634 lines
17 KiB
C++
634 lines
17 KiB
C++
/***
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*
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* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
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*
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* This product contains software technology from Valve Software, LLC,
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* Copyright © 1996-2001, Valve LLC, All rights reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* The Wastes Project. All other use, distribution, or modification is prohibited
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* without written permission from The Wastes Project.
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*
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***/
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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 "tw_vgui.h"
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#include "vgui_TheWastesViewport.h"
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#include "tw_common.h"
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#include <vector>
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#define INFO_PANEL_X XRES(236)
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#define INFO_PANEL_Y YRES(188)
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#define INFO_PANEL_SIZE_X XRES(328)
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#define INFO_PANEL_SIZE_Y YRES(220)
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#define IMAGE_PANEL_X XRES(236)
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#define IMAGE_PANEL_Y YRES(34)
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#define IMAGE_PANEL_SIZE_X XRES(328)
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#define IMAGE_PANEL_SIZE_Y YRES(76)
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#define LIST_BUTTON_X XRES(68)
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#define LIST_BUTTON_Y YRES(34)
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#define MAIN_BUTTON_X XRES(68)
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#define MAIN_BUTTON_Y YRES(416)
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#define BUTTON_SIZE_X XRES(160)
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//#define BUTTON_SIZE_Y YRES(30)
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// Important:
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// join_game -> join this game
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// setweapons -> set weapons command, 5 arguments like setweapons -1 -1 -1 -1 -1
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// setrandom -> random weaps
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// unsetrandom -> non random weaps
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// spectate -> spectate this game
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class CItemList;
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/*
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==========
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CInformationPanel
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==========
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*/
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class CInformationPanel : public CTransparentPanel
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{
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public:
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CInformationPanel( int x, int y, int wide, int tall );
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void SetInfo( char *pszClassname );
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private:
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ScrollPanel *m_pScrollPanel;
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TextPanel *m_pTextPanel;
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CImageLabel *m_pImageLabel;
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char m_szClassname[128];
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};
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/*
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==========
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CItemSelectionPanel
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==========
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*/
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class CItemSelectionPanel : public CMenuPanel
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{
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public:
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CItemSelectionPanel(int x,int y,int wide,int tall);
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~CItemSelectionPanel();
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void paintBackground();
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void SetInfo(char *pszClassname);
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void SetImage( const char *pszClassname, int iIndex );
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void AddItem( playeritemlist_t *pList, int iSlot, int iIndex );
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void SendItems();
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private:
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CImageLabel *m_pImageLabels[5];
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CItemList *m_pItemList;
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CInformationPanel *m_pInformationPanel;
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int m_iWeaponIndices[5];
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};
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/*
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==========
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CItemSelectionPanel_Create
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Used by external modules to spawn this item selection code
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==========
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*/
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CMenuPanel *CItemSelectionPanel_Create(int x,int y,int wide,int tall)
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{
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return new CItemSelectionPanel(x,y,wide,tall);
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}
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/*
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==========
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CItemListHandler_NewItemList
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==========
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*/
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enum e_itemcategories {
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ITEM_MELEE = 0,
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ITEM_SIDEARMS,
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ITEM_PRIMARY,
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ITEM_UNIQUE,
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ITEM_EXPLOSIVES,
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ITEM_BACK,
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};
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class CItemListHandler_NewItemList : public ActionSignal
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{
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public:
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CItemListHandler_NewItemList(int iCategory,CItemList *pItemList);
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virtual void actionPerformed(Panel *panel);
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private:
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int m_iCategory;
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CItemList *m_pOldItemList;
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};
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/*
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==========
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CHandler_SendChanges
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==========
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*/
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class CHandler_SendChanges : public ActionSignal
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{
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public:
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CHandler_SendChanges(CItemSelectionPanel *pPanel)
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{
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m_pInfoPanel = pPanel;
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}
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virtual void actionPerformed(Panel *panel)
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{
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m_pInfoPanel->SendItems();
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}
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private:
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CItemSelectionPanel *m_pInfoPanel;
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};
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/*
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==========
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CItemButtonHandler_SetItem
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==========
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*/
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class CItemButtonHandler_SetItem : public ActionSignal
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{
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public:
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CItemButtonHandler_SetItem( playeritemlist_t *pList, int iSlot, int iIndex, CItemSelectionPanel *pPanel) :
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m_pList( pList ), m_iWeaponIndex( iIndex ), m_iWeaponSlot( iSlot ), m_pPanel( pPanel )
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{
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}
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virtual void actionPerformed(Panel *panel)
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{
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m_pPanel->AddItem( m_pList, m_iWeaponSlot, m_iWeaponIndex );
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}
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private:
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CItemSelectionPanel *m_pPanel;
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playeritemlist_t *m_pList;
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int m_iWeaponIndex;
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int m_iWeaponSlot;
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};
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/*
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==========
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CommandButtonShaded
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==========
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*/
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class CommandButtonShaded : public CommandButton
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{
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public:
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CommandButtonShaded(const char *text,int x,int y,int wide,int tall,bool bNoHighlight);
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void paint();
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};
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CommandButtonShaded::CommandButtonShaded(const char *text,int x,int y,int wide,int tall,bool bNoHighlight = 0) : CommandButton(text,x,y,wide,tall,bNoHighlight)
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{
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}
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void CommandButtonShaded::paint()
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{
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if(!isArmed())
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{
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drawSetColor(TW_PANEL_BG_RGBA);
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drawFilledRect(0,0,_size[0],_size[1]);
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}
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CommandButton::paint();
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}
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/*
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==========
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ItemButtonShaded
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==========
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*/
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class ItemButtonShaded : public CommandButtonShaded
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{
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public:
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ItemButtonShaded(const char *classname,int x,int y,int wide,int tall,bool bNoHighlight);
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void setParent(Panel *newParent);
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void paint();
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private:
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char m_szClassname[128];
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};
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ItemButtonShaded::ItemButtonShaded(const char *classname,int x,int y,int wide,int tall,bool bNoHighlight = 0) : CommandButtonShaded(classname,x,y,wide,tall,bNoHighlight)
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{
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char szRealText[128];
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strcpy(m_szClassname,classname);
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// Localize the text on the buttons
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sprintf(szRealText,"#ItemList_%s",classname);
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setText(CHudTextMessage::BufferedLocaliseTextString(szRealText));
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}
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void ItemButtonShaded::setParent(Panel *newParent)
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{
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CommandButtonShaded::setParent(newParent);
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}
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void ItemButtonShaded::paint()
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{
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CommandButtonShaded::paint();
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if(isArmed())
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{
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CItemSelectionPanel *pPanel = (CItemSelectionPanel*)getParent();
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if(pPanel != NULL)
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pPanel->SetInfo(m_szClassname);
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}
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}
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/*
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==========
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CItemList
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Base class to show vgui buttons pertaining to categories of weapons
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==========
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*/
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class CItemList
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{
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public:
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CItemList(CItemSelectionPanel *pPanel, playeritemlist_t *pList, int iSlot, int iNextSlot ) :
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m_pParentPanel( pPanel ), m_pItemArray( pList ), m_iSlot( iSlot ), m_iNextSlot( iNextSlot )
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{
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}
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virtual ~CItemList()
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{
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for( int i = 0;i < m_ItemButtons.size();i++ )
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{
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m_pParentPanel->removeChild( m_ItemButtons[i] );
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}
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}
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void BuildButtons()
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{
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int iButtonPosY = LIST_BUTTON_Y, i;
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for( i = 0;i < m_pItemArray->size; i++ )
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{
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playeritem_t *pItem = &m_pItemArray->array[i];
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ItemButtonShaded *newButton;
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newButton = new ItemButtonShaded( pItem->weapon_classname, LIST_BUTTON_X, iButtonPosY, BUTTON_SIZE_X, BUTTON_SIZE_Y );
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newButton->setParent( m_pParentPanel );
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newButton->addActionSignal( new CItemButtonHandler_SetItem( m_pItemArray, m_iSlot, i, m_pParentPanel ) );
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newButton->addActionSignal( new CItemListHandler_NewItemList(m_iNextSlot,this) );
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m_ItemButtons.push_back( newButton );
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iButtonPosY += BUTTON_SIZE_Y + YRES(8);
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}
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CommandButtonShaded *backButton;
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backButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Back"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
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backButton->setParent( m_pParentPanel );
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backButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_BACK,this));
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m_ItemButtons.push_back( backButton );
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m_iNumButtons = ++i;
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}
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playeritemlist_t *m_pItemArray;
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int m_iSlot,m_iNextSlot;
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CItemSelectionPanel *m_pParentPanel;
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public:
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std::vector<CommandButton*> m_ItemButtons;
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int m_iNumButtons;
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};
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class CMainCategories : public CItemList
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{
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public:
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CMainCategories(CItemSelectionPanel *pPanel, playeritemlist_t *pList ) : CItemList(pPanel, pList, -1, -1)
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{
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int iButtonPosY = LIST_BUTTON_Y;
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m_pMeleeButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Melee"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
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m_pMeleeButton->setParent(m_pParentPanel);
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m_pMeleeButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_MELEE,this));
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iButtonPosY += BUTTON_SIZE_Y + YRES(8);
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m_pSidearmsButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Sidearms"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
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m_pSidearmsButton->setParent(m_pParentPanel);
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m_pSidearmsButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_SIDEARMS,this));
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iButtonPosY += BUTTON_SIZE_Y + YRES(8);
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m_pSecondaryButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Secondary"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
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m_pSecondaryButton->setParent(m_pParentPanel);
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m_pSecondaryButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_PRIMARY,this));
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iButtonPosY += BUTTON_SIZE_Y + YRES(8);
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m_pExplosivesButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Explosives"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
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m_pExplosivesButton->setParent(m_pParentPanel);
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m_pExplosivesButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_EXPLOSIVES,this));
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// No uniques for now :|
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/* iButtonPosY += BUTTON_SIZE_Y + YRES(8);
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m_pUniqueButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Unique"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
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m_pUniqueButton->setParent(m_pParentPanel);
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m_pUniqueButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_UNIQUE,this));
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*/
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iButtonPosY += BUTTON_SIZE_Y + YRES(8);
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}
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~CMainCategories()
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{
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m_pParentPanel->removeChild(m_pMeleeButton);
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m_pParentPanel->removeChild(m_pSidearmsButton);
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m_pParentPanel->removeChild(m_pSecondaryButton);
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m_pParentPanel->removeChild(m_pExplosivesButton);
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// m_pParentPanel->removeChild(m_pUniqueButton);
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}
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private:
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CommandButtonShaded *m_pMeleeButton;
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CommandButtonShaded *m_pSidearmsButton;
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CommandButtonShaded *m_pSecondaryButton;
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CommandButtonShaded *m_pExplosivesButton;
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// CommandButtonShaded *m_pUniqueButton;
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};
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/*
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CItemSelectionPanel methods
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*/
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CItemSelectionPanel::CItemSelectionPanel(int x,int y,int wide,int tall) : CMenuPanel(100,false,x,y,wide,tall)
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{
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memset( m_iWeaponIndices, -1, sizeof( m_iWeaponIndices ) );
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// Start up selection images
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for(int i = 0;i < 5;i++)
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{
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m_pImageLabels[i] = new CImageLabel("",0,0);
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m_pImageLabels[i]->setParent(this);
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m_pImageLabels[i]->setVisible(false);
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}
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// Load the item manager
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m_pItemList = new CMainCategories(this, NULL );
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// Information Panel
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m_pInformationPanel = new CInformationPanel(INFO_PANEL_X,INFO_PANEL_Y,INFO_PANEL_SIZE_X,INFO_PANEL_SIZE_Y);
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m_pInformationPanel->setParent(this);
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m_pInformationPanel->setVisible(true);
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int iButtonPosX = MAIN_BUTTON_X;
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CommandButtonShaded *pOkButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#Menu_JoinGame"), iButtonPosX, MAIN_BUTTON_Y, BUTTON_SIZE_X, BUTTON_SIZE_Y );
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pOkButton->setParent(this);
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// pOkButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
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pOkButton->addActionSignal(new CHandler_SendChanges(this));
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iButtonPosX += XRES(168);
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CommandButtonShaded *pRandomButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#Menu_Random"), iButtonPosX,MAIN_BUTTON_Y, BUTTON_SIZE_X, BUTTON_SIZE_Y );
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pRandomButton->setParent(this);
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pRandomButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
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pRandomButton->addActionSignal(new CMenuHandler_StringCommand("setrandom"));
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pRandomButton->addActionSignal(new CMenuHandler_StringCommand("join_game"));
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iButtonPosX += XRES(168);
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CommandButtonShaded *pSpectateButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#Menu_Spectate"), iButtonPosX, MAIN_BUTTON_Y, BUTTON_SIZE_X,BUTTON_SIZE_Y );
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pSpectateButton->setParent(this);
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pSpectateButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
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pSpectateButton->addActionSignal(new CMenuHandler_StringCommand("spectate"));
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}
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CItemSelectionPanel::~CItemSelectionPanel()
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{
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delete m_pItemList;
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for( int i = 0;i < 5;i++ )
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delete m_pImageLabels[i];
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}
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void CItemSelectionPanel::SetInfo(char *pszClassname)
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{
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m_pInformationPanel->SetInfo(pszClassname);
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}
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void CItemSelectionPanel::SetImage(const char *pszClassname,int iIndex)
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{
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// Show image
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char szImageName[128];
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sprintf(szImageName,"inv_%s",pszClassname);
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m_pImageLabels[iIndex]->NewImage(szImageName);
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m_pImageLabels[iIndex]->setVisible(true);
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m_pImageLabels[iIndex]->setImageColor(Color(255,255,255,160)); // Slightly faded
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// Set image bounds
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int x, y;
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int w,h;
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w = m_pImageLabels[iIndex]->getImageWide();
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h = m_pImageLabels[iIndex]->getImageTall();
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switch( iIndex )
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{
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case 0:
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x = IMAGE_PANEL_X;
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y = IMAGE_PANEL_Y;
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break;
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case 1:
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x = IMAGE_PANEL_X;
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y = IMAGE_PANEL_Y + h + YRES(8);
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break;
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case 2:
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x = IMAGE_PANEL_X + w + XRES(8);
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y = IMAGE_PANEL_Y;
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break;
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case 3:
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case 4:
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x = IMAGE_PANEL_X + w + XRES(8);
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y = IMAGE_PANEL_Y + h + YRES(8);
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break;
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}
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m_pImageLabels[iIndex]->setPos( x, y );
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}
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void CItemSelectionPanel::paintBackground()
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{
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drawSetColor(TW_PANEL_BORDER_RGBA);
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drawOutlinedRect(0,0,_size[0],_size[1]);
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}
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void CItemSelectionPanel::AddItem( playeritemlist_t *pList, int iSlot, int iIndex )
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{
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m_iWeaponIndices[iSlot] = iIndex;
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SetImage( pList->array[iIndex].weapon_classname, iSlot );
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}
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void CItemSelectionPanel::SendItems()
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{
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// Must have a melee or backup weapon to spawn.
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if( m_iWeaponIndices[0] == -1 )
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{
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gEngfuncs.pfnCenterPrint( "Must choose a melee weapon" );
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return;
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}
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gViewPort->HideTopMenu();
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char szText[64];
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sprintf( szText, "setweapons %i %i %i %i %i",
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m_iWeaponIndices[0], m_iWeaponIndices[1], m_iWeaponIndices[2],
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m_iWeaponIndices[3], m_iWeaponIndices[4] );
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gEngfuncs.pfnClientCmd( "unsetrandom" );
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gEngfuncs.pfnClientCmd( szText );
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gEngfuncs.pfnClientCmd( "join_game" );
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}
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/*
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CInformationPanel methods
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*/
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CInformationPanel::CInformationPanel(int x,int y,int wide,int tall) : CTransparentPanel(0,x,y,wide,tall)
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{
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memset( m_szClassname, 0, sizeof( m_szClassname ) );
|
|
|
|
m_pImageLabel = new CImageLabel("",0,0);
|
|
m_pImageLabel->setParent(this);
|
|
m_pImageLabel->setVisible(false);
|
|
|
|
// Get the scheme used for the Titles
|
|
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
|
|
|
|
// schemes
|
|
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" );
|
|
SchemeHandle_t hMOTDText = pSchemes->getSchemeHandle( "Briefing Text" );
|
|
|
|
// color schemes
|
|
int r, g, b, a;
|
|
|
|
m_pScrollPanel = new CTFScrollPanel(XRES(16),YRES(16), wide - XRES(32), tall - YRES(32));
|
|
m_pScrollPanel->setParent(this);
|
|
|
|
// force scrollbars on to set clientClip
|
|
m_pScrollPanel->setScrollBarAutoVisible(false, false);
|
|
m_pScrollPanel->setScrollBarVisible(true, true);
|
|
m_pScrollPanel->validate();
|
|
|
|
m_pTextPanel = new TextPanel("",0,0,64,64);
|
|
m_pTextPanel->setParent(m_pScrollPanel->getClient());
|
|
|
|
// Set font
|
|
m_pTextPanel->setFont(pSchemes->getFont(hMOTDText));
|
|
pSchemes->getFgColor(hMOTDText,r,g,b,a);
|
|
m_pTextPanel->setFgColor(r,g,b,a);
|
|
pSchemes->getBgColor(hMOTDText,r,g,b,a);
|
|
m_pTextPanel->setBgColor(r,g,b,a);
|
|
}
|
|
|
|
void CInformationPanel::SetInfo( char *pszClassname )
|
|
{
|
|
// Dont update if we are already showing info
|
|
if( strcmp( pszClassname, m_szClassname ) == 0 )
|
|
return;
|
|
|
|
strcpy( m_szClassname, pszClassname );
|
|
|
|
// Show image
|
|
char szImageName[128];
|
|
|
|
sprintf(szImageName,"info_%s",pszClassname);
|
|
|
|
m_pImageLabel->NewImage(szImageName);
|
|
m_pImageLabel->setVisible(true);
|
|
m_pImageLabel->setImageColor(Color(255,255,255,160)); // Slightly faded
|
|
|
|
// Set image bounds
|
|
int w,h;
|
|
|
|
getSize(w,h);
|
|
|
|
m_pImageLabel->setPos(w/2 - m_pImageLabel->getImageWide()/2,h/2 - m_pImageLabel->getImageTall()/2);
|
|
|
|
// Set text
|
|
char szLocalizedClass[128];
|
|
|
|
sprintf(szLocalizedClass,"#Information_%s",pszClassname);
|
|
|
|
m_pTextPanel->setText(CHudTextMessage::BufferedLocaliseTextString(szLocalizedClass));
|
|
|
|
// Get the total size of the MOTD text and resize the text panel
|
|
int iScrollSizeX, iScrollSizeY;
|
|
|
|
// First, set the size so that the client's width is correct at least because the
|
|
// width is critical for getting the "wrapped" size right.
|
|
// You'll see a horizontal scroll bar if there is a single word that won't wrap in the
|
|
// specified width.
|
|
m_pTextPanel->getTextImage()->setSize(m_pScrollPanel->getClientClip()->getWide(), m_pScrollPanel->getClientClip()->getTall());
|
|
m_pTextPanel->getTextImage()->getTextSizeWrapped( iScrollSizeX, iScrollSizeY );
|
|
|
|
// Now resize the textpanel to fit the scrolled size
|
|
m_pTextPanel->setSize( iScrollSizeX , iScrollSizeY );
|
|
|
|
//turn the scrollbars back into automode
|
|
m_pScrollPanel->setScrollBarAutoVisible(true, true);
|
|
m_pScrollPanel->setScrollBarVisible(false, false);
|
|
|
|
m_pScrollPanel->validate();
|
|
}
|
|
|
|
/*
|
|
CItemListHandler_NewItemList methods
|
|
*/
|
|
CItemListHandler_NewItemList::CItemListHandler_NewItemList(int iCategory,CItemList *pItemList)
|
|
{
|
|
m_iCategory = iCategory;
|
|
m_pOldItemList = pItemList;
|
|
}
|
|
|
|
void CItemListHandler_NewItemList::actionPerformed(Panel *panel)
|
|
{
|
|
CItemSelectionPanel *pParent = m_pOldItemList->m_pParentPanel;
|
|
|
|
delete m_pOldItemList;
|
|
|
|
switch( m_iCategory )
|
|
{
|
|
case ITEM_MELEE:
|
|
m_pOldItemList = new CItemList( pParent, &g_MeleeItems, ITEM_MELEE, ITEM_SIDEARMS );
|
|
m_pOldItemList->BuildButtons();
|
|
break;
|
|
case ITEM_SIDEARMS:
|
|
m_pOldItemList = new CItemList( pParent, &g_SidearmItems, ITEM_SIDEARMS, ITEM_PRIMARY );
|
|
m_pOldItemList->BuildButtons();
|
|
break;
|
|
case ITEM_PRIMARY:
|
|
m_pOldItemList = new CItemList( pParent, &g_PrimaryItems, ITEM_PRIMARY, ITEM_EXPLOSIVES );
|
|
m_pOldItemList->BuildButtons();
|
|
break;
|
|
/* case ITEM_UNIQUE:
|
|
m_pOldItemList = new CItemList( pParent, &g_UniqueItems, 3 );
|
|
m_pOldItemList->BuildButtons();
|
|
break;*/
|
|
case ITEM_EXPLOSIVES:
|
|
m_pOldItemList = new CItemList( pParent, &g_OtherItems, ITEM_EXPLOSIVES, ITEM_BACK );
|
|
m_pOldItemList->BuildButtons();
|
|
break;
|
|
case ITEM_BACK:
|
|
m_pOldItemList = new CMainCategories( pParent, NULL );
|
|
break;
|
|
}
|
|
}
|