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//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. =======
//
// Purpose: VGUI panel which can play back video, in-engine
//
//=============================================================================
#include "cbase.h"
#include <vgui/IVGui.h>
#include "vgui/IInput.h"
#include <vgui/ISurface.h>
#include "ienginevgui.h"
#include "iclientmode.h"
#include "vgui_video.h"
#include "engine/IEngineSound.h"
#include "vgui/ILocalize.h"
#if defined(PORTAL2)
#include "portal2/basemodui.h"
#endif
#include "subtitlepanel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#ifdef PORTAL2
using namespace BaseModUI; #endif
ConVar bink_preload_videopanel_movies( "bink_preload_videopanel_movies", "1", 0, "Preload Bink movies used by VideoPanel." );
static CUtlVector< VideoPanel * > g_vecVideoPanels;
enum VideoAllowInterrupt_t { VIDEO_NO_INTERRUPT = 0, VIDEO_ALLOW_INTERRUPT = 1, VIDEO_ALLOW_INTERRUPT_DEV_ONLY, };
// This is a hack due to the fact that the user can type quit with the video panel up, but it's parented to the GameUI dll root panel, which is already gone so
// we would crash in the destructor.
void VGui_ClearVideoPanels() { for ( int i = g_vecVideoPanels.Count() - 1; i >= 0; --i ) { if ( g_vecVideoPanels[ i ] ) { delete g_vecVideoPanels[ i ]; } } g_vecVideoPanels.RemoveAll(); }
void VGui_ClearTransitionVideoPanels() { for ( int i = g_vecVideoPanels.Count() - 1; i >= 0; --i ) { if ( g_vecVideoPanels[ i ] && g_vecVideoPanels[ i ]->IsTransitionVideo() ) { g_vecVideoPanels[ i ]->StopPlayback(); } } }
void VGui_StopAllVideoPanels() { for ( int i = g_vecVideoPanels.Count() - 1; i >= 0; --i ) { if ( g_vecVideoPanels[ i ] ) { // instant termination required
// no exit commands are allowed to run
// no deferring shutdown or fade out possible
g_vecVideoPanels[ i ]->StopPlayback( true ); } } }
bool VGui_IsPlayingFullScreenVideo() { if ( !enginevgui ) { // not sure this interface is available when we get called
return false; }
#ifdef PORTAL2
vgui::VPANEL pParent = enginevgui->GetPanel( PANEL_GAMEDLL ); #else
vgui::VPANEL pParent = enginevgui->GetPanel( PANEL_GAMEUIDLL ); #endif
for ( int i = g_vecVideoPanels.Count() - 1; i >= 0; --i ) { VideoPanel *pVideoPanel = g_vecVideoPanels[i]; if ( !pVideoPanel ) continue;
if ( pVideoPanel->GetVParent() != pParent ) continue;
if ( pVideoPanel->IsVisible() && pVideoPanel->IsEnabled() && pVideoPanel->IsPlaying() ) { int wide; int tall; pVideoPanel->GetSize( wide, tall );
int screenWide; int screenTall; vgui::surface()->GetScreenSize( screenWide, screenTall );
if ( wide == screenWide && tall == screenTall ) { return true; } } }
return false; }
VideoPanel::VideoPanel( unsigned int nXPos, unsigned int nYPos, unsigned int nHeight, unsigned int nWidth ) : BaseClass( NULL, "VideoPanel" ), m_BIKHandle( BIKHANDLE_INVALID ), m_nPlaybackWidth( 0 ), m_nPlaybackHeight( 0 ), m_nShutdownCount( 0 ), m_bLooping( false ), m_bStopAllSounds( true ), m_nAllowInterruption( VIDEO_NO_INTERRUPT ), m_bStarted( false ), m_bIsTransitionVideo( false ), m_bShouldPreload( false ), m_bEnablePartnerUI( false ) { m_flStartPlayTime = 0; m_flFadeInTime = 0; m_flFadeInEndTime = 0; m_flFadeOutTime = 0; m_flFadeOutEndTime = 0;
m_flCurrentVolume = 0;
m_bBlackBackground = true;
m_pWaitingForPlayers = NULL; m_pPnlGamerPic = NULL; m_pLblGamerTag = NULL; m_pLblGamerTagStatus = NULL;
m_pSubtitlePanel = NULL;
#ifdef PORTAL2
vgui::VPANEL pParent = enginevgui->GetPanel( PANEL_GAMEDLL ); #else
vgui::VPANEL pParent = enginevgui->GetPanel( PANEL_GAMEUIDLL ); #endif // PORTAL2
SetParent( pParent ); SetVisible( false );
SetKeyBoardInputEnabled( true ); SetMouseInputEnabled( true );
SetVisible( true ); SetPaintBackgroundEnabled( false ); SetPaintBorderEnabled( false ); SetPostChildPaintEnabled( true );
// Set us up
SetTall( nHeight ); SetWide( nWidth ); SetPos( nXPos, nYPos );
SetScheme( "basemodui_scheme" ); SetProportional( true );
// Let us update
vgui::ivgui()->AddTickSignal( GetVPanel() );
g_vecVideoPanels.AddToTail( this ); }
//-----------------------------------------------------------------------------
// Properly shutdown out materials
//-----------------------------------------------------------------------------
VideoPanel::~VideoPanel( void ) { delete m_pSubtitlePanel;
g_vecVideoPanels.FindAndRemove( this );
#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
// Shut down this video
if ( m_BIKHandle != BIKHANDLE_INVALID ) { bik->DestroyMaterial( m_BIKHandle ); m_BIKHandle = BIKHANDLE_INVALID; m_pMaterial = NULL; } #endif
}
void VideoPanel::LoadLayout() { LoadControlSettings( "resource/UI/VideoPanel.res" ); MakeReadyForUse(); }
void VideoPanel::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
LoadLayout();
// partner overlay ui presentation
m_pWaitingForPlayers = dynamic_cast< vgui::Label* >( FindChildByName( "WaitingForPlayers" ) ); m_pPnlGamerPic = dynamic_cast< vgui::ImagePanel* >( FindChildByName( "PnlGamerPic" ) ); m_pLblGamerTag = dynamic_cast< vgui::Label* >( FindChildByName( "LblGamerTag" ) ); m_pLblGamerTagStatus = dynamic_cast< vgui::Label* >( FindChildByName( "LblGamerTagStatus" ) );
#ifdef PORTAL2
SetupPartnerInScience( m_bEnablePartnerUI ); #endif
}
//-----------------------------------------------------------------------------
// Purpose: Keeps a tab on when the movie is ending and allows a frame to pass to prevent threading issues
//-----------------------------------------------------------------------------
void VideoPanel::OnTick( void ) { if ( m_nShutdownCount > 0 ) { m_nShutdownCount++; if ( m_nShutdownCount > 10 ) { OnClose(); m_nShutdownCount = 0; } } else { ConVarRef volumeConVar( "volume" ); float flMasterVolume = volumeConVar.IsValid() ? volumeConVar.GetFloat() : 0; if ( m_flCurrentVolume != flMasterVolume ) { // for safety, only update on real change
m_flCurrentVolume = flMasterVolume; bik->UpdateVolume( m_BIKHandle ); } }
bool bPartnerUIVisible = m_bEnablePartnerUI; if ( engine->IsPaused() || enginevgui->IsGameUIVisible() ) { bPartnerUIVisible = false; }
#ifdef PORTAL2
if ( m_pWaitingForPlayers && m_pWaitingForPlayers->IsVisible() != bPartnerUIVisible ) { SetupPartnerInScience( bPartnerUIVisible ); } #endif
BaseClass::OnTick(); }
void VideoPanel::OnVideoOver() { StopPlayback(); }
//-----------------------------------------------------------------------------
// Purpose: Begins playback of a movie
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool VideoPanel::BeginPlayback( const char *pFilename ) { if ( !pFilename || pFilename[ 0 ] == '\0' ) return false;
#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
// Destroy any previously allocated video
if ( m_BIKHandle != BIKHANDLE_INVALID ) { bik->DestroyMaterial( m_BIKHandle ); m_BIKHandle = BIKHANDLE_INVALID; m_pMaterial = NULL; }
// Load and create our BINK video
int nFlags = ( m_bLooping ? BIK_LOOP : 0 );
// only preload the transition videos
// in-game videos are precached with aan alternate system
if ( ( bink_preload_videopanel_movies.GetBool() && m_bIsTransitionVideo ) || m_bShouldPreload ) { nFlags |= BIK_PRELOAD; }
char szMaterialName[ FILENAME_MAX ]; Q_snprintf( szMaterialName, sizeof( szMaterialName ), "VideoBIKMaterial%i", g_pBIK->GetGlobalMaterialAllocationNumber() );
m_BIKHandle = bik->CreateMaterial( szMaterialName, pFilename, "GAME", nFlags ); if ( m_BIKHandle == BIKHANDLE_INVALID ) { return false; }
m_bStarted = true;
m_flCurrentVolume = 0;
// We want to be the sole audio source
if ( m_bStopAllSounds ) { enginesound->NotifyBeginMoviePlayback(); }
int nWidth, nHeight; bik->GetFrameSize( m_BIKHandle, &nWidth, &nHeight ); bik->GetTexCoordRange( m_BIKHandle, &m_flU, &m_flV ); m_pMaterial = bik->GetMaterial( m_BIKHandle );
DevMsg( "Bink video \"%s\" size: %d %d\n", pFilename, nWidth, nHeight );
const AspectRatioInfo_t &aspectRatioInfo = materials->GetAspectRatioInfo();
float flPhysicalFrameRatio = aspectRatioInfo.m_flFrameBuffertoPhysicalScalar * ( ( float )GetWide() / ( float )GetTall() ); float flVideoRatio = ( ( float )nWidth / ( float )nHeight );
// m_nPlaybackWidth and m_nPlaybackHeight are the dimensions of a panel that contains the entire bink movie in device pixels.
// This code-path assumes that we want to letterbox.
if ( flVideoRatio > flPhysicalFrameRatio ) { m_nPlaybackWidth = GetWide(); // Have to account for the difference between physical and pixel aspect ratios.
m_nPlaybackHeight = ( ( float )GetWide() / aspectRatioInfo.m_flPhysicalToFrameBufferScalar ) / flVideoRatio; } else if ( flVideoRatio < flPhysicalFrameRatio ) { // Have to account for the difference between physical and pixel aspect ratios.
m_nPlaybackWidth = ( float )GetTall() * flVideoRatio * aspectRatioInfo.m_flPhysicalToFrameBufferScalar; m_nPlaybackHeight = GetTall(); } else { m_nPlaybackWidth = GetWide(); m_nPlaybackHeight = GetTall(); }
SetupCaptioning( pFilename, m_nPlaybackHeight );
m_flStartPlayTime = gpGlobals->realtime;
return true; #else
return false; #endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VideoPanel::Activate( void ) { SetVisible( true ); SetEnabled( true );
vgui::surface()->SetMinimized( GetVPanel(), false );
// Set the correct order
vgui::VPANEL vpanelGameUI = enginevgui->GetPanel( PANEL_GAMEUIBACKGROUND ); vgui::VPANEL vpanelThis = GetVPanel(); vgui::ipanel()->SetZPos( vpanelThis, vgui::ipanel()->GetZPos( vpanelGameUI ) - 1 ); // place it just under gameui
static ConVarRef cv_vguipanel_active( "vgui_panel_active" ); cv_vguipanel_active.SetValue( cv_vguipanel_active.GetInt() + 1 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VideoPanel::DoModal( void ) { Activate(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VideoPanel::OnKeyCodeTyped( vgui::KeyCode code ) { static ConVarRef con_enable("con_enable"); bool bConsoleEnabled = (con_enable.IsValid() && con_enable.GetBool()) ? true : false; bool bAllowDevInterrupt = (bConsoleEnabled && m_nAllowInterruption == VIDEO_ALLOW_INTERRUPT_DEV_ONLY);
bool bInterruptKeyPressed = ( code == KEY_ESCAPE ); if ( (m_nAllowInterruption == VIDEO_ALLOW_INTERRUPT || bAllowDevInterrupt) && bInterruptKeyPressed ) { StopPlayback(); } else { BaseClass::OnKeyCodeTyped( code ); } }
//-----------------------------------------------------------------------------
// Purpose: Handle keys that should cause us to close
//-----------------------------------------------------------------------------
void VideoPanel::OnKeyCodePressed( vgui::KeyCode keycode ) { vgui::KeyCode code = GetBaseButtonCode( keycode );
bool bDevInteruptKeyPressed = ( code == KEY_ESCAPE || code == KEY_BACKQUOTE );
// All these keys will interrupt playback
bool bInterruptKeyPressed = ( bDevInteruptKeyPressed || code == KEY_SPACE || code == KEY_ENTER || code == KEY_XBUTTON_A || code == KEY_XBUTTON_B || code == KEY_XBUTTON_X || code == KEY_XBUTTON_Y || code == KEY_XBUTTON_START || code == KEY_XBUTTON_BACK ); static ConVarRef con_enable("con_enable"); bool bConsoleEnabled = (con_enable.IsValid() && con_enable.GetBool()) ? true : false; bool bAllowDevInterrupt = (bConsoleEnabled && m_nAllowInterruption == VIDEO_ALLOW_INTERRUPT_DEV_ONLY);
// These keys cause the panel to shutdown
if ( ( m_nAllowInterruption == VIDEO_ALLOW_INTERRUPT && bInterruptKeyPressed ) || ( bAllowDevInterrupt && bDevInteruptKeyPressed ) ) { StopPlayback(); } else { BaseClass::OnKeyCodePressed( keycode ); } }
//-----------------------------------------------------------------------------
// Purpose: Handle mouse input that should cause us to close
//-----------------------------------------------------------------------------
void VideoPanel::OnMousePressed( vgui::MouseCode code ) { static ConVarRef con_enable("con_enable"); bool bConsoleEnabled = (con_enable.IsValid() && con_enable.GetBool()) ? true : false; bool bAllowDevInterrupt = (bConsoleEnabled && m_nAllowInterruption == VIDEO_ALLOW_INTERRUPT_DEV_ONLY);
if ( (m_nAllowInterruption == VIDEO_ALLOW_INTERRUPT || bAllowDevInterrupt) ) { StopPlayback(); } else { BaseClass::OnMousePressed( code ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VideoPanel::StopPlayback( bool bTerminate ) { SetVisible( false );
if ( !bTerminate ) { // Start the deferred shutdown process
m_nShutdownCount = 1; } else { // caller wants instant termination
// prevent any exit command
m_nShutdownCount = 0; m_ExitCommand.Clear(); OnClose();
// Destroy any previously allocated video
if ( m_BIKHandle != BIKHANDLE_INVALID ) { bik->DestroyMaterial( m_BIKHandle ); m_BIKHandle = BIKHANDLE_INVALID; m_pMaterial = NULL; } } }
void VideoPanel::SetFadeInTime( float flTime ) { m_flFadeInTime = flTime; m_flFadeInEndTime = gpGlobals->realtime + flTime; SetAlpha( 0 ); }
void VideoPanel::SetFadeOutTime( float flTime ) { m_flFadeOutTime = flTime; m_flFadeOutEndTime = gpGlobals->realtime + flTime; }
#if defined( PORTAL2 )
void VideoPanel::EnablePartnerUI( bool bEnablePartnerUI ) { m_bEnablePartnerUI = false;
if ( bEnablePartnerUI ) { if ( GameRules() && GameRules()->IsMultiplayer() && ( XBX_GetNumGameUsers() == 1 ) ) { IMatchSession *pSession = g_pMatchFramework->GetMatchSession(); if ( pSession ) { const char *pNetworkString = pSession->GetSessionSettings()->GetString( "system/network" ); if ( !V_stricmp( pNetworkString, "lan" ) || !V_stricmp( pNetworkString, "live" ) ) { // only allowing the partner ui for lan/live coop games
m_bEnablePartnerUI = true; } } } } } #endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VideoPanel::OnClose() { DevMsg( "VideoPanel::OnClose() played video for %.2f seconds\n", gpGlobals->realtime - m_flStartPlayTime );
if ( m_bStopAllSounds ) { enginesound->NotifyEndMoviePlayback(); }
BaseClass::OnClose();
if ( vgui::input()->GetAppModalSurface() == GetVPanel() ) { vgui::input()->ReleaseAppModalSurface(); }
// Fire an exit command if we're asked to do so
if ( !m_ExitCommand.IsEmpty() ) { engine->ClientCmd( m_ExitCommand.Get() ); }
MarkForDeletion();
static ConVarRef cv_vguipanel_active( "vgui_panel_active" ); cv_vguipanel_active.SetValue( cv_vguipanel_active.GetInt() - 1 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VideoPanel::GetPanelPos( int &xpos, int &ypos ) { xpos = ( (float) ( GetWide() - m_nPlaybackWidth ) / 2 ); ypos = ( (float) ( GetTall() - m_nPlaybackHeight ) / 2 ); }
//-----------------------------------------------------------------------------
// Purpose: Update and draw the frame
//-----------------------------------------------------------------------------
float VideoPanel::DrawMovieFrame( void ) { // No video to play, so do nothing
if ( m_BIKHandle == BIKHANDLE_INVALID || m_pMaterial == NULL ) return 0;
#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
// Update our frame, but only if Bink is ready for us to process another frame.
// We aren't really swapping here, but ReadyForSwap is a good way to throttle.
// We'd rather throttle this way so that we don't limit the overall frame rate of the system.
// TODO: is this valid with threaded bink changes?
// if ( g_pBIK->ReadyForSwap( m_BIKHandle ) )
{ if ( g_pBIK->Update( m_BIKHandle ) == false ) { // Issue a close command
OnVideoOver(); OnClose(); } } #else
return 0; #endif
// Sit in the "center"
int xpos, ypos; GetPanelPos( xpos, ypos ); LocalToScreen( xpos, ypos );
float alpha = ((float)GetFgColor()[3]/255.0f); float frac = 1.0f;
if ( m_flFadeOutTime > 0 ) { m_flFadeInTime = 0; frac = ( m_flFadeOutEndTime - gpGlobals->realtime ) / m_flFadeOutTime; } else if ( m_flFadeInTime > 0 ) { m_flFadeOutTime = 0; frac = 1.0f - (( m_flFadeInEndTime - gpGlobals->realtime ) / m_flFadeInTime); }
//alpha = frac * 255;
alpha = clamp( frac, 0.0f, 1.0f );
// if this is a level transition movie and something happened in between transition, we don't want users to be stuck here
// so we just kill the movie after 60 seconds to be sure, this may be too short, we'll have to see
bool bForceTimeout = !engine->IsConnected() && IsTransitionVideo();
if ( bForceTimeout || (alpha <= 0 && m_flFadeOutTime > 0) ) { m_flFadeOutTime = 0; // Issue a close command
StopPlayback(); return alpha; } else if ( m_flFadeInEndTime < gpGlobals->realtime ) { m_flFadeInTime = 0; }
// Black out the background (we could omit drawing under the video surface, but this is straight-forward)
if ( m_bBlackBackground ) { vgui::surface()->DrawSetColor( 0, 0, 0, (alpha*255) ); vgui::surface()->DrawFilledRect( 0, 0, GetWide(), GetTall() ); }
// Draw the polys to draw this out
CMatRenderContextPtr pRenderContext( materials ); pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PushMatrix(); pRenderContext->LoadIdentity();
pRenderContext->Bind( m_pMaterial, NULL );
CMeshBuilder meshBuilder; IMesh* pMesh = pRenderContext->GetDynamicMesh( true ); meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
float flLeftX = xpos; float flRightX = xpos + (m_nPlaybackWidth-1);
float flTopY = ypos; float flBottomY = ypos + (m_nPlaybackHeight-1);
// Map our UVs to cut out just the portion of the video we're interested in
float flLeftU = 0.0f; float flTopV = 0.0f;
// We need to subtract off a pixel to make sure we don't bleed
float flRightU = m_flU - ( 1.0f / (float) m_nPlaybackWidth ); float flBottomV = m_flV - ( 1.0f / (float) m_nPlaybackHeight );
// Get the current viewport size
int vx, vy, vw, vh; pRenderContext->GetViewport( vx, vy, vw, vh );
// map from screen pixel coords to -1..1
flRightX = FLerp( -1, 1, 0, vw, flRightX ); flLeftX = FLerp( -1, 1, 0, vw, flLeftX ); flTopY = FLerp( 1, -1, 0, vh ,flTopY ); flBottomY = FLerp( 1, -1, 0, vh, flBottomY );
for ( int corner=0; corner<4; corner++ ) { bool bLeft = (corner==0) || (corner==3); meshBuilder.Position3f( (bLeft) ? flLeftX : flRightX, (corner & 2) ? flBottomY : flTopY, 0.0f ); meshBuilder.Normal3f( 0.0f, 0.0f, 1.0f ); meshBuilder.TexCoord2f( 0, (bLeft) ? flLeftU : flRightU, (corner & 2) ? flBottomV : flTopV ); meshBuilder.TangentS3f( 0.0f, 1.0f, 0.0f ); meshBuilder.TangentT3f( 1.0f, 0.0f, 0.0f ); meshBuilder.Color4f( 1.0f, 1.0f, 1.0f, alpha ); meshBuilder.AdvanceVertex(); } meshBuilder.End(); pMesh->Draw();
pRenderContext->MatrixMode( MATERIAL_VIEW ); pRenderContext->PopMatrix();
pRenderContext->MatrixMode( MATERIAL_PROJECTION ); pRenderContext->PopMatrix();
return alpha; }
void VideoPanel::Paint() { BaseClass::Paint();
#ifdef PORTAL2
float flAlpha = DrawMovieFrame();
if ( m_bEnablePartnerUI ) { SetPartnerInScienceAlpha( flAlpha * 255.0f ); } #else
DrawMovieFrame(); #endif
}
void VideoPanel::PostChildPaint() { if ( engine->IsPaused() || (enginevgui->IsGameUIVisible() #ifdef PORTAL2
&& !CBaseModPanel::GetSingleton().IsLevelLoading() #endif
) ) { vgui::surface()->DrawSetColor( 0, 0, 0, 150 ); vgui::surface()->DrawFilledRect( 0, 0, GetWide(), GetTall() ); } }
bool VideoPanel::IsPlaying() { if ( m_BIKHandle == BIKHANDLE_INVALID || m_pMaterial == NULL ) return false;
return true; }
#if defined( PORTAL2 )
void VideoPanel::SetupPartnerInScience( bool bEnable ) { if ( bEnable ) { CBaseModPanel::GetSingleton().SetupPartnerInScience(); }
if ( m_pWaitingForPlayers ) { m_pWaitingForPlayers->SetVisible( bEnable ); }
if ( m_pPnlGamerPic ) { if ( bEnable ) { vgui::IImage *pAvatarImage = CBaseModPanel::GetSingleton().GetPartnerImage(); if ( pAvatarImage ) { m_pPnlGamerPic->SetImage( pAvatarImage ); } else { m_pPnlGamerPic->SetImage( "icon_lobby" ); } }
m_pPnlGamerPic->SetVisible( bEnable ); }
if ( m_pLblGamerTag ) { if ( bEnable ) { CUtlString partnerName = CBaseModPanel::GetSingleton().GetPartnerName(); m_pLblGamerTag->SetText( partnerName.Get() ); } m_pLblGamerTag->SetVisible( bEnable ); }
if ( m_pLblGamerTagStatus ) { m_pLblGamerTagStatus->SetVisible( bEnable ); m_pLblGamerTagStatus->SetText( CBaseModPanel::GetSingleton().GetPartnerDescKey() ); } }
void VideoPanel::SetPartnerInScienceAlpha( int alpha ) { if ( m_pWaitingForPlayers ) { m_pWaitingForPlayers->SetAlpha( alpha ); }
if ( m_pPnlGamerPic ) { m_pPnlGamerPic->SetAlpha( alpha ); }
if ( m_pLblGamerTag ) { m_pLblGamerTag->SetAlpha( alpha ); }
if ( m_pLblGamerTagStatus ) { m_pLblGamerTagStatus->SetAlpha( alpha ); } } #endif
void VideoPanel::SetupCaptioning( const char *pFilename, int nPlaybackHeight ) { if ( m_bIsTransitionVideo ) return;
bool bUseCaptioning = ShouldUseCaptioning(); if ( !bUseCaptioning ) return;
delete m_pSubtitlePanel; m_pSubtitlePanel = new CSubtitlePanel( this, pFilename, nPlaybackHeight );
// Start the caption sequence
m_pSubtitlePanel->StartCaptions(); }
//-----------------------------------------------------------------------------
// Purpose: Create and playback a video in a panel
// Input : nWidth - Width of panel (in pixels)
// nHeight - Height of panel
// *pVideoFilename - Name of the file to play
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool VideoPanel_Create( unsigned int nXPos, unsigned int nYPos, unsigned int nWidth, unsigned int nHeight, const char *pVideoFilename, const char *pExitCommand /*= NULL*/, int nAllowInterruption /*= 0*/, float flFadeInTime /*= 1*/, bool bLoop /*= false*/, bool bIsTransitionVideo, bool bAddPartnerUI ) { // Create the base video panel
VideoPanel *pVideoPanel = new VideoPanel( nXPos, nYPos, nHeight, nWidth ); if ( pVideoPanel == NULL ) return false;
// Toggle if we want the panel to allow interruption
pVideoPanel->SetAllowInterrupt( nAllowInterruption );
// let the panel know that it's a level transition video
pVideoPanel->SetIsTransitionVideo( bIsTransitionVideo );
// Set the command we'll call (if any) when the video is interrupted or completes
pVideoPanel->SetExitCommand( pExitCommand );
pVideoPanel->SetLooping( bLoop );
#if defined( PORTAL2 )
pVideoPanel->EnablePartnerUI( bAddPartnerUI ); #endif
// Start it going
if ( pVideoPanel->BeginPlayback( pVideoFilename ) == false ) { delete pVideoPanel; return false; }
pVideoPanel->SetFadeInTime( flFadeInTime );
// Take control
pVideoPanel->DoModal();
return true; }
//-----------------------------------------------------------------------------
// Purpose: Take a raw filename and ensure it points to the correct directory and file extension
//-----------------------------------------------------------------------------
void ComposeBinkFilename( const char *lpszFilename, char *lpszOut, int nOutSize ) { Q_strncpy( lpszOut, "media/", nOutSize ); // Assume we must play out of the media directory
char strFilename[MAX_PATH]; Q_StripExtension( lpszFilename, strFilename, MAX_PATH ); Q_strncat( lpszOut, strFilename, nOutSize ); Q_strncat( lpszOut, ".bik", nOutSize ); // Assume we're a .bik extension type
}
//-----------------------------------------------------------------------------
// Purpose: Create a video panel with the supplied commands
//-----------------------------------------------------------------------------
void CreateVideoPanel( const char *lpszFilename, const char *lpszExitCommand, int nWidth, int nHeight, int nAllowInterruption, float flFadeTime = 0, bool bLoop = false, bool bIsTransitionVideo = false, bool bAddPartnerUI = false ) { char strFullpath[MAX_PATH]; ComposeBinkFilename( lpszFilename, strFullpath, sizeof(strFullpath) );
// Use the full screen size if they haven't specified an override
unsigned int nScreenWidth = ( nWidth != 0 ) ? nWidth : ScreenWidth(); unsigned int nScreenHeight = ( nHeight != 0 ) ? nHeight : ScreenHeight();
// Create the panel and go!
if ( VideoPanel_Create( 0, 0, nScreenWidth, nScreenHeight, strFullpath, lpszExitCommand, nAllowInterruption, flFadeTime, bLoop, bIsTransitionVideo, bAddPartnerUI ) == false ) { Warning( "Unable to play video: %s\n", strFullpath ); } }
//-----------------------------------------------------------------------------
// Purpose: Used to launch a video playback
//-----------------------------------------------------------------------------
CON_COMMAND( playvideo, "Plays a video: <filename> [width height]" ) { if ( args.ArgC() < 2 ) return;
unsigned int nScreenWidth = Q_atoi( args[2] ); unsigned int nScreenHeight = Q_atoi( args[3] ); CreateVideoPanel( args[1], NULL, nScreenWidth, nScreenHeight, VIDEO_ALLOW_INTERRUPT ); }
//-----------------------------------------------------------------------------
// Purpose: Used to launch a video playback
//-----------------------------------------------------------------------------
CON_COMMAND( playvideo_nointerrupt, "Plays a video without ability to skip: <filename> [width height]" ) { if ( args.ArgC() < 2 ) return;
unsigned int nScreenWidth = Q_atoi( args[2] ); unsigned int nScreenHeight = Q_atoi( args[3] );
CreateVideoPanel( args[1], NULL, nScreenWidth, nScreenHeight, VIDEO_NO_INTERRUPT ); }
//-----------------------------------------------------------------------------
// Purpose: Plays a video fullscreen without ability to skip and fades in
//-----------------------------------------------------------------------------
CON_COMMAND( playvideo_end_level_transition, "Plays a video fullscreen without ability to skip (unless dev 1) and fades in: <filename> <time>" ) { if ( args.ArgC() < 2 ) return;
float flTime = Q_atoi( args[2] ); if ( flTime <= 0 ) { Warning( "Fade time needs to be greater than zero! Setting to 0.1f\n" ); flTime = 0.1f; }
FOR_EACH_VEC( g_vecVideoPanels, itr ) { if ( g_vecVideoPanels[itr]->IsTransitionVideo() ) { // We're already playing a transition video... don't start another
return; } }
// this con command is only used for the coop transition videos
bool bAddPartnerUI = true;
CreateVideoPanel( args[1], NULL, 0, 0, VIDEO_ALLOW_INTERRUPT_DEV_ONLY, flTime, true, true, bAddPartnerUI ); }
//-----------------------------------------------------------------------------
// Purpose: Used to launch a video playback and fire a command on completion
//-----------------------------------------------------------------------------
CON_COMMAND( playvideo_exitcommand, "Plays a video and fires and exit command when it is stopped or finishes: <filename> <exit command>" ) { if ( args.ArgC() < 2 ) return;
// Pull out the exit command we want to use
char *pExitCommand = Q_strstr( args.GetCommandString(), args[2] );
CreateVideoPanel( args[1], pExitCommand, 0, 0, VIDEO_ALLOW_INTERRUPT ); }
//-----------------------------------------------------------------------------
// Purpose: Used to launch a video playback and fire a command on completion
//-----------------------------------------------------------------------------
CON_COMMAND( playvideo_exitcommand_nointerrupt, "Plays a video (without interruption) and fires and exit command when it is stopped or finishes: <filename> <exit command>" ) { if ( args.ArgC() < 2 ) return;
// Pull out the exit command we want to use
char *pExitCommand = Q_strstr( args.GetCommandString(), args[2] );
CreateVideoPanel( args[1], pExitCommand, 0, 0, VIDEO_NO_INTERRUPT ); }
//-----------------------------------------------------------------------------
// Purpose: Cause all playback to stop
//-----------------------------------------------------------------------------
CON_COMMAND( stopvideos, "Stops all videos playing to the screen" ) { FOR_EACH_VEC( g_vecVideoPanels, itr ) { g_vecVideoPanels[itr]->StopPlayback(); } }
//-----------------------------------------------------------------------------
// Purpose: Cause all playback to fade out
//-----------------------------------------------------------------------------
CON_COMMAND( stopvideos_fadeout, "Fades out all videos playing to the screen: <time>" ) { if ( args.ArgC() < 1 ) return;
float flTime = Q_atoi( args[1] ); if ( flTime <= 0 ) { Warning( "Fade time needs to be greater than zero! Setting to 0.1f\n" ); flTime = 0.1f; }
FOR_EACH_VEC( g_vecVideoPanels, itr ) { g_vecVideoPanels[itr]->SetFadeOutTime( flTime ); } }
//-----------------------------------------------------------------------------
// Purpose: Cause all transition videos to fade out
//-----------------------------------------------------------------------------
CON_COMMAND( stop_transition_videos_fadeout, "Fades out all transition videos playing to the screen: <time>" ) { if ( args.ArgC() < 1 ) return;
float flTime = Q_atoi( args[1] ); if ( flTime <= 0 ) { Warning( "Fade time needs to be greater than zero! Setting to 0.1f\n" ); flTime = 0.1f; }
FOR_EACH_VEC( g_vecVideoPanels, itr ) { if ( g_vecVideoPanels[itr]->IsTransitionVideo() ) g_vecVideoPanels[itr]->SetFadeOutTime( flTime ); } }
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