Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cstriketeammenu.h"
#include "backgroundpanel.h"
#include <convar.h>
#include "hud.h" // for gEngfuncs
#include "c_cs_player.h"
#include "cs_gamerules.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCSTeamMenu::CCSTeamMenu(IViewPort *pViewPort) : CTeamMenu(pViewPort) { CreateBackground( this ); m_backgroundLayoutFinished = false; }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCSTeamMenu::~CCSTeamMenu() { }
void CCSTeamMenu::ShowPanel(bool bShow) { if ( bShow ) { engine->CheckPoint( "TeamMenu" ); }
BaseClass::ShowPanel( bShow ); }
//-----------------------------------------------------------------------------
// Purpose: called to update the menu with new information
//-----------------------------------------------------------------------------
void CCSTeamMenu::Update( void ) { BaseClass::Update();
const ConVar *allowspecs = cvar->FindVar( "mp_allowspectators" );
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer(); if ( !pPlayer || !CSGameRules() ) return;
if ( allowspecs && allowspecs->GetBool() ) { // if we're not already a CT or T...or the freeze time isn't over yet...or we're dead
if ( pPlayer->GetTeamNumber() == TEAM_UNASSIGNED || CSGameRules()->IsFreezePeriod() || ( pPlayer && pPlayer->IsPlayerDead() ) ) { SetVisibleButton("specbutton", true); } else { SetVisibleButton("specbutton", false); } } else { SetVisibleButton("specbutton", false ); }
m_bVIPMap = false;
char mapName[MAX_MAP_NAME];
Q_FileBase( engine->GetLevelName(), mapName, sizeof(mapName) );
if ( !Q_strncmp( mapName, "maps/as_", 8 ) ) { m_bVIPMap = true; } // if this isn't a VIP map or we're a spectator/terrorist, then disable the VIP button
if ( !CSGameRules()->IsVIPMap() || ( pPlayer->GetTeamNumber() != TEAM_CT ) ) { SetVisibleButton("vipbutton", false); } else // this must be a VIP map and we must already be a CT
{ SetVisibleButton("vipbutton", true); }
if( pPlayer->GetTeamNumber() == TEAM_UNASSIGNED ) // we aren't on a team yet
{ SetVisibleButton("CancelButton", false); } else { SetVisibleButton("CancelButton", true); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSTeamMenu::SetVisible(bool state) { BaseClass::SetVisible(state);
if ( state ) { Button *pAutoButton = dynamic_cast< Button* >( FindChildByName( "autobutton" ) ); if ( pAutoButton ) { pAutoButton->RequestFocus(); pAutoButton->SetArmed( true ); } } }
//-----------------------------------------------------------------------------
// Purpose: When a team button is pressed it triggers this function to
// cause the player to join a team
//-----------------------------------------------------------------------------
void CCSTeamMenu::OnCommand( const char *command ) { if ( Q_stricmp( command, "vguicancel" ) ) { engine->ClientCmd( command ); } BaseClass::OnCommand(command);
gViewPortInterface->ShowBackGround( false ); OnClose(); }
void CCSTeamMenu::OnKeyCodePressed( vgui::KeyCode code ) { if ( code == KEY_ENTER ) { Button *pAutoButton = dynamic_cast< Button* >( FindChildByName( "autobutton" ) ); if ( pAutoButton ) { pAutoButton->DoClick(); } } else { BaseClass::OnKeyCodePressed( code ); } }
//-----------------------------------------------------------------------------
// Purpose: Sets the visibility of a button by name
//-----------------------------------------------------------------------------
void CCSTeamMenu::SetVisibleButton(const char *textEntryName, bool state) { Button *entry = dynamic_cast<Button *>(FindChildByName(textEntryName)); if (entry) { entry->SetVisible(state); } }
//-----------------------------------------------------------------------------
// Purpose: The CS background is painted by image panels, so we should do nothing
//-----------------------------------------------------------------------------
void CCSTeamMenu::PaintBackground() { }
//-----------------------------------------------------------------------------
// Purpose: Scale / center the window
//-----------------------------------------------------------------------------
void CCSTeamMenu::PerformLayout() { BaseClass::PerformLayout();
// stretch the window to fullscreen
if ( !m_backgroundLayoutFinished ) LayoutBackgroundPanel( this ); m_backgroundLayoutFinished = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSTeamMenu::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); ApplyBackgroundSchemeSettings( this, pScheme ); }
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