mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-28 13:09:13 +01:00
197 lines
5.8 KiB
C++
197 lines
5.8 KiB
C++
//=========== (C) Copyright 1996-2002 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: TFC Class Menu
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "VGUI_Font.h"
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#include <VGUI_TextImage.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "camera.h"
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#include "kbutton.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "camera.h"
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#include "in_defs.h"
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#include "parsemsg.h"
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#include "vgui_int.h"
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#include "vgui_TeamFortressViewport.h"
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// Class Menu Dimensions
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#define CLASSMENU_TITLE_X XRES(40)
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#define CLASSMENU_TITLE_Y YRES(32)
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#define CLASSMENU_TOPLEFT_BUTTON_X XRES(40)
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#define CLASSMENU_TOPLEFT_BUTTON_Y YRES(80)
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#define CLASSMENU_BUTTON_SIZE_X XRES(124)
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#define CLASSMENU_BUTTON_SIZE_Y YRES(24)
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#define CLASSMENU_BUTTON_SPACER_Y YRES(8)
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#define CLASSMENU_WINDOW_X XRES(176)
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#define CLASSMENU_WINDOW_Y YRES(80)
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#define CLASSMENU_WINDOW_SIZE_X XRES(424)
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#define CLASSMENU_WINDOW_SIZE_Y YRES(312)
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#define CLASSMENU_WINDOW_TEXT_X XRES(150)
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#define CLASSMENU_WINDOW_TEXT_Y YRES(80)
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#define CLASSMENU_WINDOW_NAME_X XRES(150)
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#define CLASSMENU_WINDOW_NAME_Y YRES(8)
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#define CLASSMENU_WINDOW_PLAYERS_Y YRES(42)
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// Creation
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CClassMenuPanel::CClassMenuPanel( int iTrans, int iRemoveMe, int x, int y, int wide, int tall ) : CMenuPanel( iTrans, iRemoveMe, x, y, wide, tall )
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{
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// don't show class graphics at below 640x480 resolution
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bool bShowClassGraphic = true;
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if( ScreenWidth < 640 )
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{
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bShowClassGraphic = false;
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}
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memset( m_pClassImages, 0, sizeof(m_pClassImages) );
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// Get the scheme used for the Titles
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CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
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// schemes
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SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" );
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SchemeHandle_t hClassWindowText = pSchemes->getSchemeHandle( "Briefing Text" );
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// color schemes
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int r, g, b, a;
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// Create the title
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Label *pLabel = new Label( "", CLASSMENU_TITLE_X, CLASSMENU_TITLE_Y );
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pLabel->setParent( this );
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pLabel->setFont( pSchemes->getFont( hTitleScheme ) );
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pSchemes->getFgColor( hTitleScheme, r, g, b, a );
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pLabel->setFgColor( r, g, b, a );
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pSchemes->getBgColor( hTitleScheme, r, g, b, a );
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pLabel->setBgColor( r, g, b, a );
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pLabel->setContentAlignment( vgui::Label::a_west );
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pLabel->setText(gHUD.m_TextMessage.BufferedLocaliseTextString( "#Title_SelectYourClass" ) );
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// Create the Scroll panel
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m_pScrollPanel = new CTFScrollPanel( CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y );
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m_pScrollPanel->setParent( this );
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//force the scrollbars on, so after the validate clientClip will be smaller
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m_pScrollPanel->setScrollBarAutoVisible( false, false );
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m_pScrollPanel->setScrollBarVisible( true, true );
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m_pScrollPanel->setBorder( new LineBorder( Color( 255 * 0.7, 170 * 0.7, 0, 0 ) ) );
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m_pScrollPanel->validate();
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int clientWide=m_pScrollPanel->getClient()->getWide();
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//turn scrollpanel back into auto show scrollbar mode and validate
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m_pScrollPanel->setScrollBarAutoVisible( false, true );
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m_pScrollPanel->setScrollBarVisible( false, false );
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m_pScrollPanel->validate();
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// Create the Cancel button
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m_pCancelButton = new CommandButton( gHUD.m_TextMessage.BufferedLocaliseTextString( "#Menu_Cancel" ), CLASSMENU_TOPLEFT_BUTTON_X, 0, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y );
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m_pCancelButton->setParent( this );
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m_pCancelButton->addActionSignal( new CMenuHandler_TextWindow( HIDE_TEXTWINDOW ) );
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m_iCurrentInfo = 0;
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}
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// Update
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void CClassMenuPanel::Update()
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{
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// Don't allow the player to join a team if they're not in a team
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if( !g_iTeamNumber )
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return;
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int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y;
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// If the player already has a class, make the cancel button visible
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if( g_iPlayerClass )
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{
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m_pCancelButton->setPos( CLASSMENU_TOPLEFT_BUTTON_X, iYPos );
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m_pCancelButton->setVisible( true );
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}
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else
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{
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m_pCancelButton->setVisible( false );
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}
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}
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//======================================
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// Key inputs for the Class Menu
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bool CClassMenuPanel::SlotInput( int iSlot )
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{
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if( ( iSlot < 0 ) || ( iSlot > 9 ) )
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return false;
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if( !m_pButtons[iSlot] )
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return false;
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// Is the button pushable? (0 is special case)
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if( iSlot == 0 )
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{
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// Selects Civilian and RandomPC
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if( gViewPort->GetValidClasses( g_iTeamNumber ) == -1 )
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{
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m_pButtons[0]->fireActionSignal();
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return true;
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}
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// Select RandomPC
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iSlot = 10;
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}
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if( !( m_pButtons[iSlot]->IsNotValid() ) )
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{
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m_pButtons[iSlot]->fireActionSignal();
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return true;
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}
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return false;
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}
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//======================================
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// Update the Class menu before opening it
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void CClassMenuPanel::Open( void )
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{
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Update();
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CMenuPanel::Open();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called each time a new level is started.
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//-----------------------------------------------------------------------------
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void CClassMenuPanel::Initialize( void )
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{
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setVisible( false );
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m_pScrollPanel->setScrollValue( 0, 0 );
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}
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//======================================
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// Mouse is over a class button, bring up the class info
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void CClassMenuPanel::SetActiveInfo( int iInput )
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{
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// Remove all the Info panels and bring up the specified one
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iInput = 0;
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m_pButtons[iInput]->setArmed( true );
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m_pClassInfoPanel[iInput]->setVisible( true );
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m_iCurrentInfo = iInput;
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m_pScrollPanel->setScrollValue( 0, 0 );
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m_pScrollPanel->validate();
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}
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