|
} |
|
else |
|
{ |
|
// error sound |
|
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); |
|
*pbPlaySwitchSound = false; |
|
return; |
|
} |
|
} |
|
|
|
// Select the weapon in this position |
|
bool bWeaponSelected = false; |
|
C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); |
|
C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); |
|
if ( pWeapon && CanBeSelectedInHUD( pWeapon ) ) |
|
{ |
|
if ( pWeapon != pActiveWeapon ) |
|
{ |
|
// Select the new weapon |
|
::input->MakeWeaponSelection( pWeapon ); |
|
SetSelectedWeapon( pWeapon ); |
|
bWeaponSelected = true; |
|
} |
|
} |
|
|
|
if ( !bWeaponSelected ) |
|
{ |
|
// Still need to set this to make hud display appear |
|
SetSelectedWeapon( pPlayer->GetActiveWeapon() ); |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Moves selection to the specified slot |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) |
|
{ |
|
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons |
|
--iSlot; |
|
|
|
// Get the local player. |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( !pPlayer ) |
|
return; |
|
|
|
// Don't try and read past our possible number of slots |
|
if ( iSlot >= MAX_WEAPON_SLOTS ) |
|
return; |
|
|
|
// Make sure the player's allowed to switch weapons |
|
if ( pPlayer->IsAllowedToSwitchWeapons() == false ) |
|
return; |
|
|
|
bool bPlaySwitchSound = true; |
|
int nFastswitchMode = hud_fastswitch.GetInt(); |
|
if ( ::input->IsSteamControllerActive() ) |
|
{ |
|
nFastswitchMode = HUDTYPE_FASTSWITCH; |
|
} |
|
|
|
switch( nFastswitchMode ) |
|
{ |
|
case HUDTYPE_FASTSWITCH: |
|
{ |
|
FastWeaponSwitch( iSlot ); |
|
return; |
|
} |
|
|
|
case HUDTYPE_PLUS: |
|
PlusTypeFastWeaponSwitch( iSlot, &bPlaySwitchSound ); |
|
|
|
// ------------------------------------------------------ |
|
// FALLTHROUGH! Plus and buckets both use the item model |
|
// panels so fix them up in both cases. |
|
// ------------------------------------------------------ |
|
|
|
|
|
case HUDTYPE_BUCKETS: |
|
{ |
|
int slotPos = 0; |
|
C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); |
|
|
|
// start later in the list |
|
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) |
|
{ |
|
slotPos = pActiveWeapon->GetPosition() + 1; |
|
} |
|
|
|
// find the weapon in this slot |
|
pActiveWeapon = GetNextActivePos( iSlot, slotPos ); |
|
if ( !pActiveWeapon ) |
|
{ |
|
pActiveWeapon = GetNextActivePos( iSlot, 0 ); |
|
} |
|
|
|
if ( pActiveWeapon != NULL ) |
|
{ |
|
if ( !IsInSelectionMode() ) |
|
{ |
|
// open the weapon selection |
|
OpenSelection(); |
|
} |
|
|
|
InvalidateLayout(); |
|
|
|
// Mark the change |
|
SetSelectedWeapon( pActiveWeapon ); |
|
m_iDemoModeSlot = -1; |
|
m_flDemoStartTime = -1; |
|
} |
|
} |
|
break; |
|
|
|
default: |
|
break; |
|
} |
|
|
|
if( m_bPlaySelectionSounds && bPlaySwitchSound ) |
|
pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Menu Selection Code |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::SelectSlot( int iSlot ) |
|
{ |
|
// A menu may be overriding weapon selection commands |
|
if ( HandleHudMenuInput( iSlot ) ) |
|
{ |
|
return; |
|
} |
|
|
|
// If we're in observer mode, see if the spectator GUI wants to use it |
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); |
|
if ( pPlayer && pPlayer->IsObserver() ) |
|
{ |
|
CTFSpectatorGUI *pPanel = (CTFSpectatorGUI*)gViewPortInterface->FindPanelByName( PANEL_SPECGUI ); |
|
if ( pPanel ) |
|
{ |
|
pPanel->SelectSpec( iSlot ); |
|
} |
|
return; |
|
} |
|
|
|
// If we're not allowed to draw, ignore weapon selections |
|
if ( !CHudElement::ShouldDraw() ) |
|
{ |
|
return; |
|
} |
|
|
|
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons |
|
if ( !IsInSelectionMode() && ( iSlot - 1 >= MAX_WEAPON_SLOTS ) ) |
|
{ |
|
OpenSelection(); |
|
} |
|
|
|
UpdateSelectionTime(); |
|
SelectWeaponSlot( iSlot ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Menu Selection Code |
|
//----------------------------------------------------------------------------- |
|
void CHudWeaponSelection::SwitchToLastWeapon() |
|
{ |
|
C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() ); |
|
if ( !pTFPlayer ) |
|
return; |
|
|
|
if (TFGameRules() && TFGameRules()->IsPasstimeMode() && pTFPlayer->m_Shared.HasPasstimeBall() ) |
|
return; |
|
|
|
CBaseHudWeaponSelection::SwitchToLastWeapon(); |
|
}
|
|
|