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 <stdio.h>
#include <cdll_client_int.h>
#include "classmenu.h"
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/ImageList.h>
#include <filesystem.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/Panel.h>
#include "inputsystem/iinputsystem.h"
#include "cdll_util.h"
#include "IGameUIFuncs.h" // for key bindings
#ifndef _XBOX
extern IGameUIFuncs *gameuifuncs; // for key binding details
#endif
#include <game/client/iviewport.h>
#include <stdlib.h> // MAX_PATH define
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#ifdef TF_CLIENT_DLL
#define HUD_CLASSAUTOKILL_FLAGS ( FCVAR_CLIENTDLL | FCVAR_ARCHIVE | FCVAR_USERINFO )
#else
#define HUD_CLASSAUTOKILL_FLAGS ( FCVAR_CLIENTDLL | FCVAR_ARCHIVE )
#endif // !TF_CLIENT_DLL
ConVar hud_classautokill( "hud_classautokill", "1", HUD_CLASSAUTOKILL_FLAGS, "Automatically kill player after choosing a new playerclass." );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CClassMenu::CClassMenu(IViewPort *pViewPort) : Frame(NULL, PANEL_CLASS)
{
m_pViewPort = pViewPort;
m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
m_iTeam = 0;
// initialize dialog
SetTitle("", true);
// load the new scheme early!!
SetScheme("ClientScheme");
SetMoveable(false);
SetSizeable(false);
// hide the system buttons
SetTitleBarVisible( false );
SetProportional(true);
// info window about this class
m_pPanel = new EditablePanel( this, "ClassInfo" );
LoadControlSettings( "Resource/UI/ClassMenu.res" );
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CClassMenu::CClassMenu(IViewPort *pViewPort, const char *panelName) : Frame(NULL, panelName)
{
m_pViewPort = pViewPort;
m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
m_iTeam = 0;
// initialize dialog
SetTitle("", true);
// load the new scheme early!!
SetScheme("ClientScheme");
SetMoveable(false);
SetSizeable(false);
// hide the system buttons
SetTitleBarVisible( false );
SetProportional(true);
// info window about this class
m_pPanel = new EditablePanel( this, "ClassInfo" );
// Inheriting classes are responsible for calling LoadControlSettings()!
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CClassMenu::~CClassMenu()
{
}
MouseOverPanelButton* CClassMenu::CreateNewMouseOverPanelButton(EditablePanel *panel)
{
return new MouseOverPanelButton(this, "MouseOverPanelButton", panel);
}
Panel *CClassMenu::CreateControlByName(const char *controlName)
{
if( !Q_stricmp( "MouseOverPanelButton", controlName ) )
{
MouseOverPanelButton *newButton = CreateNewMouseOverPanelButton( m_pPanel );
m_mouseoverButtons.AddToTail( newButton );
return newButton;
}
else
{
return BaseClass::CreateControlByName( controlName );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CClassMenu::Reset()
{
for ( int i = 0 ; i < GetChildCount() ; ++i )
{
// Hide the subpanel for the MouseOverPanelButtons
MouseOverPanelButton *pPanel = dynamic_cast<MouseOverPanelButton *>( GetChild( i ) );
if ( pPanel )
{
pPanel->HidePage();
}
}
// Turn the first button back on again (so we have a default description shown)
Assert( m_mouseoverButtons.Count() );
for ( int i=0; i<m_mouseoverButtons.Count(); ++i )
{
if ( i == 0 )
{
m_mouseoverButtons[i]->ShowPage(); // Show the first page
}
else
{
m_mouseoverButtons[i]->HidePage(); // Hide the rest
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when the user picks a class
//-----------------------------------------------------------------------------
void CClassMenu::OnCommand( const char *command )
{
if ( Q_stricmp( command, "vguicancel" ) )
{
engine->ClientCmd( const_cast<char *>( command ) );
#if !defined( CSTRIKE_DLL ) && !defined( TF_CLIENT_DLL )
// They entered a command to change their class, kill them so they spawn with
// the new class right away
if ( hud_classautokill.GetBool() )
{
engine->ClientCmd( "kill" );
}
#endif // !CSTRIKE_DLL && !TF_CLIENT_DLL
}
Close();
gViewPortInterface->ShowBackGround( false );
BaseClass::OnCommand( command );
}
//-----------------------------------------------------------------------------
// Purpose: shows the class menu
//-----------------------------------------------------------------------------
void CClassMenu::ShowPanel(bool bShow)
{
if ( bShow )
{
Activate();
SetMouseInputEnabled( true );
// load a default class page
for ( int i=0; i<m_mouseoverButtons.Count(); ++i )
{
if ( i == 0 )
{
m_mouseoverButtons[i]->ShowPage(); // Show the first page
}
else
{
m_mouseoverButtons[i]->HidePage(); // Hide the rest
}
}
if ( m_iScoreBoardKey == BUTTON_CODE_INVALID )
{
m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" );
}
}
else
{
SetVisible( false );
SetMouseInputEnabled( false );
}
m_pViewPort->ShowBackGround( bShow );
}
void CClassMenu::SetData(KeyValues *data)
{
m_iTeam = data->GetInt( "team" );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the text of a control by name
//-----------------------------------------------------------------------------
void CClassMenu::SetLabelText(const char *textEntryName, const char *text)
{
Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetText(text);
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the visibility of a button by name
//-----------------------------------------------------------------------------
void CClassMenu::SetVisibleButton(const char *textEntryName, bool state)
{
Button *entry = dynamic_cast<Button *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetVisible(state);
}
}
void CClassMenu::OnKeyCodePressed(KeyCode code)
{
int nDir = 0;
switch ( code )
{
case KEY_XBUTTON_UP:
case KEY_XSTICK1_UP:
case KEY_XSTICK2_UP:
case KEY_UP:
case KEY_XBUTTON_LEFT:
case KEY_XSTICK1_LEFT:
case KEY_XSTICK2_LEFT:
case KEY_LEFT:
case STEAMCONTROLLER_DPAD_LEFT:
nDir = -1;
break;
case KEY_XBUTTON_DOWN:
case KEY_XSTICK1_DOWN:
case KEY_XSTICK2_DOWN:
case KEY_DOWN:
case KEY_XBUTTON_RIGHT:
case KEY_XSTICK1_RIGHT:
case KEY_XSTICK2_RIGHT:
case KEY_RIGHT:
case STEAMCONTROLLER_DPAD_RIGHT:
nDir = 1;
break;
}
if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code )
{
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) );
}
else if ( nDir != 0 )
{
CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons;
VguiPanelGetSortedChildButtonList( this, (void*)&vecSortedButtons, "&", 0 );
int nNewArmed = VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir );
if ( nNewArmed != -1 )
{
// Handled!
if ( nNewArmed < m_mouseoverButtons.Count() )
{
m_mouseoverButtons[ nNewArmed ]->OnCursorEntered();
}
return;
}
}
else
{
BaseClass::OnKeyCodePressed( code );
}
}