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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Display a list of achievements for the current game
//
//=============================================================================//
#include "cbase.h"
#include "achievements_page.h"
#include "vgui_controls/Button.h"
#include "vgui/ILocalize.h"
#include "ixboxsystem.h"
#include "iachievementmgr.h"
#include "filesystem.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/ComboBox.h"
#include "vgui_controls/CheckButton.h"
#include "fmtstr.h"
#include "c_cs_playerresource.h"
#include "stat_card.h"
#include <vgui/IInput.h>
#include "../../../public/steam/steam_api.h"
#include "achievementmgr.h"
#include "../../../../public/vgui/IScheme.h"
#include "../vgui_controls/ScrollBar.h"
#include "achievements_cs.h"
extern CAchievementMgr g_AchievementMgrCS;
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
KeyValues *g_pPreloadedCSAchievementPageItemLayout = NULL; KeyValues *g_pPreloadedCSAchievementPageGroupLayout = NULL;
// Shared helper functions so xbox and pc can share as much code as possible while coming from different bases.
//-----------------------------------------------------------------------------
// Purpose: Sets the parameter pIconPanel to display the specified achievement's icon file.
//-----------------------------------------------------------------------------
bool CSLoadAchievementIconForPage( vgui::ImagePanel* pIconPanel, CCSBaseAchievement* pAchievement, const char *pszExt /*= NULL*/ ) { char imagePath[_MAX_PATH]; Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) ); Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS ); if ( pszExt ) { Q_strncat( imagePath, pszExt, sizeof(imagePath), COPY_ALL_CHARACTERS ); } Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
char checkFile[_MAX_PATH]; Q_snprintf( checkFile, sizeof(checkFile), "materials\\vgui\\%s", imagePath ); if ( !g_pFullFileSystem->FileExists( checkFile ) ) { Q_snprintf( imagePath, sizeof(imagePath), "hud\\icon_locked.vtf" ); }
pIconPanel->SetShouldScaleImage( true ); pIconPanel->SetImage( imagePath ); pIconPanel->SetVisible( true );
return pIconPanel->IsVisible(); }
//-----------------------------------------------------------------------------
// Purpose: Sets the parameter pIconPanel to display the specified achievement's icon file.
//-----------------------------------------------------------------------------
bool CSLoadIconForPage( vgui::ImagePanel* pIconPanel, const char* pFilename, const char *pszExt /*= NULL*/ ) { char imagePath[_MAX_PATH]; Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) ); Q_strncat( imagePath, pFilename, sizeof(imagePath), COPY_ALL_CHARACTERS ); if ( pszExt ) { Q_strncat( imagePath, pszExt, sizeof(imagePath), COPY_ALL_CHARACTERS ); } Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
char checkFile[_MAX_PATH]; Q_snprintf( checkFile, sizeof(checkFile), "materials\\vgui\\%s", imagePath ); if ( !g_pFullFileSystem->FileExists( checkFile ) ) { Q_snprintf( imagePath, sizeof(imagePath), "hud\\icon_locked.vtf" ); }
pIconPanel->SetShouldScaleImage( true ); pIconPanel->SetImage( imagePath ); pIconPanel->SetVisible( true );
return pIconPanel->IsVisible(); }
//-----------------------------------------------------------------------------
// The bias is to ensure the percentage bar gets plenty orange before it reaches the text,
// as the white-on-grey is hard to read.
//-----------------------------------------------------------------------------
Color CSLerpColorsForPage ( Color cStart, Color cEnd, float flPercent ) { float r = (float)((float)(cStart.r()) + (float)(cEnd.r() - cStart.r()) * Bias( flPercent, 0.75 ) ); float g = (float)((float)(cStart.g()) + (float)(cEnd.g() - cStart.g()) * Bias( flPercent, 0.75 ) ); float b = (float)((float)(cStart.b()) + (float)(cEnd.b() - cStart.b()) * Bias( flPercent, 0.75 ) ); float a = (float)((float)(cStart.a()) + (float)(cEnd.a() - cStart.a()) * Bias( flPercent, 0.75 ) ); return Color( r, g, b, a ); }
//-----------------------------------------------------------------------------
// Purpose: Shares common percentage bar calculations/color settings between xbox and pc.
// Not really intended for robustness or reuse across many panels.
// Input : pFrame - assumed to have certain child panels (see below)
// *pAchievement - source achievement to poll for progress. Non progress achievements will not show a percentage bar.
//-----------------------------------------------------------------------------
void CSUpdateProgressBarForPage( vgui::EditablePanel* pPanel, CCSBaseAchievement* pAchievement, Color clrProgressBar ) { ///*
if ( pAchievement->GetGoal() > 1 ) { bool bShowProgress = true;
// if this achievement gets saved with game and we're not in a level and have not achieved it, then we do not have any state
// for this achievement, don't show progress
if ( ( pAchievement->GetFlags() & ACH_SAVE_WITH_GAME ) && /*!GameUI().IsInLevel() &&*/ !pAchievement->IsAchieved() ) { bShowProgress = false; }
float flCompletion = 0.0f;
// Once achieved, we can't rely on count. If they've completed the achievement just set to 100%.
int iCount = pAchievement->GetCount(); if ( pAchievement->IsAchieved() ) { flCompletion = 1.0f; iCount = pAchievement->GetGoal(); } else if ( bShowProgress ) { flCompletion = ( ((float)pAchievement->GetCount()) / ((float)pAchievement->GetGoal()) ); // In rare cases count can exceed goal and not be achieved (switch local storage on X360, take saved game from different user on PC).
// These will self-correct with continued play, but if we're in that state don't show more than 100% achieved.
flCompletion = MIN( flCompletion, 1.0 ); }
char szPercentageText[ 256 ] = ""; if ( bShowProgress ) { Q_snprintf( szPercentageText, 256, "%d/%d", iCount, pAchievement->GetGoal() ); }
pPanel->SetControlString( "PercentageText", szPercentageText ); pPanel->SetControlVisible( "PercentageText", true ); pPanel->SetControlVisible( "CompletionText", true );
vgui::ImagePanel *pPercentageBar = (vgui::ImagePanel*)pPanel->FindChildByName( "PercentageBar" ); vgui::ImagePanel *pPercentageBarBkg = (vgui::ImagePanel*)pPanel->FindChildByName( "PercentageBarBackground" );
if ( pPercentageBar && pPercentageBarBkg ) { pPercentageBar->SetFillColor( clrProgressBar ); pPercentageBar->SetWide( pPercentageBarBkg->GetWide() * flCompletion );
pPanel->SetControlVisible( "PercentageBarBackground", IsX360() ? bShowProgress : true ); pPanel->SetControlVisible( "PercentageBar", true ); } } //*/
}
// TODO: revisit this once other games are rebuilt using the updated IAchievement interface
bool CSGameSupportsAchievementTrackerForPage() { const char *pGame = Q_UnqualifiedFileName( engine->GetGameDirectory() ); return ( !Q_stricmp( pGame, "cstrike" ) ); }
//////////////////////////////////////////////////////////////////////////
// PC Implementation
//////////////////////////////////////////////////////////////////////////
int AchivementSortPredicate( CCSBaseAchievement* const* pLeft, CCSBaseAchievement* const* pRight ) { if ( (*pLeft)->IsAchieved() && !(*pRight)->IsAchieved() ) return -1;
if ( !(*pLeft)->IsAchieved() && (*pRight)->IsAchieved() ) return 1;
if ( (*pLeft)->GetAchievementID() < (*pRight)->GetAchievementID() ) return -1;
if ( (*pLeft)->GetAchievementID() > (*pRight)->GetAchievementID() ) return 1;
return 0; }
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CAchievementsPage::CAchievementsPage(vgui::Panel *parent, const char *name) : BaseClass(parent, "CSAchievementsDialog") { m_iFixedWidth = 900; // Give this an initial value in order to set a proper size
SetBounds(0, 0, 900, 780); SetMinimumSize( 256, 780 );
m_pStatCard = new StatCard(this, "ignored");
m_pAchievementsList = new vgui::PanelListPanel( this, "listpanel_achievements" ); m_pAchievementsList->SetFirstColumnWidth( 0 );
m_pGroupsList = new vgui::PanelListPanel( this, "listpanel_groups" ); m_pGroupsList->SetFirstColumnWidth( 0 );
m_pListBG = new vgui::ImagePanel( this, "listpanel_background" );
m_pPercentageBarBackground = SETUP_PANEL( new ImagePanel( this, "PercentageBarBackground" ) ); m_pPercentageBar = SETUP_PANEL( new ImagePanel( this, "PercentageBar" ) );
ListenForGameEvent( "player_stats_updated" ); ListenForGameEvent( "achievement_earned_local" );
// int that holds the highest number achievement id we've found
int iHighestAchievementIDSeen = -1; int iNextGroupBoundary = 1000;
Q_memset( m_AchievementGroups, 0, sizeof(m_AchievementGroups) ); m_iNumAchievementGroups = 0;
// Base groups
int iCount = g_AchievementMgrCS.GetAchievementCount(); for ( int i = 0; i < iCount; ++i ) { CCSBaseAchievement* pAchievement = dynamic_cast<CCSBaseAchievement*>(g_AchievementMgrCS.GetAchievementByIndex( i ));
if ( !pAchievement ) continue;
int iAchievementID = pAchievement->GetAchievementID();
if ( iAchievementID > iHighestAchievementIDSeen ) { // if it's crossed the next group boundary, create a new group
if ( iAchievementID >= iNextGroupBoundary ) { int iNewGroupBoundary = iAchievementID; CreateNewAchievementGroup( iNewGroupBoundary, iNewGroupBoundary+99 );
iNextGroupBoundary = iNewGroupBoundary + 100; }
iHighestAchievementIDSeen = iAchievementID; } }
LoadControlSettings("resource/ui/CSAchievementsDialog.res"); UpdateTotalProgressDisplay(); CreateOrUpdateComboItems( true );
// Default display shows the first achievement group
UpdateAchievementList(1001, 1100);
m_bStatsDirty = true; m_bAchievementsDirty = true; }
CAchievementsPage::~CAchievementsPage() { g_AchievementMgrCS.SaveGlobalStateIfDirty( false ); // check for saving here to store achievements we want pinned to HUD
m_pAchievementsList->DeleteAllItems(); delete m_pAchievementsList; delete m_pPercentageBarBackground; delete m_pPercentageBar; }
void CAchievementsPage::CreateNewAchievementGroup( int iMinRange, int iMaxRange ) { m_AchievementGroups[m_iNumAchievementGroups].m_iMinRange = iMinRange; m_AchievementGroups[m_iNumAchievementGroups].m_iMaxRange = iMaxRange; m_iNumAchievementGroups++; }
//----------------------------------------------------------
// Get the width we're going to lock at
//----------------------------------------------------------
void CAchievementsPage::ApplySettings( KeyValues *pResourceData ) { m_iFixedWidth = pResourceData->GetInt( "wide", 512 );
BaseClass::ApplySettings( pResourceData ); }
//----------------------------------------------------------
// Preserve our width to the one in the .res file
//----------------------------------------------------------
void CAchievementsPage::OnSizeChanged(int newWide, int newTall) { // Lock the width, but allow height scaling
if ( newWide != m_iFixedWidth ) { SetSize( m_iFixedWidth, newTall ); return; }
BaseClass::OnSizeChanged(newWide, newTall); }
//----------------------------------------------------------
// Re-populate the achievement list with the selected group
//----------------------------------------------------------
void CAchievementsPage::UpdateAchievementList(CAchievementsPageGroupPanel* groupPanel) { if (!groupPanel) return;
UpdateAchievementList( groupPanel->GetFirstAchievementID(), groupPanel->GetLastAchievementID() );
vgui::IScheme *pGroupScheme = scheme()->GetIScheme( GetScheme() );
// Update active status for button display
for (int i = 0; i < m_pGroupsList->GetItemCount(); i++) { CAchievementsPageGroupPanel *pPanel = (CAchievementsPageGroupPanel*)m_pGroupsList->GetItemPanel(i); if ( pPanel ) { if ( pPanel != groupPanel ) { pPanel->SetGroupActive( false ); } else { pPanel->SetGroupActive( true ); }
pPanel->UpdateAchievementInfo( pGroupScheme ); } } }
void CAchievementsPage::UpdateTotalProgressDisplay() { // Set up total completion percentage bar
float flCompletion = 0.0f;
int iCount = g_AchievementMgrCS.GetAchievementCount(); int nUnlocked = 0;
if ( iCount > 0 ) { for ( int i = 0; i < iCount; ++i ) { CCSBaseAchievement* pAchievement = dynamic_cast<CCSBaseAchievement*>(g_AchievementMgrCS.GetAchievementByIndex( i ));
if ( pAchievement && pAchievement->IsAchieved() ) ++nUnlocked; }
flCompletion = (((float)nUnlocked) / ((float)g_AchievementMgrCS.GetAchievementCount())); }
char szPercentageText[64]; V_sprintf_safe( szPercentageText, "%d / %d", nUnlocked, g_AchievementMgrCS.GetAchievementCount() );
SetControlString( "PercentageText", szPercentageText ); SetControlVisible( "PercentageText", true ); SetControlVisible( "CompletionText", true );
vgui::IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
Color clrHighlight = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) ); Color clrWhite(255, 255, 255, 255);
Color cProgressBar = Color( static_cast<float>( clrHighlight.r() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.r() ) * flCompletion, static_cast<float>( clrHighlight.g() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.g() ) * flCompletion, static_cast<float>( clrHighlight.b() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.b() ) * flCompletion, static_cast<float>( clrHighlight.a() ) * ( 1.0f - flCompletion ) + static_cast<float>( clrWhite.a() ) * flCompletion );
m_pPercentageBar->SetFgColor( cProgressBar ); m_pPercentageBar->SetWide( m_pPercentageBarBackground->GetWide() * flCompletion );
SetControlVisible( "PercentageBarBackground", true ); SetControlVisible( "PercentageBar", true ); }
//----------------------------------------------------------
// Re-populate the achievement list with the selected group
//----------------------------------------------------------
void CAchievementsPage::UpdateAchievementList(int minID, int maxID) { int iMinRange = minID; int iMaxRange = maxID;
int iCount = g_AchievementMgrCS.GetAchievementCount();
CUtlVector<CCSBaseAchievement*> sortedAchivementList; sortedAchivementList.EnsureCapacity(iCount);
for ( int i = 0; i < iCount; ++i ) { CCSBaseAchievement* pAchievement = dynamic_cast<CCSBaseAchievement*>(g_AchievementMgrCS.GetAchievementByIndex(i));
if ( !pAchievement ) continue;
int iAchievementID = pAchievement->GetAchievementID();
if ( iAchievementID < iMinRange || iAchievementID > iMaxRange ) continue;
// don't show hidden achievements if not achieved
if ( pAchievement->ShouldHideUntilAchieved() && !pAchievement->IsAchieved() ) continue;
sortedAchivementList.AddToTail(pAchievement); }
sortedAchivementList.Sort(AchivementSortPredicate);
m_pAchievementsList->DeleteAllItems();
FOR_EACH_VEC(sortedAchivementList, i) { CCSBaseAchievement* pAchievement = sortedAchivementList[i];
CAchievementsPageItemPanel *pAchievementItemPanel = new CAchievementsPageItemPanel( m_pAchievementsList, "AchievementDialogItemPanel"); pAchievementItemPanel->SetAchievementInfo(pAchievement);
// force all our new panel to have the correct internal layout and size so that our parent container can layout properly
pAchievementItemPanel->InvalidateLayout(true, true);
m_pAchievementsList->AddItem( NULL, pAchievementItemPanel ); }
m_pAchievementsList->MoveScrollBarToTop(); }
//-----------------------------------------------------------------------------
// Purpose: Loads settings from achievementsdialog.res in hl2/resource/ui/
// Sets up progress bar displaying total achievement unlocking progress by the user.
//-----------------------------------------------------------------------------
void CAchievementsPage::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
m_pGroupsList->SetBgColor(Color(86,86,86,255));
SetBgColor(Color(86,86,86,255));
// Set text color for percentage
Panel *pPanel; pPanel = FindChildByName("PercentageText"); if (pPanel) { pPanel->SetFgColor(Color(157, 194, 80, 255)); }
// Set text color for achievement earned label
pPanel = FindChildByName("AchievementsEarnedLabel"); if (pPanel) { pPanel->SetFgColor(Color(157, 194, 80, 255)); } }
//-----------------------------------------------------------------------------
// Purpose: Each sub-panel gets its data updated
//-----------------------------------------------------------------------------
void CAchievementsPage::UpdateAchievementDialogInfo( void ) { // Hide the group list scrollbar
if (m_pGroupsList->GetScrollbar()) { m_pGroupsList->GetScrollbar()->SetWide(0); }
int iCount = m_pAchievementsList->GetItemCount(); vgui::IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
int i; for ( i = 0; i < iCount; i++ ) { CAchievementsPageItemPanel *pPanel = (CAchievementsPageItemPanel*)m_pAchievementsList->GetItemPanel(i); if ( pPanel ) { pPanel->UpdateAchievementInfo( pScheme ); } }
// Update all group panels
int iGroupCount = m_pGroupsList->GetItemCount(); for ( i = 0; i < iGroupCount; i++ ) { CAchievementsPageGroupPanel *pPanel = (CAchievementsPageGroupPanel*)m_pGroupsList->GetItemPanel(i); if ( pPanel ) { pPanel->UpdateAchievementInfo( pScheme );
if ( pPanel->IsGroupActive() ) { UpdateAchievementList( pPanel ); } } }
// update the groups and overall progress bar
CreateOrUpdateComboItems( false ); // update them with new achieved counts
UpdateTotalProgressDisplay();
m_pStatCard->UpdateInfo();
m_bAchievementsDirty = false; m_bStatsDirty = false; }
void CAchievementsPage::CreateOrUpdateComboItems( bool bCreate ) { // Build up achievement group names
for ( int i=0;i<m_iNumAchievementGroups;i++ ) { char buf[128];
int achievementRangeStart = (m_AchievementGroups[i].m_iMinRange / 1000) * 1000; Q_snprintf( buf, sizeof(buf), "#Achievement_Group_%d", achievementRangeStart );
wchar_t *wzGroupName = g_pVGuiLocalize->Find( buf );
if ( !wzGroupName ) { wzGroupName = L"Need Title ( %s1 of %s2 )"; }
wchar_t wzGroupTitle[128];
if ( wzGroupName ) { // Determine number of achievements in the group which have been awarded
int numAwarded = 0; int numTested = 0; for (int j = m_AchievementGroups[i].m_iMinRange; j < m_AchievementGroups[i].m_iMaxRange; j++) { IAchievement* pCur = g_AchievementMgrCS.GetAchievementByID( j );
if ( !pCur ) continue;
numTested++;
if ( pCur->IsAchieved() ) { numAwarded++; } }
wchar_t wzNumUnlocked[8]; V_snwprintf( wzNumUnlocked, ARRAYSIZE( wzNumUnlocked ), L"%d", numAwarded );
wchar_t wzNumAchievements[8]; V_snwprintf( wzNumAchievements, ARRAYSIZE( wzNumAchievements ), L"%d", numTested );
g_pVGuiLocalize->ConstructString( wzGroupTitle, sizeof( wzGroupTitle ), wzGroupName, 0 ); }
KeyValues *pKV = new KeyValues( "grp" ); pKV->SetInt( "minrange", m_AchievementGroups[i].m_iMinRange ); pKV->SetInt( "maxrange", m_AchievementGroups[i].m_iMaxRange );
if ( bCreate ) { // Create an achievement group instance
CAchievementsPageGroupPanel *achievementGroupPanel = new CAchievementsPageGroupPanel( m_pGroupsList, this, "AchievementDialogGroupPanel", i ); achievementGroupPanel->SetGroupInfo( wzGroupTitle, m_AchievementGroups[i].m_iMinRange, m_AchievementGroups[i].m_iMaxRange );
if (i == 0) { achievementGroupPanel->SetGroupActive(true); } else { achievementGroupPanel->SetGroupActive(false); }
m_pGroupsList->AddItem( NULL, achievementGroupPanel ); } }
m_pStatCard->UpdateInfo(); }
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CAchievementsPageItemPanel::CAchievementsPageItemPanel( vgui::PanelListPanel *parent, const char* name) : BaseClass( parent, name ) { m_pParent = parent; m_pSchemeSettings = NULL;
m_pAchievementIcon = SETUP_PANEL(new vgui::ImagePanel( this, "AchievementIcon" )); m_pAchievementNameLabel = new vgui::Label( this, "AchievementName", "name" ); m_pAchievementDescLabel = new vgui::Label( this, "AchievementDesc", "desc" ); m_pPercentageBar = SETUP_PANEL( new ImagePanel( this, "PercentageBar" ) ); m_pPercentageText = new vgui::Label( this, "PercentageText", "" ); m_pAwardDate = new vgui::Label( this, "AwardDate", "date" ); m_pShowOnHUDButton = new vgui::CheckButton( this, "ShowOnHudToggle", "" ); m_pShowOnHUDButton->SetMouseInputEnabled( true ); m_pShowOnHUDButton->SetEnabled( true ); m_pShowOnHUDButton->SetCheckButtonCheckable( true ); m_pShowOnHUDButton->AddActionSignalTarget( this );
m_pHiddenHUDToggleButton = new CHiddenHUDToggleButton( this, "HiddenHUDToggle", "" ); m_pHiddenHUDToggleButton->SetPaintBorderEnabled( false );
SetMouseInputEnabled( true ); parent->SetMouseInputEnabled( true ); }
CAchievementsPageItemPanel::~CAchievementsPageItemPanel() { delete m_pAchievementIcon; delete m_pAchievementNameLabel; delete m_pAchievementDescLabel; delete m_pPercentageBar; delete m_pPercentageText; delete m_pAwardDate; delete m_pShowOnHUDButton; delete m_pHiddenHUDToggleButton; }
void CAchievementsPageItemPanel::ToggleShowOnHUDButton() { if (m_pShowOnHUDButton) { m_pShowOnHUDButton->SetSelected( !m_pShowOnHUDButton->IsSelected() ); } }
//-----------------------------------------------------------------------------
// Purpose: Updates displayed achievement data. In applyschemesettings, and when gameui activates.
//-----------------------------------------------------------------------------
void CAchievementsPageItemPanel::UpdateAchievementInfo( vgui::IScheme* pScheme ) { if ( m_pSourceAchievement && m_pSchemeSettings ) { //=============================================================================
// HPE_BEGIN:
// [dwenger] Get achievement name and description text from the localized file
//=============================================================================
// Set name, description and unlocked state text
m_pAchievementNameLabel->SetText( ACHIEVEMENT_LOCALIZED_NAME( m_pSourceAchievement ) ); m_pAchievementDescLabel->SetText( ACHIEVEMENT_LOCALIZED_DESC( m_pSourceAchievement ) );
//=============================================================================
// HPE_END
//=============================================================================
// Setup icon
// get the vtfFilename from the path.
// Display percentage completion for progressive achievements
// Set up total completion percentage bar. Goal > 1 means its a progress achievement.
CSUpdateProgressBarForPage( this, m_pSourceAchievement, m_clrProgressBar );
if ( m_pSourceAchievement->IsAchieved() ) { CSLoadAchievementIconForPage( m_pAchievementIcon, m_pSourceAchievement );
SetBgColor( pScheme->GetColor( "AchievementsLightGrey", Color(255, 0, 0, 255) ) );
m_pAchievementNameLabel->SetFgColor( pScheme->GetColor( "SteamLightGreen", Color(255, 255, 255, 255) ) );
Color fgColor = pScheme->GetColor( "Label.TextBrightColor", Color(255, 255, 255, 255) ); m_pAchievementDescLabel->SetFgColor( fgColor ); m_pPercentageText->SetFgColor( fgColor ); m_pShowOnHUDButton->SetVisible( false ); m_pShowOnHUDButton->SetSelected( false ); m_pHiddenHUDToggleButton->SetVisible( false ); m_pAwardDate->SetVisible( true ); m_pAwardDate->SetFgColor( pScheme->GetColor( "SteamLightGreen", Color(255, 255, 255, 255) ) );
// Assign the award date text
int year, month, day, hour, minute, second; if ( m_pSourceAchievement->GetAwardTime(year, month, day, hour, minute, second) ) { char dateBuffer[32] = ""; Q_snprintf( dateBuffer, 32, "%4d-%02d-%02d", year, month, day ); m_pAwardDate->SetText( dateBuffer ); } else m_pAwardDate->SetText( "" ); } else { CSLoadAchievementIconForPage( m_pAchievementIcon, m_pSourceAchievement, "_bw" );
SetBgColor( pScheme->GetColor( "AchievementsDarkGrey", Color(255, 0, 0, 255) ) );
Color fgColor = pScheme->GetColor( "AchievementsInactiveFG", Color(255, 255, 255, 255) ); m_pAchievementNameLabel->SetFgColor( fgColor ); m_pAchievementDescLabel->SetFgColor( fgColor ); m_pPercentageText->SetFgColor( fgColor );
if ( CSGameSupportsAchievementTrackerForPage() ) { m_pShowOnHUDButton->SetVisible( !m_pSourceAchievement->ShouldHideUntilAchieved() ); m_pShowOnHUDButton->SetSelected( m_pSourceAchievement->ShouldShowOnHUD() );
m_pHiddenHUDToggleButton->SetVisible( !m_pSourceAchievement->ShouldHideUntilAchieved() ); } else { m_pShowOnHUDButton->SetVisible( false ); m_pHiddenHUDToggleButton->SetVisible( false ); } } } }
//-----------------------------------------------------------------------------
// Purpose: Makes a local copy of a pointer to the achievement entity stored on the client.
//-----------------------------------------------------------------------------
void CAchievementsPageItemPanel::SetAchievementInfo( CCSBaseAchievement* pAchievement ) { if ( !pAchievement ) { Assert( 0 ); return; }
m_pSourceAchievement = pAchievement; m_iSourceAchievementIndex = pAchievement->GetAchievementID(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementsPageItemPanel::PreloadResourceFile( void ) { const char *controlResourceName = "resource/ui/AchievementItem.res";
g_pPreloadedCSAchievementPageItemLayout = new KeyValues(controlResourceName); g_pPreloadedCSAchievementPageItemLayout->LoadFromFile(g_pFullFileSystem, controlResourceName);
/*
// precache all achievement icons
int iCount = g_AchievementMgrCS.GetAchievementCount(); for ( int i = 0; i < iCount; ++i ) { CCSBaseAchievement* pAchievement = dynamic_cast<CCSBaseAchievement*>(g_AchievementMgrCS.GetAchievementByIndex( i )); char imagePath[_MAX_PATH];
Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) ); Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS ); Q_strncat( imagePath, "_bw", sizeof(imagePath), COPY_ALL_CHARACTERS ); Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
scheme()->GetImage(imagePath, true);
Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) ); Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS ); Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
scheme()->GetImage(imagePath, true); } */ }
//-----------------------------------------------------------------------------
// Purpose: Loads settings from hl2/resource/ui/achievementitem.res
// Sets display info for this achievement item.
//-----------------------------------------------------------------------------
void CAchievementsPageItemPanel::ApplySchemeSettings( vgui::IScheme* pScheme ) { if ( !g_pPreloadedCSAchievementPageItemLayout ) { PreloadResourceFile(); }
LoadControlSettings( "", NULL, g_pPreloadedCSAchievementPageItemLayout );
m_pSchemeSettings = pScheme;
if ( !m_pSourceAchievement ) { return; }
BaseClass::ApplySchemeSettings( pScheme );
// m_pSchemeSettings must be set for this.
UpdateAchievementInfo( pScheme ); }
void CAchievementsPageItemPanel::OnCheckButtonChecked(Panel *panel) { if ( CSGameSupportsAchievementTrackerForPage() && panel == m_pShowOnHUDButton && m_pSourceAchievement ) { m_pSourceAchievement->SetShowOnHUD( m_pShowOnHUDButton->IsSelected() ); } }
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CAchievementsPageGroupPanel::CAchievementsPageGroupPanel( vgui::PanelListPanel *parent, CAchievementsPage *owner, const char* name, int iListItemID ) : BaseClass( parent, name ) { m_pParent = parent; m_pOwner = owner; m_pSchemeSettings = NULL;
m_pGroupIcon = SETUP_PANEL(new vgui::ImagePanel( this, "GroupIcon" )); m_pAchievementGroupLabel = new vgui::Label( this, "GroupName", "name" ); m_pPercentageText = new vgui::Label( this, "GroupPercentageText", "1/1" ); m_pPercentageBar = SETUP_PANEL( new ImagePanel( this, "GroupPercentageBar" ) ); m_pGroupButton = new CGroupButton( this, "GroupButton", "" ); m_pGroupButton->SetPos( 0, 0 ); m_pGroupButton->SetZPos( 20 ); m_pGroupButton->SetWide( 256 ); m_pGroupButton->SetTall( 64 ); SetMouseInputEnabled( true ); parent->SetMouseInputEnabled( true );
m_bActiveButton = false; }
CAchievementsPageGroupPanel::~CAchievementsPageGroupPanel() { delete m_pAchievementGroupLabel; delete m_pPercentageBar; delete m_pPercentageText; delete m_pGroupIcon; }
//-----------------------------------------------------------------------------
// Purpose: Loads settings from hl2/resource/ui/achievementitem.res
// Sets display info for this achievement item.
//-----------------------------------------------------------------------------
void CAchievementsPageGroupPanel::ApplySchemeSettings( vgui::IScheme* pScheme ) { if ( !g_pPreloadedCSAchievementPageGroupLayout ) { PreloadResourceFile(); }
LoadControlSettings( "", NULL, g_pPreloadedCSAchievementPageGroupLayout );
m_pSchemeSettings = pScheme;
BaseClass::ApplySchemeSettings( pScheme );
// m_pSchemeSettings must be set for this.
UpdateAchievementInfo( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose: Updates displayed achievement data. In ApplySchemeSettings(), and
// when gameui activates.
//-----------------------------------------------------------------------------
void CAchievementsPageGroupPanel::UpdateAchievementInfo( vgui::IScheme* pScheme ) { if ( m_pSchemeSettings ) { int numAwarded = 0; int numTested = 0;
char buf[128]; int achievementRangeStart = (m_iFirstAchievementID / 1000) * 1000; Q_snprintf( buf, sizeof(buf), "#Achievement_Group_%d", achievementRangeStart );
wchar_t *wzGroupName = g_pVGuiLocalize->Find( buf );
if ( !wzGroupName ) { wzGroupName = L"Need Title ( %s1 of %s2 )"; }
wchar_t wzGroupTitle[128];
if ( wzGroupName ) { // Determine number of achievements in the group which have been awarded
for (int i = m_iFirstAchievementID; i < m_iLastAchievementID; i++) { IAchievement* pCur = g_AchievementMgrCS.GetAchievementByID( i );
if ( !pCur ) continue;
numTested++;
if ( pCur->IsAchieved() ) { numAwarded++; } }
wchar_t wzNumUnlocked[8]; V_snwprintf( wzNumUnlocked, ARRAYSIZE( wzNumUnlocked ), L"%d", numAwarded );
wchar_t wzNumAchievements[8]; V_snwprintf( wzNumAchievements,ARRAYSIZE( wzNumAchievements ), L"%d", numTested );
g_pVGuiLocalize->ConstructString( wzGroupTitle, sizeof( wzGroupTitle ), wzGroupName, 2, wzNumUnlocked, wzNumAchievements ); }
// Set group name text
m_pAchievementGroupLabel->SetText( wzGroupTitle );//m_pGroupName );
m_pAchievementGroupLabel->SetFgColor(Color(157, 194, 80, 255));
char* buff[32]; Q_snprintf( (char*)buff, 32, "%d / %d", numAwarded, numTested ); m_pPercentageText->SetText( (const char*)buff ); m_pPercentageText->SetFgColor(Color(157, 194, 80, 255));
if ( !m_bActiveButton ) { CSLoadIconForPage( m_pGroupIcon, "achievement-btn-up" ); } else { CSLoadIconForPage( m_pGroupIcon, "achievement-btn-select" ); }
// Update the percentage complete bar
vgui::ImagePanel *pPercentageBar = (vgui::ImagePanel*)FindChildByName( "GroupPercentageBar" ); vgui::ImagePanel *pPercentageBarBkg = (vgui::ImagePanel*)FindChildByName( "GroupPercentageBarBackground" );
if ( pPercentageBar && pPercentageBarBkg ) { float flCompletion = (float)numAwarded / (float)numTested; pPercentageBar->SetFillColor( Color(157, 194, 80, 255) ); pPercentageBar->SetWide( pPercentageBarBkg->GetWide() * flCompletion );
SetControlVisible( "GroupPercentageBarBackground", true ); SetControlVisible( "GroupPercentageBar", true ); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAchievementsPageGroupPanel::PreloadResourceFile( void ) { const char *controlResourceName = "resource/ui/AchievementGroup.res";
g_pPreloadedCSAchievementPageGroupLayout = new KeyValues(controlResourceName); g_pPreloadedCSAchievementPageGroupLayout->LoadFromFile(g_pFullFileSystem, controlResourceName);
}
//-----------------------------------------------------------------------------
// Purpose: Assigns a name and achievement id bounds for an achievement group.
//-----------------------------------------------------------------------------
void CAchievementsPageGroupPanel::SetGroupInfo( const wchar_t* name, int firstAchievementID, int lastAchievementID ) { // Store away the group name
short _textLen = (short)wcslen(name) + 1; m_pGroupName = new wchar_t[_textLen]; Q_memcpy( m_pGroupName, name, _textLen * sizeof(wchar_t) );
// Store off the start & end achievement IDs
m_iFirstAchievementID = firstAchievementID; m_iLastAchievementID = lastAchievementID; }
CGroupButton::CGroupButton( vgui::Panel *pParent, const char *pName, const char *pText ) : BaseClass( pParent, pName, pText ) { }
//-----------------------------------------------------------------------------
// Purpose: Handle the case where the user presses an achievement group button.
//-----------------------------------------------------------------------------
void CGroupButton::DoClick( void ) { // Process when a group button is hit
CAchievementsPageGroupPanel* pParent = static_cast<CAchievementsPageGroupPanel*>(GetParent());
if (pParent) { CAchievementsPage* pAchievementsPage = static_cast<CAchievementsPage*>(pParent->GetOwner());
if (pAchievementsPage) { // Update the list of group achievements
pAchievementsPage->UpdateAchievementList( pParent ); } } }
void CAchievementsPage::OnPageShow() { m_pGroupsList->GetScrollbar()->SetWide(0); }
void CAchievementsPage::FireGameEvent( IGameEvent *event ) { const char *type = event->GetName();
if ( 0 == Q_strcmp( type, "achievement_earned_local" ) ) m_bAchievementsDirty = true;
if ( 0 == Q_strcmp( type, "player_stats_updated" ) ) m_bStatsDirty = true; }
void CAchievementsPage::OnThink() { vgui::IScheme *pScheme = scheme()->GetIScheme( GetScheme() );
if ( m_bAchievementsDirty ) { UpdateAchievementDialogInfo(); } else if ( m_bStatsDirty ) { // Update progress for currently displayed achievements
int itemId = m_pAchievementsList->FirstItem();
while (itemId != m_pAchievementsList->InvalidItemID() ) { CAchievementsPageItemPanel *pAchievementItem = dynamic_cast<CAchievementsPageItemPanel*>(m_pAchievementsList->GetItemPanel(itemId)); pAchievementItem->UpdateAchievementInfo(pScheme);
itemId = m_pAchievementsList->NextItem(itemId); } m_bStatsDirty = false; } }
CHiddenHUDToggleButton::CHiddenHUDToggleButton( vgui::Panel *pParent, const char *pName, const char *pText ) : BaseClass( pParent, pName, pText ) { }
//-----------------------------------------------------------------------------
// Purpose: Handle the case where the user shift-clicks on an un-awarded achievement.
//-----------------------------------------------------------------------------
void CHiddenHUDToggleButton::DoClick( void ) { if ( input()->IsKeyDown(KEY_LSHIFT) || input()->IsKeyDown(KEY_RSHIFT) ) { // Process when a group button is hit
CAchievementsPageItemPanel* pParent = static_cast<CAchievementsPageItemPanel*>(GetParent());
if (pParent) { pParent->ToggleShowOnHUDButton(); } } }
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