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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include <vgui_controls/EditablePanel.h>
#include <game/client/iviewport.h>
#include <vgui/IScheme.h>
#include "hud.h"
#include "hudelement.h"
#include "tf_hud_statpanel.h"
#include "tf_spectatorgui.h"
#include "vgui_controls/AnimationController.h"
#include "iclientmode.h"
#include "engine/IEngineSound.h"
#include "c_tf_playerresource.h"
#include "c_team.h"
#include "tf_clientscoreboard.h"
#include <vgui_controls/Label.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "vgui/IInput.h"
#include "vgui_avatarimage.h"
#include "fmtstr.h"
#include "teamplayroundbased_gamerules.h"
#include "tf_gamerules.h"
#include "tf_hud_training.h"
#include "tf_hud_mainmenuoverride.h"
#include "achievementmgr.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
static const int TEMP_STRING_SIZE = 256; static const float UPDATE_DELAY = 0.1f; static const float DELAY_TO_SHOW_BUTTONS = 5.0f;
extern CAchievementMgr g_AchievementMgrTF; // global achievement mgr for TF
class CTFTrainingComplete : public EditablePanel, public CHudElement { private: DECLARE_CLASS_SIMPLE( CTFTrainingComplete, EditablePanel );
public: CTFTrainingComplete( const char *pElementName );
virtual void Reset(); virtual void Init(); virtual void PerformLayout(); virtual void ApplySchemeSettings( vgui::IScheme *pScheme ); virtual void ApplySettings( KeyValues *inResourceData ); virtual void FireGameEvent( IGameEvent * event ); virtual void OnThink(); virtual bool ShouldDraw( void ); virtual void SetVisible( bool value );
virtual int GetRenderGroupPriority() { return 70; } protected: // vgui overrides
virtual void OnCommand( const char *command );
private: void SetUpResults( IGameEvent * event );
CExButton *m_pReplay; CExButton *m_pNext; CExButton *m_pQuit; ImagePanel *m_pTopBar; ImagePanel *m_pBottomBar; EditablePanel *m_ResultsPanel;
int m_iReplayY; int m_iNextY; int m_iBottomBarY; int m_iTopBarY;
bool m_bShouldBeVisible; float m_showButtonsTime; };
DECLARE_HUDELEMENT_DEPTH( CTFTrainingComplete, 1 );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTFTrainingComplete::CTFTrainingComplete( const char *pElementName ) : EditablePanel( NULL, "TrainingComplete" ), CHudElement( pElementName ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent ); m_bShouldBeVisible = false; m_showButtonsTime = 0.0f;
m_ResultsPanel = NULL; m_pReplay = NULL; m_pNext = NULL; m_pQuit = NULL; m_pTopBar = NULL; m_pBottomBar = NULL; m_iReplayY = 0; m_iNextY = 0; m_iBottomBarY = 0; m_iTopBarY = 0;
SetScheme( "ClientScheme" );
MakePopup();
RegisterForRenderGroup( "mid" );
}
void CTFTrainingComplete::SetUpResults( IGameEvent *event ) { m_ResultsPanel = dynamic_cast<EditablePanel *>( FindChildByName( "Results" ) );
const char *map = event->GetString( "map" ); const char *nextMap = event->GetString( "next_map" ); const char *endText = event->GetString( "text" ); bool bHasNextMap = Q_stricmp( nextMap, "" ) != 0;
// title
{ wchar_t outputText[MAX_TRAINING_MSG_LENGTH]; CTFHudTraining::FormatTrainingText(bHasNextMap ? "#TF_Training_Success" : "#TF_Training_Completed" , outputText); m_ResultsPanel->SetDialogVariable( "wintext", outputText); }
// record that the player has completed training with the current class
C_TFPlayer *pLocalPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( pLocalPlayer && !V_stricmp(map, "tr_target" ) ) { Training_MarkClassComplete( pLocalPlayer->GetPlayerClass()->GetClassIndex(), 1 ); } else if ( !V_stricmp(map, "tr_dustbowl" ) ) { Training_MarkClassComplete( TF_CLASS_SOLDIER, 2 ); } else { Warning( "Completed a training that we don't recognize!?\n" ); Assert( false ); }
// Set the text to show to the user
CExRichText *pRichText = dynamic_cast<CExRichText *>(FindChildByName( "ResultsText", true ) ); if ( pRichText ) { wchar_t wsText_LastMap[MAX_TRAINING_MSG_LENGTH]; wchar_t wsText_NextMap[MAX_TRAINING_MSG_LENGTH]; #ifdef WIN32
V_swprintf_safe( wsText_LastMap, L"%S", GetMapDisplayName( map ) ); V_swprintf_safe( wsText_NextMap, L"%S", GetMapDisplayName( nextMap ) ); #else
// GetMapDisplayName returns char * which is %s, NOT %S, on Posix
V_swprintf_safe( wsText_LastMap, L"%s", GetMapDisplayName( map ) ); V_swprintf_safe( wsText_NextMap, L"%s", GetMapDisplayName( nextMap ) ); #endif
wchar_t wsResult[MAX_TRAINING_MSG_LENGTH]; g_pVGuiLocalize->ConstructString_safe( wsResult, g_pVGuiLocalize->Find( endText ), 2, wsText_LastMap, wsText_NextMap ); pRichText->SetText( wsResult );
bHasNextMap = Q_stricmp( nextMap, "" ) != 0; m_pNext->SetVisible( bHasNextMap ); m_pQuit->SetVisible( !bHasNextMap ); }
extern int Training_GetProgressCount(); TFGameRules()->SetAllowTrainingAchievements( true ); g_AchievementMgrTF.UpdateAchievement( ACHIEVEMENT_TF_COMPLETE_TRAINING, Training_GetProgressCount() ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::ApplySettings( KeyValues *inResourceData ) { BaseClass::ApplySettings( inResourceData ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::Reset() { m_bShouldBeVisible = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::Init() { // listen for events
ListenForGameEvent( "training_complete" ); ListenForGameEvent( "teamplay_round_start" ); ListenForGameEvent( "teamplay_game_over" ); ListenForGameEvent( "tf_game_over" );
m_bShouldBeVisible = false;
CHudElement::Init(); }
void CTFTrainingComplete::SetVisible( bool value ) { if ( value == IsVisible() ) return;
if ( value ) { RequestFocus(); SetKeyBoardInputEnabled( true ); SetMouseInputEnabled( true );
HideLowerPriorityHudElementsInGroup( "mid" ); } else { SetMouseInputEnabled( false ); SetKeyBoardInputEnabled( false );
UnhideLowerPriorityHudElementsInGroup( "mid" ); }
BaseClass::SetVisible( value ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::FireGameEvent( IGameEvent * event ) { const char *pEventName = event->GetName();
if ( Q_strcmp( "teamplay_round_start", pEventName ) == 0 ) { m_bShouldBeVisible = false; } else if ( Q_strcmp( "teamplay_game_over", pEventName ) == 0 ) { m_bShouldBeVisible = false; } else if ( Q_strcmp( "tf_game_over", pEventName ) == 0 ) { m_bShouldBeVisible = false; } else if ( Q_strcmp( "training_complete", pEventName ) == 0 ) { if ( !g_PR ) return;
InvalidateLayout( false, true );
// Prevent the game from continuing until they press a button.
tf_training_client_message.SetValue( (int)TRAINING_CLIENT_MESSAGE_IN_SUMMARY_SCREEN );
m_showButtonsTime = gpGlobals->curtime + DELAY_TO_SHOW_BUTTONS;
m_bShouldBeVisible = true; SetUpResults( event ); } }
//-----------------------------------------------------------------------------
// Purpose: Performs layout
//-----------------------------------------------------------------------------
void CTFTrainingComplete::PerformLayout() { if ( m_pTopBar == NULL || m_pBottomBar == NULL || m_pReplay == NULL || m_pNext == NULL ) { return; } //Get the offsets
int dummy; int offset = m_pBottomBar->GetTall(); m_pReplay->GetPos( dummy, m_iReplayY ); m_pReplay->SetPos( dummy, m_iReplayY + offset ); m_pNext->GetPos( dummy, m_iNextY ); m_pNext->SetPos( dummy, m_iNextY + offset ); m_pQuit->GetPos( dummy, m_iNextY ); m_pQuit->SetPos( dummy, m_iNextY + offset ); m_pBottomBar->GetPos( dummy, m_iBottomBarY ); m_pBottomBar->SetPos( dummy, m_iBottomBarY + offset ); m_pTopBar->GetPos( dummy, m_iTopBarY ); m_pTopBar->SetPos( dummy, m_iTopBarY - offset ); }
//-----------------------------------------------------------------------------
// Purpose: Applies scheme settings
//-----------------------------------------------------------------------------
void CTFTrainingComplete::ApplySchemeSettings( vgui::IScheme *pScheme ) { LoadControlSettings( "resource/UI/TrainingComplete.res" );
m_pReplay = dynamic_cast<CExButton *>( FindChildByName( "Replay" ) ); m_pNext = dynamic_cast<CExButton *>( FindChildByName( "Next" ) ); m_pQuit = dynamic_cast<CExButton *>( FindChildByName( "Quit" ) ); m_pTopBar = dynamic_cast<ImagePanel *>( FindChildByName( "TopBar" ) ); m_pBottomBar = dynamic_cast<ImagePanel *>( FindChildByName( "BottomBar" ) );
BaseClass::ApplySchemeSettings( pScheme ); }
//-----------------------------------------------------------------------------
// Purpose: returns whether panel should be drawn
//-----------------------------------------------------------------------------
bool CTFTrainingComplete::ShouldDraw() { if ( !m_bShouldBeVisible ) return false;
return CHudElement::ShouldDraw(); }
//-----------------------------------------------------------------------------
// Purpose: panel think method
//-----------------------------------------------------------------------------
void CTFTrainingComplete::OnThink() { if ( 0.0f != m_showButtonsTime ) { if( gpGlobals->curtime > m_showButtonsTime) { //After a certain amount of time, show the menu nav buttons and hide the HUD.
m_showButtonsTime = 0.0f;
} } else { //The menu buttons are showing.
//Always hide the health... this needs to be done every frame because a message from the server keeps resetting this.
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); if ( pLocalPlayer ) { pLocalPlayer->m_Local.m_iHideHUD |= HIDEHUD_HEALTH; }
if ( 0 != m_iBottomBarY ) { static const float BLEND_AMOUNT = 0.15f; static const float BLEND_CONST = BLEND_AMOUNT - 1.0f; int x, y; //Get the dy for the bottom bar. We'll use that for all the widgets since they're all traveling the same distance.
m_pBottomBar->GetPos( x, y ); int dy = m_iBottomBarY - y; // Note: y = m_iBottomBarY - dy. We use this to great advantage later to help keep the code cleaner.
// if we have less than a pixel step, clamp us to the end.
if ( abs(dy) < (int)( 1.0f / BLEND_AMOUNT ) ) { dy = 0; } m_pBottomBar->SetPos( x, m_iBottomBarY + (int)( BLEND_CONST * (float)dy ) );
m_pNext->GetPos( x, y ); m_pNext->SetPos( x, m_iNextY + (int)( BLEND_CONST * (float)dy ) );
m_pQuit->GetPos( x, y ); m_pQuit->SetPos( x, m_iNextY + (int)( BLEND_CONST * (float)dy ) );
m_pReplay->GetPos( x, y ); m_pReplay->SetPos( x, m_iReplayY + (int)( BLEND_CONST * (float)dy ) );
m_pTopBar->GetPos( x, y ); m_pTopBar->SetPos( x, m_iTopBarY - (int)( BLEND_CONST * (float)dy ) );
if ( dy == 0 ) { //Stop condition.
m_iBottomBarY = 0; } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTrainingComplete::OnCommand( const char *command ) { if ( !Q_strcmp( command, "next" ) ) { tf_training_client_message.SetValue( (int)TRAINING_CLIENT_MESSAGE_NEXT_MAP ); } else if ( !Q_strcmp( command, "replay" ) ) { tf_training_client_message.SetValue( (int)TRAINING_CLIENT_MESSAGE_REPLAY ); } else if ( !Q_strcmp( command, "quit" ) ) { engine->ExecuteClientCmd( "disconnect\n" ); IViewPortPanel *pMMOverride = ( gViewPortInterface->FindPanelByName( PANEL_MAINMENUOVERRIDE ) ); if ( pMMOverride ) { ((CHudMainMenuOverride*)pMMOverride)->ScheduleTrainingCheck( true ); } } else { BaseClass::OnCommand( command ); } }
#if _DEBUG
//@note Tom Bui: For testing...
CON_COMMAND( training_complete, "Test") { IGameEvent *winEvent = gameeventmanager->CreateEvent( "training_complete" ); if ( winEvent ) { static bool sbTarget = true; winEvent->SetString( "map", "blah" ); winEvent->SetString( "next_map", sbTarget ? "tr_dustbowl" : "" ); winEvent->SetString( "text", sbTarget ? "#TR_Target_EndDialog" : "#TR_Dustbowl_EndDialog" );
gameeventmanager->FireEvent( winEvent ); } } #endif
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