You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
203 lines
5.1 KiB
203 lines
5.1 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Workfile: $
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
|
|
#include <stdarg.h>
|
|
#include "gameui_util.h"
|
|
#include "strtools.h"
|
|
#include "EngineInterface.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
using namespace vgui;
|
|
|
|
static int g_nGameUIActiveSplitscreenPlayerSlot = 0;
|
|
|
|
int GetGameUIActiveSplitScreenPlayerSlot()
|
|
{
|
|
return g_nGameUIActiveSplitscreenPlayerSlot;
|
|
}
|
|
|
|
void SetGameUIActiveSplitScreenPlayerSlot( int nSlot )
|
|
{
|
|
if ( g_nGameUIActiveSplitscreenPlayerSlot != nSlot )
|
|
{
|
|
g_nGameUIActiveSplitscreenPlayerSlot = nSlot;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Scans player names
|
|
//Passes the player name to be checked in a KeyValues pointer
|
|
//with the keyname "name"
|
|
// - replaces '&' with '&&' so they will draw in the scoreboard
|
|
// - replaces '#' at the start of the name with '*'
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void GameUI_MakeSafeName( const char *oldName, char *newName, int newNameBufSize )
|
|
{
|
|
if ( !oldName )
|
|
{
|
|
newName[0] = 0;
|
|
return;
|
|
}
|
|
|
|
int newpos = 0;
|
|
|
|
for( const char *p=oldName; *p != 0 && newpos < newNameBufSize-1; p++ )
|
|
{
|
|
//check for a '#' char at the beginning
|
|
|
|
/*
|
|
if( p == oldName && *p == '#' )
|
|
{
|
|
newName[newpos] = '*';
|
|
newpos++;
|
|
}
|
|
else */
|
|
|
|
if( *p == '%' )
|
|
{
|
|
// remove % chars
|
|
newName[newpos] = '*';
|
|
newpos++;
|
|
}
|
|
else if( *p == '&' )
|
|
{
|
|
//insert another & after this one
|
|
if ( newpos+2 < newNameBufSize )
|
|
{
|
|
newName[newpos] = '&';
|
|
newName[newpos+1] = '&';
|
|
newpos+=2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
newName[newpos] = *p;
|
|
newpos++;
|
|
}
|
|
}
|
|
newName[newpos] = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This version is simply used to make reading convars simpler.
|
|
// Writing convars isn't allowed in this mode
|
|
//-----------------------------------------------------------------------------
|
|
class CEmptyGameUIConVar : public ConVar
|
|
{
|
|
public:
|
|
CEmptyGameUIConVar() : ConVar( "", "0" ) {}
|
|
// Used for optimal read access
|
|
virtual void SetValue( const char *pValue ) {}
|
|
virtual void SetValue( float flValue ) {}
|
|
virtual void SetValue( int nValue ) {}
|
|
virtual const char *GetName( void ) const { return ""; }
|
|
virtual bool IsFlagSet( int nFlags ) const { return false; }
|
|
};
|
|
|
|
static CEmptyGameUIConVar s_EmptyConVar;
|
|
|
|
// Helper for splitscreen ConVars
|
|
CGameUIConVarRef::CGameUIConVarRef( const char *pName )
|
|
{
|
|
Init( pName, false );
|
|
}
|
|
|
|
CGameUIConVarRef::CGameUIConVarRef( const char *pName, bool bIgnoreMissing )
|
|
{
|
|
Init( pName, bIgnoreMissing );
|
|
}
|
|
|
|
void CGameUIConVarRef::Init( const char *pName, bool bIgnoreMissing )
|
|
{
|
|
for ( int i = 0; i < MAX_SPLITSCREEN_CLIENTS; ++i )
|
|
{
|
|
cv_t &info = m_Info[ i ];
|
|
char pchName[ 256 ];
|
|
if ( i != 0 )
|
|
{
|
|
Q_snprintf( pchName, sizeof( pchName ), "%s%d", pName, i + 1 );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpy( pchName, pName, sizeof( pchName ) );
|
|
}
|
|
|
|
info.m_pConVar = g_pCVar ? g_pCVar->FindVar( pchName ) : &s_EmptyConVar;
|
|
if ( !info.m_pConVar )
|
|
{
|
|
info.m_pConVar = &s_EmptyConVar;
|
|
if ( i > 0 )
|
|
{
|
|
// Point at slot zero instead, in case we got in here with a non FCVAR_SS var...
|
|
info.m_pConVar = m_Info[ 0 ].m_pConVar;
|
|
}
|
|
}
|
|
info.m_pConVarState = static_cast< ConVar * >( info.m_pConVar );
|
|
}
|
|
|
|
if ( !IsValid() )
|
|
{
|
|
static bool bFirst = true;
|
|
if ( g_pCVar || bFirst )
|
|
{
|
|
if ( !bIgnoreMissing )
|
|
{
|
|
Warning( "CGameUIConVarRef %s doesn't point to an existing ConVar\n", pName );
|
|
}
|
|
bFirst = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
CGameUIConVarRef::CGameUIConVarRef( IConVar *pConVar )
|
|
{
|
|
cv_t &info = m_Info[ 0 ];
|
|
info.m_pConVar = pConVar ? pConVar : &s_EmptyConVar;
|
|
info.m_pConVarState = static_cast< ConVar * >( info.m_pConVar );
|
|
|
|
for ( int i = 1; i < MAX_SPLITSCREEN_CLIENTS; ++i )
|
|
{
|
|
info = m_Info[ i ];
|
|
char pchName[ 256 ];
|
|
Q_snprintf( pchName, sizeof( pchName ), "%s%d", pConVar->GetName(), i + 1 );
|
|
|
|
info.m_pConVar = g_pCVar ? g_pCVar->FindVar( pchName ) : &s_EmptyConVar;
|
|
if ( !info.m_pConVar )
|
|
{
|
|
info.m_pConVar = &s_EmptyConVar;
|
|
if ( i > 0 )
|
|
{
|
|
// Point at slot zero instead, in case we got in here with a non FCVAR_SS var...
|
|
info.m_pConVar = m_Info[ 0 ].m_pConVar;
|
|
}
|
|
}
|
|
info.m_pConVarState = static_cast< ConVar * >( info.m_pConVar );
|
|
}
|
|
}
|
|
|
|
bool CGameUIConVarRef::IsValid() const
|
|
{
|
|
return m_Info[ 0 ].m_pConVar != &s_EmptyConVar;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CGameUiSetActiveSplitScreenPlayerGuard::CGameUiSetActiveSplitScreenPlayerGuard( int slot )
|
|
{
|
|
m_nSaveSlot = engine->GetActiveSplitScreenPlayerSlot();
|
|
engine->SetActiveSplitScreenPlayerSlot( slot );
|
|
}
|
|
|
|
CGameUiSetActiveSplitScreenPlayerGuard::~CGameUiSetActiveSplitScreenPlayerGuard()
|
|
{
|
|
engine->SetActiveSplitScreenPlayerSlot( m_nSaveSlot );
|
|
}
|
|
|