Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hl2mptextwindow.h"
#include "backgroundpanel.h"
#include <cdll_client_int.h>
#include <vgui/IScheme.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include <filesystem.h>
#include <KeyValues.h>
#include <convar.h>
#include <vgui_controls/ImageList.h>
#include <vgui_controls/TextEntry.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/BuildGroup.h>
#include "IGameUIFuncs.h" // for key bindings
#include <igameresources.h>
extern IGameUIFuncs *gameuifuncs; // for key binding details
#include <game/client/iviewport.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHL2MPTextWindow::CHL2MPTextWindow(IViewPort *pViewPort) : CTextWindow( pViewPort ) { SetProportional( true );
m_iScoreBoardKey = BUTTON_CODE_INVALID; // this is looked up in Activate()
CreateBackground( this ); m_backgroundLayoutFinished = false; }
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CHL2MPTextWindow::~CHL2MPTextWindow() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::Update() { BaseClass::Update();
m_pOK->RequestFocus(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::SetVisible(bool state) { BaseClass::SetVisible(state);
if ( state ) { m_pOK->RequestFocus(); } }
//-----------------------------------------------------------------------------
// Purpose: shows the text window
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::ShowPanel(bool bShow) { if ( bShow ) { // get key binding if shown
if ( m_iScoreBoardKey == BUTTON_CODE_INVALID ) // you need to lookup the jump key AFTER the engine has loaded
{ m_iScoreBoardKey = gameuifuncs->GetButtonCodeForBind( "showscores" ); } }
BaseClass::ShowPanel( bShow ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::OnKeyCodePressed(KeyCode code) { if ( m_iScoreBoardKey != BUTTON_CODE_INVALID && m_iScoreBoardKey == code ) { gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true ); gViewPortInterface->PostMessageToPanel( PANEL_SCOREBOARD, new KeyValues( "PollHideCode", "code", code ) ); } else { BaseClass::OnKeyCodePressed( code ); } }
//-----------------------------------------------------------------------------
// Purpose: The CS background is painted by image panels, so we should do nothing
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::PaintBackground() { }
//-----------------------------------------------------------------------------
// Purpose: Scale / center the window
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::PerformLayout() { BaseClass::PerformLayout();
// stretch the window to fullscreen
if ( !m_backgroundLayoutFinished ) LayoutBackgroundPanel( this ); m_backgroundLayoutFinished = true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHL2MPTextWindow::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); ApplyBackgroundSchemeSettings( this, pScheme ); }
CHL2MPSpectatorGUI::CHL2MPSpectatorGUI(IViewPort *pViewPort) : CSpectatorGUI(pViewPort) { }
bool CHL2MPSpectatorGUI::NeedsUpdate( void ) { if ( !C_BasePlayer::GetLocalPlayer() ) return false;
if ( m_nLastSpecMode != C_BasePlayer::GetLocalPlayer()->GetObserverMode() ) return true;
if ( m_nLastSpecTarget != C_BasePlayer::GetLocalPlayer()->GetObserverTarget() ) return true;
return BaseClass::NeedsUpdate(); }
void CHL2MPSpectatorGUI::Update() { BaseClass::Update();
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
if( pLocalPlayer ) { m_nLastSpecMode = pLocalPlayer->GetObserverMode(); m_nLastSpecTarget = pLocalPlayer->GetObserverTarget(); } }
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