|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Serves as the base panel for the entire matchmaking UI
//
//=============================================================================//
#include "matchmakingbasepanel.h"
#include "welcomedialog.h"
#include "pausedialog.h"
#include "leaderboarddialog.h"
#include "achievementsdialog.h"
#include "sessionoptionsdialog.h"
#include "sessionlobbydialog.h"
#include "sessionbrowserdialog.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/MessageDialog.h"
#include "vgui/ISurface.h"
#include "EngineInterface.h"
#include "game/client/IGameClientExports.h"
#include "GameUI_Interface.h"
#include "engine/imatchmaking.h"
#include "KeyValues.h"
#include "vstdlib/jobthread.h"
#include "BasePanel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------
// CMatchmakingBasePanel
//--------------------------------
CMatchmakingBasePanel::CMatchmakingBasePanel( vgui::Panel *pParent ) : BaseClass( pParent, "MatchmakingBasePanel" ) { SetDeleteSelfOnClose( true ); SetPaintBackgroundEnabled( false );
vgui::scheme()->LoadSchemeFromFile( "Resource/ClientScheme.res", "ClientScheme" ); SetScheme( "ClientScheme" );
m_pFooter = new CFooterPanel( this, "MatchmakingFooterPanel" );
m_nGameType = GAMETYPE_STANDARD_MATCH; }
CMatchmakingBasePanel::~CMatchmakingBasePanel() { if ( m_pFooter ) { delete m_pFooter; m_pFooter = NULL; } }
void CMatchmakingBasePanel::SetFooterButtons( CBaseDialog *pOwner, KeyValues *pKeyValues, int nButtonGap /* = -1 */ ) { // Don't lay out the buttons if the dialog is not at the top of the stack
if ( m_DialogStack.Count() ) { CBaseDialog *pDlg = m_DialogStack.Top(); if ( pDlg != pOwner ) return; }
if ( m_pFooter ) { m_pFooter->ClearButtons();
if ( pKeyValues ) { for ( KeyValues *pButton = pKeyValues->GetFirstSubKey(); pButton != NULL; pButton = pButton->GetNextKey() ) { if ( !Q_stricmp( pButton->GetName(), "button" ) ) { // Add a button to the footer
const char *pText = pButton->GetString( "text", NULL ); const char *pIcon = pButton->GetString( "icon", NULL );
if ( pText && pIcon ) { m_pFooter->AddNewButtonLabel( pText, pIcon ); } } } } else { // no data was passed so just setup the standard footer buttons
m_pFooter->SetStandardDialogButtons(); }
if ( nButtonGap > 0 ) { m_pFooter->SetButtonGap( nButtonGap ); } else { m_pFooter->UseDefaultButtonGap(); } } }
void CMatchmakingBasePanel::ShowFooter( bool bShown ) { m_pFooter->SetVisible( bShown ); }
void CMatchmakingBasePanel::SetFooterButtonVisible( const char *pszText, bool bVisible ) { if ( m_pFooter ) { m_pFooter->ShowButtonLabel( pszText, bVisible ); } }
void CMatchmakingBasePanel::Activate( void ) { BaseClass::Activate();
// Close animation may have set this to zero
SetAlpha( 255 );
if ( !GameUI().IsInLevel() ) { OnOpenWelcomeDialog(); } else { OnOpenPauseDialog(); } }
//-----------------------------------------------------------------------------
// Purpose: Handle commands from all matchmaking dialogs
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnCommand( const char *pCommand ) { if ( !Q_stricmp( "OpenWelcomeDialog", pCommand ) ) { OnOpenWelcomeDialog(); } if ( !Q_stricmp( "OpenPauseDialog", pCommand ) ) { OnOpenPauseDialog(); } if ( !Q_stricmp( "OpenRankingsDialog", pCommand ) ) { OnOpenRankingsDialog(); } else if ( !Q_stricmp( "OpenSystemLinkDialog", pCommand ) ) { OnOpenSystemLinkDialog(); } else if ( !Q_stricmp( "OpenPlayerMatchDialog", pCommand ) ) { OnOpenPlayerMatchDialog(); } else if ( !Q_stricmp( "OpenRankedMatchDialog", pCommand ) ) { OnOpenRankedMatchDialog(); } else if ( !Q_stricmp( "OpenAchievementsDialog", pCommand ) ) { OnOpenAchievementsDialog(); }
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
else if ( !Q_stricmp( "OpenCSAchievementsDialog", pCommand ) ) { OnOpenCSAchievementsDialog(); }
//=============================================================================
// HPE_END
//=============================================================================
else if ( !Q_stricmp( "LevelLoadingStarted", pCommand ) ) { OnLevelLoadingStarted(); } else if ( !Q_stricmp( "LevelLoadingFinished", pCommand ) ) { OnLevelLoadingFinished(); } else if ( !Q_stricmp( "SessionOptions_Modify", pCommand ) ) { OnOpenSessionOptionsDialog( pCommand ); } else if ( !Q_stricmp( "ModifySession", pCommand ) ) { matchmaking->ModifySession(); } else if ( !Q_stricmp( "ChangeClass", pCommand ) ) { engine->ClientCmd_Unrestricted( "changeclass" ); OnCommand( "ResumeGame" ); } else if ( !Q_stricmp( "ChangeTeam", pCommand ) ) { engine->ClientCmd_Unrestricted( "changeteam" ); OnCommand( "ResumeGame" ); } else if ( !Q_stricmp( "ShowMapInfo", pCommand ) ) { engine->ClientCmd_Unrestricted( "showmapinfo" ); OnCommand( "ResumeGame" ); } else if ( !Q_stricmp( "StartHost", pCommand ) ) { // Show progress dialog
GameUI().ShowMessageDialog( MD_CREATING_GAME, this );
// Send the host start command
matchmaking->StartHost(); } else if ( !Q_stricmp( "StartSystemLinkHost", pCommand ) ) { // Show progress dialog
GameUI().ShowMessageDialog( MD_CREATING_GAME, this );
m_nGameType = GAMETYPE_SYSTEMLINK_MATCH; matchmaking->StartHost( true ); } else if ( !Q_stricmp( "StartClient", pCommand ) ) { // Show progress dialog
GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
// Tell matchmaking to start a client and search for games
matchmaking->StartClient( false ); } else if ( !Q_stricmp( "StartSystemLinkClient", pCommand ) ) { // Show progress dialog
GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
// Set the system link flag
matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_SYSTEMLINK", NULL, NULL );
// Tell matchmaking to start a client and search for games
m_nGameType = GAMETYPE_SYSTEMLINK_MATCH; matchmaking->StartClient( true ); } else if ( Q_stristr( pCommand, "StartQuickMatchClient_" ) ) { // Show progress dialog
GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
if ( Q_stristr( pCommand, "_Ranked" ) ) { // Set the basic flags
matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_MODE", "CONTEXT_GAME_MODE_MULTIPLAYER", NULL ); matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_TYPE", "CONTEXT_GAME_TYPE_RANKED", NULL ); matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_LIVE_MULTIPLAYER_RANKED", NULL, NULL ); m_nGameType = GAMETYPE_RANKED_MATCH; } else { // Set the standard match flag
matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_MODE", "CONTEXT_GAME_MODE_MULTIPLAYER", NULL ); matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_TYPE", "CONTEXT_GAME_TYPE_STANDARD", NULL ); matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_LIVE_MULTIPLAYER_STANDARD", NULL, NULL ); m_nGameType = GAMETYPE_STANDARD_MATCH; }
// Tell matchmaking to start a client and search for games
matchmaking->StartClient( false ); } else if ( !Q_stricmp( "StartGame", pCommand ) ) { // Tell matchmaking the host wants to start the game
matchmaking->StartGame(); } else if ( Q_stristr( pCommand, "LeaderboardDialog_" ) ) { // This covers LeaderboardDialog_[Ranked|Stats]
OnOpenLeaderboardDialog( pCommand ); } else if ( Q_stristr( pCommand, "SessionOptions_" ) ) { // This covers six command strings: *_Host[Standard|Ranked|Systemlink], *_Client[Standard|Ranked|Systemlink]
// Each command has a unique options menu - the command string is used as the name of the .res file.
OnOpenSessionOptionsDialog( pCommand ); } else if ( !Q_stricmp( pCommand, "DialogClosing" ) ) { PopDialog(); } else if ( !Q_stricmp( pCommand, "AchievementsDialogClosing" ) ) { PopDialog(); } else if ( !Q_stricmp( pCommand, "show_achievements_dialog" ) ) { OnOpenAchievementsDialog(); }
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
else if ( !Q_stricmp( pCommand, "show_csachievements_dialog" ) ) { OnOpenCSAchievementsDialog(); }
//=============================================================================
// HPE_END
//=============================================================================
else if ( !Q_stricmp( pCommand, "ShowSessionOptionsDialog" ) ) { // Need to close the client options dialog and open the host options equivalent
PopDialog();
switch( m_nGameType ) { case GAMETYPE_STANDARD_MATCH: OnOpenSessionOptionsDialog( "SessionOptions_HostStandard" ); break;
case GAMETYPE_RANKED_MATCH: OnOpenSessionOptionsDialog( "SessionOptions_HostRanked" ); break;
case GAMETYPE_SYSTEMLINK_MATCH: OnOpenSessionOptionsDialog( "SessionOptions_SystemLink" ); break; } } else if ( !Q_stricmp( pCommand, "ReturnToMainMenu" ) ) { CloseAllDialogs(); Activate(); } else if ( !Q_stricmp( pCommand, "CancelOperation" ) ) { GameUI().CloseMessageDialog(); PopDialog(); matchmaking->CancelCurrentOperation(); } else if ( !Q_stricmp( pCommand, "StorageDeviceDenied" ) ) { // Set us as declined
XBX_SetStorageDeviceId( XBX_STORAGE_DECLINED ); } else { if ( !Q_stricmp( "ResumeGame", pCommand ) ) { CloseAllDialogs(); } CallParentFunction( new KeyValues( "Command", "command", pCommand ) ); }
// We should handle the case when user launched the game via invite,
// was prompted for a storage device and cancelled the picker.
// In this case whenever any command gets selected from the main menu
// we should cancel the wait for storage device selection.
BasePanel()->ValidateStorageDevice( NULL ); }
//-----------------------------------------------------------------------------
// Purpose: Handle notifications from matchmaking in the engine.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::SessionNotification( const int notification, const int param ) { switch( notification ) { case SESSION_NOTIFY_FAIL_SEARCH: GameUI().CloseMessageDialog(); GameUI().ShowMessageDialog( MD_SESSION_SEARCH_FAILED, this ); break;
case SESSION_NOTIFY_CONNECT_NOTAVAILABLE: CloseAllDialogs(); GameUI().ShowMessageDialog( MD_SESSION_CONNECT_NOTAVAILABLE, this ); break;
case SESSION_NOTIFY_CONNECT_SESSIONFULL: CloseAllDialogs(); GameUI().ShowMessageDialog( MD_SESSION_CONNECT_SESSIONFULL, this ); break;
case SESSION_NOTIFY_CONNECT_FAILED: CloseAllDialogs(); GameUI().ShowMessageDialog( MD_SESSION_CONNECT_FAILED, this ); break;
case SESSION_NOTIFY_FAIL_CREATE: CloseAllDialogs(); GameUI().ShowMessageDialog( MD_SESSION_CREATE_FAILED, this ); break;
case SESSION_NOTIFY_CLIENT_KICKED: CloseAllDialogs(); GameUI().ShowMessageDialog( MD_CLIENT_KICKED, this ); break;
case SESSION_NOTIFY_LOST_HOST: CloseBaseDialogs(); GameUI().ShowMessageDialog( MD_LOST_HOST, this ); break;
case SESSION_NOTIFY_LOST_SERVER: CloseBaseDialogs(); GameUI().ShowMessageDialog( MD_LOST_SERVER, this ); break;
case SESSION_NOFIFY_MODIFYING_SESSION: GameUI().ShowMessageDialog( MD_MODIFYING_SESSION, this ); break;
case SESSION_NOTIFY_SEARCH_COMPLETED: GameUI().CloseMessageDialog();
LoadSessionProperties();
// Switch to the session browser
switch( m_nGameType ) { case GAMETYPE_STANDARD_MATCH: case GAMETYPE_RANKED_MATCH: OnOpenSessionBrowserDialog( "SessionBrowser_Live" ); break;
case GAMETYPE_SYSTEMLINK_MATCH: OnOpenSessionBrowserDialog( "SessionBrowser_SystemLink" ); break; } break;
case SESSION_NOTIFY_CREATED_HOST: case SESSION_NOTIFY_MODIFYING_COMPLETED_HOST: GameUI().CloseMessageDialog();
LoadSessionProperties();
// Switch to the Lobby
switch( m_nGameType ) { case GAMETYPE_STANDARD_MATCH: case GAMETYPE_RANKED_MATCH: case GAMETYPE_SYSTEMLINK_MATCH: OnOpenSessionLobbyDialog( "SessionLobby_Host" ); break; } break;
case SESSION_NOTIFY_CREATED_CLIENT: GameUI().ShowMessageDialog( MD_SESSION_CONNECTING, this ); break;
case SESSION_NOTIFY_CONNECTED_TOSESSION: case SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT: GameUI().CloseMessageDialog();
LoadSessionProperties();
// Switch to the Lobby
switch( m_nGameType ) { case GAMETYPE_STANDARD_MATCH: case GAMETYPE_RANKED_MATCH: case GAMETYPE_SYSTEMLINK_MATCH: OnOpenSessionLobbyDialog( "SessionLobby_Client" ); break; } break;
case SESSION_NOTIFY_CONNECTED_TOSERVER: CloseAllDialogs( false ); break;
case SESSION_NOTIFY_ENDGAME_RANKED: // Return to the main menu
CloseAllDialogs(); break;
case SESSION_NOTIFY_ENDGAME_HOST: CloseBaseDialogs(); OnOpenSessionLobbyDialog( "SessionLobby_Host" ); break;
case SESSION_NOTIFY_ENDGAME_CLIENT: CloseBaseDialogs(); OnOpenSessionLobbyDialog( "SessionLobby_Client" ); break;
case SESSION_NOTIFY_COUNTDOWN: { CSessionLobbyDialog *pDlg = (CSessionLobbyDialog*)m_hSessionLobbyDialog.Get(); if ( pDlg ) { pDlg->UpdateCountdown( param ); }
if ( param == 0 ) { BasePanel()->RunAnimationWithCallback( this, "CloseMatchmakingUI", new KeyValues( "LoadMap" ) ); } } break;
case SESSION_NOTIFY_DUMPSTATS: Msg( "[MM] %d open dialogs\n", m_DialogStack.Count() ); for ( int i = 0; i < m_DialogStack.Count(); ++i ) { const char *pString = "NULL"; bool bVisible = false; float fAlpha = 0.f; CBaseDialog *pDlg = m_DialogStack[i]; if ( pDlg ) { pString = pDlg->GetName(); bVisible = pDlg->IsVisible(); fAlpha = pDlg->GetAlpha(); } const char *pVisible = bVisible ? "YES" : "NO"; Msg( "[MM] Dialog %d: %s, Visible %s, Alpha %f\n", i, pString, pVisible, fAlpha ); } break;
case SESSION_NOTIFY_WELCOME: CloseGameDialogs( false ); Activate(); break; } }
//-----------------------------------------------------------------------------
// Purpose: System Notification
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::SystemNotification( const int notification ) { switch( notification ) { case SYSTEMNOTIFY_USER_SIGNEDOUT: // See if this was us
#if defined( _X360 )
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() ); if ( state == eXUserSigninState_NotSignedIn ) { matchmaking->KickPlayerFromSession( 0 ); CloseAllDialogs(); } else if ( state != eXUserSigninState_SignedInToLive ) { // User was signed out of live
if ( m_bPlayingOnline ) { matchmaking->KickPlayerFromSession( 0 ); CloseAllDialogs(); } } #endif
break; } }
//-----------------------------------------------------------------------------
// Purpose: Check whether a player meets the signin requirements for a multiplayer game
//-----------------------------------------------------------------------------
bool CMatchmakingBasePanel::ValidateSigninAndStorage( bool bOnlineRequired, const char *pIssuingCommand ) { // Check the signin state of the primary user
bool bSignedIn = false; bool bOnlineEnabled = false; bool bOnlineSignedIn = false;
#if defined( _X360 )
int userIdx = XBX_GetPrimaryUserId(); if ( userIdx != INVALID_USER_ID ) { XUSER_SIGNIN_INFO info; uint ret = XUserGetSigninInfo( userIdx, 0, &info ); if ( ret == ERROR_SUCCESS ) { bSignedIn = true; if ( info.dwInfoFlags & XUSER_INFO_FLAG_LIVE_ENABLED ) { bOnlineEnabled = true; uint state = XUserGetSigninState( XBX_GetPrimaryUserId() ); if ( state == eXUserSigninState_SignedInToLive ) { bOnlineSignedIn = true;
// Check privileges
BOOL bPrivCheck = false; DWORD dwPrivCheck = XUserCheckPrivilege( userIdx, XPRIVILEGE_MULTIPLAYER_SESSIONS, &bPrivCheck ); if ( ERROR_SUCCESS != dwPrivCheck || !bPrivCheck ) { bOnlineEnabled = false; } } } } } #endif
if ( bOnlineRequired && !bOnlineEnabled ) { // Player must sign in an online account
GameUI().ShowMessageDialog( MD_NOT_ONLINE_ENABLED ); return false; } else if ( bOnlineRequired && !bOnlineSignedIn ) { // Player's live account isn't signed in to live
GameUI().ShowMessageDialog( MD_NOT_ONLINE_SIGNEDIN ); return false; } else if ( !bSignedIn ) { // Eat the input and make the user sign in
xboxsystem->ShowSigninUI( 1, 0 ); // One user, no special flags
return false; }
// Handle the storage device selection
if ( !BasePanel()->HandleStorageDeviceRequest( pIssuingCommand ) ) return false;
// If we succeeded, clear the command out
BasePanel()->ClearPostPromptCommand( pIssuingCommand );
return true; }
//-----------------------------------------------------------------------------
// Purpose: Update player information in the lobby
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) { CSessionLobbyDialog *pLobby = dynamic_cast< CSessionLobbyDialog* >( m_hSessionLobbyDialog.Get() ); if ( pLobby ) { pLobby->UpdatePlayerInfo( nPlayerId, pName, nTeam, cVoiceState, nPlayersNeeded, bHost ); } }
//-----------------------------------------------------------------------------
// Purpose: Add a search result to the browser dialog
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) { CSessionBrowserDialog *pBrowser = dynamic_cast< CSessionBrowserDialog* >( m_hSessionBrowserDialog.Get() ); if ( pBrowser ) { pBrowser->SessionSearchResult( searchIdx, pHostData, pResult, ping ); } }
//-----------------------------------------------------------------------------
// Purpose: Pre level load ops
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnLevelLoadingStarted() { }
//-----------------------------------------------------------------------------
// Purpose: Post level load ops
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnLevelLoadingFinished() { }
//-----------------------------------------------------------------------------
// Purpose: Hide the current dialog, add a new one to the stack and activate it.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::PushDialog( vgui::DHANDLE< CBaseDialog > &hDialog ) { if ( m_DialogStack.Count() ) { if ( m_DialogStack.Top() ) { m_DialogStack.Top()->Close(); } else { m_DialogStack.Pop(); } } hDialog->Activate(); m_DialogStack.Push( hDialog ); }
//-----------------------------------------------------------------------------
// Purpose: Close the current dialog, pop it from the top of the stack, and activate the next one.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::PopDialog( bool bActivateNext ) { if ( m_DialogStack.Count() > 1 ) { if ( m_DialogStack.Top() ) { m_DialogStack.Top()->SetDeleteSelfOnClose( true ); m_DialogStack.Top()->Close(); m_DialogStack.Pop(); }
// Drop down to the next available dialog
while ( m_DialogStack.Count() && !m_DialogStack.Top() ) { m_DialogStack.Pop(); }
if ( bActivateNext && m_DialogStack.Count() && m_DialogStack.Top() ) { m_DialogStack.Top()->Activate(); } }
if ( m_DialogStack.Count() <= 1 ) { // Back at the welcome menu
m_bPlayingOnline = false; } }
//-----------------------------------------------------------------------------
// Purpose: Close all open dialogs down to the main menu
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::CloseGameDialogs( bool bActivateNext ) { CloseBaseDialogs(); while ( m_DialogStack.Count() > 1 ) { PopDialog( bActivateNext ); } }
//-----------------------------------------------------------------------------
// Purpose: Close all open dialogs down to the main menu
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::CloseAllDialogs( bool bActivateNext ) { GameUI().CloseMessageDialog(); CloseGameDialogs( bActivateNext ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::CloseBaseDialogs( void ) { if ( BasePanel() ) { BasePanel()->CloseBaseDialogs(); } }
//-----------------------------------------------------------------------------
// Purpose: Get session property keyvalues from base panel and matchmaking
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::LoadSessionProperties() { // Grab the session property keys from XboxDialogs.res and from matchmaking
m_pSessionKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "PropertyDisplayKeys" ); if ( m_pSessionKeys ) { m_pSessionKeys->ChainKeyValue( matchmaking->GetSessionProperties() ); }
// Cache off the map name
const char *pDiskName = NULL; KeyValues *pName = m_pSessionKeys->FindKey( "MapDiskNames" ); if ( pName ) { KeyValues *pScenario = m_pSessionKeys->FindKey( "CONTEXT_SCENARIO" ); if ( pScenario ) { pDiskName = pName->GetString( pScenario->GetString( "displaystring" ), NULL ); } } if ( pDiskName ) { Q_strncpy( m_szMapLoadName, pDiskName, sizeof( m_szMapLoadName ) ); Msg( "Storing mapname %s\n", m_szMapLoadName ); if ( Q_strlen( m_szMapLoadName ) < 5 ) { Warning( "Bad map name!\n" ); } } else { // X360TBD: Generate a create error
} }
//-----------------------------------------------------------------------------
// Purpose: Open dialog functions.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnOpenWelcomeDialog() { if ( !m_hWelcomeDialog.Get() ) { m_hWelcomeDialog = new CWelcomeDialog( this ); m_DialogStack.Push( m_hWelcomeDialog ); }
m_hWelcomeDialog->Activate(); m_bPlayingOnline = false; }
void CMatchmakingBasePanel::OnOpenPauseDialog() { if ( !m_hPauseDialog.Get() ) { m_hPauseDialog = new CPauseDialog( this ); } PushDialog( m_hPauseDialog ); }
void CMatchmakingBasePanel::OnOpenRankingsDialog() { if ( !ValidateSigninAndStorage( true, "OpenRankingDialog" ) ) return;
if ( !m_hRankingsDialog.Get() ) { m_hRankingsDialog = new CBaseDialog( this, "RankingsDialog" ); } PushDialog( m_hRankingsDialog ); }
void CMatchmakingBasePanel::OnOpenSystemLinkDialog() { if ( !ValidateSigninAndStorage( false, "OpenSystemLinkDialog" ) ) return;
if ( !m_hSystemLinkDialog.Get() ) { m_hSystemLinkDialog = new CBaseDialog( this, "SystemLinkDialog" ); } PushDialog( m_hSystemLinkDialog ); }
void CMatchmakingBasePanel::OnOpenPlayerMatchDialog() { if ( !ValidateSigninAndStorage( true, "OpenPlayerMatchDialog" ) ) return;
if ( !m_hPlayerMatchDialog.Get() ) { m_hPlayerMatchDialog = new CBaseDialog( this, "PlayerMatchDialog" ); } PushDialog( m_hPlayerMatchDialog ); m_bPlayingOnline = true; }
void CMatchmakingBasePanel::OnOpenRankedMatchDialog() { if ( !ValidateSigninAndStorage( true, "OpenRankedMatchDialog" ) ) return;
if ( !m_hRankedMatchDialog.Get() ) { m_hRankedMatchDialog = new CBaseDialog( this, "RankedMatchDialog" ); } PushDialog( m_hRankedMatchDialog ); m_bPlayingOnline = true; }
void CMatchmakingBasePanel::OnOpenAchievementsDialog() { if ( !ValidateSigninAndStorage( false, "OpenAchievementsDialog" ) ) return;
if ( !m_hAchievementsDialog.Get() ) { m_hAchievementsDialog = new CAchievementsDialog_XBox( this ); } PushDialog( m_hAchievementsDialog ); }
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
void CMatchmakingBasePanel::OnOpenCSAchievementsDialog() { if ( !ValidateSigninAndStorage( false, "OpenCSAchievementsDialog" ) ) return;
if ( !m_hAchievementsDialog.Get() ) { // $TODO(HPE): m_hAchievementsDialog = new CAchievementsDialog_XBox( this );
} PushDialog( m_hAchievementsDialog ); }
//=============================================================================
// HPE_END
//=============================================================================
void CMatchmakingBasePanel::OnOpenSessionOptionsDialog( const char *pResourceName ) { if ( !m_hSessionOptionsDialog.Get() ) { m_hSessionOptionsDialog = new CSessionOptionsDialog( this ); }
if ( Q_stristr( pResourceName, "Ranked" ) ) { m_nGameType = GAMETYPE_RANKED_MATCH; } else if ( Q_stristr( pResourceName, "Standard" ) ) { m_nGameType = GAMETYPE_STANDARD_MATCH; } else if ( Q_stristr( pResourceName, "SystemLink" ) ) { m_nGameType = GAMETYPE_SYSTEMLINK_MATCH; }
LoadSessionProperties();
CSessionOptionsDialog* pDlg = ((CSessionOptionsDialog*)m_hSessionOptionsDialog.Get()); pDlg->SetGameType( pResourceName ); pDlg->SetDialogKeys( m_pSessionKeys );
PushDialog( m_hSessionOptionsDialog ); }
void CMatchmakingBasePanel::OnOpenSessionLobbyDialog( const char *pResourceName ) { if ( !m_hSessionLobbyDialog.Get() ) { m_hSessionLobbyDialog = new CSessionLobbyDialog( this ); } CSessionLobbyDialog *pDlg = (CSessionLobbyDialog*)m_hSessionLobbyDialog.Get(); pDlg->SetDialogKeys( m_pSessionKeys );
m_hSessionLobbyDialog->SetName( pResourceName ); PushDialog( m_hSessionLobbyDialog ); }
void CMatchmakingBasePanel::OnOpenSessionBrowserDialog( const char *pResourceName ) { if ( !m_hSessionBrowserDialog.Get() ) { m_hSessionBrowserDialog = new CSessionBrowserDialog( this, m_pSessionKeys ); m_hSessionBrowserDialog->SetName( pResourceName );
// Matchmaking will start adding results immediately, so prepare the dialog
SETUP_PANEL( m_hSessionBrowserDialog.Get() ); } PushDialog( m_hSessionBrowserDialog ); }
void CMatchmakingBasePanel::OnOpenLeaderboardDialog( const char *pResourceName ) { if ( !m_hLeaderboardDialog.Get() ) { m_hLeaderboardDialog = new CLeaderboardDialog( this ); m_hLeaderboardDialog->SetName( pResourceName ); SETUP_PANEL( m_hLeaderboardDialog.Get() ); } PushDialog( m_hLeaderboardDialog ); m_hLeaderboardDialog->OnCommand( "CenterOnPlayer" ); }
//-----------------------------------------------------------------------------
// Purpose: Callback function to start map load after ui fades out.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::LoadMap( const char *mapname ) { CloseAllDialogs( false );
char cmd[MAX_PATH]; Q_snprintf( cmd, sizeof( cmd ), "map %s", m_szMapLoadName ); BasePanel()->FadeToBlackAndRunEngineCommand( cmd ); }
//-------------------------------------------------------
// Keyboard input
//-------------------------------------------------------
void CMatchmakingBasePanel::OnKeyCodePressed( vgui::KeyCode code ) { switch( code ) { case KEY_XBUTTON_B: // Can't close the matchmaking base panel
break;
default: BaseClass::OnKeyCodePressed( code ); break; } }
|