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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEPANEL_H
#define BASEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/Panel.h"
#include "vgui_controls/PHandle.h"
#include "vgui_controls/MenuItem.h"
#include "vgui_controls/MessageDialog.h"
#include "KeyValues.h"
#include "utlvector.h"
#include "tier1/CommandBuffer.h"
#include "ixboxsystem.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
enum { DIALOG_STACK_IDX_STANDARD, DIALOG_STACK_IDX_WARNING, DIALOG_STACK_IDX_ERROR, };
class CMatchmakingBasePanel; class CBackgroundMenuButton; class CGameMenu; class CAsyncCtxOnDeviceAttached;
// X360TBD: Move into a separate module when finished
class CMessageDialogHandler { public: CMessageDialogHandler(); void ShowMessageDialog( int nType, vgui::Panel *pOwner ); void CloseMessageDialog( const uint nType = 0 ); void CloseAllMessageDialogs(); void CreateMessageDialog( const uint nType, const char *pTitle, const char *pMsg, const char *pCmdA, const char *pCmdB, vgui::Panel *pCreator, bool bShowActivity = false ); void ActivateMessageDialog( int nStackIdx ); void PositionDialogs( int wide, int tall ); void PositionDialog( vgui::PHandle dlg, int wide, int tall );
private: static const int MAX_MESSAGE_DIALOGS = 3; vgui::DHANDLE< CMessageDialog > m_hMessageDialogs[MAX_MESSAGE_DIALOGS]; int m_iDialogStackTop; };
//-----------------------------------------------------------------------------
// Purpose: Panel that acts as background for button icons and help text in the UI
//-----------------------------------------------------------------------------
class CFooterPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CFooterPanel, vgui::EditablePanel );
public: CFooterPanel( Panel *parent, const char *panelName ); virtual ~CFooterPanel();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void ApplySettings( KeyValues *pResourceData ); virtual void Paint( void ); virtual void PaintBackground( void );
// caller tags the current hint, used to assist in ownership
void SetHelpNameAndReset( const char *pName ); const char *GetHelpName();
void AddButtonsFromMap( vgui::Frame *pMenu ); void SetStandardDialogButtons(); void AddNewButtonLabel( const char *text, const char *icon ); void ShowButtonLabel( const char *name, bool show = true ); void SetButtonText( const char *buttonName, const char *text ); void ClearButtons(); void SetButtonGap( int nButtonGap ){ m_nButtonGap = nButtonGap; } void UseDefaultButtonGap(){ m_nButtonGap = m_nButtonGapDefault; }
private: struct ButtonLabel_t { bool bVisible; char name[MAX_PATH]; wchar_t text[MAX_PATH]; wchar_t icon[2]; // icon is a single character
};
CUtlVector< ButtonLabel_t* > m_ButtonLabels;
vgui::Label *m_pSizingLabel; // used to measure font sizes
bool m_bPaintBackground; // fill the background?
bool m_bCenterHorizontal; // center buttons horizontally?
int m_ButtonPinRight; // if not centered, this is the distance from the right margin that we use to start drawing buttons (right to left)
int m_nButtonGap; // space between buttons when drawing
int m_nButtonGapDefault; // space between buttons (initial value)
int m_FooterTall; // height of the footer
int m_ButtonOffsetFromTop; // how far below the top the buttons should be drawn
int m_ButtonSeparator; // space between the button icon and text
int m_TextAdjust; // extra adjustment for the text (vertically)...text is centered on the button icon and then this value is applied
char m_szTextFont[64]; // font for the button text
char m_szButtonFont[64]; // font for the button icon
char m_szFGColor[64]; // foreground color (text)
char m_szBGColor[64]; // background color (fill color)
vgui::HFont m_hButtonFont; vgui::HFont m_hTextFont; char *m_pHelpName; };
//-----------------------------------------------------------------------------
// Purpose: EditablePanel that can replace the GameMenuButtons in CBasePanel
//-----------------------------------------------------------------------------
class CMainMenuGameLogo : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CMainMenuGameLogo, vgui::EditablePanel ); public: CMainMenuGameLogo( vgui::Panel *parent, const char *name );
virtual void ApplySettings( KeyValues *inResourceData ); virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
int GetOffsetX(){ return m_nOffsetX; } int GetOffsetY(){ return m_nOffsetY; }
private: int m_nOffsetX; int m_nOffsetY; };
//-----------------------------------------------------------------------------
// Purpose: Transparent menu item designed to sit on the background ingame
//-----------------------------------------------------------------------------
class CGameMenuItem : public vgui::MenuItem { DECLARE_CLASS_SIMPLE( CGameMenuItem, vgui::MenuItem ); public: CGameMenuItem(vgui::Menu *parent, const char *name);
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void PaintBackground( void ); void SetRightAlignedText( bool state );
private: bool m_bRightAligned; };
//-----------------------------------------------------------------------------
// Purpose: This is the panel at the top of the panel hierarchy for GameUI
// It handles all the menus, background images, and loading dialogs
//-----------------------------------------------------------------------------
class CBasePanel : public vgui::Panel { DECLARE_CLASS_SIMPLE( CBasePanel, vgui::Panel );
public: CBasePanel(); virtual ~CBasePanel();
public: //
// Implementation of async jobs
// An async job is enqueued by calling "ExecuteAsync" with the proper job context.
// Job's function "ExecuteAsync" is called on a separate thread.
// After the job finishes the "Completed" function is called on the
// main thread.
//
class CAsyncJobContext { public: CAsyncJobContext( float flLeastExecuteTime = 0.0f ) : m_flLeastExecuteTime( flLeastExecuteTime ), m_hThreadHandle( NULL ) {} virtual ~CAsyncJobContext() {}
virtual void ExecuteAsync() = 0; // Executed on the secondary thread
virtual void Completed() = 0; // Executed on the main thread
public: void * volatile m_hThreadHandle; // Handle to an async job thread waiting for
float m_flLeastExecuteTime; // Least amount of time this job should keep executing
};
CAsyncJobContext *m_pAsyncJob; void ExecuteAsync( CAsyncJobContext *pAsync );
public: // notifications
void OnLevelLoadingStarted(); void OnLevelLoadingFinished();
// update the taskbar a frame
void RunFrame();
// fades to black then runs an engine command (usually to start a level)
void FadeToBlackAndRunEngineCommand( const char *engineCommand );
// sets the blinking state of a menu item
void SetMenuItemBlinkingState( const char *itemName, bool state );
// handles gameUI being shown
void OnGameUIActivated();
// game dialogs
void OnOpenNewGameDialog( const char *chapter = NULL ); void OnOpenBonusMapsDialog(); void OnOpenLoadGameDialog(); void OnOpenLoadGameDialog_Xbox(); void OnOpenSaveGameDialog(); void OnOpenSaveGameDialog_Xbox(); void OnOpenServerBrowser(); void OnOpenFriendsDialog(); void OnOpenDemoDialog(); void OnOpenCreateMultiplayerGameDialog(); void OnOpenQuitConfirmationDialog(); void OnOpenDisconnectConfirmationDialog(); void OnOpenChangeGameDialog(); void OnOpenPlayerListDialog(); void OnOpenBenchmarkDialog(); void OnOpenOptionsDialog(); void OnOpenOptionsDialog_Xbox(); void OnOpenLoadCommentaryDialog(); void OpenLoadSingleplayerCommentaryDialog(); void OnOpenAchievementsDialog();
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
// $TODO(HPE): Move this to a game-specific location
void OnOpenCSAchievementsDialog();
//=============================================================================
// HPE_END
//=============================================================================
void OnOpenAchievementsDialog_Xbox(); void OnOpenControllerDialog();
// Xbox 360
CMatchmakingBasePanel* GetMatchmakingBasePanel(); void OnOpenMatchmakingBasePanel(); void SessionNotification( const int notification, const int param = 0 ); void SystemNotification( const int notification ); void ShowMessageDialog( const uint nType, vgui::Panel *pParent = NULL ); void CloseMessageDialog( const uint nType ); void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ); void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ); void OnChangeStorageDevice(); bool ValidateStorageDevice(); bool ValidateStorageDevice( int *pStorageDeviceValidated ); void OnCreditsFinished();
KeyValues *GetConsoleControlSettings( void );
// forces any changed options dialog settings to be applied immediately, if it's open
void ApplyOptionsDialogSettings();
vgui::AnimationController *GetAnimationController( void ) { return m_pConsoleAnimationController; } void RunCloseAnimation( const char *animName ); void RunAnimationWithCallback( vgui::Panel *parent, const char *animName, KeyValues *msgFunc ); void PositionDialog( vgui::PHandle dlg );
virtual void OnSizeChanged( int newWide, int newTall );
void ArmFirstMenuItem( void );
void OnGameUIHidden();
void CloseBaseDialogs( void ); bool IsWaitingForConsoleUI( void ) { return m_bWaitingForStorageDeviceHandle || m_bWaitingForUserSignIn || m_bXUIVisible; }
#if defined( _X360 )
CON_COMMAND_MEMBER_F( CBasePanel, "gameui_reload_resources", Reload_Resources, "Reload the Xbox 360 UI res files", 0 ); #endif
int GetMenuAlpha( void );
void SetMainMenuOverride( vgui::VPANEL panel );
protected: virtual void PaintBackground(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
public: // FIXME: This should probably become a friend relationship between the classes
bool HandleSignInRequest( const char *command ); bool HandleStorageDeviceRequest( const char *command ); void ClearPostPromptCommand( const char *pCompletedCommand );
private: enum EBackgroundState { BACKGROUND_INITIAL, BACKGROUND_LOADING, BACKGROUND_MAINMENU, BACKGROUND_LEVEL, BACKGROUND_DISCONNECTED, BACKGROUND_EXITING, // Console has started an exiting state, cannot be stopped
}; void SetBackgroundRenderState(EBackgroundState state);
friend class CAsyncCtxOnDeviceAttached; void OnDeviceAttached( void ); void OnCompletedAsyncDeviceAttached( CAsyncCtxOnDeviceAttached *job );
void IssuePostPromptCommand( void );
void UpdateBackgroundState();
// sets the menu alpha [0..255]
void SetMenuAlpha(int alpha);
// menu manipulation
void CreatePlatformMenu(); void CreateGameMenu(); void CreateGameLogo(); void CheckBonusBlinkState(); void UpdateGameMenus(); CGameMenu *RecursiveLoadGameMenu(KeyValues *datafile);
void StartExitingProcess();
bool IsPromptableCommand( const char *command ); bool CommandRequiresSignIn( const char *command ); bool CommandRequiresStorageDevice( const char *command ); bool CommandRespectsSignInDenied( const char *command );
void QueueCommand( const char *pCommand ); void RunQueuedCommands(); void ClearQueuedCommands();
virtual void OnCommand(const char *command); virtual void PerformLayout(); MESSAGE_FUNC_INT( OnActivateModule, "ActivateModule", moduleIndex);
void UpdateRichPresenceInfo();
// menu logo
CMainMenuGameLogo *m_pGameLogo; // menu buttons
CUtlVector< CBackgroundMenuButton * >m_pGameMenuButtons; CGameMenu *m_pGameMenu; bool m_bPlatformMenuInitialized; int m_iGameMenuInset; vgui::VPANEL m_hMainMenuOverridePanel;
struct coord { int x; int y; }; CUtlVector< coord > m_iGameTitlePos; coord m_iGameMenuPos;
// base dialogs
vgui::DHANDLE<vgui::Frame> m_hNewGameDialog; vgui::DHANDLE<vgui::Frame> m_hBonusMapsDialog; vgui::DHANDLE<vgui::Frame> m_hLoadGameDialog; vgui::DHANDLE<vgui::Frame> m_hLoadGameDialog_Xbox; vgui::DHANDLE<vgui::Frame> m_hSaveGameDialog; vgui::DHANDLE<vgui::Frame> m_hSaveGameDialog_Xbox; vgui::DHANDLE<vgui::PropertyDialog> m_hOptionsDialog; vgui::DHANDLE<vgui::Frame> m_hOptionsDialog_Xbox; vgui::DHANDLE<vgui::Frame> m_hCreateMultiplayerGameDialog; //vgui::DHANDLE<vgui::Frame> m_hDemoPlayerDialog;
vgui::DHANDLE<vgui::Frame> m_hChangeGameDialog; vgui::DHANDLE<vgui::Frame> m_hPlayerListDialog; vgui::DHANDLE<vgui::Frame> m_hBenchmarkDialog; vgui::DHANDLE<vgui::Frame> m_hLoadCommentaryDialog; vgui::DHANDLE<vgui::Frame> m_hAchievementsDialog;
// Xbox 360
vgui::DHANDLE<vgui::Frame> m_hMatchmakingBasePanel; vgui::DHANDLE<vgui::Frame> m_hControllerDialog;
EBackgroundState m_eBackgroundState;
CMessageDialogHandler m_MessageDialogHandler; CUtlVector< CUtlString > m_CommandQueue;
vgui::AnimationController *m_pConsoleAnimationController; KeyValues *m_pConsoleControlSettings;
void DrawBackgroundImage(); int m_iBackgroundImageID; int m_iRenderTargetImageID; int m_iLoadingImageID; int m_iProductImageID; bool m_bLevelLoading; bool m_bEverActivated; bool m_bCopyFrameBuffer; bool m_bUseRenderTargetImage; int m_ExitingFrameCount; bool m_bXUIVisible; bool m_bUseMatchmaking; bool m_bRestartFromInvite; bool m_bRestartSameGame; // Used for internal state dealing with blades
bool m_bUserRefusedSignIn; bool m_bUserRefusedStorageDevice; bool m_bWaitingForUserSignIn; bool m_bStorageBladeShown; CUtlString m_strPostPromptCommand;
// Storage device changing vars
bool m_bWaitingForStorageDeviceHandle; bool m_bNeedStorageDeviceHandle; AsyncHandle_t m_hStorageDeviceChangeHandle; uint m_iStorageID; int *m_pStorageDeviceValidatedNotify;
// background transition
bool m_bFadingInMenus; float m_flFadeMenuStartTime; float m_flFadeMenuEndTime;
bool m_bRenderingBackgroundTransition; float m_flTransitionStartTime; float m_flTransitionEndTime;
// Used for rich presence updates on xbox360
bool m_bSinglePlayer; uint m_iGameID; // matches context value in hl2orange.spa.h
// background fill transition
bool m_bHaveDarkenedBackground; bool m_bHaveDarkenedTitleText; bool m_bForceTitleTextUpdate; float m_flFrameFadeInTime; Color m_BackdropColor; CPanelAnimationVar( float, m_flBackgroundFillAlpha, "m_flBackgroundFillAlpha", "0" );
// fading to game
MESSAGE_FUNC_CHARPTR( RunEngineCommand, "RunEngineCommand", command ); MESSAGE_FUNC( FinishDialogClose, "FinishDialogClose" );
public: MESSAGE_FUNC_CHARPTR( RunMenuCommand, "RunMenuCommand", command ); };
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
extern CBasePanel *BasePanel();
#endif // BASEPANEL_H
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