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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#include "cbase.h"
#if defined( REPLAY_ENABLED )
#include "replayinputpanel.h"
#include "replaybrowsermainpanel.h"
#include "replay/replay.h"
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/TextEntry.h"
#include "vgui/IInput.h"
#include "vgui/ILocalize.h"
#include "ienginevgui.h"
#include "vgui_int.h"
#include "vgui/ISurface.h"
#include "iclientmode.h"
#include "replay/ireplaymanager.h"
#include "econ/econ_controls.h"
#if defined( TF_CLIENT_DLL )
#include "tf_item_inventory.h"
#endif
using namespace vgui;
//-----------------------------------------------------------------------------
static bool s_bPanelVisible = false;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Player input dialog for a replay
//-----------------------------------------------------------------------------
class CReplayInputPanel : public EditablePanel { private: DECLARE_CLASS_SIMPLE( CReplayInputPanel, EditablePanel );
public: CReplayInputPanel( Panel *pParent, const char *pName, ReplayHandle_t hReplay ); ~CReplayInputPanel();
virtual void ApplySchemeSettings( IScheme *pScheme ); virtual void PerformLayout(); virtual void OnCommand( const char *command ); virtual void OnKeyCodePressed( KeyCode code ); virtual void OnKeyCodeTyped( KeyCode code );
MESSAGE_FUNC( OnSetFocus, "SetFocus" );
private: Panel *m_pDlg; TextEntry *m_pTitleEntry; ReplayHandle_t m_hReplay; };
//-----------------------------------------------------------------------------
// Purpose: CReplayInputPanel implementation
//-----------------------------------------------------------------------------
CReplayInputPanel::CReplayInputPanel( Panel *pParent, const char *pName, ReplayHandle_t hReplay ) : BaseClass( pParent, pName ), m_hReplay( hReplay ), m_pDlg( NULL ), m_pTitleEntry( NULL ) { SetScheme( "ClientScheme" ); SetProportional( true ); }
CReplayInputPanel::~CReplayInputPanel() { }
void CReplayInputPanel::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "resource/ui/replayinputpanel.res", "GAME" );
// Cache off the dlg pointer
m_pDlg = FindChildByName( "Dlg" );
// Setup some action sigsies
m_pDlg->FindChildByName( "SaveButton" )->AddActionSignalTarget( this ); m_pDlg->FindChildByName( "CancelButton" )->AddActionSignalTarget( this );
m_pTitleEntry = static_cast< TextEntry * >( m_pDlg->FindChildByName( "TitleInput" ) ); m_pTitleEntry->SelectAllOnFocusAlways( true ); m_pTitleEntry->SetSelectionBgColor( GetSchemeColor( "Yellow", Color( 255, 255, 255, 255), pScheme ) ); m_pTitleEntry->SetSelectionTextColor( Color( 255, 255, 255, 255 ) );
if ( m_hReplay != REPLAY_HANDLE_INVALID ) { CReplay *pReplay = g_pReplayManager->GetReplay( m_hReplay ); m_pTitleEntry->SetText( pReplay->m_wszTitle ); } }
void CReplayInputPanel::PerformLayout() { BaseClass::PerformLayout();
SetWide( ScreenWidth() ); SetTall( ScreenHeight() );
// Center
m_pDlg->SetPos( ( ScreenWidth() - m_pDlg->GetWide() ) / 2, ( ScreenHeight() - m_pDlg->GetTall() ) / 2 ); }
void CReplayInputPanel::OnKeyCodeTyped( KeyCode code ) { if ( code == KEY_ESCAPE ) { OnCommand( "cancel" ); }
BaseClass::OnKeyCodeTyped( code ); }
void CReplayInputPanel::OnKeyCodePressed( KeyCode code ) { if ( code == KEY_ENTER ) { OnCommand( "save" ); }
BaseClass::OnKeyCodePressed( code ); }
void CReplayInputPanel::OnSetFocus() { m_pTitleEntry->RequestFocus(); }
void CReplayInputPanel::OnCommand( const char *command ) { bool bCloseWindow = false; bool bLocalPlayerDead = false; if ( !Q_strnicmp( command, "save", 4 ) ) { if ( m_hReplay != REPLAY_HANDLE_INVALID ) { // Store the title
CReplay *pReplay = g_pReplayManager->GetReplay( m_hReplay ); if ( pReplay ) { m_pTitleEntry->GetText( pReplay->m_wszTitle, sizeof( pReplay->m_wszTitle ) ); }
// Cache to disk
g_pReplayManager->FlagReplayForFlush( pReplay, false );
// Add the replay to the browser
CReplayBrowserPanel* pReplayBrowser = ReplayUI_GetBrowserPanel(); if ( pReplayBrowser ) { pReplayBrowser->OnSaveReplay( m_hReplay ); }
// Display a message - if we somehow disconnect, we can crash here if local player isn't checked
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer ) { g_pClientMode->DisplayReplayMessage( pLocalPlayer->IsAlive() ? "#Replay_ReplaySavedAlive" : "#Replay_ReplaySavedDead", -1.0f, false, "replay\\saved.wav", false );
// Check to see if player's dead - used later to determine if we should show items window
bLocalPlayerDead = !pLocalPlayer->IsAlive(); } } bCloseWindow = true; } else if ( !Q_strnicmp( command, "cancel", 6 ) ) { bCloseWindow = true; }
// Close the window?
if ( bCloseWindow ) { s_bPanelVisible = false; SetVisible( false ); TFModalStack()->PopModal( this ); MarkForDeletion();
// This logic is perhaps a smidge of a hack. We have to be careful about executing "gameui_hide"
// since it will hide the item pickup panel. If there are no items to be picked up, we can safely
// hide the gameui panel, but we have to call CheckForRoomAndForceDiscard() (as ShowItemsPickedUp()
// does if no items are picked up). Otherwise, skip the "gameui_hide" call and show the item pickup
// panel.
#if defined( TF_CLIENT_DLL )
if ( TFInventoryManager()->GetNumItemPickedUpItems() == 0 ) { TFInventoryManager()->CheckForRoomAndForceDiscard(); engine->ClientCmd_Unrestricted( "gameui_hide" ); } else if ( bLocalPlayerDead ) { // Now show the items pickup screen if player's dead
TFInventoryManager()->ShowItemsPickedUp(); } #endif
}
BaseClass::OnCommand( command ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool IsReplayInputPanelVisible() { return s_bPanelVisible; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ShowReplayInputPanel( ReplayHandle_t hReplay ) { vgui::DHANDLE< CReplayInputPanel > hReplayInputPanel;
hReplayInputPanel = vgui::SETUP_PANEL( new CReplayInputPanel( NULL, "ReplayInputPanel", hReplay ) ); hReplayInputPanel->SetVisible( true ); hReplayInputPanel->MakePopup(); hReplayInputPanel->MoveToFront(); hReplayInputPanel->SetKeyBoardInputEnabled(true); hReplayInputPanel->SetMouseInputEnabled(true); TFModalStack()->PushModal( hReplayInputPanel ); engine->ClientCmd_Unrestricted( "gameui_hide" ); s_bPanelVisible = true; }
//-----------------------------------------------------------------------------
// Purpose: Test the replay input dialog
//-----------------------------------------------------------------------------
CON_COMMAND_F( open_replayinputpanel, "Open replay input panel test", FCVAR_NONE ) { ShowReplayInputPanel( NULL ); }
#endif
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