Counter Strike : Global Offensive Source Code
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Implements all the functions exported by the GameUI dll
//
// $NoKeywords: $
//===========================================================================//
#include "client_pch.h"
#include "tier0/platform.h"
#ifdef IS_WINDOWS_PC
#include "winlite.h"
#elif OSX
#include <Carbon/Carbon.h>
#endif
#include "appframework/ilaunchermgr.h"
#include <vgui_controls/Panel.h>
#include <vgui_controls/EditablePanel.h>
#include <matsys_controls/matsyscontrols.h>
#include <vgui/Cursor.h>
#include <vgui_controls/PHandle.h>
#include "keys.h"
#include "console.h"
#include "gl_matsysiface.h"
#include "cdll_engine_int.h"
#include "demo.h"
#include "sys_dll.h"
#include "sound.h"
#include "soundflags.h"
#include "filesystem_engine.h"
#include "igame.h"
#include "con_nprint.h"
#include "vgui_DebugSystemPanel.h"
#include "tier0/vprof.h"
#include "cl_demoactionmanager.h"
#include "enginebugreporter.h"
#include "engineperftools.h"
#include "icolorcorrectiontools.h"
#include "tier0/icommandline.h"
#include "client.h"
#include "server.h"
#include "sys.h" // Sys_GetRegKeyValue()
#include "vgui_drawtreepanel.h"
#include "vgui_vprofpanel.h"
#include "vgui/vgui.h"
#include "vgui/IInput.h"
#include <vgui/IInputInternal.h>
#include "vgui_controls/AnimationController.h"
#include "vgui_vprofgraphpanel.h"
#include "vgui_texturebudgetpanel.h"
#include "vgui_budgetpanel.h"
#include "Steam.h" // for SteamGetUser()
#include "ivideomode.h"
#include "cl_pluginhelpers.h"
#include "cl_main.h" // CL_IsHL2Demo()
#include "cl_steamauth.h"
#include "inputsystem/iinputstacksystem.h"
// interface to gameui dll
#include <GameUI/IGameUI.h>
#include <GameUI/IGameConsole.h>
// interface to expose vgui root panels
#include <ienginevgui.h>
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "cl_texturelistpanel.h"
#include "cl_demouipanel.h"
#include "cl_foguipanel.h"
#include "cl_txviewpanel.h"
// vgui2 interface
// note that GameUI project uses ..\public\vgui and ..\public\vgui_controls, not ..\utils\vgui\include
#include <vgui/vgui.h>
#include <vgui/Cursor.h>
#include <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/EditablePanel.h>
#include <vgui_controls/MenuButton.h>
#include <vgui_controls/Menu.h>
#include <vgui_controls/PHandle.h>
#include "IVguiModule.h"
#include "vgui_baseui_interface.h"
#include "vgui_DebugSystemPanel.h"
#include "toolframework/itoolframework.h"
#include "filesystem/IQueuedLoader.h"
#include "LoadScreenUpdate.h"
#include "tier0/etwprof.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#include "vgui_askconnectpanel.h"
#include "tier1/tokenset.h"
#if defined( INCLUDE_SCALEFORM )
#include "scaleformui/scaleformui.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
extern IVEngineClient *engineClient;
extern HWND *pmainwindow;
extern bool g_bTextMode;
static int g_syncReportLevel = -1;
static void VGui_PlaySound(const char *pFileName);
void VGui_ActivateMouse();
extern CreateInterfaceFn g_AppSystemFactory;
// functions to reference GameUI and GameConsole functions, from GameUI.dll
IGameUI *staticGameUIFuncs = NULL;
IGameUI* GetGameUI( void )
{
return staticGameUIFuncs;
}
IGameConsole *staticGameConsole = NULL;
// cache some of the state we pass through to matsystemsurface, for visibility
bool s_bWindowsInputEnabled = true;
ConVar r_drawvgui( "r_drawvgui", "1", FCVAR_CHEAT, "Enable the rendering of vgui panels" );
ConVar gameui_xbox( "gameui_xbox", "0", 0 );
// Tracks whether console window is open or not - true as soon as we receive the request to open it, until after it has shutdown
ConVar cv_console_window_open( "console_window_open", NULL, FCVAR_HIDDEN, "Is the console window active" );
ConVar cv_ignore_ui_activate_key( "ignore_ui_activate_key", NULL, FCVAR_HIDDEN, "When set will ignore UI activation key" );
ConVar cv_vguipanel_active( "vgui_panel_active", NULL, FCVAR_HIDDEN, "Is a vgui panel currently active" );
ConVar cv_server_browser_dialog_open( "server_browser_dialog_open", NULL, FCVAR_HIDDEN, "Is the server browser window active" );
void Con_CreateConsolePanel( Panel *parent );
void CL_CreateEntityReportPanel( Panel *parent );
void ClearIOStates( void );
#ifdef IHV_DEMO
// Enabled for IHV demos
void CreateWatermarkPanel( Panel *parent );
#endif
// turn this on if you're tuning progress bars
// #define ENABLE_LOADING_PROGRESS_PROFILING
#define PT( x ) #x, x
static tokenset_t< LevelLoadingProgress_e > g_ProgressTokens[]=
{
{ PT( PROGRESS_DEFAULT ) },
{ PT( PROGRESS_NONE ) },
{ PT( PROGRESS_CHANGELEVEL ) },
{ PT( PROGRESS_SPAWNSERVER ) },
{ PT( PROGRESS_LOADWORLDMODEL ) },
{ PT( PROGRESS_CRCMAP ) },
{ PT( PROGRESS_CRCCLIENTDLL ) },
{ PT( PROGRESS_CREATENETWORKSTRINGTABLES ) },
{ PT( PROGRESS_PRECACHEWORLD ) },
{ PT( PROGRESS_CLEARWORLD ) },
{ PT( PROGRESS_LEVELINIT ) },
{ PT( PROGRESS_PRECACHE ) },
{ PT( PROGRESS_ACTIVATESERVER ) },
{ PT( PROGRESS_BEGINCONNECT ) },
{ PT( PROGRESS_SIGNONCHALLENGE ) },
{ PT( PROGRESS_SIGNONCONNECT ) },
{ PT( PROGRESS_SIGNONCONNECTED ) },
{ PT( PROGRESS_PROCESSSERVERINFO ) },
{ PT( PROGRESS_PROCESSSTRINGTABLE ) },
{ PT( PROGRESS_SIGNONNEW ) },
{ PT( PROGRESS_SENDCLIENTINFO ) },
{ PT( PROGRESS_SENDSIGNONDATA ) },
{ PT( PROGRESS_SIGNONSPAWN ) },
{ PT( PROGRESS_CREATEENTITIES ) },
{ PT( PROGRESS_FULLYCONNECTED ) },
{ PT( PROGRESS_PRECACHELIGHTING ) },
{ PT( PROGRESS_READYTOPLAY ) },
{ PT( PROGRESS_HIGHESTITEM ) },
{ NULL, PROGRESS_INVALID }
};
//-----------------------------------------------------------------------------
// Purpose: Console command to hide the gameUI, most commonly called from gameUI.dll
//-----------------------------------------------------------------------------
CON_COMMAND( gameui_hide, "Hides the game UI" )
{
EngineVGui()->HideGameUI();
}
//-----------------------------------------------------------------------------
// Purpose: Console command to activate the gameUI, most commonly called from gameUI.dll
//-----------------------------------------------------------------------------
CON_COMMAND( gameui_activate, "Shows the game UI" )
{
EngineVGui()->ActivateGameUI();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND( gameui_preventescape, "Escape key doesn't hide game UI" )
{
EngineVGui()->SetNotAllowedToHideGameUI( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND( gameui_allowescapetoshow, "Escape key allowed to show game UI" )
{
EngineVGui()->SetNotAllowedToShowGameUI( false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND( gameui_preventescapetoshow, "Escape key doesn't show game UI" )
{
EngineVGui()->SetNotAllowedToShowGameUI( true );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CON_COMMAND( gameui_allowescape, "Escape key allowed to hide game UI" )
{
EngineVGui()->SetNotAllowedToHideGameUI( false );
}
//-----------------------------------------------------------------------------
// Purpose: Console command to enable progress bar for next load
//-----------------------------------------------------------------------------
void BaseUI_ProgressEnabled_f()
{
EngineVGui()->EnabledProgressBarForNextLoad();
}
static ConCommand progress_enable("progress_enable", &BaseUI_ProgressEnabled_f );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEnginePanel : public EditablePanel
{
typedef EditablePanel BaseClass;
public:
CEnginePanel( Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
{
//m_bCanFocus = true;
SetMouseInputEnabled( true );
SetKeyBoardInputEnabled( true );
}
CEnginePanel( VPANEL parent, const char *pName ) : BaseClass( NULL, pName )
{
SetParent( parent );
//m_bCanFocus = true;
SetMouseInputEnabled( true );
SetKeyBoardInputEnabled( true );
}
void EnableMouseFocus( bool state )
{
//m_bCanFocus = state;
SetMouseInputEnabled( state );
SetKeyBoardInputEnabled( state );
}
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CStaticPanel : public Panel
{
typedef Panel BaseClass;
public:
CStaticPanel( Panel *pParent, const char *pName ) : Panel( pParent, pName )
{
SetCursor( dc_none );
SetKeyBoardInputEnabled( false );
SetMouseInputEnabled( false );
}
};
vgui::VPanelHandle g_DrawTreeSelectedPanel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CFocusOverlayPanel : public Panel
{
typedef Panel BaseClass;
public:
CFocusOverlayPanel( Panel *pParent, const char *pName );
virtual void PostChildPaint( void );
static void GetColorForSlot( int slot, int& r, int& g, int& b )
{
r = (int)( 124.0 + slot * 47.3 ) & 255;
g = (int)( 63.78 - slot * 71.4 ) & 255;
b = (int)( 188.42 + slot * 13.57 ) & 255;
}
bool DrawTitleSafeOverlay( void );
bool DrawFocusPanelList( void );
bool DrawKeyFocusPanel( void );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTransitionEffectPanel : public EditablePanel
{
typedef EditablePanel BaseClass;
public:
CTransitionEffectPanel( Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
{
SetBounds( 0, 0, videomode->GetModeWidth(), videomode->GetModeHeight() );
SetPaintBorderEnabled( false );
SetPaintBackgroundEnabled( false );
SetPaintEnabled( true );
SetVisible( true );
SetCursor( dc_none );
SetMouseInputEnabled( false );
SetKeyBoardInputEnabled( true );
}
bool IsEffectEnabled()
{
return staticGameUIFuncs->IsTransitionEffectEnabled();
}
};
//-----------------------------------------------------------------------------
//
// Purpose: Centerpoint for handling all user interface in the engine
//
//-----------------------------------------------------------------------------
class CEngineVGui : public IEngineVGuiInternal
{
public:
CEngineVGui();
~CEngineVGui();
// Methods of IEngineVGui
virtual VPANEL GetPanel( VGuiPanel_t type );
// Methods of IEngineVGuiInternal
virtual void Init();
virtual void Connect();
virtual void Shutdown();
virtual bool SetVGUIDirectories();
virtual bool IsInitialized() const;
virtual bool Key_Event( const InputEvent_t &event );
virtual void UpdateButtonState( const InputEvent_t &event );
virtual void BackwardCompatibility_Paint();
virtual void Paint( PaintMode_t mode );
virtual void PostInit();
CreateInterfaceFn GetGameUIFactory()
{
return m_GameUIFactory;
}
// handlers for game UI (main menu)
virtual void ActivateGameUI();
virtual bool HideGameUI();
virtual bool IsGameUIVisible();
// console
virtual void ShowConsole();
virtual void HideConsole();
virtual bool IsConsoleVisible();
virtual void ClearConsole();
// level loading
virtual void OnLevelLoadingStarted( char const *levelName, bool bLocalServer );
virtual void OnLevelLoadingFinished();
virtual void NotifyOfServerConnect(const char *game, int IP, int connectionPort, int queryPort);
virtual void NotifyOfServerDisconnect();
virtual void UpdateProgressBar(LevelLoadingProgress_e progress, bool showDialog = true );
virtual void UpdateCustomProgressBar( float progress, const wchar_t *desc );
virtual void StartCustomProgress();
virtual void FinishCustomProgress();
virtual void UpdateSecondaryProgressBarWithFile( float progress, const char *pDesc, int nBytesTotal );
virtual void UpdateSecondaryProgressBar( float progress, const wchar_t *desc );
virtual void StartLoadingScreenForCommand( const char* command );
virtual void StartLoadingScreenForKeyValues( KeyValues* keyValues );
virtual void EnabledProgressBarForNextLoad()
{
m_bShowProgressDialog = true;
}
// Should pause?
virtual bool ShouldPause();
virtual void ShowErrorMessage();
virtual void SetNotAllowedToHideGameUI( bool bNotAllowedToHide )
{
m_bNotAllowedToHideGameUI = bNotAllowedToHide;
}
virtual void SetNotAllowedToShowGameUI( bool bNotAllowedToShow )
{
m_bNotAllowedToShowGameUI = bNotAllowedToShow;
}
virtual void HideLoadingPlaque( void )
{
if ( scr_drawloading )
{
OnLevelLoadingFinished();
S_OnLoadScreen( false );
}
S_PreventSound(false);//it is now safe to use audio again.
scr_disabled_for_loading = false;
scr_drawloading = false;
}
void SetGameDLLPanelsVisible( bool show )
{
if ( !staticGameDLLPanel )
{
return;
}
staticGameDLLPanel->SetVisible( show );
}
// Allows the level loading progress to show map-specific info
virtual void SetProgressLevelName( const char *levelName );
virtual void OnToolModeChanged( bool bGameMode );
virtual InputContextHandle_t GetGameUIInputContext() { return m_hGameUIInputContext; }
virtual void NeedConnectionProblemWaitScreen();
virtual void ShowPasswordUI( char const *pchCurrentPW );
void SetProgressBias( float bias );
void UpdateProgressBar( float progress, const char *pszDesc = NULL, bool showDialog = true );
virtual bool IsPlayingFullScreenVideo();
private:
Panel *GetRootPanel( VGuiPanel_t type );
void SetEngineVisible( bool state );
void DrawMouseFocus( void );
void DrawKeyFocus( void );
void CreateVProfPanels( Panel *pParent );
void DestroyVProfPanels( );
void HideVProfPanels();
virtual void Simulate();
// debug overlays
bool IsDebugSystemVisible();
void HideDebugSystem();
bool IsShiftKeyDown();
bool IsAltKeyDown();
bool IsCtrlKeyDown();
CON_COMMAND_MEMBER_F( CEngineVGui, "debugsystemui", ToggleDebugSystemUI, "Show/hide the debug system UI.", FCVAR_CHEAT );
void PreparePanel( Panel *panel, int nZPos, bool bVisible = true );
private:
enum { MAX_NUM_FACTORIES = 5 };
CreateInterfaceFn m_FactoryList[MAX_NUM_FACTORIES];
int m_iNumFactories;
CSysModule *m_hStaticGameUIModule;
CreateInterfaceFn m_GameUIFactory;
// top level VGUI2 panel
CStaticPanel *staticPanel;
// base level panels for other subsystems, rooted on staticPanel
CEnginePanel *staticClientDLLPanel;
CEnginePanel *staticClientDLLToolsPanel;
CEnginePanel *staticGameUIPanel;
CEnginePanel *staticGameUIBackgroundPanel;
CEnginePanel *staticGameDLLPanel;
// Want engine tools to be on top of other engine panels
CEnginePanel *staticEngineToolsPanel;
CDebugSystemPanel *staticDebugSystemPanel;
CEnginePanel *staticSteamOverlayPanel;
CFocusOverlayPanel *staticFocusOverlayPanel;
CTransitionEffectPanel *staticTransitionPanel;
#ifdef VPROF_ENABLED
CVProfPanel *m_pVProfPanel;
CBudgetPanelEngine *m_pBudgetPanel;
CTextureBudgetPanel *m_pTextureBudgetPanel;
#endif
// progress bar
bool m_bShowProgressDialog;
LevelLoadingProgress_e m_eLastProgressPoint;
// progress bar debugging
int m_nLastProgressPointRepeatCount;
double m_flLoadingStartTime;
struct LoadingProgressEntry_t
{
double flTime;
LevelLoadingProgress_e eProgress;
};
CUtlVector<LoadingProgressEntry_t> m_LoadingProgress;
bool m_bSaveProgress : 1;
bool m_bNoShaderAPI : 1;
// game ui hiding control
bool m_bNotAllowedToHideGameUI : 1;
bool m_bNotAllowedToShowGameUI : 1;
IInputInternal *m_pInputInternal;
// used to start the progress from an arbitrary position
float m_ProgressBias;
InputContextHandle_t m_hGameUIInputContext;
IMaterial *m_pConstantColorMaterial;
};
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
static CEngineVGui g_EngineVGuiImp;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CEngineVGui, IEngineVGui, VENGINE_VGUI_VERSION, g_EngineVGuiImp );
IEngineVGuiInternal *EngineVGui()
{
return &g_EngineVGuiImp;
}
//-----------------------------------------------------------------------------
// The loader progress is updated by the queued loader. It uses an initial
// reserved portion of the bar.
//-----------------------------------------------------------------------------
#define PROGRESS_RESERVE 0.50f
class CLoaderProgress : public ILoaderProgress
{
public:
CLoaderProgress()
{
// initialize to disabled state
m_SnappedProgress = -1;
m_flLastProgress = 0.0f;
}
void BeginProgress()
{
g_EngineVGuiImp.SetProgressBias( 0 );
m_SnappedProgress = 0;
}
void UpdateProgress( float progress, bool bForce )
{
if ( !bForce )
{
m_flLastProgress = progress;
}
if ( m_SnappedProgress == - 1 && !bForce )
{
// not enabled
return;
}
int snappedProgress = progress * 15;
// Need excessive updates on the console to keep the XBox slider inny bar/XMB active
if ( !IsGameConsole() && ( snappedProgress <= m_SnappedProgress ) )
{
// prevent excessive updates
return;
}
m_SnappedProgress = snappedProgress;
// up to reserved
g_EngineVGuiImp.UpdateProgressBar( bForce ? 1.0f : ( PROGRESS_RESERVE * progress ) );
}
void EndProgress()
{
// the normal legacy bar now picks up after reserved region
g_EngineVGuiImp.SetProgressBias( PROGRESS_RESERVE );
m_SnappedProgress = -1;
}
void PauseNonInteractiveProgress( bool bPause )
{
PauseLoadingUpdates( bPause );
}
private:
int m_SnappedProgress;
float m_flLastProgress;
};
static CLoaderProgress s_LoaderProgress;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CEngineVGui::CEngineVGui()
{
staticPanel = NULL;
staticClientDLLToolsPanel = NULL;
staticClientDLLPanel = NULL;
staticGameDLLPanel = NULL;
staticGameUIPanel = NULL;
staticGameUIBackgroundPanel = NULL;
staticEngineToolsPanel = NULL;
staticDebugSystemPanel = NULL;
staticSteamOverlayPanel = NULL;
staticFocusOverlayPanel = NULL;
staticTransitionPanel = NULL;
m_hGameUIInputContext = INPUT_CONTEXT_HANDLE_INVALID;
m_hStaticGameUIModule = NULL;
m_GameUIFactory = NULL;
#ifdef VPROF_ENABLED
m_pVProfPanel = NULL;
#endif
m_bShowProgressDialog = false;
m_bSaveProgress = false;
m_bNoShaderAPI = false;
m_bNotAllowedToHideGameUI = false;
m_bNotAllowedToShowGameUI = false;
m_pInputInternal = NULL;
m_ProgressBias = 0;
m_pConstantColorMaterial = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CEngineVGui::~CEngineVGui()
{
}
//-----------------------------------------------------------------------------
// add all the base search paths used by VGUI (platform, skins directory, language dirs)
//-----------------------------------------------------------------------------
bool CEngineVGui::SetVGUIDirectories()
{
// add vgui skins directory last
#if defined(_WIN32)
if ( IsPC() )
{
char temp[ 512 ];
char skin[128];
skin[0] = 0;
Sys_GetRegKeyValue("Software\\Valve\\Steam", "Skin", skin, sizeof(skin), "");
if (strlen(skin) > 0)
{
sprintf( temp, "%s/platform/skins/%s", GetBaseDirectory(), skin );
g_pFileSystem->AddSearchPath( temp, "SKIN" );
}
}
#endif
return true;
}
void CEngineVGui::PreparePanel( Panel *panel, int nZPos, bool bVisible /*= true*/ )
{
panel->SetBounds( 0, 0, videomode->GetModeWidth(), videomode->GetModeHeight() );
panel->SetPaintBorderEnabled(false);
panel->SetPaintBackgroundEnabled(false);
panel->SetPaintEnabled(false);
panel->SetVisible(true);
panel->SetCursor( dc_none );
panel->SetVisible( bVisible );
panel->SetZPos( nZPos );
}
//-----------------------------------------------------------------------------
// Setup the base vgui panels
//-----------------------------------------------------------------------------
void CEngineVGui::Init()
{
const char *szDllName = "";
if ( CommandLine()->FindParm( "-gameuidll" ) )
{
COM_TimestampedLog( "Loading gameui.dll" );
// load the GameUI dll
szDllName = "gameui";
m_hStaticGameUIModule = g_pFileSystem->LoadModule(szDllName, "GAMEBIN", true); // LoadModule() does a GetLocalCopy() call
m_GameUIFactory = Sys_GetFactory(m_hStaticGameUIModule);
if ( !m_GameUIFactory )
{
Error( "Could not load: %s\n", szDllName );
}
}
else
{
// Get the gameui interfaces from client.dll
extern CreateInterfaceFn g_ClientFactory;
m_GameUIFactory = g_ClientFactory;
szDllName = "client";
}
// get the initialization func
staticGameUIFuncs = (IGameUI *)m_GameUIFactory(GAMEUI_INTERFACE_VERSION, NULL);
if (!staticGameUIFuncs )
{
Error( "Could not get IGameUI interface %s from %s\n", GAMEUI_INTERFACE_VERSION, szDllName );
}
if ( IsPC() )
{
staticGameConsole = (IGameConsole *)m_GameUIFactory(GAMECONSOLE_INTERFACE_VERSION, NULL);
if ( !staticGameConsole )
{
Sys_Error( "Could not get IGameConsole interface %s from %s\n", GAMECONSOLE_INTERFACE_VERSION, szDllName );
}
}
// Create UI Input contexts
// NOTE: The GameUI context may or may not be used by the client
// so we'll start it out disabled
m_hGameUIInputContext = g_pInputStackSystem->PushInputContext();
g_pInputStackSystem->EnableInputContext( m_hGameUIInputContext, false );
InputContextHandle_t hVGuiInputContext = g_pInputStackSystem->PushInputContext();
g_pMatSystemSurface->SetInputContext( hVGuiInputContext );
VGui_InitMatSysInterfacesList( "BaseUI", &g_AppSystemFactory, 1 );
#ifdef OSX
if ( Steam3Client().SteamApps() )
{
// just follow the language steam wants you to be
const char *lang = Steam3Client().SteamApps()->GetCurrentGameLanguage();
if ( lang && Q_strlen(lang) )
vgui::system()->SetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\Language", lang );
}
#endif
COM_TimestampedLog( "AttachToWindow" );
// Need to be able to play sounds through vgui
g_pMatSystemSurface->InstallPlaySoundFunc( VGui_PlaySound );
COM_TimestampedLog( "Load Scheme File" );
// load scheme
const char *pStr = "Resource/SourceScheme.res";
if ( !scheme()->LoadSchemeFromFile( pStr, "Tracker" ))
{
Sys_Error( "Error loading file %s\n", pStr );
return;
}
if ( IsGameConsole() )
{
CCommand ccommand;
if ( CL_ShouldLoadBackgroundLevel( ccommand ) )
{
// Must be before the game ui base panel starts up
// This is a hint to avoid the menu pop due to the impending background map
// that the game ui is not aware of until 1 frame later.
staticGameUIFuncs->SetProgressOnStart();
}
}
COM_TimestampedLog( "ivgui()->Start()" );
// Start the App running
ivgui()->Start();
ivgui()->SetSleep(false);
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
// setup base panel for the whole VGUI System
// The root panel for everything ( NULL parent makes it a child of the embedded panel )
// Ideal hierarchy:
// Root -- staticPanel
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
// staticGameUIBackgroundPanel ( loading image only ) (zpos 0)
// staticClientDLLPanel ( zpos == 25 )
// staticClientDLLPanelFullscreen ( zpos == 26 )
// staticGameUIPanel ( GameUI stuff, zpos 40 )
// staticClientDLLToolsPanel ( zpos == 28 )
// staticGameDLLPanel ( zpos == 50 ) [ Tool Framework Root ]
// staticEngineToolsPanel ( zpos == 75 )
// staticDebugSystemPanel ( Engine debug stuff ) zpos == 125 )
// staticSteamOverlayPanel (STEAM OVERLAY ON PS3) zpos = 140
// staticFocusOverlayPanel (zpos == 150)
#endif
COM_TimestampedLog( "Building Panels (staticPanel)" );
staticPanel = new CStaticPanel( NULL, "staticPanel" );
staticPanel->SetParent( surface()->GetEmbeddedPanel() );
PreparePanel( staticPanel, 0 );
COM_TimestampedLog( "Building Panels (staticGameUIBackgroundPanel)" );
staticGameUIBackgroundPanel = new CEnginePanel( staticPanel, "GameUI Background Panel" );
PreparePanel( staticGameUIBackgroundPanel, 0 );
COM_TimestampedLog( "Building Panels (staticClientDLLPanel)" );
staticClientDLLPanel = new CEnginePanel( staticPanel, "staticClientDLLPanel" );
PreparePanel( staticClientDLLPanel, 25, false );
staticClientDLLPanel->SetKeyBoardInputEnabled( false ); // popups in the client DLL can enable this.
// This panel has it's own animation controller, which makes it 1.1Mb to instance
// which is too much on the console which doesn't support plugins anyway.
if ( IsPC() )
{
COM_TimestampedLog( "Building Panels (CreateAskConnectPanel)" );
CreateAskConnectPanel( staticPanel->GetVPanel() );
}
COM_TimestampedLog( "Building Panels (staticClientDLLToolsPanel)" );
staticClientDLLToolsPanel = new CEnginePanel( staticPanel, "staticClientDLLToolsPanel" );
PreparePanel( staticClientDLLToolsPanel, 28 );
// popups in the client DLL can enable this.
staticClientDLLToolsPanel->SetKeyBoardInputEnabled( false );
COM_TimestampedLog( "Building Panels (staticGameUIPanel)" );
staticGameUIPanel = new CEnginePanel( staticPanel, "GameUI Panel" );
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
PreparePanel( staticGameUIPanel, 40 );
#else
PreparePanel( staticGameUIPanel, 100 );
#endif
COM_TimestampedLog( "Building Panels (staticGameDLLPanel)" );
staticGameDLLPanel = new CEnginePanel( staticPanel, "staticGameDLLPanel" );
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
PreparePanel( staticGameDLLPanel, 50 );
#else
PreparePanel( staticGameDLLPanel, 135 );
#endif
staticGameDLLPanel->SetKeyBoardInputEnabled( false ); // popups in the game DLL can enable this.
COM_TimestampedLog( "Building Panels (Engine Tools)" );
staticEngineToolsPanel = new CEnginePanel( bTools ? staticGameDLLPanel->GetVPanel() : staticPanel->GetVPanel(), "Engine Tools" );
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
PreparePanel( staticEngineToolsPanel, 75 );
#else
PreparePanel( staticEngineToolsPanel, 100 );
#endif
staticEngineToolsPanel->SetKeyBoardInputEnabled( false ); // popups in the game DLL can enable this.
staticEngineToolsPanel->SetMouseInputEnabled( false ); // popups in the game DLL can enable this.
if ( IsPC() )
{
COM_TimestampedLog( "Building Panels (staticDebugSystemPanel)" );
staticDebugSystemPanel = new CDebugSystemPanel( staticPanel, "Engine Debug System" );
staticDebugSystemPanel->SetZPos( 125 );
// Install demo playback/editing UI
CDemoUIPanel::InstallDemoUI( staticEngineToolsPanel );
//CDemoUIPanel2::Install( staticClientDLLPanel, staticEngineToolsPanel, true );
// Install fog control panel UI
CFogUIPanel::InstallFogUI( staticEngineToolsPanel );
// Install texture view panel
TxViewPanel::Install( staticEngineToolsPanel );
/*
COM_TimestampedLog( "Install bug reporter" );
// Create and initialize bug reporting system
bugreporter->InstallBugReportingUI( staticGameUIPanel, IEngineBugReporter::BR_AUTOSELECT );
bugreporter->Init();
*/
COM_TimestampedLog( "Install perf tools" );
// Create a performance toolkit system
perftools->InstallPerformanceToolsUI( staticEngineToolsPanel );
perftools->Init();
// Create a color correction UI
colorcorrectiontools->InstallColorCorrectionUI( staticEngineToolsPanel );
colorcorrectiontools->Init();
}
COM_TimestampedLog( "Building Panels (staticTransitionPanel)" );
staticTransitionPanel = new CTransitionEffectPanel( staticPanel, "TransitionEffect" );
staticTransitionPanel->SetZPos( 135 );
if ( IsPS3() )
{
COM_TimestampedLog( "Building Panels (staticSteamOverlayPanel)" );
staticSteamOverlayPanel = new CEnginePanel( staticPanel, "Steam Overlay" );
staticSteamOverlayPanel->SetZPos( 140 );
staticSteamOverlayPanel->SetKeyBoardInputEnabled( false );
staticSteamOverlayPanel->SetMouseInputEnabled( false );
}
COM_TimestampedLog( "Building Panels (FocusOverlayPanel)" );
// Make sure this is on top of everything
staticFocusOverlayPanel = new CFocusOverlayPanel( staticPanel, "FocusOverlayPanel" );
staticFocusOverlayPanel->SetBounds( 0, 0, videomode->GetModeWidth(), videomode->GetModeHeight() );
staticFocusOverlayPanel->SetZPos( 150 );
staticFocusOverlayPanel->MoveToFront();
COM_TimestampedLog( "Building Panels (console, entity report, drawtree, texturelist, vprof)" );
// Create engine vgui panels
if ( IsPC() )
{
#ifdef IHV_DEMO
// if ( GetSteamUniverse() == k_EUniversePublic ) // IHV_DEMO - we must remove this before we publicly release
// {
// CreateWatermarkPanel( staticEngineToolsPanel );
// }
#endif
Con_CreateConsolePanel( staticEngineToolsPanel );
CL_CreateEntityReportPanel( staticEngineToolsPanel );
VGui_CreateDrawTreePanel( staticEngineToolsPanel );
CL_CreateTextureListPanel( staticEngineToolsPanel );
CreateVProfPanels( staticEngineToolsPanel );
}
#ifndef _CERT
else if ( IsGameConsole() )
{
Con_CreateConsolePanel( staticEngineToolsPanel );
CL_CreateEntityReportPanel( staticEngineToolsPanel );
if ( IsX360() )
{
CreateVProfPanels( staticGameDLLPanel );
}
}
#endif // !_CERT
staticEngineToolsPanel->LoadControlSettings( "scripts/EngineVGuiLayout.res" );
// Loading the .res will show some panels which really should stay hidden
HideVProfPanels();
COM_TimestampedLog( "materials->CacheUsedMaterials()" );
// This material is used by CPotteryWheelPanel::Paint() to copy stencil to the render target's alpha. Not sure of the best place to put it, but this needs to be done sometime before the used materials are precached.
m_pConstantColorMaterial = materials->FindMaterial( "dev/constant_color", TEXTURE_GROUP_OTHER, true );
if ( m_pConstantColorMaterial )
{
m_pConstantColorMaterial->IncrementReferenceCount();
}
// Make sure that these materials are in the materials cache
materials->CacheUsedMaterials();
COM_TimestampedLog( "g_pVGuiLocalize->AddFile" );
// load the base localization file
g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt" );
char szFileName[MAX_PATH];
// We also want to load the localization file for the base game. Nomrally, all these values would already be in valve_language.txt, but
// with CSGO we decided to move them into csgo_language (which is NOT a mod).
Q_snprintf( szFileName, sizeof( szFileName ) - 1, "resource/%s_%%language%%.txt", GetCurrentGame() );
szFileName[ sizeof( szFileName ) - 1 ] = '\0';
g_pVGuiLocalize->AddFile( szFileName );
// don't need to load the "valve" localization file twice
// Each mod can have its own language.txt in addition to the valve_%%langauge%%.txt file under defaultgamedir.
// load mod-specific localization file for kb_act.lst, user.scr, settings.scr, etc.
Q_snprintf( szFileName, sizeof( szFileName ) - 1, "resource/%s_%%language%%.txt", GetCurrentMod() );
szFileName[ sizeof( szFileName ) - 1 ] = '\0';
g_pVGuiLocalize->AddFile( szFileName );
// Load a low-violence-specific string file to override strings in the mod string file
if ( g_bLowViolence )
{
Q_snprintf( szFileName, sizeof( szFileName ) - 1, "resource/%s_%%language%%_lv.txt", GetCurrentMod() );
szFileName[ sizeof( szFileName ) - 1 ] = '\0';
g_pVGuiLocalize->AddFile( szFileName );
}
COM_TimestampedLog( "staticGameUIFuncs->Initialize" );
staticGameUIFuncs->Initialize( g_GameSystemFactory );
COM_TimestampedLog( "staticGameUIFuncs->Start" );
staticGameUIFuncs->Start();
// setup console
if ( staticGameConsole )
{
staticGameConsole->Initialize();
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
staticGameConsole->SetParent(staticEngineToolsPanel->GetVPanel());
#elif !defined (CSTRIKE15)
staticGameConsole->SetParent(staticGameUIPanel->GetVPanel());
#endif
}
if ( IsGameConsole() )
{
// provide an interface for loader to send progress notifications
g_pQueuedLoader->InstallProgress( &s_LoaderProgress );
}
// show the game UI
COM_TimestampedLog( "ActivateGameUI()" );
ActivateGameUI();
if ( staticGameConsole &&
!CommandLine()->CheckParm( "-forcestartupmenu" ) &&
!CommandLine()->CheckParm( "-hideconsole" ) &&
( CommandLine()->FindParm( "-toconsole" ) || CommandLine()->FindParm( "-console" ) || CommandLine()->FindParm( "-rpt" ) || CommandLine()->FindParm( "-allowdebug" ) ) )
{
// activate the console
staticGameConsole->Activate();
}
m_bNoShaderAPI = CommandLine()->FindParm( "-noshaderapi" ) ? true : false;
}
void CEngineVGui::PostInit()
{
staticGameUIFuncs->PostInit();
#if defined( _GAMECONSOLE )
g_pMatSystemSurface->ClearTemporaryFontCache();
#endif
}
//-----------------------------------------------------------------------------
// Purpose: connects interfaces in gameui
//-----------------------------------------------------------------------------
void CEngineVGui::Connect()
{
m_pInputInternal = (IInputInternal *)g_GameSystemFactory( VGUI_INPUTINTERNAL_INTERFACE_VERSION, NULL );
staticGameUIFuncs->Connect( g_GameSystemFactory );
#if OSX
// g_pLauncherMgr = (ILauncherMgr *)g_GameSystemFactory( COCOAMGR_INTERFACE_VERSION, NULL );
#endif
#if LINUX
// g_pLauncherMgr = (ILauncherMgr *)g_GameSystemFactory( LINUXMGR_INTERFACE_VERSION, NULL );
#endif
#if defined( _WIN32 ) && defined( DX_TO_GL_ABSTRACTION )
// g_pLauncherMgr = (ILauncherMgr *)g_GameSystemFactory( WINMGR_INTERFACE_VERSION, NULL );
#endif
}
//-----------------------------------------------------------------------------
// Create/destroy the vprof panels
//-----------------------------------------------------------------------------
void CEngineVGui::CreateVProfPanels( Panel *pParent )
{
#ifdef _CERT
if ( IsGameConsole() )
return;
#endif
#ifdef VPROF_ENABLED
m_pVProfPanel = new CVProfPanel( pParent, "VProfPanel" );
m_pBudgetPanel = new CBudgetPanelEngine( pParent, "BudgetPanel" );
CreateVProfGraphPanel( pParent );
m_pTextureBudgetPanel = new CTextureBudgetPanel( pParent, "TextureBudgetPanel" );
#endif
}
void CEngineVGui::HideVProfPanels()
{
#ifdef _CERT
if ( IsGameConsole() )
return;
#endif
#ifdef VPROF_ENABLED
m_pVProfPanel->SetVisible( false );
m_pBudgetPanel->SetVisible( false );
HideVProfGraphPanel();
m_pTextureBudgetPanel->SetVisible( false );
#endif
}
void CEngineVGui::DestroyVProfPanels( )
{
#ifdef _CERT
if ( IsGameConsole() )
return;
#endif
#ifdef VPROF_ENABLED
if ( m_pVProfPanel )
{
delete m_pVProfPanel;
m_pVProfPanel = NULL;
}
if ( m_pBudgetPanel )
{
delete m_pBudgetPanel;
m_pBudgetPanel = NULL;
}
DestroyVProfGraphPanel();
if ( m_pTextureBudgetPanel )
{
delete m_pTextureBudgetPanel;
m_pTextureBudgetPanel = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Are we initialized?
//-----------------------------------------------------------------------------
bool CEngineVGui::IsInitialized() const
{
return staticPanel != NULL;
}
extern bool g_bUsingLegacyAppSystems;
//-----------------------------------------------------------------------------
// Purpose: Called to Shutdown the game UI system
//-----------------------------------------------------------------------------
void CEngineVGui::Shutdown()
{
if ( m_pConstantColorMaterial )
{
m_pConstantColorMaterial->DecrementReferenceCount();
m_pConstantColorMaterial = NULL;
}
if ( IsPC() && CL_IsHL2Demo() ) // if they are playing the demo then open the storefront on shutdown
{
system()->ShellExecute("open", "steam://store_demo/220");
}
if ( IsPC() && CL_IsPortalDemo() ) // if they are playing the demo then open the storefront on shutdown
{
vgui::system()->ShellExecute("open", "steam://store_demo/400");
}
DestroyVProfPanels();
bugreporter->Shutdown();
colorcorrectiontools->Shutdown();
perftools->Shutdown();
demoaction->Shutdown();
if ( g_PluginManager )
{
g_PluginManager->Shutdown();
}
// HACK HACK: There was a bug in the old versions of the viewport which would crash in the case where the client .dll hadn't been fully unloaded, so
// we'll leak this panel here instead!!!
if ( g_bUsingLegacyAppSystems )
{
staticClientDLLPanel->SetParent( (VPANEL)0 );
}
if ( staticGameConsole )
{
staticGameConsole->Shutdown();
staticGameConsole = NULL;
}
staticGameUIPanel = NULL;
staticClientDLLToolsPanel = NULL;
staticClientDLLPanel = NULL;
staticEngineToolsPanel = NULL;
staticDebugSystemPanel = NULL;
staticSteamOverlayPanel = NULL;
staticFocusOverlayPanel = NULL;
staticGameDLLPanel = NULL;
// This will delete the engine subpanel since it's a child
delete staticPanel;
staticPanel = NULL;
// Give panels a chance to settle so things
// Marked for deletion will actually get deleted
{
FORCE_DEFAULT_SPLITSCREEN_PLAYER_GUARD;
ivgui()->RunFrame();
}
// unload the gameUI
staticGameUIFuncs->Shutdown();
staticGameUIFuncs = NULL;
// stop the App running
ivgui()->Stop();
// Disable the input contexts
if ( m_hGameUIInputContext != INPUT_CONTEXT_HANDLE_INVALID )
{
g_pMatSystemSurface->SetInputContext( INPUT_CONTEXT_HANDLE_INVALID );
g_pInputStackSystem->PopInputContext(); // VGui
g_pInputStackSystem->PopInputContext(); // GameUI
m_hGameUIInputContext = INPUT_CONTEXT_HANDLE_INVALID;
}
// unload the dll
if ( m_hStaticGameUIModule )
{
Sys_UnloadModule(m_hStaticGameUIModule);
}
m_hStaticGameUIModule = NULL;
m_GameUIFactory = NULL;
m_pInputInternal = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Retrieve specified root panel
//-----------------------------------------------------------------------------
inline Panel *CEngineVGui::GetRootPanel( VGuiPanel_t type )
{
if ( sv.IsDedicated() )
{
return NULL;
}
switch ( type )
{
default:
case PANEL_ROOT:
return staticPanel;
case PANEL_CLIENTDLL:
return staticClientDLLPanel;
case PANEL_GAMEUIDLL:
return staticGameUIPanel;
case PANEL_TOOLS:
return staticEngineToolsPanel;
case PANEL_GAMEDLL:
return staticGameDLLPanel;
case PANEL_CLIENTDLL_TOOLS:
return staticClientDLLToolsPanel;
case PANEL_GAMEUIBACKGROUND:
return staticGameUIBackgroundPanel;
case PANEL_TRANSITIONEFFECT:
return staticTransitionPanel;
case PANEL_STEAMOVERLAY:
return staticSteamOverlayPanel;
}
}
VPANEL CEngineVGui::GetPanel( VGuiPanel_t type )
{
return GetRootPanel( type )->GetVPanel();
}
//-----------------------------------------------------------------------------
// Purpose: Toggle engine panel active/inactive
//-----------------------------------------------------------------------------
void CEngineVGui::SetEngineVisible( bool state )
{
if ( staticClientDLLPanel )
{
staticClientDLLPanel->SetVisible( state );
}
}
//-----------------------------------------------------------------------------
// Should pause?
//-----------------------------------------------------------------------------
bool CEngineVGui::ShouldPause()
{
if ( IsPC() )
{
return bugreporter->ShouldPause() || perftools->ShouldPause();
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Shows any GameUI related panels
//-----------------------------------------------------------------------------
void CEngineVGui::ActivateGameUI()
{
if ( m_bNotAllowedToShowGameUI )
return;
if (!staticGameUIFuncs)
return;
// clear any keys that might be stuck down
ClearIOStates();
staticGameUIPanel->SetVisible(true);
staticGameUIBackgroundPanel->SetVisible( true );
staticGameUIPanel->MoveToFront();
staticClientDLLPanel->SetVisible(false);
staticClientDLLPanel->SetMouseInputEnabled(false);
surface()->SetCursor( dc_arrow );
//staticGameDLLPanel->SetVisible( true );
//staticGameDLLPanel->SetMouseInputEnabled( true );
SetEngineVisible( false );
staticGameUIFuncs->OnGameUIActivated();
//Reapplying this hack so that the game doesn't pause when the player opens up the menu.
//This existed initially but was removed with the Portal 2 integration.
#if defined( CSTRIKE15 )
if ( sv.IsPlayingSoloAgainstBots() )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "pause\n" );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Hides an Game UI related features (not client UI stuff tho!)
//-----------------------------------------------------------------------------
bool CEngineVGui::HideGameUI()
{
if ( m_bNotAllowedToHideGameUI )
return false;
if (!staticGameUIFuncs)
return false;
const char *levelName = engineClient->GetLevelName();
bool bInNonBgLevel = levelName && levelName[0] && !engineClient->IsLevelMainMenuBackground();
if ( bInNonBgLevel )
{
staticGameUIPanel->SetVisible(false);
staticGameUIBackgroundPanel->SetVisible( false );
#if !defined( TOOLFRAMEWORK_VGUI_REFACTOR )
staticGameUIPanel->SetPaintBackgroundEnabled(false);
#endif
staticClientDLLPanel->SetVisible(true);
staticClientDLLPanel->MoveToFront();
staticClientDLLPanel->SetMouseInputEnabled(true);
//staticGameDLLPanel->SetVisible( false );
//staticGameDLLPanel->SetMouseInputEnabled(false);
SetEngineVisible( true );
staticGameUIFuncs->OnGameUIHidden();
}
#if defined (CSTRIKE15)
// Decouple the pause menu and console window: ensure we hide the console when the game UI is hidden (eg. when we hit ESC key)
HideConsole();
#endif // CSTRIKE15
// Tracker 18820: Pulling up options/console was perma-pausing the background levels, now we
// unpause them when you hit the Esc key even though the UI remains...
if ( levelName &&
levelName[0] &&
( ( engineClient->GetMaxClients() <= 1 ) || sv.IsPlayingSoloAgainstBots() ) &&
engineClient->IsPaused() )
{
Cbuf_AddText(Cbuf_GetCurrentPlayer(), "unpause\n");
}
VGui_MoveDrawTreePanelToFront();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Hides the game console (but not the complete GameUI!)
//-----------------------------------------------------------------------------
void CEngineVGui::HideConsole()
{
if ( IsGameConsole() )
return;
if ( staticGameConsole )
{
staticGameConsole->Hide();
}
}
//-----------------------------------------------------------------------------
// Purpose: shows the console
//-----------------------------------------------------------------------------
void CEngineVGui::ShowConsole()
{
if ( IsGameConsole() )
return;
if ( staticGameConsole )
{
staticGameConsole->Activate();
}
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the console is currently open
//-----------------------------------------------------------------------------
bool CEngineVGui::IsConsoleVisible()
{
if ( IsPC() )
{
return staticGameConsole && staticGameConsole->IsConsoleVisible();
}
else
{
// xbox has no drop down console
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: clears all text from the console
//-----------------------------------------------------------------------------
void CEngineVGui::ClearConsole()
{
if ( staticGameConsole )
{
staticGameConsole->Clear();
}
}
//-----------------------------------------------------------------------------
// Purpose: data accessor
//-----------------------------------------------------------------------------
bool CEngineVGui::IsGameUIVisible()
{
return staticGameUIPanel && staticGameUIPanel->IsVisible();
}
// list of progress bar strings
struct LoadingProgressDescription_t
{
LevelLoadingProgress_e eProgress; // current progress
int nPercent; // % of the total time this is at
int nRepeat; // number of times this is expected to repeat (usually 0)
const char *pszDesc; // user description of progress
};
LoadingProgressDescription_t g_ListenServerLoadingProgressDescriptions[] =
{
{ PROGRESS_NONE, 0, 0, NULL },
{ PROGRESS_SPAWNSERVER, 5, 0, "#LoadingProgress_SpawningServer" },
{ PROGRESS_LOADWORLDMODEL, 8, 5, "#LoadingProgress_LoadMap" },
{ PROGRESS_CREATENETWORKSTRINGTABLES, 12, 0, NULL },
{ PROGRESS_PRECACHEWORLD, 15, 0, "#LoadingProgress_PrecacheWorld" },
{ PROGRESS_CLEARWORLD, 16, 20, NULL },
{ PROGRESS_LEVELINIT, 20, 200, "#LoadingProgress_LoadResources" },
{ PROGRESS_ACTIVATESERVER, 50, 0, NULL },
{ PROGRESS_SIGNONCHALLENGE, 51, 0, "#LoadingProgress_Connecting" },
{ PROGRESS_SIGNONCONNECT, 55, 0, NULL },
{ PROGRESS_SIGNONCONNECTED, 56, 1, "#LoadingProgress_SignonLocal" },
{ PROGRESS_PROCESSSERVERINFO, 58, 0, NULL },
{ PROGRESS_PROCESSSTRINGTABLE, 60, 3, NULL }, // 16
{ PROGRESS_SIGNONNEW, 63, 200, NULL },
{ PROGRESS_SENDCLIENTINFO, 80, 1, NULL },
{ PROGRESS_SENDSIGNONDATA, 81, 1, "#LoadingProgress_SignonDataLocal" },
{ PROGRESS_SIGNONSPAWN, 83, 10, NULL },
{ PROGRESS_CREATEENTITIES, 85, 3, NULL },
{ PROGRESS_FULLYCONNECTED, 86, 0, NULL },
{ PROGRESS_PRECACHELIGHTING, 87, 50, NULL },
{ PROGRESS_READYTOPLAY, 95, 100, NULL },
{ PROGRESS_HIGHESTITEM, 100, 0, NULL },
};
LoadingProgressDescription_t g_RemoteConnectLoadingProgressDescriptions[] =
{
{ PROGRESS_NONE, 0, 0, NULL },
{ PROGRESS_CHANGELEVEL, 1, 0, "#LoadingProgress_Changelevel" },
{ PROGRESS_BEGINCONNECT, 5, 0, "#LoadingProgress_BeginConnect" },
{ PROGRESS_SIGNONCHALLENGE, 10, 0, "#LoadingProgress_Connecting" },
{ PROGRESS_SIGNONCONNECTED, 11, 0, NULL },
{ PROGRESS_PROCESSSERVERINFO, 12, 0, "#LoadingProgress_ProcessServerInfo" },
{ PROGRESS_PROCESSSTRINGTABLE, 15, 3, NULL },
{ PROGRESS_LOADWORLDMODEL, 20, 14, "#LoadingProgress_LoadMap" },
{ PROGRESS_SIGNONNEW, 30, 200, "#LoadingProgress_PrecacheWorld" },
{ PROGRESS_SENDCLIENTINFO, 60, 1, "#LoadingProgress_SendClientInfo" },
{ PROGRESS_SENDSIGNONDATA, 64, 1, "#LoadingProgress_SignonData" },
{ PROGRESS_SIGNONSPAWN, 65, 10, NULL },
{ PROGRESS_CREATEENTITIES, 85, 3, NULL },
{ PROGRESS_FULLYCONNECTED, 86, 0, NULL },
{ PROGRESS_PRECACHELIGHTING, 87, 50, NULL },
{ PROGRESS_READYTOPLAY, 95, 100, NULL },
{ PROGRESS_HIGHESTITEM, 100, 0, NULL },
};
static LoadingProgressDescription_t *g_pLoadingProgressDescriptions = NULL;
//-----------------------------------------------------------------------------
// Purpose: returns current progress point description
//-----------------------------------------------------------------------------
LoadingProgressDescription_t &GetProgressDescription(LevelLoadingProgress_e eProgress)
{
// search for the item in the current list
int i = 0;
while ( true )
{
// find the closest match
if (g_pLoadingProgressDescriptions[i].eProgress >= eProgress)
return g_pLoadingProgressDescriptions[i];
if ( g_pLoadingProgressDescriptions[i].eProgress == PROGRESS_HIGHESTITEM )
break;
++i;
}
// not found
return g_pLoadingProgressDescriptions[0];
}
//-----------------------------------------------------------------------------
// Purpose: transition handler
//-----------------------------------------------------------------------------
void CEngineVGui::OnLevelLoadingStarted( char const *levelName, bool bLocalServer )
{
if (!staticGameUIFuncs)
return;
ConVar *pSyncReportConVar = g_pCVar->FindVar( "fs_report_sync_opens" );
if ( pSyncReportConVar )
{
// If convar is set to 2, suppress warnings during level load
g_syncReportLevel = pSyncReportConVar->GetInt();
if ( g_syncReportLevel > 1 )
{
pSyncReportConVar->SetValue( 0 );
}
}
if ( IsGameConsole() || IsPC() )
{
// TCR requirement, always!!!
m_bShowProgressDialog = true;
}
// we've starting loading a level/connecting to a server
staticGameUIFuncs->OnLevelLoadingStarted( levelName, m_bShowProgressDialog );
// reset progress bar timers
m_flLoadingStartTime = Plat_FloatTime();
m_LoadingProgress.RemoveAll();
m_eLastProgressPoint = PROGRESS_NONE;
m_nLastProgressPointRepeatCount = 0;
m_ProgressBias = 0;
// choose which progress bar to use
if ( !bLocalServer )
{
// we're connecting
g_pLoadingProgressDescriptions = g_RemoteConnectLoadingProgressDescriptions;
}
else
{
g_pLoadingProgressDescriptions = g_ListenServerLoadingProgressDescriptions;
}
if ( m_bShowProgressDialog )
{
ActivateGameUI();
}
m_bShowProgressDialog = false;
}
void CEngineVGui::StartLoadingScreenForCommand( const char* command )
{
staticGameUIFuncs->StartLoadingScreenForCommand( command );
}
void CEngineVGui::StartLoadingScreenForKeyValues( KeyValues* keyValues )
{
staticGameUIFuncs->StartLoadingScreenForKeyValues( keyValues );
}
//-----------------------------------------------------------------------------
// Purpose: transition handler
//-----------------------------------------------------------------------------
void CEngineVGui::OnLevelLoadingFinished()
{
if (!staticGameUIFuncs)
return;
staticGameUIFuncs->OnLevelLoadingFinished( gfExtendedError, gszDisconnectReason, gszExtendedDisconnectReason );
m_eLastProgressPoint = PROGRESS_NONE;
// clear any error message
gfExtendedError = false;
gszDisconnectReason[0] = 0;
gszExtendedDisconnectReason[0] = 0;
#if defined(ENABLE_LOADING_PROGRESS_PROFILING)
// display progress bar stats (for debugging/tuning progress bar)
float flEndTime = (float)Plat_FloatTime();
// add a finished entry
LoadingProgressEntry_t &entry = m_LoadingProgress[m_LoadingProgress.AddToTail()];
entry.flTime = flEndTime - m_flLoadingStartTime;
entry.eProgress = PROGRESS_HIGHESTITEM;
// dump the info
Msg("Level load timings:\n");
float flTotalTime = flEndTime - m_flLoadingStartTime;
int nRepeatCount = 0;
float flTimeTaken = 0.0f;
float flFirstLoadProgressTime = 0.0f;
for (int i = 0; i < m_LoadingProgress.Count() - 1; i++)
{
// keep track of time
flTimeTaken += (float)m_LoadingProgress[i+1].flTime - m_LoadingProgress[i].flTime;
// keep track of how often something is repeated
if (m_LoadingProgress[i+1].eProgress == m_LoadingProgress[i].eProgress)
{
if (nRepeatCount == 0)
{
flFirstLoadProgressTime = m_LoadingProgress[i].flTime;
}
++nRepeatCount;
continue;
}
// work out the time it took to do this
if (nRepeatCount == 0)
{
flFirstLoadProgressTime = m_LoadingProgress[i].flTime;
}
int nPerc = (int)(100 * (flFirstLoadProgressTime / flTotalTime));
int nTickPerc = (int)(100 * ((float)m_LoadingProgress[i].eProgress / (float)PROGRESS_HIGHESTITEM));
// interpolated percentage is in between the real times and the most ticks
int nInterpPerc = (nPerc + nTickPerc) / 2;
Msg("\t%2d/%50.50s\t%.3f\t\ttime: %d%%\t\tinterp: %d%%\t\trepeat: %d\n", m_LoadingProgress[i].eProgress, g_ProgressTokens->GetNameByToken( m_LoadingProgress[i].eProgress ), flTimeTaken, nPerc, nInterpPerc, nRepeatCount);
// reset accumlated vars
nRepeatCount = 0;
flTimeTaken = 0.0f;
}
#endif // ENABLE_LOADING_PROGRESS_PROFILING
// Restore convar setting after level load
if ( g_syncReportLevel > 1 )
{
ConVar *pSyncReportConVar = g_pCVar->FindVar( "fs_report_sync_opens" );
if ( pSyncReportConVar )
{
pSyncReportConVar->SetValue( g_syncReportLevel );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: transition handler
//-----------------------------------------------------------------------------
void CEngineVGui::ShowErrorMessage()
{
if (!staticGameUIFuncs || !gfExtendedError)
return;
staticGameUIFuncs->OnLevelLoadingFinished( gfExtendedError, gszDisconnectReason, gszExtendedDisconnectReason );
m_eLastProgressPoint = PROGRESS_NONE;
// clear any error message
gfExtendedError = false;
gszDisconnectReason[0] = 0;
gszExtendedDisconnectReason[0] = 0;
HideGameUI();
}
//-----------------------------------------------------------------------------
// Purpose: Updates progress
//-----------------------------------------------------------------------------
#define LOADING_PRESENT_UPDATE_INTERVAL 0.05f
double g_flLastUpdateTime = 0.0f;
void CEngineVGui::UpdateProgressBar( LevelLoadingProgress_e progress, bool showDialog )
{
if (!staticGameUIFuncs)
return;
if ( !ThreadInMainThread() )
return;
// Don't update in tools mode; it renders the tools too, which takes forever!
if ( toolframework->InToolMode() )
return;
if (!g_pLoadingProgressDescriptions)
return;
// don't go backwards
if (progress < m_eLastProgressPoint)
return;
bool bNewCheckpoint = progress != m_eLastProgressPoint;
// Early time-based throttle for UpdateProgressBar
double t = Plat_FloatTime();
float dt = t - g_flLastUpdateTime;
if ( ( !bNewCheckpoint && ( dt < LOADING_PRESENT_UPDATE_INTERVAL ) ) ||
g_pMaterialSystem->IsInFrame() )
{
return;
}
#if defined(ENABLE_LOADING_PROGRESS_PROFILING)
if ( dt > 0.5f )
{
Msg( "%f msec gap in %s\n", 1000.0f * dt, g_ProgressTokens->GetNameByToken( progress ) );
}
// track the progress times, for debugging & tuning
LoadingProgressEntry_t &entry = m_LoadingProgress[m_LoadingProgress.AddToTail()];
entry.flTime = Plat_FloatTime() - m_flLoadingStartTime;
entry.eProgress = progress;
#endif
// count progress repeats
if ( !bNewCheckpoint )
{
++m_nLastProgressPointRepeatCount;
#if defined(ENABLE_LOADING_PROGRESS_PROFILING)
//if ( !( m_nLastProgressPointRepeatCount % 500 ) )
{
Msg( "Repeating %s [%d] at %f\n", g_ProgressTokens->GetNameByToken( progress ), m_nLastProgressPointRepeatCount, t - m_flLoadingStartTime );
}
#endif
}
else
{
m_nLastProgressPointRepeatCount = 0;
#if defined(ENABLE_LOADING_PROGRESS_PROFILING)
Msg( "Entering %s at %f\n", g_ProgressTokens->GetNameByToken( progress ), t - m_flLoadingStartTime );
#endif
}
// construct a string describing it
LoadingProgressDescription_t &desc = GetProgressDescription(progress);
// calculate partial progress
float flPerc = desc.nPercent / 100.0f;
if ( desc.nRepeat > 1 && m_nLastProgressPointRepeatCount )
{
// cap the repeat count
m_nLastProgressPointRepeatCount = MIN(m_nLastProgressPointRepeatCount, desc.nRepeat);
// next progress point
float flNextPerc = GetProgressDescription((LevelLoadingProgress_e)((int)progress + 1)).nPercent / 100.0f;
// move along partially towards the next tick
flPerc += (flNextPerc - flPerc) * ((float)m_nLastProgressPointRepeatCount / desc.nRepeat);
}
// the bias allows the loading bar to have an optional reserved initial band
// isolated from the normal progress descriptions
flPerc = flPerc * ( 1.0f - m_ProgressBias ) + m_ProgressBias;
// Send loading progress to the server
GetBaseLocalClient().SendLoadingProgress( (int)(flPerc * 100) );
UpdateProgressBar( flPerc, desc.pszDesc, showDialog );
// Help with profiling load times.
ETWMarkPrintf( "UpdateProgressBar to %s, stage %d, took %1.3f s", desc.pszDesc, progress, Plat_FloatTime() - g_flLastUpdateTime );
m_eLastProgressPoint = progress;
// NOTE: It is necessary to re-read time, since Refresh
// may block, and if it does, it'll force a refresh every allocation
// if we don't resample time after the block
g_flLastUpdateTime = Plat_FloatTime();
}
//-----------------------------------------------------------------------------
// Purpose: Updates progress
//-----------------------------------------------------------------------------
void CEngineVGui::UpdateCustomProgressBar( float progress, const wchar_t *desc )
{
char ansi[1024];
g_pVGuiLocalize->ConvertUnicodeToANSI( desc, ansi, sizeof( ansi ) );
UpdateProgressBar( progress, ansi );
}
void CEngineVGui::StartCustomProgress()
{
if (!staticGameUIFuncs)
return;
// we've starting loading a level/connecting to a server
staticGameUIFuncs->OnLevelLoadingStarted( NULL, true );
m_bSaveProgress = staticGameUIFuncs->SetShowProgressText( true );
}
void CEngineVGui::FinishCustomProgress()
{
if (!staticGameUIFuncs)
return;
staticGameUIFuncs->SetShowProgressText( m_bSaveProgress );
staticGameUIFuncs->OnLevelLoadingFinished( false, "", "" );
}
void CEngineVGui::SetProgressBias( float bias )
{
m_ProgressBias = bias;
}
void CEngineVGui::UpdateProgressBar( float progress, const char *pDesc, bool showDialog )
{
if ( !staticGameUIFuncs )
return;
bool bUpdated = staticGameUIFuncs->UpdateProgressBar( progress, pDesc ? pDesc : "", showDialog );
if ( staticGameUIFuncs->LoadingProgressWantsIsolatedRender( false ) )
{
while ( staticGameUIFuncs->LoadingProgressWantsIsolatedRender( true ) )
{
extern void V_RenderVGuiOnly();
V_RenderVGuiOnly();
if ( g_ClientGlobalVariables.frametime != 0.0f && g_ClientGlobalVariables.frametime != 0.1f)
{
static ConVarRef host_timescale( "host_timescale" );
float timeScale = host_timescale.GetFloat() * sv.GetTimescale();
if ( timeScale <= 0.0f )
timeScale = 1.0f;
g_pScaleformUI->RunFrame( g_ClientGlobalVariables.frametime / timeScale );
}
else
{
break;
}
}
}
else if ( bUpdated )
{
g_pScaleformUI->RunFrame( 0 );
// re-render vgui on screen
extern void V_RenderVGuiOnly();
V_RenderVGuiOnly();
}
}
void CEngineVGui::UpdateSecondaryProgressBarWithFile( float progress, const char *pPath, int nBytesTotal )
{
if ( !pPath )
return;
char szFile[MAX_PATH];
V_strcpy_safe( szFile, pPath );
//V_StripFilename(szFile);
wchar_t wszPercent[ 10 ];
V_snwprintf( wszPercent, ARRAYSIZE( wszPercent ), L"%d%%", (int)(100*progress) );
wchar_t wszMegs[ 64 ];
char szBytes[32];
V_strcpy_safe( szBytes, V_pretifymem(nBytesTotal) );
V_strtowcs( szBytes, -1, wszMegs, ARRAYSIZE( wszMegs ) );
wchar_t wszFile[ MAX_PLAYER_NAME_LENGTH ];
g_pVGuiLocalize->ConvertANSIToUnicode( szFile, wszFile, sizeof( wszFile ) );
wchar_t szWideBuff[ 256 ];
g_pVGuiLocalize->ConstructString( szWideBuff, sizeof( szWideBuff ), g_pVGuiLocalize->Find( "#SFUI_DownLoading_" ), 3, wszFile, wszPercent, wszMegs );
UpdateSecondaryProgressBar( progress, szWideBuff );
}
void CEngineVGui::UpdateSecondaryProgressBar( float progress, const wchar_t *desc )
{
if ( !staticGameUIFuncs )
return;
bool bUpdated = staticGameUIFuncs->UpdateSecondaryProgressBar( progress, desc ? desc : L"" );
if ( staticGameUIFuncs->LoadingProgressWantsIsolatedRender( false ) )
{
while ( staticGameUIFuncs->LoadingProgressWantsIsolatedRender( true ) )
{
extern void V_RenderVGuiOnly();
V_RenderVGuiOnly();
if ( g_ClientGlobalVariables.frametime != 0.0f && g_ClientGlobalVariables.frametime != 0.1f)
{
static ConVarRef host_timescale( "host_timescale" );
float timeScale = host_timescale.GetFloat() * sv.GetTimescale();
if ( timeScale <= 0.0f )
timeScale = 1.0f;
g_pScaleformUI->RunFrame( g_ClientGlobalVariables.frametime / timeScale );
}
else
{
break;
}
}
}
else if ( bUpdated )
{
g_pScaleformUI->RunFrame( 0 );
// re-render vgui on screen
extern void V_RenderVGuiOnly();
V_RenderVGuiOnly();
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns 1 if the key event is handled, 0 if the engine should handle it
//-----------------------------------------------------------------------------
void CEngineVGui::UpdateButtonState( const InputEvent_t &event )
{
m_pInputInternal->UpdateButtonState( event );
}
//-----------------------------------------------------------------------------
// Purpose: Returns 1 if the key event is handled, 0 if the engine should handle it
//-----------------------------------------------------------------------------
bool CEngineVGui::Key_Event( const InputEvent_t &event )
{
bool bDown = ( event.m_nType == IE_ButtonPressed ) || ( event.m_nType == IE_ButtonDoubleClicked );
ButtonCode_t code = (ButtonCode_t)event.m_nData;
if ( IsPC() && IsShiftKeyDown() )
{
switch( code )
{
case KEY_F1:
if ( bDown )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "debugsystemui" );
}
return true;
case KEY_F2:
if ( bDown )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "demoui" );
}
return true;
}
}
#if defined( _WIN32 )
// Ignore alt tilde, since the Japanese IME uses this to toggle itself on/off
if ( IsPC() && code == KEY_BACKQUOTE && ( IsAltKeyDown() || IsCtrlKeyDown() ) )
return event.m_nType != IE_ButtonReleased;
#endif
// ESCAPE toggles game ui
bool isConsole = IsX360() || IsPS3();
ButtonCode_t uiToggleKey = isConsole ? KEY_XBUTTON_START : KEY_ESCAPE;
ButtonCode_t baseButtonCode = GetBaseButtonCode( code );
// make sure PS3 supports the console default press (START) or ESCAPE
bool isUIToggleKey = ( baseButtonCode == uiToggleKey ) ||
( IsPS3() && baseButtonCode == KEY_ESCAPE ) ;
// Hitting the Start button on any xbox controller brings up the game ui, so translate to base code space
if ( bDown && isUIToggleKey )
{
if ( IsPC() )
{
if ( cv_console_window_open.GetBool() )
{
HideConsole();
}
else if ( IsGameUIVisible() )
{
// gameui_hide on console start button but not ESC key.
if ( baseButtonCode != KEY_ESCAPE )
{
// Don't allow hiding of the game ui if there's no level
const char *pLevelName = engineClient->GetLevelName();
if ( pLevelName && pLevelName[0] )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "gameui_hide" );
if ( IsDebugSystemVisible() )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "debugsystemui 0" );
}
}
}
}
else if ( !cv_ignore_ui_activate_key.GetBool() )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "gameui_activate" );
}
return true;
}
if ( IsGameConsole() && !IsGameUIVisible() )
{
// console UI does not toggle, engine does "show", but UI needs to handle "hide"
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "gameui_activate" );
return true;
}
}
if ( g_pMatSystemSurface && g_pMatSystemSurface->HandleInputEvent( event ) )
{
// always let the engine handle the console keys
// FIXME: Do a lookup of the key bound to toggleconsole
// want to cache it off so the lookup happens only when keys are bound?
if ( IsPC() && ( code == KEY_BACKQUOTE ) )
return false;
return event.m_nType != IE_ButtonReleased; // don't trap key up events
}
return false;
}
void CEngineVGui::Simulate()
{
if ( IsGameConsole() && r_drawvgui.GetInt() == 0 )
{
return;
}
toolframework->VGui_PreSimulateAllTools();
if ( staticPanel )
{
VPROF_BUDGET( "CEngineVGui::Simulate", "VGUI_Simulate" );
// update vgui animations
//!! currently this has to be done once per dll, because the anim controller object is in a lib;
//!! need to make it globally pumped (gameUI.dll has it's own version of this)
GetAnimationController()->UpdateAnimations( Sys_FloatTime() );
int w, h;
#if defined( USE_SDL ) || defined( OSX )
uint width,height;
g_pLauncherMgr->RenderedSize( width, height, false ); // false = get
w = width;
h = height;
#elif defined( WIN32 )
if ( ::IsIconic( *pmainwindow ) )
{
w = videomode->GetModeWidth();
h = videomode->GetModeHeight();
}
else
{
RECT rect;
::GetClientRect(*pmainwindow, &rect);
w = rect.right;
h = rect.bottom;
}
#elif defined( _PS3 )
g_pMaterialSystem->GetBackBufferDimensions( w, h );
#else
#error
#endif
// don't hold this reference over RunFrame()
{
CMatRenderContextPtr pRenderContext( materials );
pRenderContext->Viewport( 0, 0, w, h );
}
staticGameUIFuncs->RunFrame();
surface()->CalculateMouseVisible();
{
FORCE_DEFAULT_SPLITSCREEN_PLAYER_GUARD;
ivgui()->RunFrame();
}
// Some debugging helpers
DrawMouseFocus();
DrawKeyFocus();
VGui_UpdateDrawTreePanel();
VGui_UpdateTextureListPanel();
VGui_ActivateMouse();
}
toolframework->VGui_PostSimulateAllTools();
}
void CEngineVGui::BackwardCompatibility_Paint()
{
Paint( (PaintMode_t)(PAINT_UIPANELS | PAINT_INGAMEPANELS) );
}
class CVGuiPaintHelper
{
public:
void AddUIPanel( VPANEL panel );
void Paint( VPANEL rootPanel, PaintMode_t mode );
private:
struct Entry_t
{
bool m_bWasVisible;
VPANEL m_pVPanel;
VPANEL m_Parent;
};
typedef void (CVGuiPaintHelper::*mapFunc)( Entry_t &entry );
void MapOverEntries( mapFunc mapper );
// Mapping functions
void MapHide( Entry_t &entry );
void MapRestore( Entry_t &entry );
void MapPaintTraverse( Entry_t &entry );
CUtlVector< Entry_t > m_Entries;
};
void CVGuiPaintHelper::AddUIPanel( VPANEL panel )
{
Entry_t e;
e.m_pVPanel = panel;
e.m_bWasVisible = ipanel()->IsVisible( panel );
e.m_Parent = ipanel()->GetParent( panel );
m_Entries.AddToTail( e );
}
void CVGuiPaintHelper::MapOverEntries( mapFunc mapper )
{
for ( int i = 0; i < m_Entries.Count(); ++i )
{
(this->*mapper)( m_Entries[ i ] );
}
}
void CVGuiPaintHelper::MapHide( Entry_t &entry )
{
ipanel()->SetVisible( entry.m_pVPanel, false );
}
void CVGuiPaintHelper::MapRestore( Entry_t &entry )
{
ipanel()->SetVisible( entry.m_pVPanel, entry.m_bWasVisible );
}
void CVGuiPaintHelper::MapPaintTraverse( Entry_t &entry )
{
ipanel()->SetParent( entry.m_pVPanel, 0 );
surface()->PaintTraverseEx( entry.m_pVPanel, true );
ipanel()->SetParent( entry.m_pVPanel, entry.m_Parent );
}
void CVGuiPaintHelper::Paint( VPANEL rootPanel, PaintMode_t mode )
{
if ( mode & PAINT_UIPANELS )
{
MapOverEntries( &CVGuiPaintHelper::MapHide );
surface()->PaintTraverseEx( rootPanel, true );
MapOverEntries( &CVGuiPaintHelper::MapRestore );
}
if ( mode & PAINT_INGAMEPANELS )
{
bool bSaveVisible = ipanel()->IsVisible( rootPanel );
ipanel()->SetVisible( rootPanel, false );
MapOverEntries( &CVGuiPaintHelper::MapPaintTraverse );
ipanel()->SetVisible( rootPanel, bSaveVisible );
}
}
//-----------------------------------------------------------------------------
// Purpose: paints all the vgui elements
//-----------------------------------------------------------------------------
void CEngineVGui::Paint( PaintMode_t mode )
{
VPROF_BUDGET( "CEngineVGui::Paint", VPROF_BUDGETGROUP_OTHER_VGUI );
if ( !staticPanel )
return;
// setup the base panel to cover the screen
VPANEL pVPanel = surface()->GetEmbeddedPanel();
if ( !pVPanel )
return;
bool drawVgui = IsGameConsole() ? ( r_drawvgui.GetInt() == 1 ) : r_drawvgui.GetBool();
// Don't draw the console at all if vgui is off during a time demo
if ( demoplayer->IsPlayingTimeDemo() && !drawVgui )
{
return;
}
if ( !drawVgui || m_bNoShaderAPI )
{
return;
}
int w, h;
#if defined( USE_SDL ) || defined ( OSX )
uint width,height;
g_pLauncherMgr->RenderedSize( width, height, false ); // false = get
w = width;
h = height;
#elif defined( WIN32 )
if ( ::IsIconic( *pmainwindow ) )
{
w = videomode->GetModeWidth();
h = videomode->GetModeHeight();
}
else
{
RECT rect;
::GetClientRect(*pmainwindow, &rect);
w = rect.right;
h = rect.bottom;
}
#elif defined( _PS3 )
g_pMaterialSystem->GetBackBufferDimensions( w, h );
#else
#error
#endif
Panel *panel = staticPanel;
panel->SetBounds(0, 0, w, h);
panel->Repaint();
toolframework->VGui_PreRenderAllTools( mode );
// Paint both ( backward compatibility support )
CVGuiPaintHelper helper;
VPANEL fullscreenClientDLLPanel = ClientDLL_GetFullscreenClientDLLVPanel();
switch( mode )
{
case PAINT_UIPANELS:
{
// AddUIPanel excludes the 2 non-fullscreen panels from rendering in this pass
int childcount = ipanel()->GetChildCount( staticClientDLLPanel->GetVPanel() );
for ( int i = 0; i < childcount; i++ )
{
// child always returns null, not in the same module!
VPANEL child = ipanel()->GetChild( staticClientDLLPanel->GetVPanel(), i );
if ( child && child != fullscreenClientDLLPanel )
{
helper.AddUIPanel( child );
}
}
}
break;
case PAINT_INGAMEPANELS:
{
int childcount = ipanel()->GetChildCount( staticClientDLLPanel->GetVPanel() );
for ( int i = 0; i < childcount; i++ )
{
// child always returns null, not in the same module!
VPANEL child = ipanel()->GetChild( staticClientDLLPanel->GetVPanel(), i );
if ( child && child != fullscreenClientDLLPanel )
{
int iMessageContext = ipanel()->GetMessageContextId( child );
if ( iMessageContext == splitscreen->GetActiveSplitScreenPlayerSlot() )
{
helper.AddUIPanel( child );
}
}
}
}
break;
default:
break;
}
#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
helper.AddUIPanel( staticGameUIPanel->GetVPanel() );
#endif
helper.AddUIPanel( staticClientDLLToolsPanel->GetVPanel() );
// Prevent Steam Overlay from rendering prematurely
if ( staticSteamOverlayPanel )
{
ipanel()->SetVisible( staticSteamOverlayPanel->GetVPanel(), false );
}
if ( staticTransitionPanel )
{
ipanel()->SetVisible( staticTransitionPanel->GetVPanel(), false );
}
// It's either the full screen, or just the client .dll stuff
helper.Paint( pVPanel, mode );
if ( staticTransitionPanel && ( mode & PAINT_UIPANELS ) && staticTransitionPanel->IsEffectEnabled() )
{
ipanel()->SetVisible( staticTransitionPanel->GetVPanel(), true );
VPANEL vPanelRememberParent = ipanel()->GetParent( staticTransitionPanel->GetVPanel() );
ipanel()->SetParent( staticTransitionPanel->GetVPanel(), 0 );
surface()->PaintTraverseEx( staticTransitionPanel->GetVPanel(), false );
ipanel()->SetParent( staticTransitionPanel->GetVPanel(), vPanelRememberParent );
}
// Paint Steam Overlay
if ( staticSteamOverlayPanel && ( mode & PAINT_UIPANELS ) )
{
ipanel()->SetVisible( staticSteamOverlayPanel->GetVPanel(), true );
VPANEL vPanelRememberParent = ipanel()->GetParent( staticSteamOverlayPanel->GetVPanel() );
ipanel()->SetParent( staticSteamOverlayPanel->GetVPanel(), 0 );
surface()->PaintTraverseEx( staticSteamOverlayPanel->GetVPanel(), false );
ipanel()->SetParent( staticSteamOverlayPanel->GetVPanel(), vPanelRememberParent );
}
toolframework->VGui_PostRenderAllTools( mode );
}
bool CEngineVGui::IsDebugSystemVisible( void )
{
return staticDebugSystemPanel ? staticDebugSystemPanel->IsVisible() : false;
}
void CEngineVGui::HideDebugSystem( void )
{
if ( staticDebugSystemPanel )
{
staticDebugSystemPanel->SetVisible( false );
SetEngineVisible( true );
}
}
void CEngineVGui::ToggleDebugSystemUI( const CCommand &args )
{
if ( !staticDebugSystemPanel )
return;
bool bVisible;
if ( args.ArgC() == 1 )
{
// toggle the game UI
bVisible = !IsDebugSystemVisible();
}
else
{
bVisible = atoi( args[1] ) != 0;
}
if ( !bVisible )
{
staticDebugSystemPanel->SetVisible( false );
SetEngineVisible( true );
}
else
{
// clear any keys that might be stuck down
ClearIOStates();
staticDebugSystemPanel->SetVisible( true );
SetEngineVisible( false );
}
}
bool CEngineVGui::IsShiftKeyDown( void )
{
if ( !input() )
return false;
return input()->IsKeyDown( KEY_LSHIFT ) || input()->IsKeyDown( KEY_RSHIFT );
}
bool CEngineVGui::IsAltKeyDown( void )
{
if ( !input() )
return false;
return input()->IsKeyDown( KEY_LALT ) || input()->IsKeyDown( KEY_RALT );
}
bool CEngineVGui::IsCtrlKeyDown( void )
{
if ( !input() )
return false;
return input()->IsKeyDown( KEY_LCONTROL ) || input()->IsKeyDown( KEY_RCONTROL );
}
//-----------------------------------------------------------------------------
// Purpose: notification
//-----------------------------------------------------------------------------
void CEngineVGui::NotifyOfServerConnect(const char *game, int IP, int connectionPort, int queryPort)
{
if (!staticGameUIFuncs)
return;
staticGameUIFuncs->OnConnectToServer2(game, IP, connectionPort, queryPort);
}
//-----------------------------------------------------------------------------
// Purpose: notification
//-----------------------------------------------------------------------------
void CEngineVGui::NotifyOfServerDisconnect()
{
if (!staticGameUIFuncs)
return;
staticGameUIFuncs->OnDisconnectFromServer( g_eSteamLoginFailure );
g_eSteamLoginFailure = 0;
}
//-----------------------------------------------------------------------------
// A helper to play sounds through vgui
//-----------------------------------------------------------------------------
void VGui_PlaySound( const char *pFileName )
{
//Put '+' on the front of sounds to make them play without spatialization.
char buf[2048];
Q_snprintf( buf, sizeof( buf ), "%c%s", '+', pFileName );
// Point at origin if they didn't specify a sound source.
Vector vDummyOrigin;
vDummyOrigin.Init();
CSfxTable *pSound = (CSfxTable*)S_PrecacheSound( buf );
if ( pSound )
{
S_MarkUISound( pSound );
ACTIVE_SPLITSCREEN_PLAYER_GUARD( 0 );
StartSoundParams_t params;
params.staticsound = IsGameConsole() ? true : false;
params.soundsource = GetLocalClient().GetViewEntity();
params.entchannel = CHAN_AUTO;
params.pSfx = pSound;
params.origin = vDummyOrigin;
params.pitch = PITCH_NORM;
params.soundlevel = SNDLVL_IDLE;
params.flags = 0;
params.fvol = 1.0f;
S_StartSound( params );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void VGui_ActivateMouse()
{
if ( !g_ClientDLL )
return;
// Don't mess with mouse if not active
if ( !game->IsActiveApp() )
{
g_ClientDLL->IN_DeactivateMouse ();
return;
}
/*
//
// MIKE AND ALFRED: these panels should expose whether they want mouse input or not and
// CalculateMouseVisible will take them into account.
//
// If showing game ui, make sure nothing else is hooking it
if ( Base().IsGameUIVisible() || Base().IsDebugSystemVisible() )
{
g_ClientDLL->IN_DeactivateMouse();
return;
}
*/
if ( surface()->IsCursorLocked() && !g_bTextMode )
{
g_ClientDLL->IN_ActivateMouse ();
}
else
{
g_ClientDLL->IN_DeactivateMouse ();
}
}
static ConVar mat_drawTitleSafe( "mat_drawTitleSafe", "0", 0, "Enable title safe overlay" );
CUtlVector< VPANEL > g_FocusPanelList;
ConVar vgui_drawfocus( "vgui_drawfocus", "0", 0, "Report which panel is under the mouse." );
VPANEL g_KeyFocusPanel = NULL;
ConVar vgui_drawkeyfocus( "vgui_drawkeyfocus", "0", 0, "Report which panel has keyboard focus." );
CFocusOverlayPanel::CFocusOverlayPanel( Panel *pParent, const char *pName ) : Panel( pParent, pName )
{
SetPaintEnabled( false );
SetPaintBorderEnabled( false );
SetPaintBackgroundEnabled( false );
MakePopup();
SetPostChildPaintEnabled( true );
SetKeyBoardInputEnabled( false );
SetMouseInputEnabled( false );
}
bool CFocusOverlayPanel::DrawTitleSafeOverlay( void )
{
if ( !mat_drawTitleSafe.GetBool() )
return false;
int backBufferWidth, backBufferHeight;
materials->GetBackBufferDimensions( backBufferWidth, backBufferHeight );
int x, y, x1, y1, insetX, insetY;
if ( IsX360() || !IsPS3() )
{
// Required Xbox360 Title safe is TCR documented at inner 90% (RED)
insetX = 0.05f * backBufferWidth;
insetY = 0.05f * backBufferHeight;
x = insetX;
y = insetY;
x1 = backBufferWidth - insetX;
y1 = backBufferHeight - insetY;
vgui::surface()->DrawSetColor( 255, 0, 0, 255 );
vgui::surface()->DrawOutlinedRect( x, y, x1, y1 );
// Suggested Xbox360 Title Safe is TCR documented at inner 85% (YELLOW)
insetX = 0.075f * backBufferWidth;
insetY = 0.075f * backBufferHeight;
x = insetX;
y = insetY;
x1 = backBufferWidth - insetX;
y1 = backBufferHeight - insetY;
vgui::surface()->DrawSetColor( 255, 255, 0, 255 );
vgui::surface()->DrawOutlinedRect( x, y, x1, y1 );
}
else if ( IsPS3() )
{
// Required PS3 Title Safe is TCR documented at inner 85% (RED)
insetX = 0.075f * backBufferWidth;
insetY = 0.075f * backBufferHeight;
x = insetX;
y = insetY;
x1 = backBufferWidth - insetX;
y1 = backBufferHeight - insetY;
vgui::surface()->DrawSetColor( 255, 0, 0, 255 );
vgui::surface()->DrawOutlinedRect( x, y, x1, y1 );
}
return true;
}
void CFocusOverlayPanel::PostChildPaint( void )
{
BaseClass::PostChildPaint();
bool bNeedsMoveToFront = false;
if ( g_DrawTreeSelectedPanel )
{
int x, y, x1, y1;
ipanel()->GetClipRect( g_DrawTreeSelectedPanel, x, y, x1, y1 );
surface()->DrawSetColor( Color( 255, 0, 0, 255 ) );
surface()->DrawOutlinedRect( x, y, x1, y1 );
bNeedsMoveToFront = true;
}
if ( DrawTitleSafeOverlay() )
{
bNeedsMoveToFront = true;
}
if ( DrawFocusPanelList() )
{
bNeedsMoveToFront = true;
}
if ( DrawKeyFocusPanel() )
{
bNeedsMoveToFront = true;
}
if ( bNeedsMoveToFront )
{
// will be valid for the next frame
MoveToFront();
}
}
bool CFocusOverlayPanel::DrawKeyFocusPanel( void )
{
if( !vgui_drawkeyfocus.GetBool() )
return false;
if ( g_KeyFocusPanel )
{
int x, y, x1, y1;
ipanel()->GetClipRect( g_KeyFocusPanel, x, y, x1, y1 );
if ( (x1 - x) == videomode->GetModeWidth() &&
(y1 - y) == videomode->GetModeHeight() )
{
x++;
y++;
x1--;
y1--;
}
const int FOCUS_BLINK_PERIOD = 500;
if ( system()->GetTimeMillis() % FOCUS_BLINK_PERIOD > FOCUS_BLINK_PERIOD/2 )
{
surface()->DrawSetColor( Color( 0, 0, 0, 255 ) );
}
else
{
surface()->DrawSetColor( Color( 255, 255, 255, 255 ) );
}
surface()->DrawOutlinedRect( x, y, x1, y1 );
}
return true;
}
bool CFocusOverlayPanel::DrawFocusPanelList( void )
{
if( !vgui_drawfocus.GetBool() )
return false;
int c = g_FocusPanelList.Count();
if ( c <= 0 )
return false;
int slot = 0;
int fullscreeninset = 0;
for ( int i = 0; i < c; i++ )
{
if ( slot > 31 )
break;
VPANEL vpanel = g_FocusPanelList[ i ];
if ( !vpanel )
continue;
if ( !ipanel()->IsFullyVisible( vpanel ) )
return false;
// Convert panel bounds to screen space
int r, g, b;
GetColorForSlot( slot, r, g, b );
int x, y, x1, y1;
ipanel()->GetClipRect( vpanel, x, y, x1, y1 );
if ( (x1 - x) == videomode->GetModeWidth() &&
(y1 - y) == videomode->GetModeHeight() )
{
x += fullscreeninset;
y += fullscreeninset;
x1 -= fullscreeninset;
y1 -= fullscreeninset;
fullscreeninset++;
}
surface()->DrawSetColor( Color( r, g, b, 255 ) );
surface()->DrawOutlinedRect( x, y, x1, y1 );
slot++;
}
return true;
}
static void VGui_RecursiveFindPanels( CUtlVector< VPANEL >& panelList, VPANEL check, char const *panelname )
{
Panel *panel = ipanel()->GetPanel( check, "ENGINE" );
if ( !panel )
return;
if ( StringHasPrefixCaseSensitive( panel->GetName(), panelname ) )
{
panelList.AddToTail( panel->GetVPanel() );
}
int childcount = panel->GetChildCount();
for ( int i = 0; i < childcount; i++ )
{
Panel *child = panel->GetChild( i );
VGui_RecursiveFindPanels( panelList, child->GetVPanel(), panelname );
}
}
void VGui_FindNamedPanels( CUtlVector< VPANEL >& panelList, char const *panelname )
{
VPANEL embedded = surface()->GetEmbeddedPanel();
// faster version of code below
// checks through each popup in order, top to bottom windows
int c = surface()->GetPopupCount();
for (int i = c - 1; i >= 0; i--)
{
VPANEL popup = surface()->GetPopup(i);
if ( !popup )
continue;
if ( embedded == popup )
continue;
VGui_RecursiveFindPanels( panelList, popup, panelname );
}
VGui_RecursiveFindPanels( panelList, embedded, panelname );
}
CON_COMMAND( vgui_togglepanel, "show/hide vgui panel by name." )
{
if ( args.ArgC() < 2 )
{
ConMsg( "Usage: vgui_showpanel panelname\n" );
return;
}
bool flip = false;
bool fg = true;
bool bg = true;
if ( args.ArgC() == 5 )
{
flip = atoi( args[ 2 ] ) ? true : false;
fg = atoi( args[ 3 ] ) ? true : false;
bg = atoi( args[ 4 ] ) ? true : false;
}
char const *panelname = args[ 1 ];
if ( !panelname || !panelname[ 0 ] )
return;
CUtlVector< VPANEL > panelList;
VGui_FindNamedPanels( panelList, panelname );
if ( !panelList.Count() )
{
ConMsg( "No panels starting with %s\n", panelname );
return;
}
for ( int i = 0; i < panelList.Count(); i++ )
{
VPANEL p = panelList[ i ];
if ( !p )
continue;
Panel *panel = ipanel()->GetPanel( p, "ENGINE");
if ( !panel )
continue;
Msg( "Toggling %s\n", panel->GetName() );
if ( fg )
{
panel->SetPaintEnabled( flip );
}
if ( bg )
{
panel->SetPaintBackgroundEnabled( flip );
}
}
}
static void VGui_RecursePanel( CUtlVector< VPANEL >& panelList, int x, int y, VPANEL check, bool include_hidden )
{
if( !include_hidden && !ipanel()->IsVisible( check ) )
{
return;
}
if ( ipanel()->IsWithinTraverse( check, x, y, false ) )
{
if ( panelList.Find( check ) == panelList.InvalidIndex() )
panelList.AddToTail( check );
}
int childcount = ipanel()->GetChildCount( check );
for ( int i = 0; i < childcount; i++ )
{
VPANEL child = ipanel()->GetChild( check, i );
VGui_RecursePanel( panelList, x, y, child, include_hidden );
}
}
void CEngineVGui::DrawKeyFocus( void )
{
VPROF( "CEngineVGui::DrawKeyFocus" );
if ( !vgui_drawkeyfocus.GetBool() )
return;
staticFocusOverlayPanel->MoveToFront();
g_KeyFocusPanel = input()->GetFocus();
}
void CEngineVGui::DrawMouseFocus( void )
{
VPROF( "CEngineVGui::DrawMouseFocus" );
g_FocusPanelList.RemoveAll();
if ( !vgui_drawfocus.GetBool() )
return;
staticFocusOverlayPanel->MoveToFront();
bool include_hidden = vgui_drawfocus.GetInt() == 2;
int x, y;
input()->GetCursorPos( x, y );
VPANEL embedded = surface()->GetEmbeddedPanel();
if ( surface()->IsCursorVisible() && surface()->IsWithin(x, y) )
{
// faster version of code below
// checks through each popup in order, top to bottom windows
int c = surface()->GetPopupCount();
for (int i = c - 1; i >= 0; i--)
{
VPANEL popup = surface()->GetPopup(i);
if ( !popup )
continue;
if ( popup == embedded )
continue;
if ( !ipanel()->IsVisible( popup ) )
continue;
VGui_RecursePanel( g_FocusPanelList, x, y, popup, include_hidden );
}
VGui_RecursePanel( g_FocusPanelList, x, y, embedded, include_hidden );
}
// Now draw them
con_nprint_t np;
np.time_to_live = 1.0f;
int c = g_FocusPanelList.Count();
int slot = 0;
for ( int i = 0; i < c; i++ )
{
if ( slot > 31 )
break;
VPANEL vpanel = g_FocusPanelList[ i ];
if ( !vpanel )
continue;
np.index = slot;
int r, g, b;
CFocusOverlayPanel::GetColorForSlot( slot, r, g, b );
np.color[ 0 ] = r / 255.0f;
np.color[ 1 ] = g / 255.0f;
np.color[ 2 ] = b / 255.0f;
bool bThisOne = false;
if ( input()->GetMouseFocus() == vpanel )
{
bThisOne = true;
}
Con_NXPrintf( &np, "%s %3i: %s(vpanel%d)(ctx%d)\n", bThisOne ? "-->" : " ", slot + 1, ipanel()->GetName(vpanel), vpanel, ipanel()->GetMessageContextId( vpanel ) );
slot++;
}
while ( slot <= 31 )
{
Con_NPrintf( slot, "" );
slot++;
}
}
void VGui_SetGameDLLPanelsVisible( bool show )
{
EngineVGui()->SetGameDLLPanelsVisible( show );
}
void CEngineVGui::SetProgressLevelName( const char *levelName )
{
// staticGameUIFuncs->SetProgressLevelName( levelName );
}
void CEngineVGui::OnToolModeChanged( bool bGameMode )
{
//#if defined( TOOLFRAMEWORK_VGUI_REFACTOR )
staticEngineToolsPanel->SetParent( bGameMode ? staticPanel->GetVPanel() : staticGameDLLPanel->GetVPanel() );
staticEngineToolsPanel->SetMouseInputEnabled( false );
staticEngineToolsPanel->SetKeyBoardInputEnabled( false );
//#endif
}
void CEngineVGui::NeedConnectionProblemWaitScreen()
{
return staticGameUIFuncs->NeedConnectionProblemWaitScreen();
}
void CEngineVGui::ShowPasswordUI( char const *pchCurrentPW )
{
// staticGameUIFuncs->ShowPasswordUI( pchCurrentPW );
}
bool CEngineVGui::IsPlayingFullScreenVideo()
{
return staticGameUIFuncs->IsPlayingFullScreenVideo();
}
//-----------------------------------------------------------------------------
// Dump the panel hierarchy
//-----------------------------------------------------------------------------
void DumpPanels_r( VPANEL panel, int level, bool bVisibleOnly )
{
int i;
const char *pName = ipanel()->GetName( panel );
bool bVisible = ipanel()->IsVisible( panel );
if ( bVisibleOnly && !bVisible )
{
// cull
return;
}
char indentBuff[32];
for ( i = 0; i < level; i++ )
{
indentBuff[i] = '.';
}
indentBuff[i] = '\0';
ConMsg( "%s%s%s\n", indentBuff, pName[0] ? pName : "???", bVisible ? " (Visible)" : " (Not Visible)" );
int childcount = ipanel()->GetChildCount( panel );
for ( i = 0; i < childcount; i++ )
{
VPANEL child = ipanel()->GetChild( panel, i );
DumpPanels_r( child, level+1, bVisibleOnly );
}
}
CON_COMMAND( vgui_dump_panels, "vgui_dump_panels [visible]" )
{
bool bVisibleOnly = ( args.ArgC() == 2 ) && ( !V_stricmp( args[1], "visible" ) );
VPANEL embedded = surface()->GetEmbeddedPanel();
DumpPanels_r( embedded, 0, bVisibleOnly );
}