Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_MATCHMAKING_DASHBOARD_H
#define TF_MATCHMAKING_DASHBOARD_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_match_join_handlers.h"
#include <vgui_controls/EditablePanel.h>
#include "tf_controls.h"
#include <vgui_controls/PHandle.h>
#include "local_steam_shared_object_listener.h"
CUtlVector< class CTFMatchmakingPopup* >& CreateMMPopupPanels( bool bRecreate = false ); class CTFMatchmakingDashboard* GetMMDashboard(); class CMMDashboardParentManager* GetMMDashboardParentManager();
bool BInEndOfMatch();
//-----------------------------------------------------------------------------
// Purpose: Popup that goes underneath the dashboard and displays anything
// important the user needs to know about
//-----------------------------------------------------------------------------
class CTFMatchmakingPopup : public CExpandablePanel , public CGameEventListener , public IMatchJoiningHandler { friend class CTFMatchmakingPopupState; friend class CTFMatchmakingDashboard; DECLARE_CLASS_SIMPLE( CTFMatchmakingPopup, CExpandablePanel ); public:
CTFMatchmakingPopup( const char* pszName, const char* pszResFile ); virtual ~CTFMatchmakingPopup();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE; virtual void OnThink() OVERRIDE; virtual void OnCommand( const char *command ) OVERRIDE; virtual void OnTick() OVERRIDE;
virtual void OnEnter(); virtual void OnUpdate(); virtual void OnExit(); virtual void Update();
virtual void FireGameEvent( IGameEvent *pEvent ) OVERRIDE;
private:
virtual void MatchFound() {} // We dont need to do anything special
virtual bool ShouldBeActve() const = 0; void UpdateRematchtime(); void UpdateAutoJoinTime();
bool m_bActive; const char* m_pszResFile; };
//-----------------------------------------------------------------------------
// Purpose: Matchmaking panel that contains controls for matchmaking
//-----------------------------------------------------------------------------
class CTFMatchmakingDashboard : public CExpandablePanel { public: DECLARE_CLASS_SIMPLE( CTFMatchmakingDashboard, CExpandablePanel ); CTFMatchmakingDashboard(); virtual ~CTFMatchmakingDashboard();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme ) OVERRIDE; virtual void OnCommand( const char *command ) OVERRIDE; virtual void OnTick() OVERRIDE; };
//-----------------------------------------------------------------------------
// CMMDashboardParentManager
// Purpose: This guy keeps the MM dashboard as the top-most panel but does so
// *without making it a popup*. This is important because popups look
// awful whenever they overlap and transparency is involved. This class
// does its dirty work by keeping track of the top-most fullscreen popup
// and setting that panel as the MM dashboard's parent. When that popup
// goes away, we set the parent to the next popup on the stack, or to
// the GameUI if none are active. If we're in-game, then we parent to
// the our special popup container. Why not always just parent to that
// single popup container? Because we want the MINIMUM mouse focus area
// possible because the dashboard is not a rectangle (it grows/shrinks).
//
//
// If anything draws on top of the MM dashboard and you dont want it to
// have that panel add itself to this class using PushModalFullscreenPopup
// when it goes visible and PopModalFullscreenPopup when it hides itself
//-----------------------------------------------------------------------------
class CMMDashboardParentManager : public CGameEventListener { public: friend class CTFMatchmakingDashboard; friend class CTFMatchmakingPopup;
CMMDashboardParentManager();
virtual void FireGameEvent( IGameEvent *event ) OVERRIDE;
void PushModalFullscreenPopup( vgui::Panel* pPanel ); void PopModalFullscreenPopup( vgui::Panel* pPanel ); void UpdateParenting(); private:
void AddPanel( CExpandablePanel* pPanel ); void RemovePanel( CExpandablePanel* pPanel );
void AttachToGameUI(); void AttachToTopMostPopup();
bool m_bAttachedToGameUI;
class CUtlSortVectorPanelZPos { public: bool Less( const vgui::Panel* lhs, const vgui::Panel* rhs, void * ) { return lhs->GetZPos() < rhs->GetZPos(); } };
CUtlSortVector< CExpandablePanel*, CUtlSortVectorPanelZPos > m_vecPanels; CUtlVector< vgui::Panel* > m_vecFullscreenPopups;
vgui::PHandle m_pHUDPopup; };
class IMMPopupFactory { public: virtual CTFMatchmakingPopup* Create() const = 0; static CUtlVector< IMMPopupFactory* > s_vecPopupFactories; };
template< typename Type > class CMMPopupFactoryImplementation : public IMMPopupFactory { public: CMMPopupFactoryImplementation( const char* pszName, const char* pszResFile ) : m_pszName( pszName ), m_pszResFile( pszResFile ) { s_vecPopupFactories.AddToTail( this ); }
virtual CTFMatchmakingPopup* Create() const OVERRIDE { return new Type( m_pszName, m_pszResFile ); } private: const char* m_pszName; const char* m_pszResFile; };
#define REG_MM_POPUP_FACTORY( type, name, resfile ) CMMPopupFactoryImplementation< type > g_##type##Factory( name, resfile );
#endif // TF_MATCHMAKING_DASHBOARD_H
|