//=========== (C) Copyright 1996-2001 Valve, L.L.C. All rights reserved. =========== // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: TFC Class Menu // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //============================================================================= #include "VGUI_Font.h" #include #include "hud.h" #include "cl_util.h" #include "camera.h" #include "kbutton.h" #include "cvardef.h" #include "usercmd.h" #include "const.h" #include "camera.h" #include "in_defs.h" #include "parsemsg.h" #include "vgui_int.h" #include "vgui_TeamFortressViewport.h" #include "vgui_ServerBrowser.h" // Class Menu Dimensions #define CLASSMENU_TITLE_X XRES(40) #define CLASSMENU_TITLE_Y YRES(32) #define CLASSMENU_TOPLEFT_BUTTON_X XRES(40) #define CLASSMENU_TOPLEFT_BUTTON_Y YRES(80) #define CLASSMENU_BUTTON_SIZE_X XRES(124) #define CLASSMENU_BUTTON_SIZE_Y YRES(24) #define CLASSMENU_BUTTON_SPACER_Y YRES(8) #define CLASSMENU_WINDOW_X XRES(176) #define CLASSMENU_WINDOW_Y YRES(80) #define CLASSMENU_WINDOW_SIZE_X XRES(424) #define CLASSMENU_WINDOW_SIZE_Y YRES(312) #define CLASSMENU_WINDOW_TEXT_X XRES(150) #define CLASSMENU_WINDOW_TEXT_Y YRES(80) #define CLASSMENU_WINDOW_NAME_X XRES(150) #define CLASSMENU_WINDOW_NAME_Y YRES(8) #define CLASSMENU_WINDOW_PLAYERS_Y YRES(42) // Creation CClassMenuPanel::CClassMenuPanel(int iTrans, int iRemoveMe, int x,int y,int wide,int tall) : CMenuPanel(iTrans, iRemoveMe, x,y,wide,tall) { // don't show class graphics at below 640x480 resolution bool bShowClassGraphic = true; if ( ScreenWidth < 640 ) { bShowClassGraphic = false; } memset( m_pClassImages, 0, sizeof(m_pClassImages) ); // Get the scheme used for the Titles CSchemeManager *pSchemes = gViewPort->GetSchemeManager(); // schemes SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" ); SchemeHandle_t hClassWindowText = pSchemes->getSchemeHandle( "Briefing Text" ); // color schemes int r, g, b, a; // Create the title Label *pLabel = new Label( "", CLASSMENU_TITLE_X, CLASSMENU_TITLE_Y ); pLabel->setParent( this ); pLabel->setFont( pSchemes->getFont(hTitleScheme) ); pSchemes->getFgColor( hTitleScheme, r, g, b, a ); pLabel->setFgColor( r, g, b, a ); pSchemes->getBgColor( hTitleScheme, r, g, b, a ); pLabel->setBgColor( r, g, b, a ); pLabel->setContentAlignment( vgui::Label::a_west ); pLabel->setText(gHUD.m_TextMessage.BufferedLocaliseTextString("#Title_SelectYourClass")); // Create the Scroll panel m_pScrollPanel = new CTFScrollPanel( CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y ); m_pScrollPanel->setParent(this); //force the scrollbars on, so after the validate clientClip will be smaller m_pScrollPanel->setScrollBarAutoVisible(false, false); m_pScrollPanel->setScrollBarVisible(true, true); m_pScrollPanel->setBorder( new LineBorder( Color(255 * 0.7,170 * 0.7,0,0) ) ); m_pScrollPanel->validate(); int clientWide=m_pScrollPanel->getClient()->getWide(); //turn scrollpanel back into auto show scrollbar mode and validate m_pScrollPanel->setScrollBarAutoVisible(false,true); m_pScrollPanel->setScrollBarVisible(false,false); m_pScrollPanel->validate(); // Create the Class buttons for (int i = 0; i <= PC_RANDOM; i++) { char sz[256]; int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y + ( (CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y) * i ); ActionSignal *pASignal = new CMenuHandler_StringCommandClassSelect( sTFClassSelection[i], true ); // Class button sprintf(sz, "%s", CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[i] ) ); m_pButtons[i] = new ClassButton( i, sz, CLASSMENU_TOPLEFT_BUTTON_X, iYPos, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y, true); // RandomPC uses '0' if ( i >= 1 && i <= 9 ) { sprintf(sz,"%d",i); } else { sprintf(sz,"0"); } m_pButtons[i]->setBoundKey( sz[0] ); m_pButtons[i]->setContentAlignment( vgui::Label::a_west ); m_pButtons[i]->addActionSignal( pASignal ); m_pButtons[i]->addInputSignal( new CHandler_MenuButtonOver(this, i) ); m_pButtons[i]->setParent( this ); // Create the Class Info Window //m_pClassInfoPanel[i] = new CTransparentPanel( 255, CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y ); m_pClassInfoPanel[i] = new CTransparentPanel( 255, 0, 0, clientWide, CLASSMENU_WINDOW_SIZE_Y ); m_pClassInfoPanel[i]->setParent( m_pScrollPanel->getClient() ); //m_pClassInfoPanel[i]->setVisible( false ); // don't show class pic in lower resolutions int textOffs = XRES(8); if ( bShowClassGraphic ) { textOffs = CLASSMENU_WINDOW_NAME_X; } // Create the Class Name Label sprintf(sz, "#Title_%s", sTFClassSelection[i]); char* localName=CHudTextMessage::BufferedLocaliseTextString( sz ); Label *pNameLabel = new Label( "", textOffs, CLASSMENU_WINDOW_NAME_Y ); pNameLabel->setFont( pSchemes->getFont(hTitleScheme) ); pNameLabel->setParent( m_pClassInfoPanel[i] ); pSchemes->getFgColor( hTitleScheme, r, g, b, a ); pNameLabel->setFgColor( r, g, b, a ); pSchemes->getBgColor( hTitleScheme, r, g, b, a ); pNameLabel->setBgColor( r, g, b, a ); pNameLabel->setContentAlignment( vgui::Label::a_west ); //pNameLabel->setBorder(new LineBorder()); pNameLabel->setText(localName); // Create the Class Image if ( bShowClassGraphic ) { for ( int team = 0; team < 2; team++ ) { if ( team == 1 ) { sprintf( sz, "%sred", sTFClassSelection[i] ); } else { sprintf( sz, "%sblue", sTFClassSelection[i] ); } m_pClassImages[team][i] = new CImageLabel( sz, 0, 0, CLASSMENU_WINDOW_TEXT_X, CLASSMENU_WINDOW_TEXT_Y ); CImageLabel *pLabel = m_pClassImages[team][i]; pLabel->setParent( m_pClassInfoPanel[i] ); //pLabel->setBorder(new LineBorder()); if ( team != 1 ) { pLabel->setVisible( false ); } // Reposition it based upon it's size int xOut, yOut; pNameLabel->getTextSize( xOut, yOut ); pLabel->setPos( (CLASSMENU_WINDOW_TEXT_X - pLabel->getWide()) / 2, yOut /2 ); } } // Create the Player count string gHUD.m_TextMessage.LocaliseTextString( "#Title_CurrentlyOnYourTeam", m_sPlayersOnTeamString, STRLENMAX_PLAYERSONTEAM ); m_pPlayers[i] = new Label( "", textOffs, CLASSMENU_WINDOW_PLAYERS_Y ); m_pPlayers[i]->setParent( m_pClassInfoPanel[i] ); m_pPlayers[i]->setBgColor( 0, 0, 0, 255 ); m_pPlayers[i]->setContentAlignment( vgui::Label::a_west ); m_pPlayers[i]->setFont( pSchemes->getFont(hClassWindowText) ); // Open up the Class Briefing File sprintf(sz, "classes/short_%s.txt", sTFClassSelection[i]); char *cText = "Class Description not available."; char *pfile = (char *)gEngfuncs.COM_LoadFile( sz, 5, NULL ); if (pfile) { cText = pfile; } // Create the Text info window TextPanel *pTextWindow = new TextPanel(cText, textOffs, CLASSMENU_WINDOW_TEXT_Y, (CLASSMENU_WINDOW_SIZE_X - textOffs)-5, CLASSMENU_WINDOW_SIZE_Y - CLASSMENU_WINDOW_TEXT_Y); pTextWindow->setParent( m_pClassInfoPanel[i] ); pTextWindow->setFont( pSchemes->getFont(hClassWindowText) ); pSchemes->getFgColor( hClassWindowText, r, g, b, a ); pTextWindow->setFgColor( r, g, b, a ); pSchemes->getBgColor( hClassWindowText, r, g, b, a ); pTextWindow->setBgColor( r, g, b, a ); // Resize the Info panel to fit it all int wide,tall; pTextWindow->getTextImage()->getTextSizeWrapped( wide,tall); pTextWindow->setSize(wide,tall); int xx,yy; pTextWindow->getPos(xx,yy); int maxX=xx+wide; int maxY=yy+tall; //check to see if the image goes lower than the text //just use the red teams [0] images if(m_pClassImages[0][i]!=null) { m_pClassImages[0][i]->getPos(xx,yy); if((yy+m_pClassImages[0][i]->getTall())>maxY) { maxY=yy+m_pClassImages[0][i]->getTall(); } } m_pClassInfoPanel[i]->setSize( maxX , maxY ); //m_pClassInfoPanel[i]->setBorder(new LineBorder()); } // Create the Cancel button m_pCancelButton = new CommandButton( gHUD.m_TextMessage.BufferedLocaliseTextString( "#Menu_Cancel" ), CLASSMENU_TOPLEFT_BUTTON_X, 0, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y); m_pCancelButton->setParent( this ); m_pCancelButton->addActionSignal( new CMenuHandler_TextWindow(HIDE_TEXTWINDOW) ); m_iCurrentInfo = 0; } // Update void CClassMenuPanel::Update() { // Don't allow the player to join a team if they're not in a team if (!g_iTeamNumber) return; int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y; // Cycle through the rest of the buttons for (int i = 0; i <= PC_RANDOM; i++) { bool bCivilian = (gViewPort->GetValidClasses(g_iTeamNumber) == -1); if ( bCivilian ) { // If this team can only be civilians, only the civilian button's visible if (i == 0) { m_pButtons[0]->setVisible( true ); SetActiveInfo( 0 ); iYPos += CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y; } else { m_pButtons[i]->setVisible( false ); } } else { if ( m_pButtons[i]->IsNotValid() || i == 0 ) { m_pButtons[i]->setVisible( false ); } else { m_pButtons[i]->setVisible( true ); m_pButtons[i]->setPos( CLASSMENU_TOPLEFT_BUTTON_X, iYPos ); iYPos += CLASSMENU_BUTTON_SIZE_Y + CLASSMENU_BUTTON_SPACER_Y; // Start with the first option up if (!m_iCurrentInfo) SetActiveInfo( i ); } } // Now count the number of teammembers of this class int iTotal = 0; for ( int j = 1; j < MAX_PLAYERS; j++ ) { if ( g_PlayerInfoList[j].name == NULL ) continue; // empty player slot, skip if ( g_PlayerExtraInfo[j].teamname[0] == 0 ) continue; // skip over players who are not in a team if ( g_PlayerInfoList[j].thisplayer ) continue; // skip this player if ( g_PlayerExtraInfo[j].teamnumber != g_iTeamNumber ) continue; // skip over players in other teams // If this team is forced to be civilians, just count the number of teammates if ( g_PlayerExtraInfo[j].playerclass != i && !bCivilian ) continue; iTotal++; } char sz[256]; sprintf(sz, m_sPlayersOnTeamString, iTotal); m_pPlayers[i]->setText( sz ); // Set the text color to the teamcolor m_pPlayers[i]->setFgColor( iTeamColors[g_iTeamNumber % iNumberOfTeamColors][0], iTeamColors[g_iTeamNumber % iNumberOfTeamColors][1], iTeamColors[g_iTeamNumber % iNumberOfTeamColors][2], 0 ); // set the graphic to be the team pick for ( int team = 0; team < MAX_TEAMS; team++ ) { // unset all the other images if ( m_pClassImages[team][i] ) { m_pClassImages[team][i]->setVisible( false ); } // set the current team image if ( m_pClassImages[g_iTeamNumber-1][i] != NULL ) { m_pClassImages[g_iTeamNumber-1][i]->setVisible( true ); } else if ( m_pClassImages[0][i] ) { m_pClassImages[0][i]->setVisible( true ); } } } // If the player already has a class, make the cancel button visible if ( g_iPlayerClass ) { m_pCancelButton->setPos( CLASSMENU_TOPLEFT_BUTTON_X, iYPos ); m_pCancelButton->setVisible( true ); } else { m_pCancelButton->setVisible( false ); } } //====================================== // Key inputs for the Class Menu bool CClassMenuPanel::SlotInput( int iSlot ) { if ( (iSlot < 0) || (iSlot > 9) ) return false; if ( !m_pButtons[ iSlot ] ) return false; // Is the button pushable? (0 is special case) if (iSlot == 0) { // Selects Civilian and RandomPC if ( gViewPort->GetValidClasses(g_iTeamNumber) == -1 ) { m_pButtons[ 0 ]->fireActionSignal(); return true; } // Select RandomPC iSlot = 10; } if ( !(m_pButtons[ iSlot ]->IsNotValid()) ) { m_pButtons[ iSlot ]->fireActionSignal(); return true; } return false; } //====================================== // Update the Class menu before opening it void CClassMenuPanel::Open( void ) { Update(); CMenuPanel::Open(); } //----------------------------------------------------------------------------- // Purpose: Called each time a new level is started. //----------------------------------------------------------------------------- void CClassMenuPanel::Initialize( void ) { setVisible( false ); m_pScrollPanel->setScrollValue( 0, 0 ); } //====================================== // Mouse is over a class button, bring up the class info void CClassMenuPanel::SetActiveInfo( int iInput ) { // Remove all the Info panels and bring up the specified one for (int i = 0; i <= PC_RANDOM; i++) { m_pButtons[i]->setArmed( false ); m_pClassInfoPanel[i]->setVisible( false ); } if ( iInput > PC_RANDOM || iInput < 0 ) iInput = 0; m_pButtons[iInput]->setArmed( true ); m_pClassInfoPanel[iInput]->setVisible( true ); m_iCurrentInfo = iInput; m_pScrollPanel->setScrollValue(0,0); m_pScrollPanel->validate(); }