Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Implements all the functions exported by the GameUI dll
//
// $NoKeywords: $
//===========================================================================//
#if defined( _WIN32 ) && !defined( _X360 )
#include <windows.h>
#endif
#include <sys/types.h>
#include <sys/stat.h>
#include <stdio.h>
#if defined( WIN32 )
#include <io.h>
#include <direct.h>
#endif
#include <tier0/dbg.h>
#ifdef SendMessage
#undef SendMessage
#endif
#include "FileSystem.h"
#include "GameUI_Interface.h"
#include "Sys_Utils.h"
#include "string.h"
#include "tier0/icommandline.h"
// interface to engine
#include "EngineInterface.h"
#include "VGuiSystemModuleLoader.h"
#include "bitmap/TGALoader.h"
#include "GameConsole.h"
#include "LoadingDialog.h"
#include "CDKeyEntryDialog.h"
#include "ModInfo.h"
#include "game/client/IGameClientExports.h"
#include "materialsystem/imaterialsystem.h"
#include "matchmaking/imatchframework.h"
#include "ixboxsystem.h"
#include "IGameUIFuncs.h"
#include "IEngineVGUI.h"
// vgui2 interface
// note that GameUI project uses ..\vgui2\include, not ..\utils\vgui\include
#include "vgui/Cursor.h"
#include "tier1/KeyValues.h"
#include "vgui/ILocalize.h"
#include "vgui/IPanel.h"
#include "vgui/IScheme.h"
#include "vgui/IVGui.h"
#include "vgui/ISystem.h"
#include "vgui/ISurface.h"
#include "vgui_controls/Menu.h"
#include "vgui_controls/PHandle.h"
#include "tier3/tier3.h"
#include "matsys_controls/matsyscontrols.h"
#ifndef NO_STEAM
#include "steam/steam_api.h"
#endif
#include "protocol.h"
#if !defined( NO_STEAM ) && !defined( NO_STEAM_GAMECOORDINATOR )
#include "econ_ui.h"
#endif
#if defined( SWARM_DLL )
#include "swarm/basemodpanel.h"
#include "swarm/basemodui.h"
typedef BaseModUI::CBaseModPanel UI_BASEMOD_PANEL_CLASS;
inline UI_BASEMOD_PANEL_CLASS & GetUiBaseModPanelClass() { return UI_BASEMOD_PANEL_CLASS::GetSingleton(); }
inline UI_BASEMOD_PANEL_CLASS & ConstructUiBaseModPanelClass() { return * new UI_BASEMOD_PANEL_CLASS(); }
class IMatchExtSwarm *g_pMatchExt = NULL;
#elif defined( PORTAL2 )
#include "portal2/basemodpanel.h"
#include "portal2/basemodui.h"
typedef BaseModUI::CBaseModPanel UI_BASEMOD_PANEL_CLASS;
inline UI_BASEMOD_PANEL_CLASS & GetUiBaseModPanelClass() { return UI_BASEMOD_PANEL_CLASS::GetSingleton(); }
inline UI_BASEMOD_PANEL_CLASS & ConstructUiBaseModPanelClass() { return * new UI_BASEMOD_PANEL_CLASS(); }
class IMatchExtPortal2 *g_pMatchExt = NULL;
#elif defined( PORTAL2_UITEST_DLL )
#include "portal2uitest/basemodpanel.h"
#include "portal2uitest/basemodui.h"
typedef BaseModUI::CBaseModPanel UI_BASEMOD_PANEL_CLASS;
inline UI_BASEMOD_PANEL_CLASS & GetUiBaseModPanelClass() { return UI_BASEMOD_PANEL_CLASS::GetSingleton(); }
inline UI_BASEMOD_PANEL_CLASS & ConstructUiBaseModPanelClass() { return * new UI_BASEMOD_PANEL_CLASS(); }
IMatchExtPortal2 g_MatchExtPortal2;
class IMatchExtPortal2 *g_pMatchExtPortal2 = &g_MatchExtPortal2;
#else
#include "BasePanel.h"
typedef CBasePanel UI_BASEMOD_PANEL_CLASS;
inline UI_BASEMOD_PANEL_CLASS & GetUiBaseModPanelClass() { return *BasePanel(); }
inline UI_BASEMOD_PANEL_CLASS & ConstructUiBaseModPanelClass() { return *BasePanelSingleton(); }
#endif
#ifdef _X360
#include "xbox/xbox_win32stubs.h"
#endif // _GAMECONSOLE
#ifdef _PS3
#include "ps3/ps3_core.h"
#include "ps3/ps3_win32stubs.h"
#include "ps3/saverestore_ps3_api_ui.h"
#endif // _GAMECONSOLE
#include "tier0/dbg.h"
#include "engine/IEngineSound.h"
#include "gameui_util.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IEngineVGui *enginevguifuncs = NULL;
#ifdef _X360
IXOnline *xonline = NULL; // 360 only
#elif defined( _PS3 )
IPS3SaveRestoreToUI *ps3saveuiapi = NULL;
#endif
vgui::ISurface *enginesurfacefuncs = NULL;
class CGameUI;
CGameUI *g_pGameUI = NULL;
class CLoadingDialog;
vgui::DHANDLE<CLoadingDialog> g_hLoadingDialog;
vgui::VPANEL g_hLoadingBackgroundDialog = NULL;
static CGameUI g_GameUI;
extern void VGui_ClearTransitionVideoPanels();
extern bool VGui_IsPlayingFullScreenVideo();
static IGameClientExports *g_pGameClientExports = NULL;
IGameClientExports *GameClientExports()
{
return g_pGameClientExports;
}
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
CGameUI &GameUI()
{
return g_GameUI;
}
//-----------------------------------------------------------------------------
// Purpose: hack function to give the module loader access to the main panel handle
// only used in VguiSystemModuleLoader
//-----------------------------------------------------------------------------
vgui::VPANEL GetGameUIBasePanel()
{
return GetUiBaseModPanelClass().GetVPanel();
}
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameUI, IGameUI, GAMEUI_INTERFACE_VERSION, g_GameUI);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CGameUI::CGameUI()
{
g_pGameUI = this;
m_bTryingToLoadFriends = false;
m_iFriendsLoadPauseFrames = 0;
m_iGameIP = 0;
m_iGameConnectionPort = 0;
m_iGameQueryPort = 0;
m_bActivatedUI = false;
m_szPreviousStatusText[0] = 0;
m_bIsConsoleUI = false;
m_bHasSavedThisMenuSession = false;
m_bOpenProgressOnStart = false;
m_iPlayGameStartupSound = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CGameUI::~CGameUI()
{
g_pGameUI = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Initialization
//-----------------------------------------------------------------------------
void CGameUI::Initialize( CreateInterfaceFn factory )
{
MEM_ALLOC_CREDIT();
ConnectTier1Libraries( &factory, 1 );
ConnectTier2Libraries( &factory, 1 );
ConVar_Register( FCVAR_CLIENTDLL );
ConnectTier3Libraries( &factory, 1 );
enginesound = (IEngineSound *)factory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL);
engine = (IVEngineClient *)factory( VENGINE_CLIENT_INTERFACE_VERSION, NULL );
bik = (IBik*)factory( BIK_INTERFACE_VERSION, NULL );
#ifdef _PS3
ps3saveuiapi = (IPS3SaveRestoreToUI*)factory( IPS3SAVEUIAPI_VERSION_STRING, NULL );
#endif
#ifndef NO_STEAM
#ifndef _PS3
SteamAPI_InitSafe();
#endif
steamapicontext->Init();
#endif
CGameUIConVarRef var( "gameui_xbox" );
m_bIsConsoleUI = var.IsValid() && var.GetBool();
vgui::VGui_InitInterfacesList( "GameUI", &factory, 1 );
vgui::VGui_InitMatSysInterfacesList( "GameUI", &factory, 1 );
// load localization file
g_pVGuiLocalize->AddFile( "Resource/gameui_%language%.txt", "GAME", true );
// load mod info
ModInfo().LoadCurrentGameInfo();
// load localization file for kb_act.lst
g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt", "GAME", true );
bool bFailed = false;
enginevguifuncs = (IEngineVGui *)factory( VENGINE_VGUI_VERSION, NULL );
enginesurfacefuncs = (vgui::ISurface *)factory(VGUI_SURFACE_INTERFACE_VERSION, NULL);
gameuifuncs = (IGameUIFuncs *)factory( VENGINE_GAMEUIFUNCS_VERSION, NULL );
xboxsystem = (IXboxSystem *)factory( XBOXSYSTEM_INTERFACE_VERSION, NULL );
#ifdef _X360
xonline = (IXOnline *)factory( XONLINE_INTERFACE_VERSION, NULL );
#endif
#ifdef SWARM_DLL
g_pMatchExt = ( IMatchExtSwarm * ) factory( IMATCHEXT_SWARM_INTERFACE, NULL );
#endif
bFailed = !enginesurfacefuncs || !gameuifuncs || !enginevguifuncs ||
!xboxsystem ||
#ifdef _X360
!xonline ||
#endif
#ifdef SWARM_DLL
!g_pMatchExt ||
#endif
!g_pMatchFramework;
if ( bFailed )
{
Error( "CGameUI::Initialize() failed to get necessary interfaces\n" );
}
// setup base panel
UI_BASEMOD_PANEL_CLASS& factoryBasePanel = ConstructUiBaseModPanelClass(); // explicit singleton instantiation
factoryBasePanel.SetBounds( 0, 0, 640, 480 );
factoryBasePanel.SetPaintBorderEnabled( false );
factoryBasePanel.SetPaintBackgroundEnabled( true );
factoryBasePanel.SetPaintEnabled( true );
factoryBasePanel.SetVisible( true );
factoryBasePanel.SetMouseInputEnabled( IsPC() );
// factoryBasePanel.SetKeyBoardInputEnabled( IsPC() );
factoryBasePanel.SetKeyBoardInputEnabled( true );
vgui::VPANEL rootpanel = enginevguifuncs->GetPanel( PANEL_GAMEUIDLL );
factoryBasePanel.SetParent( rootpanel );
}
void CGameUI::PostInit()
{
if ( IsGameConsole() )
{
enginesound->PrecacheSound( "UI/buttonrollover.wav", true, true );
enginesound->PrecacheSound( "UI/buttonclick.wav", true, true );
enginesound->PrecacheSound( "UI/buttonclickrelease.wav", true, true );
enginesound->PrecacheSound( "UI/menu_accept.wav", true, true );
enginesound->PrecacheSound( "UI/menu_focus.wav", true, true );
enginesound->PrecacheSound( "UI/menu_invalid.wav", true, true );
enginesound->PrecacheSound( "UI/menu_back.wav", true, true );
enginesound->PrecacheSound( "UI/menu_countdown.wav", true, true );
enginesound->PrecacheSound( "UI/ui_menu_flip_single_01.wav", true, true );
enginesound->PrecacheSound( "UI/ui_menu_flip_single_02.wav", true, true );
}
#ifdef GAMEUI_BASEMODPANEL_VGUI
// to know once client dlls have been loaded
BaseModUI::CUIGameData::Get()->OnGameUIPostInit();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Sets the specified panel as the background panel for the loading
// dialog. If NULL, default background is used. If you set a panel,
// it should be full-screen with an opaque background, and must be a VGUI popup.
//-----------------------------------------------------------------------------
void CGameUI::SetLoadingBackgroundDialog( vgui::VPANEL panel )
{
g_hLoadingBackgroundDialog = panel;
}
//-----------------------------------------------------------------------------
// Purpose: connects to client interfaces
//-----------------------------------------------------------------------------
void CGameUI::Connect( CreateInterfaceFn gameFactory )
{
g_pGameClientExports = (IGameClientExports *)gameFactory(GAMECLIENTEXPORTS_INTERFACE_VERSION, NULL);
if (!g_pGameClientExports)
{
Error("CGameUI::Initialize() failed to get necessary interfaces\n");
}
m_GameFactory = gameFactory;
}
//-----------------------------------------------------------------------------
// Purpose: Callback function; sends platform Shutdown message to specified window
//-----------------------------------------------------------------------------
int __stdcall SendShutdownMsgFunc(WHANDLE hwnd, int lparam)
{
Sys_PostMessage(hwnd, Sys_RegisterWindowMessage("ShutdownValvePlatform"), 0, 1);
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Searches for GameStartup*.mp3 files in the sound/ui folder and plays one
//-----------------------------------------------------------------------------
void CGameUI::PlayGameStartupSound()
{
#if defined( LEFT4DEAD )
// L4D not using this path, L4D UI now handling with background menu movies
return;
#endif
if ( IsGameConsole() )
return;
if ( CommandLine()->FindParm( "-nostartupsound" ) )
return;
FileFindHandle_t fh;
CUtlVector<char *> fileNames;
char path[ 512 ];
Q_snprintf( path, sizeof( path ), "sound/ui/gamestartup*.mp3" );
Q_FixSlashes( path );
char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh );
if ( fn )
{
do
{
char ext[ 10 ];
Q_ExtractFileExtension( fn, ext, sizeof( ext ) );
if ( !Q_stricmp( ext, "mp3" ) )
{
char temp[ 512 ];
Q_snprintf( temp, sizeof( temp ), "ui/%s", fn );
char *found = new char[ strlen( temp ) + 1 ];
Q_strncpy( found, temp, strlen( temp ) + 1 );
Q_FixSlashes( found );
fileNames.AddToTail( found );
}
fn = g_pFullFileSystem->FindNext( fh );
} while ( fn );
g_pFullFileSystem->FindClose( fh );
}
// did we find any?
if ( fileNames.Count() > 0 )
{
int index = Plat_MSTime() % fileNames.Count();
if ( fileNames.IsValidIndex( index ) && fileNames[index] )
{
char found[ 512 ];
// escape chars "*#" make it stream, and be affected by snd_musicvolume
Q_snprintf( found, sizeof( found ), "play *#%s", fileNames[index] );
engine->ClientCmd_Unrestricted( found );
}
fileNames.PurgeAndDeleteElements();
}
}
//-----------------------------------------------------------------------------
// Purpose: Called to setup the game UI
//-----------------------------------------------------------------------------
void CGameUI::Start()
{
// determine Steam location for configuration
if ( !FindPlatformDirectory( m_szPlatformDir, sizeof( m_szPlatformDir ) ) )
return;
if ( IsPC() )
{
// setup config file directory
char szConfigDir[512];
Q_strncpy( szConfigDir, m_szPlatformDir, sizeof( szConfigDir ) );
Q_strncat( szConfigDir, "config", sizeof( szConfigDir ), COPY_ALL_CHARACTERS );
Msg( "Steam config directory: %s\n", szConfigDir );
g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG");
g_pFullFileSystem->CreateDirHierarchy("", "CONFIG");
// user dialog configuration
vgui::system()->SetUserConfigFile("InGameDialogConfig.vdf", "CONFIG");
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM" );
}
// localization
g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt");
g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt");
Sys_SetLastError( SYS_NO_ERROR );
if ( IsPC() )
{
// Delay playing the startup music until two frames
// this allows cbuf commands that occur on the first frame that may start a map
m_iPlayGameStartupSound = 2;
// now we are set up to check every frame to see if we can friends/server browser
m_bTryingToLoadFriends = true;
m_iFriendsLoadPauseFrames = 1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Validates the user has a cdkey in the registry
//-----------------------------------------------------------------------------
void CGameUI::ValidateCDKey()
{
}
//-----------------------------------------------------------------------------
// Purpose: Finds which directory the platform resides in
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameUI::FindPlatformDirectory(char *platformDir, int bufferSize)
{
platformDir[0] = '\0';
if ( platformDir[0] == '\0' )
{
// we're not under steam, so setup using path relative to game
if ( IsPC() )
{
#ifdef IS_WINDOWS_PC
if ( ::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), platformDir, bufferSize ) )
#else
if ( getcwd( platformDir, bufferSize ) )
#endif
{
V_AppendSlash( platformDir, bufferSize );
Q_strncat(platformDir, "platform", bufferSize, COPY_ALL_CHARACTERS );
V_AppendSlash( platformDir, bufferSize );
return true;
}
}
else
{
// xbox fetches the platform path from exisiting platform search path
// path to executeable is not correct for xbox remote configuration
if ( g_pFullFileSystem->GetSearchPath( "PLATFORM", false, platformDir, bufferSize ) )
{
char *pSeperator = strchr( platformDir, ';' );
if ( pSeperator )
*pSeperator = '\0';
return true;
}
}
Error( "Unable to determine platform directory\n" );
return false;
}
return (platformDir[0] != 0);
}
//-----------------------------------------------------------------------------
// Purpose: Called to Shutdown the game UI system
//-----------------------------------------------------------------------------
void CGameUI::Shutdown()
{
#ifdef GAMEUI_BASEMODPANEL_VGUI
BaseModUI::CUIGameData::Shutdown();
#endif
// notify all the modules of Shutdown
g_VModuleLoader.ShutdownPlatformModules();
// unload the modules them from memory
g_VModuleLoader.UnloadPlatformModules();
ModInfo().FreeModInfo();
#ifndef NO_STEAM
steamapicontext->Clear();
#endif
ConVar_Unregister();
DisconnectTier3Libraries();
DisconnectTier2Libraries();
DisconnectTier1Libraries();
}
//-----------------------------------------------------------------------------
// Purpose: just wraps an engine call to activate the gameUI
//-----------------------------------------------------------------------------
void CGameUI::ActivateGameUI()
{
engine->ExecuteClientCmd("gameui_activate");
// Lock the UI to a particular player
SetGameUIActiveSplitScreenPlayerSlot( engine->GetActiveSplitScreenPlayerSlot() );
}
//-----------------------------------------------------------------------------
// Purpose: just wraps an engine call to hide the gameUI
//-----------------------------------------------------------------------------
void CGameUI::HideGameUI()
{
engine->ExecuteClientCmd("gameui_hide");
}
//-----------------------------------------------------------------------------
// Purpose: Toggle allowing the engine to hide the game UI with the escape key
//-----------------------------------------------------------------------------
void CGameUI::PreventEngineHideGameUI()
{
engine->ExecuteClientCmd("gameui_preventescape");
}
//-----------------------------------------------------------------------------
// Purpose: Toggle allowing the engine to hide the game UI with the escape key
//-----------------------------------------------------------------------------
void CGameUI::AllowEngineHideGameUI()
{
engine->ExecuteClientCmd("gameui_allowescape");
}
//-----------------------------------------------------------------------------
// Purpose: Activate the game UI
//-----------------------------------------------------------------------------
void CGameUI::OnGameUIActivated()
{
bool bWasActive = m_bActivatedUI;
m_bActivatedUI = true;
materials->OnDebugEvent( "CGameUI::OnGameUIActivated" );
// Lock the UI to a particular player
if ( !bWasActive )
{
SetGameUIActiveSplitScreenPlayerSlot( engine->GetActiveSplitScreenPlayerSlot() );
}
// pause the server in case it is pausable
engine->ClientCmd_Unrestricted( "setpause nomsg" );
SetSavedThisMenuSession( false );
UI_BASEMOD_PANEL_CLASS &ui = GetUiBaseModPanelClass();
bool bNeedActivation = true;
if ( ui.IsVisible() )
{
// Already visible, maybe don't need activation
if ( ( !IsInLevel() && IsInBackgroundLevel() ) || ( !IsGameConsole() && !IsInLevel() ) )
{
bNeedActivation = false;
}
}
if ( bNeedActivation )
{
GetUiBaseModPanelClass().OnGameUIActivated();
}
}
//-----------------------------------------------------------------------------
// Purpose: Hides the game ui, in whatever state it's in
//-----------------------------------------------------------------------------
void CGameUI::OnGameUIHidden()
{
bool bWasActive = m_bActivatedUI;
m_bActivatedUI = false;
// unpause the game when leaving the UI
engine->ClientCmd_Unrestricted( "unpause nomsg" );
GetUiBaseModPanelClass().OnGameUIHidden();
#if !defined( NO_STEAM ) && !defined( NO_STEAM_GAMECOORDINATOR )
// Tell the econ UI to close
EconUI()->CloseEconUI();
#endif
// Restore to default
if ( bWasActive )
{
SetGameUIActiveSplitScreenPlayerSlot( 0 );
}
}
//-----------------------------------------------------------------------------
// Purpose: paints all the vgui elements
//-----------------------------------------------------------------------------
void CGameUI::RunFrame()
{
if ( IsGameConsole() && m_bOpenProgressOnStart )
{
StartProgressBar();
m_bOpenProgressOnStart = false;
}
int wide, tall;
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
// resize the background panel to the screen size
vgui::VPANEL clientDllPanel = enginevguifuncs->GetPanel( PANEL_ROOT );
int x, y;
vgui::ipanel()->GetPos( clientDllPanel, x, y );
vgui::ipanel()->GetSize( clientDllPanel, wide, tall );
staticPanel->SetBounds( x, y, wide,tall );
#else
vgui::surface()->GetScreenSize(wide, tall);
GetUiBaseModPanelClass().SetSize(wide, tall);
#endif
// Run frames
g_VModuleLoader.RunFrame();
GetUiBaseModPanelClass().RunFrame();
// Play the start-up music the first time we run frame
if ( IsPC() && m_iPlayGameStartupSound > 0 )
{
m_iPlayGameStartupSound--;
if ( !m_iPlayGameStartupSound )
{
PlayGameStartupSound();
}
}
if ( IsPC() && m_bTryingToLoadFriends && m_iFriendsLoadPauseFrames-- < 1 )
{
// we got the mutex, so load Friends/Serverbrowser
// clear the loading flag
m_bTryingToLoadFriends = false;
g_VModuleLoader.LoadPlatformModules(&m_GameFactory, 1, false);
// notify the game of our game name
const char *fullGamePath = engine->GetGameDirectory();
const char *pathSep = strrchr( fullGamePath, '/' );
if ( !pathSep )
{
pathSep = strrchr( fullGamePath, '\\' );
}
if ( pathSep )
{
KeyValues *pKV = new KeyValues("ActiveGameName" );
pKV->SetString( "name", pathSep + 1 );
pKV->SetInt( "appid", engine->GetAppID() );
KeyValues *modinfo = new KeyValues("ModInfo");
if ( modinfo->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) )
{
pKV->SetString( "game", modinfo->GetString( "game", "" ) );
}
modinfo->deleteThis();
g_VModuleLoader.PostMessageToAllModules( pKV );
}
// notify the ui of a game connect if we're already in a game
if (m_iGameIP)
{
SendConnectedToGameMessage();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game connects to a server
//-----------------------------------------------------------------------------
void CGameUI::OLD_OnConnectToServer(const char *game, int IP, int port)
{
// Nobody should use this anymore because the query port and the connection port can be different.
// Use OnConnectToServer2 instead.
Assert( false );
OnConnectToServer2( game, IP, port, port );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game connects to a server
//-----------------------------------------------------------------------------
void CGameUI::OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort)
{
m_iGameIP = IP;
m_iGameConnectionPort = connectionPort;
m_iGameQueryPort = queryPort;
SendConnectedToGameMessage();
}
void CGameUI::SendConnectedToGameMessage()
{
MEM_ALLOC_CREDIT();
KeyValues *kv = new KeyValues( "ConnectedToGame" );
kv->SetInt( "ip", m_iGameIP );
kv->SetInt( "connectionport", m_iGameConnectionPort );
kv->SetInt( "queryport", m_iGameQueryPort );
g_VModuleLoader.PostMessageToAllModules( kv );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game disconnects from a server
//-----------------------------------------------------------------------------
void CGameUI::OnDisconnectFromServer( uint8 eSteamLoginFailure )
{
m_iGameIP = 0;
m_iGameConnectionPort = 0;
m_iGameQueryPort = 0;
VGui_ClearTransitionVideoPanels();
if ( g_hLoadingBackgroundDialog )
{
vgui::ivgui()->PostMessage( g_hLoadingBackgroundDialog, new KeyValues("DisconnectedFromGame"), NULL );
}
g_VModuleLoader.PostMessageToAllModules(new KeyValues("DisconnectedFromGame"));
if ( eSteamLoginFailure == STEAMLOGINFAILURE_NOSTEAMLOGIN )
{
if ( g_hLoadingDialog )
{
g_hLoadingDialog->DisplayNoSteamConnectionError();
}
}
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_VACBANNED )
{
if ( g_hLoadingDialog )
{
g_hLoadingDialog->DisplayVACBannedError();
}
}
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE )
{
if ( g_hLoadingDialog )
{
g_hLoadingDialog->DisplayLoggedInElsewhereError();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: activates the loading dialog on level load start
//-----------------------------------------------------------------------------
void CGameUI::OnLevelLoadingStarted( const char *levelName, bool bShowProgressDialog )
{
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingStarted" ) );
GetUiBaseModPanelClass().OnLevelLoadingStarted( levelName, bShowProgressDialog );
ShowLoadingBackgroundDialog();
if ( bShowProgressDialog )
{
StartProgressBar();
}
// Don't play the start game sound if this happens before we get to the first frame
m_iPlayGameStartupSound = 0;
}
//-----------------------------------------------------------------------------
// Purpose: closes any level load dialog
//-----------------------------------------------------------------------------
void CGameUI::OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason)
{
StopProgressBar( bError, failureReason, extendedReason );
// notify all the modules
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingFinished" ) );
HideLoadingBackgroundDialog();
}
//-----------------------------------------------------------------------------
// Purpose: Updates progress bar
// Output : Returns true if screen should be redrawn
//-----------------------------------------------------------------------------
bool CGameUI::UpdateProgressBar(float progress, const char *statusText)
{
return GetUiBaseModPanelClass().UpdateProgressBar(progress, statusText);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::SetProgressLevelName( const char *levelName )
{
MEM_ALLOC_CREDIT();
if ( g_hLoadingBackgroundDialog )
{
KeyValues *pKV = new KeyValues( "ProgressLevelName" );
pKV->SetString( "levelName", levelName );
vgui::ivgui()->PostMessage( g_hLoadingBackgroundDialog, pKV, NULL );
}
if ( g_hLoadingDialog.Get() )
{
// TODO: g_hLoadingDialog->SetLevelName( levelName );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::StartProgressBar()
{
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the screen should be updated
//-----------------------------------------------------------------------------
bool CGameUI::ContinueProgressBar( float progressFraction )
{
if (!g_hLoadingDialog.Get())
return false;
g_hLoadingDialog->Activate();
return g_hLoadingDialog->SetProgressPoint(progressFraction);
}
//-----------------------------------------------------------------------------
// Purpose: stops progress bar, displays error if necessary
//-----------------------------------------------------------------------------
void CGameUI::StopProgressBar(bool bError, const char *failureReason, const char *extendedReason)
{
if (!g_hLoadingDialog.Get())
return;
if ( !IsGameConsole() && bError )
{
// turn the dialog to error display mode
g_hLoadingDialog->DisplayGenericError(failureReason, extendedReason);
}
else
{
// close loading dialog
g_hLoadingDialog->Close();
g_hLoadingDialog = NULL;
}
// should update the background to be in a transition here
}
//-----------------------------------------------------------------------------
// Purpose: sets loading info text
//-----------------------------------------------------------------------------
bool CGameUI::SetProgressBarStatusText(const char *statusText)
{
if (!g_hLoadingDialog.Get())
return false;
if (!statusText)
return false;
if (!stricmp(statusText, m_szPreviousStatusText))
return false;
g_hLoadingDialog->SetStatusText(statusText);
Q_strncpy(m_szPreviousStatusText, statusText, sizeof(m_szPreviousStatusText));
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::SetSecondaryProgressBar(float progress /* range [0..1] */)
{
if (!g_hLoadingDialog.Get())
return;
g_hLoadingDialog->SetSecondaryProgress(progress);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::SetSecondaryProgressBarText(const char *statusText)
{
if (!g_hLoadingDialog.Get())
return;
g_hLoadingDialog->SetSecondaryProgressText(statusText);
}
//-----------------------------------------------------------------------------
// Purpose: Returns prev settings
//-----------------------------------------------------------------------------
bool CGameUI::SetShowProgressText( bool show )
{
if (!g_hLoadingDialog.Get())
return false;
return g_hLoadingDialog->SetShowProgressText( show );
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're currently playing the game
//-----------------------------------------------------------------------------
bool CGameUI::IsInLevel()
{
const char *levelName = engine->GetLevelName();
if (levelName && levelName[0] && !engine->IsLevelMainMenuBackground())
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're at the main menu and a background level is loaded
//-----------------------------------------------------------------------------
bool CGameUI::IsInBackgroundLevel()
{
const char *levelName = engine->GetLevelName();
if (levelName && levelName[0] && engine->IsLevelMainMenuBackground())
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're in a multiplayer game
//-----------------------------------------------------------------------------
bool CGameUI::IsInMultiplayer()
{
return (IsInLevel() && engine->GetMaxClients() > 1);
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're console ui
//-----------------------------------------------------------------------------
bool CGameUI::IsConsoleUI()
{
return m_bIsConsoleUI;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we've saved without closing the menu
//-----------------------------------------------------------------------------
bool CGameUI::HasSavedThisMenuSession()
{
return m_bHasSavedThisMenuSession;
}
void CGameUI::SetSavedThisMenuSession( bool bState )
{
m_bHasSavedThisMenuSession = bState;
}
//-----------------------------------------------------------------------------
// Purpose: Makes the loading background dialog visible, if one has been set
//-----------------------------------------------------------------------------
void CGameUI::ShowLoadingBackgroundDialog()
{
if ( g_hLoadingBackgroundDialog )
{
vgui::VPANEL panel = GetUiBaseModPanelClass().GetVPanel();
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, panel );
vgui::ipanel()->MoveToFront( g_hLoadingBackgroundDialog );
}
}
//-----------------------------------------------------------------------------
// Purpose: Hides the loading background dialog, if one has been set
//-----------------------------------------------------------------------------
void CGameUI::HideLoadingBackgroundDialog()
{
if ( g_hLoadingBackgroundDialog )
{
if ( engine->IsInGame() )
{
vgui::ivgui()->PostMessage( g_hLoadingBackgroundDialog, new KeyValues( "LoadedIntoGame" ), NULL );
}
else
{
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, false );
vgui::ipanel()->MoveToBack( g_hLoadingBackgroundDialog );
}
vgui::ivgui()->PostMessage( g_hLoadingBackgroundDialog, new KeyValues("HideAsLoadingPanel"), NULL );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether a loading background dialog has been set
//-----------------------------------------------------------------------------
bool CGameUI::HasLoadingBackgroundDialog()
{
return ( NULL != g_hLoadingBackgroundDialog );
}
//-----------------------------------------------------------------------------
void CGameUI::NeedConnectionProblemWaitScreen()
{
#ifdef GAMEUI_BASEMODPANEL_VGUI
BaseModUI::CUIGameData::Get()->NeedConnectionProblemWaitScreen();
#endif
}
void CGameUI::ShowPasswordUI( char const *pchCurrentPW )
{
#ifdef GAMEUI_BASEMODPANEL_VGUI
BaseModUI::CUIGameData::Get()->ShowPasswordUI( pchCurrentPW );
#endif
}
//-----------------------------------------------------------------------------
void CGameUI::SetProgressOnStart()
{
m_bOpenProgressOnStart = true;
}
#if defined( _GAMECONSOLE ) && defined( _DEMO )
void CGameUI::OnDemoTimeout()
{
GetUiBaseModPanelClass().OnDemoTimeout();
}
#endif
bool CGameUI::LoadingProgressWantsIsolatedRender( bool bContextValid )
{
return GetUiBaseModPanelClass().LoadingProgressWantsIsolatedRender( bContextValid );
}
bool CGameUI::IsPlayingFullScreenVideo()
{
return VGui_IsPlayingFullScreenVideo();
}
bool CGameUI::IsTransitionEffectEnabled()
{
return GetUiBaseModPanelClass().IsTransitionEffectEnabled();
}