mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-25 19:29:13 +01:00
ba2cab60df
* Get VGUI back (optionally) * Add some missing VGUI invocations * Update CMakeLists.txt to build with vgui for Windows * Move windows.h inclusions only to those places where it's really needed * Try fix mingw build * Update hud_spectator * Merge nekonomicon's vgui branch * Don't include vgui panel and app in cdll_int.cpp if vgui is real * Deduplicate scoreboard global variables * Add options to prefer non-vgui motd and scoreboard when vgui is enabled * Add vgui-dev as a submodule. Add building vith vgui to CI * Fix artifact uploading * Don't use global variable when not necessary * char* to const char* in CMenuHandler_StringCommand constructor * Fix 'format string is not a literal string' warnings * Fix 'always evaluate to true' warnings * Team Fortress classes to const char* * CreateCommandMenu accepts const char* * Fix printf formats. Turn some unsigned longs into unsigned ints since they use only 32 bits anyway * Explicit assignment result as condition * Prevent memory leak on menu reading * Localize button text * Create FileInputStream on stack avoiding the leak * Remove Servers Browser code * Arrow file names to const char* * Fix assignment to the wrong variable
395 lines
12 KiB
C++
395 lines
12 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 Team 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_int.h"
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#include "VGUI_Font.h"
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#include "VGUI_ScrollPanel.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 "vgui_TeamFortressViewport.h"
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// Team Menu Dimensions
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#define TEAMMENU_TITLE_X XRES(40)
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#define TEAMMENU_TITLE_Y YRES(32)
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#define TEAMMENU_TOPLEFT_BUTTON_X XRES(40)
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#define TEAMMENU_TOPLEFT_BUTTON_Y YRES(80)
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#define TEAMMENU_BUTTON_SIZE_X XRES(124)
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#define TEAMMENU_BUTTON_SIZE_Y YRES(24)
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#define TEAMMENU_BUTTON_SPACER_Y YRES(8)
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#define TEAMMENU_WINDOW_X XRES(176)
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#define TEAMMENU_WINDOW_Y YRES(80)
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#define TEAMMENU_WINDOW_SIZE_X XRES(424)
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#define TEAMMENU_WINDOW_SIZE_Y YRES(312)
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#define TEAMMENU_WINDOW_TITLE_X XRES(16)
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#define TEAMMENU_WINDOW_TITLE_Y YRES(16)
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#define TEAMMENU_WINDOW_TEXT_X XRES(16)
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#define TEAMMENU_WINDOW_TEXT_Y YRES(48)
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#define TEAMMENU_WINDOW_TEXT_SIZE_Y YRES(178)
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#define TEAMMENU_WINDOW_INFO_X XRES(16)
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#define TEAMMENU_WINDOW_INFO_Y YRES(234)
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// Creation
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CTeamMenuPanel::CTeamMenuPanel( 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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// 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 hTeamWindowText = pSchemes->getSchemeHandle( "Briefing Text" );
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SchemeHandle_t hTeamInfoText = pSchemes->getSchemeHandle( "Team Info Text" );
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// get the Font used for the Titles
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Font *pTitleFont = pSchemes->getFont( hTitleScheme );
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int r, g, b, a;
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// Create the title
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Label *pLabel = new Label( "", TEAMMENU_TITLE_X, TEAMMENU_TITLE_Y );
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pLabel->setParent( this );
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pLabel->setFont( pTitleFont );
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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( "%s", gHUD.m_TextMessage.BufferedLocaliseTextString("#Title_SelectYourTeam"));
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// Create the Info Window
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m_pTeamWindow = new CTransparentPanel( 255, TEAMMENU_WINDOW_X, TEAMMENU_WINDOW_Y, TEAMMENU_WINDOW_SIZE_X, TEAMMENU_WINDOW_SIZE_Y );
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m_pTeamWindow->setParent( this );
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m_pTeamWindow->setBorder( new LineBorder( Color( 255 * 0.7, 170 * 0.7 ,0 ,0 ) ) );
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// Create the Map Name Label
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m_pMapTitle = new Label( "", TEAMMENU_WINDOW_TITLE_X, TEAMMENU_WINDOW_TITLE_Y );
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m_pMapTitle->setFont( pTitleFont );
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m_pMapTitle->setParent( m_pTeamWindow );
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pSchemes->getFgColor( hTitleScheme, r, g, b, a );
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m_pMapTitle->setFgColor( r, g, b, a );
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pSchemes->getBgColor( hTitleScheme, r, g, b, a );
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m_pMapTitle->setBgColor( r, g, b, a );
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m_pMapTitle->setContentAlignment( vgui::Label::a_west );
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// Create the Scroll panel
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m_pScrollPanel = new CTFScrollPanel( TEAMMENU_WINDOW_TEXT_X, TEAMMENU_WINDOW_TEXT_Y, TEAMMENU_WINDOW_SIZE_X - ( TEAMMENU_WINDOW_TEXT_X * 2 ), TEAMMENU_WINDOW_TEXT_SIZE_Y );
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m_pScrollPanel->setParent( m_pTeamWindow );
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m_pScrollPanel->setScrollBarVisible( false, false );
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// Create the Map Briefing panel
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m_pBriefing = new TextPanel("", 0, 0, TEAMMENU_WINDOW_SIZE_X - TEAMMENU_WINDOW_TEXT_X, TEAMMENU_WINDOW_TEXT_SIZE_Y );
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m_pBriefing->setParent( m_pScrollPanel->getClient() );
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m_pBriefing->setFont( pSchemes->getFont( hTeamWindowText ) );
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pSchemes->getFgColor( hTeamWindowText, r, g, b, a );
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m_pBriefing->setFgColor( r, g, b, a );
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pSchemes->getBgColor( hTeamWindowText, r, g, b, a );
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m_pBriefing->setBgColor( r, g, b, a );
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m_pBriefing->setText( gHUD.m_TextMessage.BufferedLocaliseTextString( "#Map_Description_not_available" ) );
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// Team Menu buttons
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for( int i = 1; i <= 5; i++ )
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{
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char sz[256];
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int iYPos = TEAMMENU_TOPLEFT_BUTTON_Y + ( ( TEAMMENU_BUTTON_SIZE_Y + TEAMMENU_BUTTON_SPACER_Y ) * i );
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// Team button
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m_pButtons[i] = new CommandButton( "", TEAMMENU_TOPLEFT_BUTTON_X, iYPos, TEAMMENU_BUTTON_SIZE_X, TEAMMENU_BUTTON_SIZE_Y, true );
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m_pButtons[i]->setParent( this );
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m_pButtons[i]->setContentAlignment( vgui::Label::a_west );
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m_pButtons[i]->setVisible( false );
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// AutoAssign button uses special case
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if( i == 5 )
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{
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m_pButtons[5]->setBoundKey( '5' );
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m_pButtons[5]->setText( gHUD.m_TextMessage.BufferedLocaliseTextString( "#Team_AutoAssign" ) );
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m_pButtons[5]->setVisible( true );
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}
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// Create the Signals
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sprintf( sz, "jointeam %d", i );
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m_pButtons[i]->addActionSignal( new CMenuHandler_StringCommandWatch( sz, true ) );
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m_pButtons[i]->addInputSignal( new CHandler_MenuButtonOver( this, i ) );
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// Create the Team Info panel
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m_pTeamInfoPanel[i] = new TextPanel( "", TEAMMENU_WINDOW_INFO_X, TEAMMENU_WINDOW_INFO_Y, TEAMMENU_WINDOW_SIZE_X - TEAMMENU_WINDOW_INFO_X, TEAMMENU_WINDOW_SIZE_X - TEAMMENU_WINDOW_INFO_Y );
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m_pTeamInfoPanel[i]->setParent( m_pTeamWindow );
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m_pTeamInfoPanel[i]->setFont( pSchemes->getFont( hTeamInfoText ) );
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m_pTeamInfoPanel[i]->setFgColor( iTeamColors[i % iNumberOfTeamColors][0],
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iTeamColors[i % iNumberOfTeamColors][1],
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iTeamColors[i % iNumberOfTeamColors][2],
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0 );
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m_pTeamInfoPanel[i]->setBgColor( 0, 0, 0, 255 );
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}
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// Create the Cancel button
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m_pCancelButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_Cancel" ), TEAMMENU_TOPLEFT_BUTTON_X, 0, TEAMMENU_BUTTON_SIZE_X, TEAMMENU_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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// Create the Spectate button
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m_pSpectateButton = new SpectateButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_Spectate" ), TEAMMENU_TOPLEFT_BUTTON_X, 0, TEAMMENU_BUTTON_SIZE_X, TEAMMENU_BUTTON_SIZE_Y, true );
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m_pSpectateButton->setParent( this );
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m_pSpectateButton->addActionSignal( new CMenuHandler_StringCommand( "spectate", true ) );
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m_pSpectateButton->setBoundKey( '6' );
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m_pSpectateButton->addInputSignal( new CHandler_MenuButtonOver( this, 6 ) );
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Initialize();
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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 CTeamMenuPanel::Initialize( void )
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{
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m_bUpdatedMapName = false;
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m_iCurrentInfo = 0;
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m_pScrollPanel->setScrollValue( 0, 0 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called everytime the Team Menu is displayed
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//-----------------------------------------------------------------------------
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void CTeamMenuPanel::Update( void )
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{
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int iYPos = TEAMMENU_TOPLEFT_BUTTON_Y;
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// Set the team buttons
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for( int i = 1; i <= 4; i++ )
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{
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if( m_pButtons[i] )
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{
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if( i <= gViewPort->GetNumberOfTeams() )
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{
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m_pButtons[i]->setText( gViewPort->GetTeamName( i ) );
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// bound key replacement
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char sz[32];
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sprintf( sz, "%d", i );
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m_pButtons[i]->setBoundKey( sz[0] );
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m_pButtons[i]->setVisible( true );
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m_pButtons[i]->setPos( TEAMMENU_TOPLEFT_BUTTON_X, iYPos );
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iYPos += TEAMMENU_BUTTON_SIZE_Y + TEAMMENU_BUTTON_SPACER_Y;
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// Start with the first option up
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if( !m_iCurrentInfo )
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SetActiveInfo( i );
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char szPlayerList[( MAX_PLAYER_NAME_LENGTH + 3 ) * 31]; // name + ", "
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strcpy(szPlayerList, "\n");
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// Update the Team Info
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// Now count the number of teammembers of this class
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int iTotal = 0;
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for( int j = 1; j < MAX_PLAYERS; j++ )
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{
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if( g_PlayerInfoList[j].name == NULL )
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continue; // empty player slot, skip
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if( g_PlayerInfoList[j].thisplayer )
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continue; // skip this player
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if( g_PlayerExtraInfo[j].teamnumber != i )
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continue; // skip over players in other teams
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iTotal++;
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if( iTotal > 1 )
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strncat( szPlayerList, ", ", sizeof(szPlayerList) - strlen( szPlayerList ) - 1 );
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strncat( szPlayerList, g_PlayerInfoList[j].name, sizeof(szPlayerList) - strlen( szPlayerList ) - 1 );
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szPlayerList[sizeof(szPlayerList) - 1] = '\0';
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}
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if( iTotal > 0 )
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{
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// Set the text of the info Panel
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char szText[( ( MAX_PLAYER_NAME_LENGTH + 3 ) * 31 ) + 256];
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if( iTotal == 1 )
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sprintf( szText, "%s: %d Player (%d points)", gViewPort->GetTeamName( i ), iTotal, g_TeamInfo[i].frags );
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else
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sprintf( szText, "%s: %d Players (%d points)", gViewPort->GetTeamName( i ), iTotal, g_TeamInfo[i].frags );
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strncat( szText, szPlayerList, sizeof(szText) - strlen( szText ) - 1 );
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szText[sizeof(szText) - 1] = '\0';
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m_pTeamInfoPanel[i]->setText( szText );
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}
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else
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{
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m_pTeamInfoPanel[i]->setText( "" );
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}
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}
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else
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{
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// Hide the button (may be visible from previous maps)
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m_pButtons[i]->setVisible( false );
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}
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}
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}
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// Move the AutoAssign button into place
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m_pButtons[5]->setPos( TEAMMENU_TOPLEFT_BUTTON_X, iYPos );
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iYPos += TEAMMENU_BUTTON_SIZE_Y + TEAMMENU_BUTTON_SPACER_Y;
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// Spectate button
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if( m_pSpectateButton->IsNotValid() )
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{
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m_pSpectateButton->setVisible( false );
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}
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else
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{
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m_pSpectateButton->setPos( TEAMMENU_TOPLEFT_BUTTON_X, iYPos );
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m_pSpectateButton->setVisible( true );
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iYPos += TEAMMENU_BUTTON_SIZE_Y + TEAMMENU_BUTTON_SPACER_Y;
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}
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// If the player is already in a team, make the cancel button visible
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if( g_iTeamNumber )
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{
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m_pCancelButton->setPos( TEAMMENU_TOPLEFT_BUTTON_X, iYPos );
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iYPos += TEAMMENU_BUTTON_SIZE_Y + TEAMMENU_BUTTON_SPACER_Y;
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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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// Set the Map Title
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if( !m_bUpdatedMapName )
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{
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const char *level = gEngfuncs.pfnGetLevelName();
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if( level && level[0] )
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{
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char sz[256];
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char szTitle[256];
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char *ch;
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// Update the level name
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strcpy( sz, level );
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ch = strchr( sz, '/' );
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if( !ch )
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ch = strchr( sz, '\\' );
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strcpy( szTitle, ch + 1 );
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ch = strchr( szTitle, '.' );
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*ch = '\0';
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m_pMapTitle->setText( "%s", szTitle );
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*ch = '.';
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// Update the map briefing
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strcpy( sz, level );
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ch = strchr( sz, '.' );
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*ch = '\0';
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strcat( sz, ".txt" );
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char *pfile = (char*)gEngfuncs.COM_LoadFile( sz, 5, NULL );
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if( pfile )
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{
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m_pBriefing->setText( pfile );
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// Get the total size of the Briefing text and resize the text panel
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int iXSize, iYSize;
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m_pBriefing->getTextImage()->getTextSize( iXSize, iYSize );
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m_pBriefing->setSize( iXSize, iYSize );
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gEngfuncs.COM_FreeFile( pfile );
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}
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m_bUpdatedMapName = true;
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}
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}
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m_pScrollPanel->validate();
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}
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//=====================================
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// Key inputs
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bool CTeamMenuPanel::SlotInput( int iSlot )
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{
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// Check for AutoAssign
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if( iSlot == 5 )
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{
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m_pButtons[5]->fireActionSignal();
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return true;
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}
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// Spectate
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if( iSlot == 6 )
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{
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m_pSpectateButton->fireActionSignal();
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return true;
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}
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// Otherwise, see if a particular team is selectable
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if( ( iSlot < 1 ) || ( iSlot > gViewPort->GetNumberOfTeams() ) )
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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?
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if( m_pButtons[iSlot]->isVisible() )
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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 Team menu before opening it
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void CTeamMenuPanel::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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void CTeamMenuPanel::paintBackground()
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{
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// make sure we get the map briefing up
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if( !m_bUpdatedMapName )
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Update();
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CMenuPanel::paintBackground();
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}
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//======================================
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// Mouse is over a team button, bring up the class info
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void CTeamMenuPanel::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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m_pSpectateButton->setArmed( false );
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for( int i = 1; i <= 5; i++ )
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{
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m_pButtons[i]->setArmed( false );
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m_pTeamInfoPanel[i]->setVisible( false );
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}
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// 6 is Spectate
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if( iInput == 6 )
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{
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m_pSpectateButton->setArmed( true );
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}
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else
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{
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m_pButtons[iInput]->setArmed( true );
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m_pTeamInfoPanel[iInput]->setVisible( true );
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}
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m_iCurrentInfo = iInput;
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m_pScrollPanel->validate();
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}
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