//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "playerlistdialog.h" #include #include #include #include #include #include #include #include "engineinterface.h" #include "game/client/IGameClientExports.h" #include "gameui_interface.h" #include "steam/steam_api.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CPlayerListDialog::CPlayerListDialog(vgui::Panel *parent) : BaseClass(parent, "PlayerListDialog") { SetSize(320, 240); SetTitle("#GameUI_CurrentPlayers", true); m_pMuteButton = new Button(this, "MuteButton", ""); m_pPlayerList = new ListPanel(this, "PlayerList"); m_pPlayerList->AddColumnHeader(0, "Name", "#GameUI_PlayerName", 180); m_pPlayerList->AddColumnHeader(1, "Properties", "#GameUI_Properties", 80); m_pPlayerList->SetEmptyListText("#GameUI_NoOtherPlayersInGame"); LoadControlSettings("Resource/PlayerListDialog.res"); } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CPlayerListDialog::~CPlayerListDialog() { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerListDialog::Activate() { BaseClass::Activate(); // refresh player list m_pPlayerList->DeleteAllItems(); int maxClients = engine->GetMaxClients(); for (int i = 1; i <= maxClients; i++) { // get the player info from the engine player_info_t pi; if ( !engine->GetPlayerInfo(i, &pi) ) continue; char szPlayerIndex[32]; Q_snprintf(szPlayerIndex, sizeof( szPlayerIndex ), "%d", i); // collate user data then add it to the table KeyValues *data = new KeyValues(szPlayerIndex); data->SetString("Name", pi.name ); data->SetInt("index", i); // add to the list m_pPlayerList->AddItem(data, 0, false, false); } // refresh player properties info RefreshPlayerProperties(); // select the first item by default m_pPlayerList->SetSingleSelectedItem( m_pPlayerList->GetItemIDFromRow(0) ); // toggle button states OnItemSelected(); } //----------------------------------------------------------------------------- // Purpose: walks the players and sets their info display in the list //----------------------------------------------------------------------------- void CPlayerListDialog::RefreshPlayerProperties() { for (int i = 0; i <= m_pPlayerList->GetItemCount(); i++) { KeyValues *data = m_pPlayerList->GetItem(i); if (!data) continue; // assemble properties int playerIndex = data->GetInt("index"); player_info_t pi; if ( !engine->GetPlayerInfo( playerIndex, &pi) ) { // disconnected data->SetString("properties", "Disconnected"); continue; } data->SetString( "name", pi.name ); bool muted = false, friends = false, bot = false; if ( GameClientExports() && GameClientExports()->IsPlayerGameVoiceMuted(playerIndex) ) { muted = true; } if ( pi.fakeplayer ) { bot = true; } if (bot) { data->SetString("properties", "CPU Player"); } else if (muted && friends) { data->SetString("properties", "Friend; Muted"); } else if (muted) { data->SetString("properties", "Muted"); } else if (friends) { data->SetString("properties", "Friend"); } else { data->SetString("properties", ""); } } m_pPlayerList->RereadAllItems(); } //----------------------------------------------------------------------------- // Purpose: Handles the AddFriend command //----------------------------------------------------------------------------- void CPlayerListDialog::OnCommand(const char *command) { if (!stricmp(command, "Mute")) { ToggleMuteStateOfSelectedUser(); } else { BaseClass::OnCommand(command); } } //----------------------------------------------------------------------------- // Purpose: toggles whether a user is muted or not //----------------------------------------------------------------------------- void CPlayerListDialog::ToggleMuteStateOfSelectedUser() { if (!GameClientExports()) return; for ( int iSelectedItem = 0; iSelectedItem < m_pPlayerList->GetSelectedItemsCount(); iSelectedItem++ ) { KeyValues *data = m_pPlayerList->GetItem( m_pPlayerList->GetSelectedItem( iSelectedItem ) ); if (!data) return; int playerIndex = data->GetInt("index"); Assert(playerIndex); if (GameClientExports()->IsPlayerGameVoiceMuted(playerIndex)) { GameClientExports()->UnmutePlayerGameVoice(playerIndex); } else { GameClientExports()->MutePlayerGameVoice(playerIndex); } } RefreshPlayerProperties(); OnItemSelected(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CPlayerListDialog::OnItemSelected() { // make sure the data is up-to-date RefreshPlayerProperties(); // set the button state based on the selected item bool bMuteButtonEnabled = false; if (m_pPlayerList->GetSelectedItemsCount() > 0) { KeyValues *data = m_pPlayerList->GetItem(m_pPlayerList->GetSelectedItem(0)); player_info_t pi; int iLocalPlayer = engine->GetLocalPlayer(); int iPlayerIndex = data->GetInt("index"); bool isValidPlayer = engine->GetPlayerInfo( iPlayerIndex, &pi ); // make sure the player is not a bot, or the user // Matt - changed this check to see if player indeces match, instead of using friends ID if ( pi.fakeplayer || iPlayerIndex == iLocalPlayer ) // || pi.friendsID == g_pFriendsUser->GetFriendsID() ) { // invalid player, isValidPlayer = false; } if (data && isValidPlayer && GameClientExports() && GameClientExports()->IsPlayerGameVoiceMuted(data->GetInt("index"))) { m_pMuteButton->SetText("#GameUI_UnmuteIngameVoice"); } else { m_pMuteButton->SetText("#GameUI_MuteIngameVoice"); } if (GameClientExports() && isValidPlayer) { bMuteButtonEnabled = true; } } else { m_pMuteButton->SetText("#GameUI_MuteIngameVoice"); } m_pMuteButton->SetEnabled( bMuteButtonEnabled ); }