Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Draws achievement progress bars on the HUD
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hudelement.h"
#include "hud_macros.h"
#include <game_controls/baseviewport.h>
#include <vgui_controls/controls.h>
#include <vgui_controls/panel.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui_controls/TextImage.h>
#include "vgui/ILocalize.h"
#include "hud_baseachievement_tracker.h"
#include "iachievementmgr.h"
#include "baseachievement.h"
#include "iclientmode.h"
#include "cdll_int.h"
#include <vgui/ISurface.h>
#include <vgui_controls/AnimationController.h>
#include "fmtstr.h"
#include "engine/IEngineSound.h"
#include "cdll_client_int.h"
#include "steam/isteamuserstats.h"
#include "steam/steam_api.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
#define PROGRESS_BAR_NEEDS_UPDATE -1
#define UNKNOWN_ACHIEVEMENT_ID -1
void TrackerDescriptionChanged( IConVar *var, const char *pOldString, float flOldValue )
{
static int s_iTimesChanged = 0;
if ( s_iTimesChanged > 0 )
{
engine->ClientCmd_Unrestricted( "hud_reloadscheme" );
}
s_iTimesChanged++;
}
ConVar hud_achievement_description("hud_achievement_description", "1", FCVAR_ARCHIVE, "Show full descriptions of achievements on the HUD", TrackerDescriptionChanged );
#ifdef CSTRIKE_DLL
ConVar hud_achievement_count("hud_achievement_count", "5", FCVAR_ARCHIVE, "Max number of achievements that can be shown on the HUD" );
#else
ConVar hud_achievement_count("hud_achievement_count", "8", FCVAR_ARCHIVE, "Max number of achievements that can be shown on the HUD" );
#endif
ConVar hud_achievement_glowtime("hud_achievement_glowtime", "2.5", FCVAR_NONE, "Duration of glow effect around incremented achievements" );
ConVar hud_achievement_tracker("hud_achievement_tracker", "1", FCVAR_NONE, "Show or hide the achievement tracker" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CHudBaseAchievementTracker::CHudBaseAchievementTracker( const char *pElementName ) :
CHudElement( pElementName ), BaseClass( NULL, "HudAchievementTracker" )
{
vgui::Panel *pParent = GetClientMode()->GetViewport();
SetParent( pParent );
SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD );
for ( int i=0; i < GetMaxAchievementsShown(); i++ )
{
CAchievementTrackerItem *pNewItem = CreateAchievementPanel();
pNewItem->SetAchievement( NULL );
m_AchievementItem.AddToTail( pNewItem );
}
m_flNextThink = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseAchievementTracker::Reset()
{
m_flNextThink = gpGlobals->curtime + 0.05f;
}
void CHudBaseAchievementTracker::LevelInit()
{
// clear out tracker items and floating numbers on level change
for ( int i = 0; i < GetChildCount(); i++ )
{
GetChild( i )->SetVisible( false );
GetChild( i )->MarkForDeletion();
}
m_AchievementItem.Purge();
for ( int i=0; i < GetMaxAchievementsShown(); i++ )
{
CAchievementTrackerItem *pNewItem = CreateAchievementPanel();
pNewItem->SetAchievement( NULL );
m_AchievementItem.AddToTail( pNewItem );
}
CHudElement::LevelInit();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseAchievementTracker::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudBaseAchievementTracker::ShouldDraw()
{
return CHudElement::ShouldDraw();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudBaseAchievementTracker::OnThink()
{
if ( m_flNextThink < gpGlobals->curtime )
{
UpdateAchievementItems();
m_flNextThink = gpGlobals->curtime + 0.1f;
}
}
//-----------------------------------------------------------------------------
// Purpose: Max number of achievements shown on the HUD
//-----------------------------------------------------------------------------
int CHudBaseAchievementTracker::GetMaxAchievementsShown()
{
return hud_achievement_count.GetInt();
}
bool CHudBaseAchievementTracker::ShouldShowAchievement( IAchievement *pAchievement )
{
return ( hud_achievement_tracker.GetBool() && pAchievement && pAchievement->ShouldShowOnHUD() && !pAchievement->IsAchieved() );
}
CAchievementTrackerItem* CHudBaseAchievementTracker::CreateAchievementPanel()
{
return new CAchievementTrackerItem( this, "HudAchievementTrackerItem" );
}
//-----------------------------------------------------------------------------
// Purpose: create panels for each achievement the player wants shown on the HUD and assign achievements to each one
//-----------------------------------------------------------------------------
void CHudBaseAchievementTracker::UpdateAchievementItems()
{
IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
if ( !pAchievementMgr )
return;
// $FIXME(hpe): needs split screen support; use playerSlot 0 for now; should we be using m_AchievementItem slot?
int playerSlot = 0;
int iCount = pAchievementMgr->GetAchievementCount();
int iShown = 0;
for ( int i = 0; i < iCount; ++i )
{
IAchievement* pCur = pAchievementMgr->GetAchievementByIndex( i, playerSlot );
if ( !ShouldShowAchievement( pCur) )
{
// don't remove achievements that are still glowing (typically a just completed achievement)
if ( pCur && m_AchievementItem.Count() > iShown && m_AchievementItem[iShown]->GetAchievementID() == pCur->GetAchievementID()
&& m_AchievementItem[iShown]->GetGlow() > 0 )
{
iShown++;
}
continue;
}
if ( m_AchievementItem.Count() < iShown+1 )
{
CAchievementTrackerItem *pNewItem = CreateAchievementPanel();
SETUP_PANEL( pNewItem );
m_AchievementItem.AddToTail( pNewItem );
}
m_AchievementItem[iShown]->SetAchievement( pCur );
m_AchievementItem[iShown]->SetSlot( iShown );
m_AchievementItem[iShown]->SetVisible( true );
iShown++;
if ( iShown >= GetMaxAchievementsShown() )
break;
}
// hide any extra panels we may have created from when the list was longer
if ( iShown < m_AchievementItem.Count() )
{
for ( int i = m_AchievementItem.Count() - 1; i >= iShown ; i-- )
{
m_AchievementItem[i]->SetVisible( false );
m_AchievementItem[i]->SetAchievement( NULL );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Layout all child panels vertically
//-----------------------------------------------------------------------------
void CHudBaseAchievementTracker::PerformLayout()
{
// make sure all children are laid out first
for ( int i=0; i < m_AchievementItem.Count(); i++ )
{
m_AchievementItem[i]->InvalidateLayout( true );
}
int iCurrentY = 0;
int x, y;
for ( int i=0; i< m_AchievementItem.Count(); i++ )
{
m_AchievementItem[i]->GetPos( x, y );
m_AchievementItem[i]->SetPos( x, iCurrentY );
iCurrentY += m_AchievementItem[i]->GetTall() + m_iItemPadding;
}
}
CAchievementTrackerItem* CHudBaseAchievementTracker::GetAchievementPanel( int i )
{
if ( i < 0 || i >= m_AchievementItem.Count() )
return NULL;
return m_AchievementItem[i];
}
//-----------------------------------------------------------------------------
// Purpose: The child panels
//-----------------------------------------------------------------------------
CAchievementTrackerItem::CAchievementTrackerItem( vgui::Panel* pParent, const char *pElementName ) :
BaseClass( pParent, pElementName )
{
m_pAchievementNameGlow = new vgui::Label( this, "AchievementNameGlow", "" );
m_pAchievementName = new vgui::Label( this, "AchievementName", "" );
m_pAchievementDesc = new vgui::Label( this, "AchievementDesc", "" );
m_pProgressBarBackground = SETUP_PANEL( new ImagePanel( this, "ProgressBarBG" ) );
m_pProgressBar = SETUP_PANEL( new ImagePanel( this, "ProgressBar" ) );
m_iAchievementID = UNKNOWN_ACHIEVEMENT_ID;
m_iLastPaintedAchievementID = UNKNOWN_ACHIEVEMENT_ID;
m_iAccumulatedIncrement = 0;
m_flShowIncrementsTime = 0;
m_iLastCount = 0;
m_iPadding = 1;
}
CAchievementTrackerItem::~CAchievementTrackerItem()
{
delete m_pAchievementName;
delete m_pAchievementNameGlow;
delete m_pAchievementDesc;
delete m_pProgressBarBackground;
delete m_pProgressBar;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementTrackerItem::ApplySchemeSettings( IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "resource/UI/HudAchievementTrackerItem.res" );
m_pAchievementDesc->SetVisible( hud_achievement_description.GetBool() );
m_iLastPaintedAchievementID = UNKNOWN_ACHIEVEMENT_ID;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementTrackerItem::PerformLayout()
{
BaseClass::PerformLayout();
int x, y, w, t;
m_pAchievementName->GetContentSize( w, t ); // needed in order to load up font for the name
m_pAchievementNameGlow->GetContentSize( w, t ); // needed in order to load up font for the glow
if ( hud_achievement_description.GetBool() )
{
m_pAchievementDesc->GetContentSize( w, t );
m_pAchievementDesc->SetTall( t );
m_pAchievementDesc->GetBounds( x, y, w, t );
}
else
{
m_pAchievementName->GetBounds( x, y, w, t );
}
if ( m_pProgressBarBackground->IsVisible() )
{
// put progress bar after description
int bx, by;
m_pProgressBarBackground->GetPos( bx, by );
m_pProgressBarBackground->SetPos( bx, y + t + m_iPadding );
SetTall( y + t + m_pProgressBarBackground->GetTall() + m_iPadding * 2 );
}
else
{
SetTall( y + t + m_iPadding );
}
m_iLastProgressBarCount = m_iLastProgressBarGoal = PROGRESS_BAR_NEEDS_UPDATE;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementTrackerItem::SetAchievement( IAchievement* pAchievement )
{
if ( !pAchievement )
{
m_iAchievementID = UNKNOWN_ACHIEVEMENT_ID;
m_iLastCount = 0;
return;
}
if ( m_iAchievementID != pAchievement->GetAchievementID() )
{
m_iAchievementID = pAchievement->GetAchievementID();
m_iLastCount = pAchievement->GetCount();
UpdateAchievementDisplay();
}
}
void CAchievementTrackerItem::OnThink()
{
UpdateAchievementDisplay();
}
//-----------------------------------------------------------------------------
// Purpose: Make sure our labels and progress bar are up to date
//-----------------------------------------------------------------------------
void CAchievementTrackerItem::UpdateAchievementDisplay()
{
IAchievementMgr *pAchievementMgr = engine->GetAchievementMgr();
if ( !pAchievementMgr )
return;
// $FIXME(hpe): needs split screen support; use playerslot 0 for now
int playerSlot = 0;
CBaseAchievement* pAchievement = pAchievementMgr->GetAchievementByID( m_iAchievementID, playerSlot );
if ( !pAchievement )
return;
if ( m_iAchievementID != m_iLastPaintedAchievementID )
{
// need to update labels
m_pAchievementName->SetText( ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) );
m_pAchievementNameGlow->SetText( ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) );
m_pAchievementDesc->SetText( ACHIEVEMENT_LOCALIZED_DESC( pAchievement ) );
m_pProgressBarBackground->SetVisible( pAchievement->GetGoal() > 1 );
m_pProgressBar->SetVisible( pAchievement->GetGoal() > 1 );
m_iLastPaintedAchievementID = m_iAchievementID;
m_flGlow = 0.0f;
m_flGlowTime = 0.0f;
m_iAccumulatedIncrement = 0;
//InvalidateLayout( true );
GetParent()->InvalidateLayout( true );
}
if ( m_iAccumulatedIncrement > 0 && gpGlobals->curtime > m_flShowIncrementsTime )
{
ShowAccumulatedIncrements();
}
if ( pAchievement->GetCount() != m_iLastProgressBarCount || pAchievement->GetGoal() != m_iLastProgressBarGoal )
{
// need to update progress bar
float flProgress = float ( pAchievement->GetCount() ) / float( pAchievement->GetGoal() );
int x, y, w, t;
m_pProgressBarBackground->GetBounds( x, y, w, t );
m_pProgressBar->SetBounds( x, y, w * flProgress, t );
m_iLastProgressBarCount = pAchievement->GetCount();
m_iLastProgressBarGoal = pAchievement->GetGoal();
AchievementIncremented( pAchievement->GetCount() );
}
if ( gpGlobals->curtime < m_flGlowTime )
{
m_flGlow = MIN( 1.0f, m_flGlow + gpGlobals->frametime * 5.0f );
}
else
{
m_flGlow = MAX( 0.0f, m_flGlow - gpGlobals->frametime * 5.0f );
}
m_pAchievementNameGlow->SetAlpha( m_flGlow * 255.0f );
}
//-----------------------------------------------------------------------------
// Purpose: Achievement count has gone up, make it flash
//-----------------------------------------------------------------------------
void CAchievementTrackerItem::AchievementIncremented( int iNewCount )
{
int iIncrement = iNewCount - m_iLastCount;
m_iLastCount = iNewCount;
if ( iIncrement <= 0 )
return;
if ( m_iLastProgressBarGoal > 1500 )
{
// for achievements with very high counts, accumulate increments so we don't have too many +1s on screen
// also don't play sounds as these achievements tend to increment constantly
if ( m_flShowIncrementsTime < gpGlobals->curtime )
{
m_flShowIncrementsTime = gpGlobals->curtime + 2.0f;
}
m_iAccumulatedIncrement += iIncrement;
}
else
{
m_flGlowTime = gpGlobals->curtime + hud_achievement_glowtime.GetFloat();
// create a floating +X to scroll up alongside this achievement
if ( m_pProgressBarBackground->IsVisible() )
{
int px, py;
GetPos( px, py );
int x, y, w, t;
m_pProgressBarBackground->GetBounds( x, y, w, t );
x += w;
new CFloatingAchievementNumber( iIncrement, px + x, py + y + ( t * 0.5f ), FN_DIR_RIGHT, GetParent() );
}
CLocalPlayerFilter filter;
C_BaseEntity::EmitSound( filter, SOUND_FROM_LOCAL_PLAYER, "Hud.AchievementIncremented" );
}
}
//-----------------------------------------------------------------------------
// Purpose: Show all the increments we've accumulated
//-----------------------------------------------------------------------------
void CAchievementTrackerItem::ShowAccumulatedIncrements()
{
int px, py;
GetPos( px, py );
int x, y, w, t;
m_pProgressBarBackground->GetBounds( x, y, w, t );
x += w;
new CFloatingAchievementNumber( m_iAccumulatedIncrement, px + x, py + y + ( t * 0.5f ), FN_DIR_RIGHT, GetParent() );
m_iAccumulatedIncrement = 0;
m_flGlowTime = gpGlobals->curtime + hud_achievement_glowtime.GetFloat();
}
//-----------------------------------------------------------------------------
// Purpose: Floating numbers showing how much achievement progress bars have gone up
//-----------------------------------------------------------------------------
CFloatingAchievementNumber::CFloatingAchievementNumber( int iProgress, int x, int y, floating_number_directions iDir, vgui::Panel* pParent )
: BaseClass( pParent, "FloatingAchievementNumber" )
{
m_iStartX = x;
m_iStartY = y;
m_iProgress = iProgress;
m_fStartTime = gpGlobals->curtime;
m_iDirection = iDir;
char szLabel[64];
Q_snprintf( szLabel, sizeof( szLabel ), "+%d", iProgress );
m_pNumberLabel = new vgui::Label( this, "FloatingNumberLabel", szLabel );
}
CFloatingAchievementNumber::~CFloatingAchievementNumber()
{
delete m_pNumberLabel;
}
void CFloatingAchievementNumber::ApplySchemeSettings( vgui::IScheme *scheme )
{
BaseClass::ApplySchemeSettings( scheme );
LoadControlSettings( "resource/UI/HudAchievementFloatingNumber.res" );
int fontHeight = surface()->GetFontTall( m_pNumberLabel->GetFont() );
SetPos( m_iStartX, m_iStartY - ( fontHeight * 0.5f ) );
m_pNumberLabel->SetAlpha( 0 );
GetAnimationController()->RunAnimationCommand( m_pNumberLabel, "alpha", 255, 0, 0.3, vgui::AnimationController::INTERPOLATOR_LINEAR );
switch ( m_iDirection )
{
default:
case FN_DIR_UP:
vgui::GetAnimationController()->RunAnimationCommand( this, "ypos", m_iStartY - m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
break;
case FN_DIR_DOWN:
vgui::GetAnimationController()->RunAnimationCommand( this, "ypos", m_iStartY + m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
break;
case FN_DIR_LEFT:
vgui::GetAnimationController()->RunAnimationCommand( this, "xpos", m_iStartX - m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
break;
case FN_DIR_RIGHT:
vgui::GetAnimationController()->RunAnimationCommand( this, "xpos", m_iStartX + m_iScrollDistance, 0, 2.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Delete panel when floating number has faded out
//-----------------------------------------------------------------------------
void CFloatingAchievementNumber::OnThink()
{
if ( gpGlobals->curtime > m_fStartTime + 1.0f )
{
if ( m_pNumberLabel->GetAlpha() >= 255 )
{
m_pNumberLabel->SetAlpha( 254 );
GetAnimationController()->RunAnimationCommand( m_pNumberLabel, "alpha", 0, 0.0, 1.0f, vgui::AnimationController::INTERPOLATOR_LINEAR );
}
else if ( m_pNumberLabel->GetAlpha() <= 0 )
{
MarkForDeletion();
SetVisible( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Debug command to make one of the achievement panels flash as though it just went up
//-----------------------------------------------------------------------------
class CHudAchievementTracker;
void cc_TrackerAnim_f( const CCommand &args )
{
CHudBaseAchievementTracker *pTracker = ( CHudBaseAchievementTracker * )GET_HUDELEMENT( CHudAchievementTracker );
if ( !pTracker )
return;
CAchievementTrackerItem *pItem = pTracker->GetAchievementPanel( atoi(args[1]) );
if ( !pItem )
return;
pItem->AchievementIncremented( pItem->GetLastCount() + RandomInt(1, 1) );
}
ConCommand cc_TrackerAnim( "TrackerAnim", cc_TrackerAnim_f, "Test animation of the achievement tracker. Parameter is achievement number on HUD to flash", FCVAR_NONE );