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245 lines
8.2 KiB
245 lines
8.2 KiB
//========= Copyright © 1996-2005, Valve Corporation, 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 VOICE_STATUS_H
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#define VOICE_STATUS_H
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#pragma once
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#include <vgui_controls/Label.h>
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//#include "VGUI_Bitmap.h"
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#include <vgui_controls/Button.h>
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#include <vgui_controls/Image.h>
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#include "voice_common.h"
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#include "voice_banmgr.h"
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#include "hudelement.h"
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#include "usermessages.h"
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class CVoiceStatus;
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class IMaterial;
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class BitmapImage;
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// Voice Panel
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class CVoicePanel : public vgui::Panel
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{
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public:
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CVoicePanel( );
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~CVoicePanel();
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virtual void Paint( void );
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virtual void setImage( BitmapImage *pImage );
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private:
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BitmapImage *m_pImage;
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};
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class CVoiceLabel
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{
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public:
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vgui::Label *m_pLabel;
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vgui::Label *m_pBackground;
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CVoicePanel *m_pIcon; // Voice icon next to player name.
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int m_clientindex; // Client index of the speaker. -1 if this label isn't being used.
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};
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// This is provided by each mod to access data that may not be the same across mods.
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abstract_class IVoiceStatusHelper
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{
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public:
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virtual ~IVoiceStatusHelper() {}
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// Get RGB color for voice status text about this player.
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virtual void GetPlayerTextColor(int entindex, int color[3]) = 0;
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// Force it to update the cursor state.
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virtual void UpdateCursorState() = 0;
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// Return true if the voice manager is allowed to show speaker labels
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// (mods usually return false when the scoreboard is up).
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virtual bool CanShowSpeakerLabels() = 0;
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};
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class CVoiceStatus /*: public vgui::CDefaultInputSignal*/
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{
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public:
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CVoiceStatus();
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virtual ~CVoiceStatus();
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// CHudBase overrides.
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public:
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// Initialize the cl_dll's voice manager.
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virtual int Init(
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IVoiceStatusHelper *m_pHelper,
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vgui::VPANEL pParentPanel);
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// ackPosition is the bottom position of where CVoiceStatus will draw the voice acknowledgement labels.
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virtual void VidInit();
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void LevelInit( void );
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void LevelShutdown( void );
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public:
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// Call from HUD_Frame each frame.
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void Frame(double frametime);
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// Called when a player starts or stops talking.
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// entindex is -1 to represent the local client talking (before the data comes back from the server).
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// When the server acknowledges that the local client is talking, then entindex will be gEngfuncs.GetLocalPlayer().
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// entindex is -2 to represent the local client's voice being acked by the server.
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// For local client iSsSlot will always be set >= 0 and designate a valid Splitscreen slot
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// for world-entities and context of local client as "in world" iSsSlot will always be negative
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void UpdateSpeakerStatus(int entindex, int iSsSlot, bool bTalking);
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// Call from the HUD_CreateEntities function so it can add sprites above player heads.
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void DrawHeadLabels();
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float GetHeadLabelOffset( void ) const;
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void SetHeadLabelsDisabled( bool bDisabled ) { m_bHeadLabelsDisabled = bDisabled; }
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// Called when the server registers a change to who this client can hear.
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bool HandleVoiceMaskMsg(const CCSUsrMsg_VoiceMask &msg);
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// The server sends this message initially to tell the client to send their state.
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bool HandleReqStateMsg(const CCSUsrMsg_RequestState &msg);
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// Squelch mode functions.
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public:
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// When you enter squelch mode, pass in
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void StartSquelchMode();
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void StopSquelchMode();
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bool IsInSquelchMode();
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// returns true if the target client has been banned
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// playerIndex is of range 1..maxplayers
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bool IsPlayerBlocked(int iPlayerIndex);
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// If individual game settings require us to prevent communication from this player.
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// Different concept from 'blocking', which persists from session to session or from 'audible' which
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// are gamerules that apply to all users and doesn't apply to all forms of communication (eg text chat to whole server).
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bool ShouldHideCommunicationFromPlayer( int iPlayerIndex );
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// returns false if the player can't hear the other client due to game rules (eg. the other team)
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bool IsPlayerAudible(int iPlayerIndex);
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// returns true if the player is currently speaking
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bool IsPlayerSpeaking(int iPlayerIndex);
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// returns true if the local player is attempting to speak
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bool IsLocalPlayerSpeaking( int iSsSlot );
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// returns true if the local player is attempting to speak, and is above the volume threshold
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bool IsLocalPlayerSpeakingAboveThreshold( int iSsSlot );
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// blocks the target client from being heard
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void SetPlayerBlockedState( int iPlayerIndex );
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void SetHeadLabelMaterial( const char *pszMaterial );
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IMaterial *GetHeadLabelMaterial( void ) { return m_pHeadLabelMaterial; }
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CUserMessageBinder m_UMCMsgVoiceMask;
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CUserMessageBinder m_UMCMsgRequestState;
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private:
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void UpdateServerState(bool bForce);
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// Update the button artwork to reflect the client's current state.
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void UpdateBanButton(int iClient);
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private:
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float m_LastUpdateServerState; // Last time we called this function.
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int m_bServerModEnable; // What we've sent to the server about our "voice_modenable" cvar.
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vgui::VPANEL m_pParentPanel;
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CPlayerBitVec m_VoicePlayers; // Who is currently talking. Indexed by client index.
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// This is the gamerules-defined list of players that you can hear. It is based on what teams people are on
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// and is totally separate from the ban list. Indexed by client index.
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CPlayerBitVec m_AudiblePlayers;
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// Players who have spoken at least once in the game so far
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CPlayerBitVec m_VoiceEnabledPlayers;
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// This is who the server THINKS we have banned (it can become incorrect when a new player arrives on the server).
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// It is checked periodically, and the server is told to squelch or unsquelch the appropriate players.
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CPlayerBitVec m_ServerBannedPlayers;
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IVoiceStatusHelper *m_pHelper; // Each mod provides an implementation of this.
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// Squelch mode stuff.
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bool m_bInSquelchMode;
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bool m_bTalking[ MAX_SPLITSCREEN_CLIENTS ]; // Set to true when the client thinks it's talking.
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bool m_bAboveThreshold[ MAX_SPLITSCREEN_CLIENTS ]; // Set to true when the client thinks it's voice is above the threshold to send to the server
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bool m_bServerAcked[ MAX_SPLITSCREEN_CLIENTS ]; // Set to true when the server knows the client is talking.
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public:
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CVoiceBanMgr m_BanMgr; // Tracks which users we have squelched and don't want to hear.
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private:
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IMaterial *m_pHeadLabelMaterial; // For labels above players' heads.
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bool m_bBanMgrInitialized;
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int m_nControlSize;
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bool m_bHeadLabelsDisabled;
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CountdownTimer m_bAboveThresholdTimer[ MAX_SPLITSCREEN_CLIENTS ];
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float m_flTalkTime[ VOICE_MAX_PLAYERS ];
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float m_flTimeLastUpdate[ VOICE_MAX_PLAYERS ];
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};
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//-----------------------------------------------------------------------------
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// returns true if the player is currently speaking
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//-----------------------------------------------------------------------------
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FORCEINLINE bool CVoiceStatus::IsPlayerSpeaking(int iPlayerIndex)
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{
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return m_VoicePlayers[iPlayerIndex-1] != 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if the player can't hear the other client due to game rules (eg. the other team)
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// Input : playerID -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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FORCEINLINE bool CVoiceStatus::IsPlayerAudible(int iPlayer)
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{
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return !!m_AudiblePlayers[iPlayer-1];
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}
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//-----------------------------------------------------------------------------
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// returns true if the local player is attempting to speak
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//-----------------------------------------------------------------------------
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FORCEINLINE bool CVoiceStatus::IsLocalPlayerSpeaking( int iSsSlot )
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{
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return m_bTalking[ iSsSlot ];
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}
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//-----------------------------------------------------------------------------
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// returns true if the local player is attempting to speak, and is above the volume threshold
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//-----------------------------------------------------------------------------
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FORCEINLINE bool CVoiceStatus::IsLocalPlayerSpeakingAboveThreshold( int iSsSlot )
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{
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return m_bTalking[ iSsSlot ] && !m_bAboveThresholdTimer[ iSsSlot ].IsElapsed();
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}
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// Get the (global) voice manager.
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CVoiceStatus* GetClientVoiceMgr();
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void ClientVoiceMgr_Init();
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void ClientVoiceMgr_Shutdown();
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void ClientVoiceMgr_LevelInit();
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void ClientVoiceMgr_LevelShutdown();
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#endif // VOICE_STATUS_H
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