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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "weapon_selection.h"
#include "iclientmode.h"
#include "history_resource.h"
#include "hud_macros.h"
#include <KeyValues.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui_controls/AnimationController.h>
#include <vgui_controls/Panel.h>
#include <vgui_controls/Label.h>
#include <vgui_controls/TextImage.h>
#include <vgui_controls/EditablePanel.h>
#include "vgui/ILocalize.h"
#include <string.h>
#include "baseobject_shared.h"
#include "tf_imagepanel.h"
#include "item_model_panel.h"
#include "c_tf_player.h"
#include "c_tf_weapon_builder.h"
#include "tf_spectatorgui.h"
#include "tf_gamerules.h"
#include "tf_logic_halloween_2014.h"
#include "inputsystem/iinputsystem.h"
#ifndef WIN32
#define _cdecl
#endif
#define SELECTION_TIMEOUT_THRESHOLD 2.5f // Seconds
#define SELECTION_FADEOUT_TIME 3.0f
#define FASTSWITCH_DISPLAY_TIMEOUT 0.5f
#define FASTSWITCH_FADEOUT_TIME 0.5f
ConVar tf_weapon_select_demo_start_delay( "tf_weapon_select_demo_start_delay", "1.0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Delay after spawning to start the weapon bucket demo." ); ConVar tf_weapon_select_demo_time( "tf_weapon_select_demo_time", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off." );
//-----------------------------------------------------------------------------
// Purpose: tf weapon selection hud element
//-----------------------------------------------------------------------------
class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel );
public: CHudWeaponSelection( const char *pElementName ); virtual ~CHudWeaponSelection( void );
virtual bool ShouldDraw(); virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); virtual void SwitchToLastWeapon( void ) OVERRIDE; virtual void CycleToNextWeapon( void ); virtual void CycleToPrevWeapon( void );
virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); virtual void SelectWeaponSlot( int iSlot );
virtual C_BaseCombatWeapon *GetSelectedWeapon( void );
virtual void OpenSelection( void ); virtual void HideSelection( void );
virtual void Init(); virtual void LevelInit(); virtual void LevelShutdown( void );
virtual void FireGameEvent( IGameEvent *event );
virtual void Reset(void) { CBaseHudWeaponSelection::Reset();
// selection time is a little farther back so we don't show it when we spawn
m_flSelectionTime = gpGlobals->curtime - ( FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME + 0.1 ); }
virtual void SelectSlot( int iSlot );
void _cdecl UserCmd_Slot11( void ); void _cdecl UserCmd_Slot12( void );
protected: struct SlotLayout_t { float x, y; float wide, tall;
}; void ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode );
virtual void OnThink(); virtual void PerformLayout( void ); virtual void PostChildPaint(); virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
void DrawSelection( C_BaseCombatWeapon *pSelectedWeapon );
virtual bool IsWeaponSelectable() { if (IsInSelectionMode()) return true;
return false; }
private: C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition);
void FastWeaponSwitch( int iWeaponSlot ); void PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound ); int GetNumVisibleSlots(); bool ShouldDrawInternal();
virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) { m_hSelectedWeapon = pWeapon; }
virtual void SetSelectedSlot( int slot ) { m_iSelectedSlot = slot; }
void DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter = false ); void DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall );
CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionText" ); CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" );
CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "32", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "21", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flPlusStyleBoxWide, "PlusStyleBoxWide", "120", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flPlusStyleBoxTall, "PlusStyleBoxTall", "84", "proportional_float" ); CPanelAnimationVar( float, m_flPlusStyleExpandPercent, "PlusStyleExpandSelected", "0.3" )
CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flRightMargin, "RightMargin", "0", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" );
CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); CPanelAnimationVarAliasType( float, m_flErrorYPos, "ErrorYPos", "60", "proportional_float" );
CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" );
CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" );
CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" );
CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" );
CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" );
CTFImagePanel *m_pActiveWeaponBG;
CItemModelPanel *m_pModelPanels[MAX_WEAPON_SLOTS];
float m_flDemoStartTime; float m_flDemoModeChangeTime; int m_iDemoModeSlot;
// HUDTYPE_PLUS weapon display
int m_iSelectedBoxPosition; // in HUDTYPE_PLUS, the position within a slot
int m_iSelectedSlot; // in HUDTYPE_PLUS, the slot we're currently moving in
CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" );
int m_iActiveSlot; // used to store the active slot to refresh the layout when using hud_fastswitch
};
DECLARE_HUDELEMENT( CHudWeaponSelection );
DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot11, "CHudWeaponSelection"); DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot12, "CHudWeaponSelection");
HOOK_COMMAND( slot11, Slot11 ); HOOK_COMMAND( slot12, Slot12 );
void CHudWeaponSelection::UserCmd_Slot11(void) { SelectSlot( 11 ); } void CHudWeaponSelection::UserCmd_Slot12(void) { SelectSlot( 12 ); }
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection( pElementName ), EditablePanel( NULL, "HudWeaponSelection" ) { vgui::Panel *pParent = g_pClientMode->GetViewport(); SetParent( pParent );
SetPostChildPaintEnabled( true );
m_flDemoStartTime = -1; m_flDemoModeChangeTime = 0; m_iDemoModeSlot = -1; m_iActiveSlot = -1;
ListenForGameEvent( "localplayer_changeclass" );
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { m_pModelPanels[i] = new CItemModelPanel( this, VarArgs( "modelpanel%d", i ) ); } }
CHudWeaponSelection::~CHudWeaponSelection( void ) { }
//-----------------------------------------------------------------------------
// Purpose: sets up display for showing weapon pickup
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) { // add to pickup history
CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); if ( pHudHR ) { pHudHR->AddToHistory( pWeapon ); } }
//-----------------------------------------------------------------------------
// Purpose: updates animation status
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OnThink() { float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; if ( hud_fastswitch.GetBool() || (::input->IsSteamControllerActive()) ) { flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; }
// Time out after awhile of inactivity
if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) { // close
if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime ) { HideSelection(); } } }
//-----------------------------------------------------------------------------
// Purpose: returns true if the panel should draw
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDraw() { bool bShouldDraw = ShouldDrawInternal();
if ( !bShouldDraw && m_pActiveWeaponBG && m_pActiveWeaponBG->IsVisible() ) { m_pActiveWeaponBG->SetVisible( false ); }
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) { bShouldDraw = false;
}
if ( TFGameRules() && TFGameRules()->ShowMatchSummary() ) { bShouldDraw = false; }
if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() ) { bShouldDraw = false; }
return bShouldDraw; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHudWeaponSelection::ShouldDrawInternal() { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) { if ( IsInSelectionMode() ) { HideSelection(); } return false; }
// Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false ) return false;
if ( pPlayer->IsAlive() == false ) return false;
// we only show demo mode in hud_fastswitch 0
if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && ( m_iDemoModeSlot >= 0 || m_flDemoStartTime > 0 ) ) { return true; }
bool bret = CBaseHudWeaponSelection::ShouldDraw(); if ( !bret ) return false;
// draw weapon selection a little longer if in fastswitch so we can see what we've selected
if ( (hud_fastswitch.GetBool() || ::input->IsSteamControllerActive()) && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) return true;
return ( m_bSelectionVisible ) ? true : false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::Init() { CHudElement::Init(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelInit() { CHudElement::LevelInit(); m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS );
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { m_pModelPanels[i]->SetVisible( false ); } InvalidateLayout( false, true ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::LevelShutdown( void ) { CHudElement::LevelShutdown();
// Clear out our weaponry on level change
for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { if ( m_pModelPanels[i] ) { m_pModelPanels[i]->SetItem( NULL ); } } }
//-------------------------------------------------------------------------
// Purpose: Calculates how many weapons slots need to be displayed
//-------------------------------------------------------------------------
int CHudWeaponSelection::GetNumVisibleSlots() { int nCount = 0;
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ ) { if ( GetFirstPos( i ) ) { nCount++; } }
return nCount; }
//-----------------------------------------------------------------------------
// Purpose: Figure out where to put the item model panels for this weapon
// selection slot layout
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode ) { int nNumSlots = GetNumVisibleSlots(); if ( nNumSlots <= 0 ) return;
switch( nSelectionMode ) { case HUDTYPE_CAROUSEL: case HUDTYPE_BUCKETS: case HUDTYPE_FASTSWITCH: { // calculate where to start drawing
int nTotalHeight = ( nNumSlots - 1 ) * ( m_flSmallBoxTall + m_flBoxGap ) + m_flLargeBoxTall; int xStartPos = GetWide() - m_flBoxGap - m_flRightMargin; int ypos = ( GetTall() - nTotalHeight ) / 2;
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ ) { if ( i == nActiveSlot ) { rSlot[i].wide = m_flLargeBoxWide; rSlot[i].tall = m_flLargeBoxTall; } else { rSlot[i].wide = m_flSmallBoxWide; rSlot[i].tall = m_flSmallBoxTall; }
rSlot[i].x = xStartPos - ( rSlot[i].wide + m_flBoxGap ); rSlot[i].y = ypos;
ypos += ( rSlot[i].tall + m_flBoxGap ); } } break;
case HUDTYPE_PLUS: { // bucket style
int screenCenterX = GetWide() / 2; int screenCenterY = GetTall() / 2; // Height isn't quite screen height, so adjust for center alignement
// Modifiers for the four directions. Used to change the x and y offsets
// of each box based on which bucket we're drawing. Bucket directions are
// 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT
int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; int yModifiers[] = { -1, 0, 1, 0, 1, 1 };
int boxWide = m_flPlusStyleBoxWide; int boxTall = m_flPlusStyleBoxTall; int boxWideSelected = m_flPlusStyleBoxWide * ( 1.f + m_flPlusStyleExpandPercent ); int boxTallSelected = m_flPlusStyleBoxTall * ( 1.f + m_flPlusStyleExpandPercent );
// Draw the four buckets
for ( int i = 0; i < m_iMaxSlots; ++i ) { if( i == nActiveSlot ) { rSlot[i].wide = boxWideSelected; rSlot[i].tall = boxTallSelected; } else { rSlot[i].wide = boxWide; rSlot[i].tall = boxTall; }
// Set the top left corner so the first box would be centered in the screen.
int xPos = screenCenterX -( rSlot[i].wide / 2 ); int yPos = screenCenterY -( rSlot[i].tall / 2 );
// Offset the box position
rSlot[ i ].x = xPos + ( rSlot[i].wide + 5 ) * xModifiers[ i ]; rSlot[ i ].y = yPos + ( rSlot[i].tall + 5 ) * yModifiers[ i ]; } } break; } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::PerformLayout( void ) { BaseClass::PerformLayout();
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return;
int nNumSlots = GetNumVisibleSlots(); if ( nNumSlots <= 0 ) return;
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = NULL; int fastswitch = hud_fastswitch.GetInt(); if ( ::input->IsSteamControllerActive() ) { fastswitch = HUDTYPE_FASTSWITCH; }
switch ( fastswitch ) { case HUDTYPE_FASTSWITCH: pSelectedWeapon = pPlayer->GetActiveWeapon(); break; default: pSelectedWeapon = GetSelectedWeapon(); break; } if ( !pSelectedWeapon ) return;
// calculate where to start drawing
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1);
SlotLayout_t rSlot[ MAX_WEAPON_SLOTS ]; ComputeSlotLayout( rSlot, iActiveSlot, fastswitch );
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ ) { m_pModelPanels[i]->SetVisible( false );
if ( i == iActiveSlot ) { for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); if ( !pWeapon ) continue;
if ( !pWeapon->VisibleInWeaponSelection() ) continue;
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() );
m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall );
vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) { m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderBlueBG") ); } else { m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderRedBG") ); }
m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y ); m_pModelPanels[i]->SetVisible( true ); } } else { // check to see if there is a weapons in this bucket
if ( GetFirstPos( i ) ) { C_BaseCombatWeapon *pWeapon = GetFirstPos( i ); if ( !pWeapon ) continue;
m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() ); m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall ); vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorder") ); m_pModelPanels[i]->SetVisible( true ); m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y ); } } } }
//-------------------------------------------------------------------------
// Purpose: draws the selection area
//-------------------------------------------------------------------------
void CHudWeaponSelection::PostChildPaint() { C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return;
int fastswitch = hud_fastswitch.GetInt(); if ( ::input->IsSteamControllerActive() ) { fastswitch = HUDTYPE_FASTSWITCH; }
if ( fastswitch == 0 ) { // See if we should start the bucket demo
if ( m_flDemoStartTime > 0 && m_flDemoStartTime < gpGlobals->curtime ) { float flDemoTime = tf_weapon_select_demo_time.GetFloat();
if ( flDemoTime > 0 ) { m_iDemoModeSlot = 0; m_flDemoModeChangeTime = gpGlobals->curtime + flDemoTime; gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); }
m_flDemoStartTime = -1; m_iSelectedSlot = m_iDemoModeSlot;
InvalidateLayout(); }
// scroll through the slots for demo mode
if ( m_iDemoModeSlot >= 0 && m_flDemoModeChangeTime < gpGlobals->curtime ) { // Keep iterating until we find a slot that has a weapon in it
while ( !GetFirstPos( ++m_iDemoModeSlot ) && m_iDemoModeSlot < m_iMaxSlots ) { // blank
} m_flDemoModeChangeTime = gpGlobals->curtime + tf_weapon_select_demo_time.GetFloat(); InvalidateLayout(); }
if ( m_iDemoModeSlot >= m_iMaxSlots ) { m_iDemoModeSlot = -1; gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); } }
// find and display our current selection
C_BaseCombatWeapon *pSelectedWeapon = NULL; switch ( fastswitch ) { case HUDTYPE_FASTSWITCH: pSelectedWeapon = pPlayer->GetActiveWeapon(); break; default: pSelectedWeapon = GetSelectedWeapon(); break; } if ( !pSelectedWeapon ) return;
if ( fastswitch == 0 ) { if ( m_iDemoModeSlot > -1 ) { pSelectedWeapon = GetWeaponInSlot( m_iDemoModeSlot, 0 ); m_iSelectedSlot = m_iDemoModeSlot; m_iSelectedBoxPosition = 0; } }
if ( m_pActiveWeaponBG ) { m_pActiveWeaponBG->SetVisible( fastswitch != HUDTYPE_PLUS && pSelectedWeapon != NULL ); }
int nNumSlots = GetNumVisibleSlots(); if ( nNumSlots <= 0 ) return;
DrawSelection( pSelectedWeapon ); }
//-----------------------------------------------------------------------------
// Purpose: Draws the vertical style weapon selection buckets, for PC/mousewheel controls
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawSelection( C_BaseCombatWeapon *pSelectedWeapon ) { // if we're not supposed to draw the selection, the don't draw the selection
if( !m_bSelectionVisible ) return;
C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( !pPlayer ) return;
int nNumSlots = GetNumVisibleSlots(); if ( nNumSlots <= 0 ) return;
// calculate where to start drawing
int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); int nFastswitchMode = hud_fastswitch.GetInt(); if ( ::input->IsSteamControllerActive() ) { nFastswitchMode = HUDTYPE_FASTSWITCH; }
if ( nFastswitchMode == HUDTYPE_FASTSWITCH ) { if ( m_iActiveSlot != iActiveSlot ) { m_iActiveSlot = iActiveSlot; InvalidateLayout( true ); } }
// draw the bucket set
// iterate over all the weapon slots
for ( int i = 0; i < m_iMaxSlots; i++ ) { int xpos, ypos; m_pModelPanels[i]->GetPos( xpos, ypos ); int wide, tall; m_pModelPanels[i]->GetSize( wide, tall );
if ( i == iActiveSlot ) { bool bFirstItem = true; for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); if ( !pWeapon ) continue;
if ( !pWeapon->VisibleInWeaponSelection() ) continue;
if ( !pWeapon->CanBeSelected() ) { int msgX = xpos + ( m_flLargeBoxWide * 0.5 ); int msgY = ypos + (int)m_flErrorYPos; Color ammoColor = Color( 255, 0, 0, 255 ); wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" ); DrawString( pText, msgX, msgY, ammoColor, true ); }
if ( pWeapon == pSelectedWeapon || ( m_iDemoModeSlot == i ) ) { // draw the number
int shortcut = bFirstItem ? i + 1 : -1; if ( IsPC() && shortcut >= 0 && nFastswitchMode != HUDTYPE_PLUS ) { Color numberColor = m_NumberColor; numberColor[3] *= m_flSelectionAlphaOverride / 255.0f; surface()->DrawSetTextColor(numberColor); surface()->DrawSetTextFont(m_hNumberFont); wchar_t wch = '0' + shortcut; surface()->DrawSetTextPos( xpos + wide - XRES(5) - m_flSelectionNumberXPos, ypos + YRES(5) + m_flSelectionNumberYPos ); surface()->DrawUnicodeChar(wch); } } bFirstItem = false; } } else { // check to see if there is a weapons in this bucket
if ( GetFirstPos( i ) ) { C_BaseCombatWeapon *pWeapon = GetFirstPos( i ); if ( !pWeapon ) continue;
// draw the number
if ( IsPC() && nFastswitchMode != HUDTYPE_PLUS ) { int x = xpos + XRES(5); int y = ypos + YRES(5);
Color numberColor = m_NumberColor; numberColor[3] *= m_flAlphaOverride / 255.0f; surface()->DrawSetTextColor(numberColor); surface()->DrawSetTextFont(m_hNumberFont); wchar_t wch = '0' + i + 1; surface()->DrawSetTextPos(x + m_flSmallBoxWide - XRES(10) - m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); surface()->DrawUnicodeChar(wch); } } } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall ) { // draw icon
const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team
if ( pPlayer ) { if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) { pTexture = pWeapon->GetSpriteActive(); } }
if ( pTexture ) { Color col( 255, 255, 255, 255 ); pTexture->DrawSelf( xpos, ypos, flLargeBoxWide, flLargeBoxTall, col ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CHudWeaponSelection::DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter ) { surface()->DrawSetTextColor( col ); surface()->DrawSetTextFont( m_hTextFont );
// count the position
int slen = 0, charCount = 0, maxslen = 0; { for (wchar_t *pch = text; *pch != 0; pch++) { if (*pch == '\n') { // newline character, drop to the next line
if (slen > maxslen) { maxslen = slen; } slen = 0; } else if (*pch == '\r') { // do nothing
} else { slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); charCount++; } } } if (slen > maxslen) { maxslen = slen; }
int x = xpos;
if ( bCenter ) { x = xpos - slen * 0.5; }
surface()->DrawSetTextPos( x, ypos ); // adjust the charCount by the scan amount
charCount *= m_flTextScan; for (wchar_t *pch = text; charCount > 0; pch++) { if (*pch == '\n') { // newline character, move to the next line
surface()->DrawSetTextPos( x + ((m_flLargeBoxWide - slen) / 2), ypos + (surface()->GetFontTall(m_hTextFont) * 1.1f)); } else if (*pch == '\r') { // do nothing
} else { surface()->DrawUnicodeChar(*pch); charCount--; } } }
//-----------------------------------------------------------------------------
// Purpose: hud scheme settings
//-----------------------------------------------------------------------------
void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetPaintBackgroundEnabled(false);
// set our size
int screenWide, screenTall; int x, y; GetPos(x, y); GetHudSize(screenWide, screenTall); SetBounds(0, 0, screenWide, screenTall);
// load control settings...
LoadControlSettings( "resource/UI/HudWeaponSelection.res" );
m_pActiveWeaponBG = dynamic_cast<CTFImagePanel*>( FindChildByName("ActiveWeapon") ); if ( m_pActiveWeaponBG ) { m_pActiveWeaponBG->SetVisible( false ); } }
//-----------------------------------------------------------------------------
// Purpose: Opens weapon selection control
//-----------------------------------------------------------------------------
void CHudWeaponSelection::OpenSelection( void ) { Assert(!IsInSelectionMode());
InvalidateLayout();
CBaseHudWeaponSelection::OpenSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); m_iSelectedBoxPosition = 0; m_iSelectedSlot = -1; }
//-----------------------------------------------------------------------------
// Purpose: Closes weapon selection control immediately
//-----------------------------------------------------------------------------
void CHudWeaponSelection::HideSelection( void ) { for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { if ( m_pModelPanels[i] ) { m_pModelPanels[i]->SetVisible( false ); } }
m_flSelectionTime = 0; CBaseHudWeaponSelection::HideSelection(); g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); }
//-----------------------------------------------------------------------------
// Purpose: Returns the next available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return NULL;
C_BaseCombatWeapon *pNextWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestNextSlot = MAX_WEAPON_SLOTS; int iLowestNextPosition = MAX_WEAPON_POSITIONS; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); if ( !pWeapon ) continue;
if ( pWeapon->VisibleInWeaponSelection() ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) { // see if this weapon is closer than the current lowest
if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) { iLowestNextSlot = weaponSlot; iLowestNextPosition = weaponPosition; pNextWeapon = pWeapon; } } } }
return pNextWeapon; }
//-----------------------------------------------------------------------------
// Purpose: Returns the prior available weapon item in the weapon selection
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return NULL;
C_BaseCombatWeapon *pPrevWeapon = NULL;
// search all the weapons looking for the closest next
int iLowestPrevSlot = -1; int iLowestPrevPosition = -1; for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); if ( !pWeapon ) continue;
if ( pWeapon->VisibleInWeaponSelection() ) { int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition();
// see if this weapon is further ahead in the selection list
if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) { // see if this weapon is closer than the current lowest
if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) { iLowestPrevSlot = weaponSlot; iLowestPrevPosition = weaponPosition; pPrevWeapon = pWeapon; } } } }
return pPrevWeapon; }
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the next item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToNextWeapon( void ) { // Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
if ( pPlayer->IsAlive() == false ) return;
// PASSTIME don't CycleToNextWeapon if it's not allowed
if ( !pPlayer->IsAllowedToSwitchWeapons() ) return;
C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) return;
pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } }
if ( !pNextWeapon ) { // wrap around back to start
pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); }
if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon );
if ( !IsInSelectionMode() ) { OpenSelection(); }
InvalidateLayout();
// cancel demo mode
m_iDemoModeSlot = -1; m_flDemoStartTime = -1;
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds ) pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } }
//-----------------------------------------------------------------------------
// Purpose: Moves the selection to the previous item in the menu
//-----------------------------------------------------------------------------
void CHudWeaponSelection::CycleToPrevWeapon( void ) { // Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
if ( pPlayer->IsAlive() == false ) return;
// PASSTIME don't CycleToNextWeapon if it's not allowed
if ( !pPlayer->IsAllowedToSwitchWeapons() ) return;
C_BaseCombatWeapon *pNextWeapon = NULL; if ( IsInSelectionMode() ) { // find the next selection spot
C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); if ( !pWeapon ) return;
pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); } else { // open selection at the current place
pNextWeapon = pPlayer->GetActiveWeapon(); if ( pNextWeapon ) { pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); } }
if ( !pNextWeapon ) { // wrap around back to end of weapon list
pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); }
if ( pNextWeapon ) { SetSelectedWeapon( pNextWeapon );
if ( !IsInSelectionMode() ) { OpenSelection(); }
InvalidateLayout();
// cancel demo mode
m_iDemoModeSlot = -1; m_flDemoStartTime = -1;
// Play the "cycle to next weapon" sound
if( m_bPlaySelectionSounds ) pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); } }
//-----------------------------------------------------------------------------
// Purpose: returns the weapon in the specified slot
//-----------------------------------------------------------------------------
C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) { C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); if ( !player ) return NULL;
for ( int i = 0; i < MAX_WEAPONS; i++ ) { C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); if ( pWeapon == NULL ) continue;
if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) return pWeapon; }
return NULL; }
C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void ) { if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && m_iDemoModeSlot >= 0 ) { C_BaseCombatWeapon *pWeapon = GetFirstPos( m_iDemoModeSlot ); return pWeapon; } else { return m_hSelectedWeapon; } }
void CHudWeaponSelection::FireGameEvent( IGameEvent *event ) { const char * type = event->GetName();
if ( Q_strcmp(type, "localplayer_changeclass") == 0 ) { for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) { if ( m_pModelPanels[i] ) { m_pModelPanels[i]->SetVisible( false ); } }
int nUpdateType = event->GetInt( "updateType" ); bool bIsCreationUpdate = ( nUpdateType == DATA_UPDATE_CREATED ); // Don't demo selection in minmode
ConVarRef cl_hud_minmode( "cl_hud_minmode", true ); if ( !cl_hud_minmode.IsValid() || cl_hud_minmode.GetBool() == false ) { if ( !bIsCreationUpdate ) { m_flDemoStartTime = gpGlobals->curtime + tf_weapon_select_demo_start_delay.GetFloat(); } } } else { CHudElement::FireGameEvent( event ); } }
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) { // get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// see where we should start selection
int iPosition = -1; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) { // start after this weapon
iPosition = pActiveWeapon->GetPosition(); }
C_BaseCombatWeapon *pNextWeapon = NULL;
// search for the weapon after the current one
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); // make sure it's in the same bucket
if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) { // just look for any weapon in this slot
pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); }
// see if we found a weapon that's different from the current and in the selected slot
if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) { // select the new weapon
::input->MakeWeaponSelection( pNextWeapon ); } else if ( pNextWeapon != pActiveWeapon ) { // error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); }
// kill any fastswitch display
m_flSelectionTime = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose: Opens the next weapon in the slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound ) { // get the slot the player's weapon is in
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
int newSlot = m_iSelectedSlot;
// Changing slot number does not necessarily mean we need to change the slot - the player could be
// scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so
// compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position.
if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) { // Changing vertical/horizontal direction. Reset the selected box position to zero.
m_iSelectedBoxPosition = 0; m_iSelectedSlot = iWeaponSlot; } else { // Still in the same horizontal/vertical direction. Determine which way we're moving in the slot.
int increment = 1; if ( m_iSelectedSlot != iWeaponSlot ) { // Decrementing within the slot. If we're at the zero position in this slot,
// jump to the zero position of the opposite slot. This also counts as our increment.
increment = -1; if ( 0 == m_iSelectedBoxPosition ) { newSlot = ( m_iSelectedSlot + 2 ) % 4; increment = 0; } }
// Find out of the box position is at the end of the slot
int lastSlotPos = -1; for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) { C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); if ( pWeapon ) { lastSlotPos = slotPos; } }
// Increment/Decrement the selected box position
if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) { m_iSelectedBoxPosition += increment; m_iSelectedSlot = newSlot; } else { // error sound
pPlayer->EmitSound( "Player.DenyWeaponSelection" ); *pbPlaySwitchSound = false; return; } }
// Select the weapon in this position
bool bWeaponSelected = false; C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); if ( pWeapon && CanBeSelectedInHUD( pWeapon ) ) { if ( pWeapon != pActiveWeapon ) { // Select the new weapon
::input->MakeWeaponSelection( pWeapon ); SetSelectedWeapon( pWeapon ); bWeaponSelected = true; } }
if ( !bWeaponSelected ) { // Still need to set this to make hud display appear
SetSelectedWeapon( pPlayer->GetActiveWeapon() ); } }
//-----------------------------------------------------------------------------
// Purpose: Moves selection to the specified slot
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) { // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
--iSlot;
// Get the local player.
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( !pPlayer ) return;
// Don't try and read past our possible number of slots
if ( iSlot >= MAX_WEAPON_SLOTS ) return; // Make sure the player's allowed to switch weapons
if ( pPlayer->IsAllowedToSwitchWeapons() == false ) return;
bool bPlaySwitchSound = true; int nFastswitchMode = hud_fastswitch.GetInt(); if ( ::input->IsSteamControllerActive() ) { nFastswitchMode = HUDTYPE_FASTSWITCH; }
switch( nFastswitchMode ) { case HUDTYPE_FASTSWITCH: { FastWeaponSwitch( iSlot ); return; }
case HUDTYPE_PLUS: PlusTypeFastWeaponSwitch( iSlot, &bPlaySwitchSound );
// ------------------------------------------------------
// FALLTHROUGH! Plus and buckets both use the item model
// panels so fix them up in both cases.
// ------------------------------------------------------
case HUDTYPE_BUCKETS: { int slotPos = 0; C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon();
// start later in the list
if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) { slotPos = pActiveWeapon->GetPosition() + 1; }
// find the weapon in this slot
pActiveWeapon = GetNextActivePos( iSlot, slotPos ); if ( !pActiveWeapon ) { pActiveWeapon = GetNextActivePos( iSlot, 0 ); } if ( pActiveWeapon != NULL ) { if ( !IsInSelectionMode() ) { // open the weapon selection
OpenSelection(); }
InvalidateLayout();
// Mark the change
SetSelectedWeapon( pActiveWeapon ); m_iDemoModeSlot = -1; m_flDemoStartTime = -1; } } break;
default: break; }
if( m_bPlaySelectionSounds && bPlaySwitchSound ) pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); }
//-----------------------------------------------------------------------------
// Purpose: Menu Selection Code
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SelectSlot( int iSlot ) { // A menu may be overriding weapon selection commands
if ( HandleHudMenuInput( iSlot ) ) { return; }
// If we're in observer mode, see if the spectator GUI wants to use it
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if ( pPlayer && pPlayer->IsObserver() ) { CTFSpectatorGUI *pPanel = (CTFSpectatorGUI*)gViewPortInterface->FindPanelByName( PANEL_SPECGUI ); if ( pPanel ) { pPanel->SelectSpec( iSlot ); } return; }
// If we're not allowed to draw, ignore weapon selections
if ( !CHudElement::ShouldDraw() ) { return; }
// iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons
if ( !IsInSelectionMode() && ( iSlot - 1 >= MAX_WEAPON_SLOTS ) ) { OpenSelection(); }
UpdateSelectionTime(); SelectWeaponSlot( iSlot ); }
//-----------------------------------------------------------------------------
// Purpose: Menu Selection Code
//-----------------------------------------------------------------------------
void CHudWeaponSelection::SwitchToLastWeapon() { C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() ); if ( !pTFPlayer ) return;
if (TFGameRules() && TFGameRules()->IsPasstimeMode() && pTFPlayer->m_Shared.HasPasstimeBall() ) return;
CBaseHudWeaponSelection::SwitchToLastWeapon(); }
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