mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-26 03:39:13 +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
437 lines
13 KiB
C++
437 lines
13 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 Class buttons
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#ifdef _TFC
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for( int i = 0; i <= PC_RANDOM; i++ )
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{
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char sz[256];
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int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y + ( ( CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y ) * i );
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ActionSignal *pASignal = new CMenuHandler_StringCommandClassSelect( sTFClassSelection[i], true );
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// Class button
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sprintf( sz, "%s", CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ) );
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m_pButtons[i] = new ClassButton( i, sz, CLASSMENU_TOPLEFT_BUTTON_X, iYPos, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y, true );
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// RandomPC uses '0'
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if( i >= 1 && i <= 9 )
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{
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sprintf( sz, "%d", i );
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}
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else
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{
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strcpy( sz, "0" );
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}
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m_pButtons[i]->setBoundKey( sz[0] );
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m_pButtons[i]->setContentAlignment( vgui::Label::a_west );
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m_pButtons[i]->addActionSignal( pASignal );
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m_pButtons[i]->addInputSignal( new CHandler_MenuButtonOver(this, i) );
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m_pButtons[i]->setParent( this );
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// Create the Class Info Window
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// m_pClassInfoPanel[i] = new CTransparentPanel( 255, CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y );
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m_pClassInfoPanel[i] = new CTransparentPanel( 255, 0, 0, clientWide, CLASSMENU_WINDOW_SIZE_Y );
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m_pClassInfoPanel[i]->setParent( m_pScrollPanel->getClient() );
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// m_pClassInfoPanel[i]->setVisible( false );
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// don't show class pic in lower resolutions
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int textOffs = XRES( 8 );
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if( bShowClassGraphic )
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{
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textOffs = CLASSMENU_WINDOW_NAME_X;
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}
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// Create the Class Name Label
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sprintf( sz, "#Title_%s", sTFClassSelection[i] );
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char *localName=CHudTextMessage::BufferedLocaliseTextString( sz );
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Label *pNameLabel = new Label( "", textOffs, CLASSMENU_WINDOW_NAME_Y );
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pNameLabel->setFont( pSchemes->getFont( hTitleScheme ) );
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pNameLabel->setParent( m_pClassInfoPanel[i] );
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pSchemes->getFgColor( hTitleScheme, r, g, b, a );
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pNameLabel->setFgColor( r, g, b, a );
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pSchemes->getBgColor( hTitleScheme, r, g, b, a );
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pNameLabel->setBgColor( r, g, b, a );
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pNameLabel->setContentAlignment( vgui::Label::a_west );
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// pNameLabel->setBorder( new LineBorder() );
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pNameLabel->setText( "%s", localName);
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// Create the Class Image
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if( bShowClassGraphic )
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{
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for( int team = 0; team < 2; team++ )
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{
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if( team == 1 )
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{
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sprintf( sz, "%sred", sTFClassSelection[i] );
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}
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else
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{
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sprintf( sz, "%sblue", sTFClassSelection[i] );
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}
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m_pClassImages[team][i] = new CImageLabel( sz, 0, 0, CLASSMENU_WINDOW_TEXT_X, CLASSMENU_WINDOW_TEXT_Y );
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CImageLabel *pLabel = m_pClassImages[team][i];
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pLabel->setParent( m_pClassInfoPanel[i] );
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// pLabel->setBorder( new LineBorder() );
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if( team != 1 )
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{
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pLabel->setVisible( false );
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}
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// Reposition it based upon it's size
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int xOut, yOut;
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pNameLabel->getTextSize( xOut, yOut );
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pLabel->setPos( ( CLASSMENU_WINDOW_TEXT_X - pLabel->getWide() ) / 2, yOut / 2 );
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}
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}
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// Create the Player count string
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gHUD.m_TextMessage.LocaliseTextString( "#Title_CurrentlyOnYourTeam", m_sPlayersOnTeamString, STRLENMAX_PLAYERSONTEAM );
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m_pPlayers[i] = new Label( "", textOffs, CLASSMENU_WINDOW_PLAYERS_Y );
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m_pPlayers[i]->setParent( m_pClassInfoPanel[i] );
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m_pPlayers[i]->setBgColor( 0, 0, 0, 255 );
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m_pPlayers[i]->setContentAlignment( vgui::Label::a_west );
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m_pPlayers[i]->setFont( pSchemes->getFont( hClassWindowText ) );
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// Open up the Class Briefing File
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sprintf(sz, "classes/short_%s.txt", sTFClassSelection[i]);
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char *cText = "Class Description not available.";
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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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cText = pfile;
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}
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// Create the Text info window
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TextPanel *pTextWindow = new TextPanel( cText, textOffs, CLASSMENU_WINDOW_TEXT_Y, ( CLASSMENU_WINDOW_SIZE_X - textOffs ) - 5, CLASSMENU_WINDOW_SIZE_Y - CLASSMENU_WINDOW_TEXT_Y );
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pTextWindow->setParent( m_pClassInfoPanel[i] );
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pTextWindow->setFont( pSchemes->getFont( hClassWindowText ) );
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pSchemes->getFgColor( hClassWindowText, r, g, b, a );
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pTextWindow->setFgColor( r, g, b, a );
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pSchemes->getBgColor( hClassWindowText, r, g, b, a );
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pTextWindow->setBgColor( r, g, b, a );
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// Resize the Info panel to fit it all
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int wide,tall;
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pTextWindow->getTextImage()->getTextSizeWrapped( wide, tall );
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pTextWindow->setSize( wide, tall );
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int xx, yy;
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pTextWindow->getPos( xx, yy );
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int maxX = xx + wide;
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int maxY = yy + tall;
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//check to see if the image goes lower than the text
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//just use the red teams [0] images
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if( m_pClassImages[0][i] != null )
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{
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m_pClassImages[0][i]->getPos( xx, yy );
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if( ( yy + m_pClassImages[0][i]->getTall() ) > maxY )
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{
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maxY = yy + m_pClassImages[0][i]->getTall();
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}
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}
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m_pClassInfoPanel[i]->setSize( maxX , maxY );
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if( pfile )
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gEngfuncs.COM_FreeFile( pfile );
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// m_pClassInfoPanel[i]->setBorder( new LineBorder() );
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}
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#endif
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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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// Cycle through the rest of the buttons
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#ifdef _TFC
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for( int i = 0; i <= PC_RANDOM; i++ )
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{
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bool bCivilian = ( gViewPort->GetValidClasses( g_iTeamNumber ) == -1 );
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if( bCivilian )
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{
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// If this team can only be civilians, only the civilian button's visible
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if( i == 0 )
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{
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m_pButtons[0]->setVisible( true );
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SetActiveInfo( 0 );
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iYPos += CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y;
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}
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else
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{
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m_pButtons[i]->setVisible( false );
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}
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}
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else
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{
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if( m_pButtons[i]->IsNotValid() || i == 0 )
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{
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m_pButtons[i]->setVisible( false );
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}
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else
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{
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m_pButtons[i]->setVisible( true );
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m_pButtons[i]->setPos( CLASSMENU_TOPLEFT_BUTTON_X, iYPos );
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iYPos += CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_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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}
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}
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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 == 0 )
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continue; // empty player slot, skip
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if( g_PlayerExtraInfo[j].teamname[0] == 0 )
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continue; // skip over players who are not in a team
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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 != g_iTeamNumber )
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continue; // skip over players in other teams
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// If this team is forced to be civilians, just count the number of teammates
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if( g_PlayerExtraInfo[j].playerclass != i && !bCivilian )
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continue;
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iTotal++;
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}
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char sz[256];
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sprintf( sz, m_sPlayersOnTeamString, iTotal );
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m_pPlayers[i]->setText( "%s", sz );
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// Set the text color to the teamcolor
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m_pPlayers[i]->setFgColor( iTeamColors[g_iTeamNumber % iNumberOfTeamColors][0],
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iTeamColors[g_iTeamNumber % iNumberOfTeamColors][1],
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iTeamColors[g_iTeamNumber % iNumberOfTeamColors][2],
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0 );
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// set the graphic to be the team pick
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for( int team = 0; team < MAX_TEAMS; team++ )
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{
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// unset all the other images
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if( m_pClassImages[team][i] )
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{
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m_pClassImages[team][i]->setVisible( false );
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}
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// set the current team image
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if( m_pClassImages[g_iTeamNumber - 1][i] != 0 )
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{
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m_pClassImages[g_iTeamNumber - 1][i]->setVisible( true );
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}
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else if( m_pClassImages[0][i] )
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{
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m_pClassImages[0][i]->setVisible( true );
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}
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}
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}
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#endif
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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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#ifdef _TFC
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for( int i = 0; i <= PC_RANDOM; i++ )
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{
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m_pButtons[i]->setArmed( false );
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m_pClassInfoPanel[i]->setVisible( false );
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}
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if( iInput > PC_RANDOM || iInput < 0 )
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#endif
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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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