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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Dialog for setting customizable game options
//
//=============================================================================//
#include "sessionoptionsdialog.h"
#include "engine/imatchmaking.h"
#include "EngineInterface.h"
#include "vgui_controls/ImagePanel.h"
#include "vgui_controls/Label.h"
#include "KeyValues.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//---------------------------------------------------------------------
// CSessionOptionsDialog
//---------------------------------------------------------------------
CSessionOptionsDialog::CSessionOptionsDialog( vgui::Panel *pParent ) : BaseClass( pParent, "SessionOptions" ) { SetDeleteSelfOnClose( true );
m_pDialogKeys = NULL; m_bModifySession = false; }
CSessionOptionsDialog::~CSessionOptionsDialog() { m_pScenarioInfos.PurgeAndDeleteElements(); }
//---------------------------------------------------------------------
// Purpose: Dialog keys contain session contexts and properties
//---------------------------------------------------------------------
void CSessionOptionsDialog::SetDialogKeys( KeyValues *pKeys ) { m_pDialogKeys = pKeys; }
//---------------------------------------------------------------------
// Purpose: Strip off the game type from the resource name
//---------------------------------------------------------------------
void CSessionOptionsDialog::SetGameType( const char *pString ) { // Get the full gametype from the resource name
const char *pGametype = Q_stristr( pString, "_" ); if ( !pGametype ) return;
Q_strncpy( m_szGametype, pGametype + 1, sizeof( m_szGametype ) );
// set the menu filter
m_Menu.SetFilter( m_szGametype ); }
//---------------------------------------------------------------------
// Purpose: Center the dialog on the screen
//---------------------------------------------------------------------
void CSessionOptionsDialog::PerformLayout( void ) { BaseClass::PerformLayout();
UpdateScenarioDisplay();
MoveToCenterOfScreen();
if ( m_pRecommendedLabel ) { bool bHosting = ( Q_stristr( m_szGametype, "Host" ) ); m_pRecommendedLabel->SetVisible( bHosting ); } }
//---------------------------------------------------------------------
// Purpose: Apply common properties and contexts
//---------------------------------------------------------------------
void CSessionOptionsDialog::ApplyCommonProperties( KeyValues *pKeys ) { for ( KeyValues *pProperty = pKeys->GetFirstSubKey(); pProperty != NULL; pProperty = pProperty->GetNextKey() ) { const char *pName = pProperty->GetName();
if ( !Q_stricmp( pName, "SessionContext" ) ) { // Create a new session context
sessionProperty_t ctx; ctx.nType = SESSION_CONTEXT; Q_strncpy( ctx.szID, pProperty->GetString( "id", "NULL" ), sizeof( ctx.szID ) ); Q_strncpy( ctx.szValue, pProperty->GetString( "value", "NULL" ), sizeof( ctx.szValue ) ); // ctx.szValueType not used
m_SessionProperties.AddToTail( ctx ); } else if ( !Q_stricmp( pName, "SessionProperty" ) ) { // Create a new session property
sessionProperty_t prop; prop.nType = SESSION_PROPERTY; Q_strncpy( prop.szID, pProperty->GetString( "id", "NULL" ), sizeof( prop.szID ) ); Q_strncpy( prop.szValue, pProperty->GetString( "value", "NULL" ), sizeof( prop.szValue ) ); Q_strncpy( prop.szValueType, pProperty->GetString( "valuetype", "NULL" ), sizeof( prop.szValueType ) );
m_SessionProperties.AddToTail( prop ); } else if ( !Q_stricmp( pName, "SessionFlag" ) ) { sessionProperty_t flag; flag.nType = SESSION_FLAG; Q_strncpy( flag.szID, pProperty->GetString(), sizeof( flag.szID ) );
m_SessionProperties.AddToTail( flag ); } } }
//---------------------------------------------------------------------
// Purpose: Parse session properties and contexts from the resource file
//---------------------------------------------------------------------
void CSessionOptionsDialog::ApplySettings( KeyValues *pResourceData ) { BaseClass::ApplySettings( pResourceData );
// Apply settings common to all game types
ApplyCommonProperties( pResourceData );
// Apply settings specific to this game type
KeyValues *pSettings = pResourceData->FindKey( m_szGametype ); if ( pSettings ) { Q_strncpy( m_szCommand, pSettings->GetString( "commandstring", "NULL" ), sizeof( m_szCommand ) ); m_pTitle->SetText( pSettings->GetString( "title", "Unknown" ) );
ApplyCommonProperties( pSettings ); }
KeyValues *pScenarios = pResourceData->FindKey( "ScenarioInfoPanels" ); if ( pScenarios ) { for ( KeyValues *pScenario = pScenarios->GetFirstSubKey(); pScenario != NULL; pScenario = pScenario->GetNextKey() ) { CScenarioInfoPanel *pScenarioInfo = new CScenarioInfoPanel( this, "ScenarioInfoPanel" ); SETUP_PANEL( pScenarioInfo ); pScenarioInfo->m_pTitle->SetText( pScenario->GetString( "title" ) ); pScenarioInfo->m_pSubtitle->SetText( pScenario->GetString( "subtitle" ) ); pScenarioInfo->m_pMapImage->SetImage( pScenario->GetString( "image" ) );
int nTall = pScenario->GetInt( "tall", -1 ); if ( nTall > 0 ) { pScenarioInfo->SetTall( nTall ); }
m_pScenarioInfos.AddToTail( pScenarioInfo ); } }
if ( Q_stristr( m_szGametype, "Modify" ) ) { m_bModifySession = true; } }
int CSessionOptionsDialog::GetMaxPlayersRecommendedOption( void ) { MM_QOS_t qos = matchmaking->GetQosWithLIVE();
// Conservatively assume that every player needs ~ 7 kBytes/s
// plus one for the hosting player.
int numPlayersCanService = 1 + int( qos.flBwUpKbs / 7.0f );
// Determine the option that suits our B/W bests
int options[] = { 8, 12, 16 };
for ( int k = 1; k < ARRAYSIZE( options ); ++ k ) { if ( options[k] > numPlayersCanService ) { Msg( "[SessionOptionsDialog] Defaulting number of players to %d (upstream b/w = %.1f kB/s ~ %d players).\n", options[k - 1], qos.flBwUpKbs, numPlayersCanService ); return k - 1; } }
return ARRAYSIZE( options ) - 1; }
//---------------------------------------------------------------------
// Purpose: Set up colors and other such stuff
//---------------------------------------------------------------------
void CSessionOptionsDialog::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
for ( int i = 0; i < m_pScenarioInfos.Count(); ++i ) { m_pScenarioInfos[i]->SetBgColor( pScheme->GetColor( "TanDark", Color( 0, 0, 0, 255 ) ) ); }
m_pRecommendedLabel = dynamic_cast<vgui::Label *>(FindChildByName( "RecommendedLabel" )); }
//---------------------------------------------------------------------
// Purpose: Send all properties and contexts to the matchmaking session
//---------------------------------------------------------------------
void CSessionOptionsDialog::SetupSession( void ) { KeyValues *pKeys = new KeyValues( "SessionKeys" );
// Send user-selected properties and contexts
for ( int i = 0; i < m_Menu.GetItemCount(); ++i ) { COptionsItem *pItem = dynamic_cast< COptionsItem* >( m_Menu.GetItem( i ) ); if ( !pItem ) { continue; }
const sessionProperty_t &prop = pItem->GetActiveOption();
KeyValues *pProperty = pKeys->CreateNewKey(); pProperty->SetName( prop.szID ); pProperty->SetInt( "type", prop.nType ); pProperty->SetString( "valuestring", prop.szValue ); pProperty->SetString( "valuetype", prop.szValueType ); pProperty->SetInt( "optionindex", pItem->GetActiveOptionIndex() ); }
// Send contexts and properties parsed from the resource file
for ( int i = 0; i < m_SessionProperties.Count(); ++i ) { const sessionProperty_t &prop = m_SessionProperties[i];
KeyValues *pProperty = pKeys->CreateNewKey(); pProperty->SetName( prop.szID ); pProperty->SetInt( "type", prop.nType ); pProperty->SetString( "valuestring", prop.szValue ); pProperty->SetString( "valuetype", prop.szValueType ); }
// Matchmaking will make a copy of these keys
matchmaking->SetSessionProperties( pKeys ); pKeys->deleteThis(); }
//-----------------------------------------------------------------
// Purpose: Show the correct scenario image and text
//-----------------------------------------------------------------
void CSessionOptionsDialog::UpdateScenarioDisplay( void ) { // Check if the selected map has changed (first menu item)
int idx = m_Menu.GetActiveOptionIndex( 0 ); for ( int i = 0; i < m_pScenarioInfos.Count(); ++i ) { m_pScenarioInfos[i]->SetVisible( i == idx ); } }
//-----------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------
void CSessionOptionsDialog::OnMenuItemChanged( KeyValues *pData ) { // which item changed
int iItem = pData->GetInt( "item", -1 );
if ( iItem >= 0 && iItem < m_Menu.GetItemCount() ) { COptionsItem *pActiveOption = dynamic_cast< COptionsItem* >( m_Menu.GetItem( iItem ) ); if ( pActiveOption ) { const sessionProperty_t &activeOption = pActiveOption->GetActiveOption(); if ( !Q_strncmp( activeOption.szID, "PROPERTY_GAME_SIZE", sessionProperty_t::MAX_KEY_LEN ) ) { // make sure the private slots is less than prop.szValue
int iMaxPlayers = atoi(activeOption.szValue); bool bShouldWarnMaxPlayers = ( pActiveOption->GetActiveOptionIndex() > GetMaxPlayersRecommendedOption() ); m_pRecommendedLabel->SetVisible( bShouldWarnMaxPlayers );
// find the private slots option and repopulate it
for ( int iMenu = 0; iMenu < m_Menu.GetItemCount(); ++iMenu ) { COptionsItem *pItem = dynamic_cast< COptionsItem* >( m_Menu.GetItem( iMenu ) ); if ( !pItem ) { continue; }
const sessionProperty_t &prop = pItem->GetActiveOption();
if ( !Q_strncmp( prop.szID, "PROPERTY_PRIVATE_SLOTS", sessionProperty_t::MAX_KEY_LEN ) ) { const sessionProperty_t baseProp = pItem->GetActiveOption();
// preserve the selection
int iActiveItem = pItem->GetActiveOptionIndex();
// clear all options
pItem->DeleteAllOptions();
// re-add the items 0 - maxplayers
int nStart = 0; int nEnd = iMaxPlayers; int nInterval = 1;
for ( int i = nStart; i <= nEnd; i += nInterval ) { sessionProperty_t propNew; propNew.nType = SESSION_PROPERTY; Q_strncpy( propNew.szID, baseProp.szID, sizeof( propNew.szID ) ); Q_strncpy( propNew.szValueType, baseProp.szValueType, sizeof( propNew.szValueType ) ); Q_snprintf( propNew.szValue, sizeof( propNew.szValue), "%d", i ); pItem->AddOption( propNew.szValue, propNew ); }
// re-set the focus
pItem->SetOptionFocus( min( iActiveItem, iMaxPlayers ) );
// fixup the option sizes
m_Menu.InvalidateLayout(); } } } } } }
//-----------------------------------------------------------------
// Purpose: Change properties of a menu item
//-----------------------------------------------------------------
void CSessionOptionsDialog::OverrideMenuItem( KeyValues *pItemKeys ) { if ( m_bModifySession && m_pDialogKeys ) { if ( !Q_stricmp( pItemKeys->GetName(), "OptionsItem" ) ) { const char *pID = pItemKeys->GetString( "id", "NULL" );
KeyValues *pKey = m_pDialogKeys->FindKey( pID ); if ( pKey ) { pItemKeys->SetInt( "activeoption", pKey->GetInt( "optionindex" ) ); } } }
//
// When hosting a new session on LIVE:
// - restrict max number of players to bandwidth allowed
//
if ( !m_bModifySession && ( !Q_stricmp( m_szGametype, "hoststandard" ) || !Q_stricmp( m_szGametype, "hostranked" ) ) ) { if ( !Q_stricmp( pItemKeys->GetName(), "OptionsItem" ) ) { const char *pID = pItemKeys->GetString( "id", "NULL" ); if ( !Q_stricmp( pID, "PROPERTY_GAME_SIZE" ) ) { pItemKeys->SetInt( "activeoption", GetMaxPlayersRecommendedOption() ); } } } }
//-----------------------------------------------------------------
// Purpose: Send key presses to the dialog's menu
//-----------------------------------------------------------------
void CSessionOptionsDialog::OnKeyCodePressed( vgui::KeyCode code ) { if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A ) { OnCommand( m_szCommand ); } else if ( (code == KEY_XBUTTON_B || code == STEAMCONTROLLER_B) && m_bModifySession ) { // Return to the session lobby without making any changes
OnCommand( "DialogClosing" ); } else { BaseClass::OnKeyCodePressed( code ); }
UpdateScenarioDisplay(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CSessionOptionsDialog::OnThink() { vgui::KeyCode code = m_KeyRepeat.KeyRepeated(); if ( code ) { m_Menu.HandleKeyCode( code ); UpdateScenarioDisplay(); }
BaseClass::OnThink(); }
//---------------------------------------------------------------------
// Purpose: Handle menu commands
//---------------------------------------------------------------------
void CSessionOptionsDialog::OnCommand( const char *pCommand ) { // Don't set up the session if the dialog is just closing
if ( Q_stricmp( pCommand, "DialogClosing" ) ) { SetupSession(); OnClose(); } GetParent()->OnCommand( pCommand ); }
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