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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "OptionsSubHaptics.h"
//#include "CommandCheckButton.h"
#include "KeyToggleCheckButton.h"
#include "CvarNegateCheckButton.h"
#include "CvarToggleCheckButton.h"
#include "cvarslider.h"
#include "EngineInterface.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include "tier1/convar.h"
#include <stdio.h>
#include <vgui_controls/TextEntry.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
bool HasFalcon() { ConVarRef hap_hasDevice("hap_hasDevice"); return (hap_hasDevice.IsValid() && hap_hasDevice.GetBool()); }
void COptionsSubHaptics::OnCommand(const char *command) { if ( !stricmp( command, "DoDefaults" ) ) { engine->ClientCmd_Unrestricted("exec haptics_default.cfg"); OnResetData(); }
} COptionsSubHaptics::COptionsSubHaptics(vgui::Panel *parent) : PropertyPage(parent, NULL) {
m_pForceMasterPreLabel = new Label(this, "ForceMasterPreLabel", "#GameUI_Haptics_ForceMasterScale" ); m_pForceMasterSlider = new CCvarSlider( this, "ForceMasterSlider", "#GameUI_Haptics_ForceMasterScale", 0.000001f, 3.0f, "hap_ForceMasterScale", true );
m_pForceRecoilPreLabel = new Label(this, "ForceRecoilPreLabel", "#GameUI_Haptics_RecoilScale" ); m_pForceRecoilSlider = new CCvarSlider( this, "ForceRecoilSlider", "#GameUI_Haptics_RecoilScale", 0.000001f, 3.0f, "hap_ForceRecoilScale", true );
m_pForceDamagePreLabel = new Label(this, "ForceDamagePreLabel", "#GameUI_Haptics_DamageScale" ); m_pForceDamageSlider = new CCvarSlider( this, "ForceDamageSlider", "#GameUI_Haptics_DamageScale", 0.000001f, 5.0f, "hap_ForceDamageScale" , true );
m_pForceMovementPreLabel = new Label(this, "ForceMovementPreLabel", "#GameUI_Haptics_MovementScale" ); m_pForceMovementSlider = new CCvarSlider( this, "ForceMovementSlider", "#GameUI_Haptics_MovementScale", 0.000001f, 3.0f, "hap_ForceMovementScale", true );
//Player scaling
m_pPlayerBoxPreLabel = new Label(this, "PlayerBoxPreLabel", "#GameUI_Haptics_PlayerBoxLabel" ); m_pPlayerBoxScalePreLabel = new Label(this, "PlayerScalePreLabel", "#GameUI_Haptics_Scale" ); m_pPlayerBoxScale = new CCvarSlider( this, "PlayerBoxScaleSlider", "#GameUI_Haptics_PlayerBoxScale", 0.1f, 0.9f, "hap_PlayerBoxScale", true ); m_pPlayerBoxVisual = new ControlBoxVisual(this, "PlayerBoxVisual", m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale, m_pPlayerBoxScale); m_pPlayerBoxStiffnessPreLabel = new Label(this, "PlayerStiffnessPreLabel", "#GameUI_Haptics_PlayerBoxStiffness" ); m_pPlayerBoxStiffnessSlider = new CCvarSlider( this, "PlayerStiffnessSlider", "#GameUI_Haptics_PlayerBoxScale", 0.0f, 3.0f, "hap_PlayerBoxStiffness", true ); m_pPlayerBoxTurnPreLabel = new Label(this, "PlayerTurnPreLabel", "#GameUI_Haptics_Turning" ); m_pPlayerBoxTurnSlider = new CCvarSlider( this, "PlayerTurnSlider", "#GameUI_Haptics_Turning", 0.0f, 2.0f, "hap_PlayerTurnScale", true ); m_pPlayerBoxAimPreLabel = new Label(this, "PlayerAimPreLabel", "#GameUI_Haptics_Aiming" ); m_pPlayerBoxAimSlider = new CCvarSlider( this, "PlayerAimSlider", "#GameUI_Haptics_Aiming", 0.0f, 2.0f, "hap_PlayerAimScale", true );
//Vehicle Scaling
m_pVehicleBoxPreLabel = new Label(this, "VehicleBoxPreLabel", "#GameUI_Haptics_VehicleBoxLabel" ); m_pVehicleBoxScalePreLabel = new Label(this, "VehicleScalePreLabel", "#GameUI_Haptics_Scale" ); m_pVehicleBoxScale = new CCvarSlider( this, "VehicleBoxScaleSlider", "#GameUI_Haptics_VehicleBoxScale", 0.1f, 0.6f, "hap_VehicleBoxScale", true ); m_pVehicleBoxVisual = new ControlBoxVisual(this, "VehicleBoxVisual", m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale, m_pVehicleBoxScale); m_pVehicleBoxStiffnessPreLabel = new Label(this, "VehicleStiffnessPreLabel", "#GameUI_Haptics_VehicleBoxStiffness" ); m_pVehicleBoxStiffnessSlider = new CCvarSlider( this, "VehicleStiffnessSlider", "#GameUI_Haptics_VehicleBoxScale", 0.0f, 3.0f, "hap_VehicleBoxStiffness", true ); m_pVehicleBoxTurnPreLabel = new Label(this, "VehicleTurnPreLabel", "#GameUI_Haptics_Turning" ); m_pVehicleBoxTurnSlider = new CCvarSlider( this, "VehicleTurnSlider", "#GameUI_Haptics_Turning", 0.0f, 2.0f, "hap_VehicleTurnScale", true ); m_pVehicleBoxAimPreLabel = new Label(this, "VehicleAimPreLabel", "#GameUI_Haptics_Aiming" ); m_pVehicleBoxAimSlider = new CCvarSlider( this, "VehicleAimSlider", "#GameUI_Haptics_Aiming", 0.0f, 2.0f, "hap_VehicleAimScale", true );
vgui::Button *defaults = new vgui::Button( this, "Defaults", "Use Defaults" ); defaults->SetCommand("DoDefaults");
LoadControlSettings("Resource\\OptionsSubHaptics.res"); UpdateVehicleEnabled();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsSubHaptics::~COptionsSubHaptics() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubHaptics::OnResetData() { m_pForceMasterSlider->Reset(); m_pForceDamageSlider->Reset(); m_pForceRecoilSlider->Reset(); m_pForceMovementSlider->Reset();
m_pPlayerBoxScale->Reset(); m_pPlayerBoxStiffnessSlider->Reset(); m_pPlayerBoxTurnSlider->Reset(); m_pPlayerBoxAimSlider->Reset();
m_pVehicleBoxScale->Reset(); m_pVehicleBoxStiffnessSlider->Reset(); m_pVehicleBoxTurnSlider->Reset(); m_pVehicleBoxAimSlider->Reset(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubHaptics::OnApplyChanges() { m_pForceMasterSlider->ApplyChanges(); m_pForceDamageSlider->ApplyChanges(); m_pForceRecoilSlider->ApplyChanges(); m_pForceMovementSlider->ApplyChanges();
m_pPlayerBoxScale->ApplyChanges(); m_pPlayerBoxStiffnessSlider->ApplyChanges(); m_pPlayerBoxTurnSlider->ApplyChanges(); m_pPlayerBoxAimSlider->ApplyChanges();
m_pVehicleBoxScale->ApplyChanges(); m_pVehicleBoxStiffnessSlider->ApplyChanges(); m_pVehicleBoxTurnSlider->ApplyChanges(); m_pVehicleBoxAimSlider->ApplyChanges();
//Write out our config file
engine->ClientCmd_Unrestricted("writehapticconfig"); engine->ClientCmd_Unrestricted("reloadhaptics"); }
//-----------------------------------------------------------------------------
// Purpose: sets background color & border
//-----------------------------------------------------------------------------
void COptionsSubHaptics::ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubHaptics::OnControlModified(Panel *panel) { PostActionSignal(new KeyValues("ApplyButtonEnable")); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubHaptics::OnTextChanged(Panel *panel) { }
void COptionsSubHaptics::UpdateVehicleEnabled() { ConVarRef checkVehicle("hap_ui_vehicles"); checkVehicle.Init("hap_ui_vehicles",true); bool bEnabled = checkVehicle.GetBool();
m_pVehicleBoxPreLabel->SetEnabled( bEnabled ); m_pVehicleBoxScalePreLabel->SetEnabled( bEnabled ); m_pVehicleBoxScale->SetEnabled( bEnabled ); m_pVehicleBoxStiffnessPreLabel->SetEnabled( bEnabled ); m_pVehicleBoxStiffnessSlider->SetEnabled( bEnabled ); m_pVehicleBoxTurnPreLabel->SetEnabled( bEnabled ); m_pVehicleBoxTurnSlider->SetEnabled( bEnabled ); m_pVehicleBoxAimPreLabel ->SetEnabled( bEnabled ); m_pVehicleBoxAimSlider ->SetEnabled( bEnabled ); }
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