mirror of
https://github.com/FWGS/hlsdk-xash3d
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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
312 lines
6.1 KiB
C++
312 lines
6.1 KiB
C++
//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#ifndef SCOREPANEL_H
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#define SCOREPANEL_H
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#include<VGUI_Panel.h>
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#include<VGUI_TablePanel.h>
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#include<VGUI_HeaderPanel.h>
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#include<VGUI_TextGrid.h>
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#include<VGUI_Label.h>
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#include<VGUI_TextImage.h>
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#include "../game_shared/vgui_listbox.h"
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#include "cl_util.h"
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#include <ctype.h>
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#define MAX_SCORES 10
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#define MAX_SCOREBOARD_TEAMS 5
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// Scoreboard cells
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#define COLUMN_TRACKER 0
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#define COLUMN_NAME 1
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#define COLUMN_CLASS 2
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#define COLUMN_KILLS 3
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#define COLUMN_DEATHS 4
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#define COLUMN_LATENCY 5
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#define COLUMN_VOICE 6
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#define COLUMN_BLANK 7
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#define NUM_COLUMNS 8
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#define NUM_ROWS (MAX_PLAYERS + (MAX_SCOREBOARD_TEAMS * 2))
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using namespace vgui;
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class CTextImage2 : public Image
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{
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public:
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CTextImage2()
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{
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_image[0] = new TextImage("");
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_image[1] = new TextImage("");
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}
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~CTextImage2()
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{
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delete _image[0];
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delete _image[1];
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}
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TextImage *GetImage(int image)
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{
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return _image[image];
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}
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void getSize(int &wide, int &tall)
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{
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int w1, w2, t1, t2;
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_image[0]->getTextSize(w1, t1);
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_image[1]->getTextSize(w2, t2);
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wide = w1 + w2;
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tall = Q_max(t1, t2);
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setSize(wide, tall);
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}
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void doPaint(Panel *panel)
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{
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_image[0]->doPaint(panel);
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_image[1]->doPaint(panel);
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}
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void setPos(int x, int y)
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{
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_image[0]->setPos(x, y);
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int swide, stall;
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_image[0]->getSize(swide, stall);
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int wide, tall;
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_image[1]->getSize(wide, tall);
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_image[1]->setPos(x + wide, y + (stall * 0.9) - tall);
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}
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void setColor(Color color)
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{
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_image[0]->setColor(color);
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}
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void setColor2(Color color)
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{
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_image[1]->setColor(color);
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}
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private:
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TextImage *_image[2];
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};
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//-----------------------------------------------------------------------------
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// Purpose: Custom label for cells in the Scoreboard's Table Header
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//-----------------------------------------------------------------------------
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class CLabelHeader : public Label
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{
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public:
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CLabelHeader() : Label("")
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{
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_dualImage = new CTextImage2();
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_dualImage->setColor2(Color(255, 170, 0, 0));
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_row = -2;
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_useFgColorAsImageColor = true;
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_offset[0] = 0;
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_offset[1] = 0;
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}
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~CLabelHeader()
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{
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delete _dualImage;
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}
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void setRow(int row)
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{
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_row = row;
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}
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void setFgColorAsImageColor(bool state)
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{
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_useFgColorAsImageColor = state;
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}
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virtual void setText(int textBufferLen, const char* text)
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{
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_dualImage->GetImage(0)->setText(text);
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// calculate the text size
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Font *font = _dualImage->GetImage(0)->getFont();
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_gap = 0;
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for (const char *ch = text; *ch != 0; ch++)
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{
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int a, b, c;
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font->getCharABCwide(*ch, a, b, c);
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_gap += (a + b + c);
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}
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_gap += XRES(5);
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}
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virtual void setText(const char* text)
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{
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// strip any non-alnum characters from the end
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char buf[512];
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strcpy(buf, text);
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int len = strlen(buf);
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while (len && isspace(buf[--len]))
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{
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buf[len] = 0;
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}
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CLabelHeader::setText(0, buf);
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}
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void setText2(const char *text)
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{
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_dualImage->GetImage(1)->setText(text);
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}
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void getTextSize(int &wide, int &tall)
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{
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_dualImage->getSize(wide, tall);
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}
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void setFgColor(int r,int g,int b,int a)
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{
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Label::setFgColor(r,g,b,a);
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Color color(r,g,b,a);
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_dualImage->setColor(color);
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_dualImage->setColor2(color);
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repaint();
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}
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void setFgColor(Scheme::SchemeColor sc)
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{
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int r, g, b, a;
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Label::setFgColor(sc);
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Label::getFgColor( r, g, b, a );
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// Call the r,g,b,a version so it sets the color in the dualImage..
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setFgColor( r, g, b, a );
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}
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void setFont(Font *font)
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{
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_dualImage->GetImage(0)->setFont(font);
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}
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void setFont2(Font *font)
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{
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_dualImage->GetImage(1)->setFont(font);
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}
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// this adjust the absolute position of the text after alignment is calculated
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void setTextOffset(int x, int y)
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{
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_offset[0] = x;
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_offset[1] = y;
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}
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void paint();
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void paintBackground();
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void calcAlignment(int iwide, int itall, int &x, int &y);
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private:
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CTextImage2 *_dualImage;
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int _row;
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int _gap;
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int _offset[2];
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bool _useFgColorAsImageColor;
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};
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class ScoreTablePanel;
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#include "../game_shared/vgui_grid.h"
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#include "../game_shared/vgui_defaultinputsignal.h"
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//-----------------------------------------------------------------------------
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// Purpose: Scoreboard back panel
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//-----------------------------------------------------------------------------
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class ScorePanel : public Panel, public vgui::CDefaultInputSignal
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{
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private:
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// Default panel implementation doesn't forward mouse messages when there is no cursor and we need them.
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class HitTestPanel : public Panel
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{
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public:
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virtual void internalMousePressed(MouseCode code);
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};
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private:
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Label m_TitleLabel;
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// Here is how these controls are arranged hierarchically.
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// m_HeaderGrid
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// m_HeaderLabels
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// m_PlayerGridScroll
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// m_PlayerGrid
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// m_PlayerEntries
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CGrid m_HeaderGrid;
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CLabelHeader m_HeaderLabels[NUM_COLUMNS]; // Labels above the
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CLabelHeader *m_pCurrentHighlightLabel;
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int m_iHighlightRow;
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vgui::CListBox m_PlayerList;
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CGrid m_PlayerGrids[NUM_ROWS]; // The grid with player and team info.
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CLabelHeader m_PlayerEntries[NUM_COLUMNS][NUM_ROWS]; // Labels for the grid entries.
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ScorePanel::HitTestPanel m_HitTestPanel;
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CommandButton *m_pCloseButton;
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CLabelHeader* GetPlayerEntry(int x, int y) {return &m_PlayerEntries[x][y];}
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public:
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int m_iNumTeams;
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int m_iPlayerNum;
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int m_iShowscoresHeld;
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int m_iRows;
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int m_iSortedRows[NUM_ROWS];
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int m_iIsATeam[NUM_ROWS];
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bool m_bHasBeenSorted[MAX_PLAYERS];
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int m_iLastKilledBy;
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int m_fLastKillTime;
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public:
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ScorePanel(int x,int y,int wide,int tall);
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void Update( void );
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void SortTeams( void );
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void SortPlayers( int iTeam, char *team );
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void RebuildTeams( void );
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void FillGrid();
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void DeathMsg( int killer, int victim );
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void Initialize( void );
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void Open( void );
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void MouseOverCell(int row, int col);
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// InputSignal overrides.
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public:
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virtual void mousePressed(MouseCode code, Panel* panel);
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virtual void cursorMoved(int x, int y, Panel *panel);
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friend class CLabelHeader;
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};
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#endif
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