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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <cdll_client_int.h>
#include "teammenu.h"
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include <vgui_controls/ImageList.h>
#include <filesystem.h>
#include <vgui_controls/RichText.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/HTML.h>
#include "IGameUIFuncs.h" // for key bindings
#include <igameresources.h>
#include <game/client/iviewport.h>
#include <stdlib.h> // MAX_PATH define
#include <stdio.h>
#include "byteswap.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IGameUIFuncs *gameuifuncs; // for key binding details
using namespace vgui;
void UpdateCursorState(); // void DuckMessage(const char *str);
// helper function
const char *GetStringTeamColor( int i ) { switch( i ) { case 0: return "team0";
case 1: return "team1";
case 2: return "team2";
case 3: return "team3";
case 4: default: return "team4"; } }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTeamMenu::CTeamMenu(IViewPort *pViewPort) : Frame(NULL, PANEL_TEAM ) { m_pViewPort = pViewPort; m_iJumpKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
// initialize dialog
SetTitle("", true);
// load the new scheme early!!
SetScheme("ClientScheme"); SetMoveable(false); SetSizeable(false);
// hide the system buttons
SetTitleBarVisible( false ); SetProportional(true);
// info window about this map
m_pMapInfo = new RichText( this, "MapInfo" );
#if defined( ENABLE_HTML_WINDOW )
m_pMapInfoHTML = new HTML( this, "MapInfoHTML"); #endif
LoadControlSettings("Resource/UI/TeamMenu.res"); InvalidateLayout();
m_szMapName[0] = 0; }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTeamMenu::~CTeamMenu() { }
//-----------------------------------------------------------------------------
// Purpose: sets the text color of the map description field
//-----------------------------------------------------------------------------
void CTeamMenu::ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); m_pMapInfo->SetFgColor( pScheme->GetColor("MapDescriptionText", Color(255, 255, 255, 0)) );
if ( *m_szMapName ) { LoadMapPage( m_szMapName ); // reload the map description to pick up the color
} }
//-----------------------------------------------------------------------------
// Purpose: makes the user choose the auto assign option
//-----------------------------------------------------------------------------
void CTeamMenu::AutoAssign() { engine->ClientCmd("jointeam 0"); OnClose(); }
//-----------------------------------------------------------------------------
// Purpose: shows the team menu
//-----------------------------------------------------------------------------
void CTeamMenu::ShowPanel(bool bShow) { if ( BaseClass::IsVisible() == bShow ) return;
if ( bShow ) { Activate();
SetMouseInputEnabled( true );
// get key bindings if shown
if( m_iJumpKey == BUTTON_CODE_INVALID ) // you need to lookup the jump key AFTER the engine has loaded
{ m_iJumpKey = gameuifuncs->GetButtonCodeForBind( "jump" ); }
if ( m_iScoreBoardKey == BUTTON_CODE_INVALID ) { m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" ); } } else { SetVisible( false ); SetMouseInputEnabled( false ); }
m_pViewPort->ShowBackGround( bShow ); }
//-----------------------------------------------------------------------------
// Purpose: updates the UI with a new map name and map html page, and sets up the team buttons
//-----------------------------------------------------------------------------
void CTeamMenu::Update() { char mapname[MAX_MAP_NAME];
Q_FileBase( engine->GetLevelName(), mapname, sizeof(mapname) );
SetLabelText( "mapname", mapname );
LoadMapPage( mapname ); }
//-----------------------------------------------------------------------------
// Purpose: chooses and loads the text page to display that describes mapName map
//-----------------------------------------------------------------------------
void CTeamMenu::LoadMapPage( const char *mapName ) { // Save off the map name so we can re-load the page in ApplySchemeSettings().
Q_strncpy( m_szMapName, mapName, strlen( mapName ) + 1 ); char mapRES[ MAX_PATH ];
char uilanguage[ 64 ]; uilanguage[0] = 0; engine->GetUILanguage( uilanguage, sizeof( uilanguage ) );
Q_snprintf( mapRES, sizeof( mapRES ), "resource/maphtml/%s_%s.html", mapName, uilanguage );
bool bFoundHTML = false;
if ( !g_pFullFileSystem->FileExists( mapRES ) ) { // try english
Q_snprintf( mapRES, sizeof( mapRES ), "resource/maphtml/%s_english.html", mapName ); } else { bFoundHTML = true; }
if( bFoundHTML || g_pFullFileSystem->FileExists( mapRES ) ) { // it's a local HTML file
char localURL[ _MAX_PATH + 7 ]; Q_strncpy( localURL, "file://", sizeof( localURL ) );
char pPathData[ _MAX_PATH ]; g_pFullFileSystem->GetLocalPath( mapRES, pPathData, sizeof(pPathData) ); Q_strncat( localURL, pPathData, sizeof( localURL ), COPY_ALL_CHARACTERS );
// force steam to dump a local copy
g_pFullFileSystem->GetLocalCopy( pPathData );
m_pMapInfo->SetVisible( false );
#if defined( ENABLE_HTML_WINDOW )
m_pMapInfoHTML->SetVisible( true ); m_pMapInfoHTML->OpenURL( localURL, NULL ); #endif
InvalidateLayout(); Repaint();
return; } else { m_pMapInfo->SetVisible( true );
#if defined( ENABLE_HTML_WINDOW )
m_pMapInfoHTML->SetVisible( false ); #endif
}
Q_snprintf( mapRES, sizeof( mapRES ), "maps/%s.txt", mapName);
// if no map specific description exists, load default text
if( !g_pFullFileSystem->FileExists( mapRES ) ) { if ( g_pFullFileSystem->FileExists( "maps/default.txt" ) ) { Q_snprintf ( mapRES, sizeof( mapRES ), "maps/default.txt"); } else { m_pMapInfo->SetText( "" ); return; } }
FileHandle_t f = g_pFullFileSystem->Open( mapRES, "r" );
// read into a memory block
int fileSize = g_pFullFileSystem->Size(f); int dataSize = fileSize + sizeof( wchar_t ); if ( dataSize % 2 ) ++dataSize; wchar_t *memBlock = (wchar_t *)malloc(dataSize); memset( memBlock, 0x0, dataSize); int bytesRead = g_pFullFileSystem->Read(memBlock, fileSize, f); if ( bytesRead < fileSize ) { // NULL-terminate based on the length read in, since Read() can transform \r\n to \n and
// return fewer bytes than we were expecting.
char *data = reinterpret_cast<char *>( memBlock ); data[ bytesRead ] = 0; data[ bytesRead+1 ] = 0; }
#ifndef WIN32
if ( ((ucs2 *)memBlock)[0] == 0xFEFF ) { // convert the win32 ucs2 data to wchar_t
dataSize*=2;// need to *2 to account for ucs2 to wchar_t (4byte) growth
wchar_t *memBlockConverted = (wchar_t *)malloc(dataSize); V_UCS2ToUnicode( (ucs2 *)memBlock, memBlockConverted, dataSize ); free(memBlock); memBlock = memBlockConverted; } #else
// null-terminate the stream (redundant, since we memset & then trimmed the transformed buffer already)
memBlock[dataSize / sizeof(wchar_t) - 1] = 0x0000; #endif
// ensure little-endian unicode reads correctly on all platforms
CByteswap byteSwap; byteSwap.SetTargetBigEndian( false ); byteSwap.SwapBufferToTargetEndian( memBlock, memBlock, dataSize/sizeof(wchar_t) );
// check the first character, make sure this a little-endian unicode file
if ( memBlock[0] != 0xFEFF ) { // its a ascii char file
m_pMapInfo->SetText( reinterpret_cast<char *>( memBlock ) ); } else { m_pMapInfo->SetText( memBlock+1 ); } // go back to the top of the text buffer
m_pMapInfo->GotoTextStart();
g_pFullFileSystem->Close( f ); free(memBlock);
InvalidateLayout(); Repaint(); }
/*
//-----------------------------------------------------------------------------
// Purpose: sets the text on and displays the team buttons
//-----------------------------------------------------------------------------
void CTeamMenu::MakeTeamButtons(void) { int i = 0;
for( i = 0; i< m_pTeamButtons.Count(); i++ ) { m_pTeamButtons[i]->SetVisible(false); }
i = 0;
while( true ) { const char *teamname = GameResources()->GetTeamName( i );
if ( !teamname || !teamname[0] ) return; // no more teams
char buttonText[32]; Q_snprintf( buttonText, sizeof(buttonText), "&%i %s", i +1, teamname ); m_pTeamButtons[i]->SetText( buttonText );
m_pTeamButtons[i]->SetCommand( new KeyValues("TeamButton", "team", i ) ); IScheme *pScheme = scheme()->GetIScheme( GetScheme() ); m_pTeamButtons[i]->SetArmedColor(pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)) , pScheme->GetColor("SelectionBG", Color(255, 255, 255, 0)) ); m_pTeamButtons[i]->SetDepressedColor( pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)), pScheme->GetColor("ButtonArmedBgColor", Color(255, 255, 255, 0)) ); m_pTeamButtons[i]->SetDefaultColor( pScheme->GetColor(GetStringTeamColor(i), Color(255, 255, 255, 255)), pScheme->GetColor("ButtonDepressedBgColor", Color(255, 255, 255, 0)) ); m_pTeamButtons[i]->SetVisible(true);
i++; } }
//-----------------------------------------------------------------------------
// Purpose: When a team button is pressed it triggers this function to cause the player to join a team
//-----------------------------------------------------------------------------
void CTeamMenu::OnTeamButton( int team ) { char cmd[64]; if( team >= m_iNumTeams ) // its a special button
{ if( team == m_iNumTeams ) // first extra team is auto assign
{ Q_snprintf( cmd, sizeof( cmd ), "jointeam 5" ); } else // next is spectate
{ // DuckMessage( "#Spec_Duck" );
gViewPortInterface->ShowBackGround( false ); } } else { Q_snprintf( cmd, sizeof( cmd ), "jointeam %i", team + 1 ); //g_iTeamNumber = team + 1;
}
engine->ClientCmd(cmd); SetVisible( false ); OnClose(); } */
//-----------------------------------------------------------------------------
// Purpose: Sets the text of a control by name
//-----------------------------------------------------------------------------
void CTeamMenu::SetLabelText(const char *textEntryName, const char *text) { Label *entry = dynamic_cast<Label *>(FindChildByName(textEntryName)); if (entry) { entry->SetText(text); } }
void CTeamMenu::OnKeyCodePressed(KeyCode code) { int nDir = 0;
switch ( code ) { case KEY_XBUTTON_UP: case KEY_XSTICK1_UP: case KEY_XSTICK2_UP: case KEY_UP: case KEY_XBUTTON_LEFT: case KEY_XSTICK1_LEFT: case KEY_XSTICK2_LEFT: case KEY_LEFT: case STEAMCONTROLLER_DPAD_LEFT: nDir = -1; break;
case KEY_XBUTTON_DOWN: case KEY_XSTICK1_DOWN: case KEY_XSTICK2_DOWN: case KEY_DOWN: case KEY_XBUTTON_RIGHT: case KEY_XSTICK1_RIGHT: case KEY_XSTICK2_RIGHT: case KEY_RIGHT: case STEAMCONTROLLER_DPAD_RIGHT: nDir = 1; break; }
if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code ) { gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true ); gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) ); } else if ( nDir != 0 ) { CUtlSortVector< SortedPanel_t, CSortedPanelYLess > vecSortedButtons; VguiPanelGetSortedChildButtonList( this, (void*)&vecSortedButtons, "&", 0 );
if ( VguiPanelNavigateSortedChildButtonList( (void*)&vecSortedButtons, nDir ) != -1 ) { // Handled!
return; } } else { BaseClass::OnKeyCodePressed( code ); } }
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