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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Displays a leaderboard
//
//=============================================================================//
#include "leaderboarddialog.h"
#include "vgui_controls/Label.h"
#include "vgui/ILocalize.h"
#include "hl2orange.spa.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define NUM_ROWS_PER_QUERY 100
CLeaderboardDialog *g_pLeaderboardDialog;
//----------------------------------------------------------
// CLeaderboardDialog
//----------------------------------------------------------
CLeaderboardDialog::CLeaderboardDialog( vgui::Panel *pParent ) : BaseClass( pParent, "LeaderboardDialog" ) { g_pLeaderboardDialog = this; m_iBaseRank = 0; m_iActiveRank = 0; m_iMaxRank = 0; m_cColumns = 0; m_iRangeBase = 0; #if defined( _X360 )
m_pStats = NULL; #endif
m_pProgressBg = new vgui::Panel( this, "ProgressBg" ); m_pProgressBar = new vgui::Panel( this, "ProgressBar" ); m_pProgressPercent = new vgui::Label( this, "ProgressPercent", "" ); m_pNumbering = new vgui::Label( this, "Numbering", "" ); m_pUpArrow = new vgui::Label( this, "UpArrow", "" ); m_pDownArrow = new vgui::Label( this, "DownArrow", "" ); m_pBestMoments = new vgui::Label( this, "BestMoments", "" ); }
CLeaderboardDialog::~CLeaderboardDialog() { CleanupStats();
delete m_pProgressBg; delete m_pProgressBar; delete m_pProgressPercent; delete m_pNumbering; delete m_pUpArrow; delete m_pDownArrow; }
//----------------------------------------------------------
// Clean up the stats array
//----------------------------------------------------------
void CLeaderboardDialog::CleanupStats() { #if defined( _X360 )
if ( m_pStats ) { delete [] m_pStats; m_pStats = NULL; } #endif
}
//----------------------------------------------------------
// Position the dialogs elements
//----------------------------------------------------------
void CLeaderboardDialog::PerformLayout( void ) { BaseClass::PerformLayout();
if ( m_cColumns ) { int x, y, wide, tall; m_pProgressBg->GetBounds( x, y, wide, tall );
int columnWide = wide / m_cColumns; int lockedColumns = m_Menu.GetFirstUnlockedColumnIndex(); int visibleColumns = m_Menu.GetVisibleColumnCount() - lockedColumns; int iColumn = m_Menu.GetActiveColumnIndex() - lockedColumns;
if ( iColumn < 0 ) { iColumn = 0; } else if ( iColumn < m_iRangeBase ) { m_iRangeBase = iColumn; } else if ( iColumn >= m_iRangeBase + visibleColumns ) { m_iRangeBase = iColumn - visibleColumns + 1; }
m_pProgressBg->SetBounds( x, y, columnWide * m_cColumns, tall ); m_pProgressBar->SetBounds( x + columnWide * m_iRangeBase, y, columnWide * visibleColumns, tall ); } else { m_pProgressBg->SetVisible( false ); m_pProgressBar->SetVisible( false ); }
int menux, menuy; m_Menu.GetPos( menux, menuy );
// Do a perform layout on the menu so we get the correct height now
m_Menu.InvalidateLayout( true, false );
m_pNumbering->SizeToContents();
wchar_t wszNumbering[64]; wchar_t *wzNumberingFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Menu_Range" ); wchar_t wzActiveItem[8]; wchar_t wzTotal[8];
int iActive = m_iBaseRank + m_Menu.GetActiveItemIndex(); if ( iActive < 0 ) { iActive = 0; } V_snwprintf( wzActiveItem, ARRAYSIZE( wzActiveItem ), L"%d", iActive ); V_snwprintf( wzTotal, ARRAYSIZE( wzTotal ), L"%d", m_iMaxRank ); g_pVGuiLocalize->ConstructString( wszNumbering, sizeof( wszNumbering ), wzNumberingFmt, 2, wzActiveItem, wzTotal ); m_pNumbering->SetText( wszNumbering ); m_pNumbering->SetWide( GetWide() );
MoveToCenterOfScreen(); }
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::ApplySettings( KeyValues *pResourceData ) { BaseClass::ApplySettings( pResourceData );
m_KeyRepeat.SetKeyRepeatTime( KEY_XBUTTON_DOWN, 0.05f ); m_KeyRepeat.SetKeyRepeatTime( KEY_XSTICK1_DOWN, 0.05f ); m_KeyRepeat.SetKeyRepeatTime( KEY_XBUTTON_UP, 0.05f ); m_KeyRepeat.SetKeyRepeatTime( KEY_XSTICK1_UP, 0.05f ); }
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme );
m_pProgressBg->SetBgColor( Color( 200, 184, 151, 255 ) ); m_pProgressBar->SetBgColor( Color( 179, 82, 22, 255 ) ); m_pNumbering->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) ); m_pBestMoments->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) ); }
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::OnCommand( const char *pCommand ) { if ( !Q_stricmp( pCommand, "CenterOnPlayer" ) ) { if ( GetPlayerStats( -1 ) == 0 ) { // Player isn't on the board, just start at rank 1
GetPlayerStats( 1 ); } } else if ( !Q_stricmp( pCommand, "Friends" ) ) { GetPlayerStats( -1, true ); }
BaseClass::OnCommand( pCommand ); }
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::AddLeaderboardEntry( const char **ppEntries, int ct ) { m_Menu.AddSectionedItem( ppEntries, ct ); }
//----------------------------------------------------------
// Get some portion of the leaderboard. This should ideally live
// in the client, since it's very mod-specific
//----------------------------------------------------------
bool CLeaderboardDialog::GetPlayerStats( int rank, bool bFriends ) { #if defined _X360
HANDLE handle;
// Retrieve the necessary buffer size
DWORD cbResults = 0;
bool bRanked = false; const char *pName = GetName(); if ( !Q_stricmp( pName, "LeaderboardDialog_Ranked" ) ) { bRanked = true; }
XUSER_STATS_SPEC spec; if ( !bRanked ) { spec.dwViewId = STATS_VIEW_PLAYER_MAX_UNRANKED; spec.dwNumColumnIds = 15; spec.rgwColumnIds[0] = STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_SCORED; spec.rgwColumnIds[1] = STATS_COLUMN_PLAYER_MAX_UNRANKED_KILLS; spec.rgwColumnIds[2] = STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_CAPPED; spec.rgwColumnIds[3] = STATS_COLUMN_PLAYER_MAX_UNRANKED_POINT_DEFENSES; spec.rgwColumnIds[4] = STATS_COLUMN_PLAYER_MAX_UNRANKED_DOMINATIONS; spec.rgwColumnIds[5] = STATS_COLUMN_PLAYER_MAX_UNRANKED_REVENGE; spec.rgwColumnIds[6] = STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_DESTROYED; spec.rgwColumnIds[7] = STATS_COLUMN_PLAYER_MAX_UNRANKED_HEADSHOTS; spec.rgwColumnIds[8] = STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_HEALED; spec.rgwColumnIds[9] = STATS_COLUMN_PLAYER_MAX_UNRANKED_INVULNS; spec.rgwColumnIds[10] = STATS_COLUMN_PLAYER_MAX_UNRANKED_KILL_ASSISTS; spec.rgwColumnIds[11] = STATS_COLUMN_PLAYER_MAX_UNRANKED_BACKSTABS; spec.rgwColumnIds[12] = STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_LEACHED; spec.rgwColumnIds[13] = STATS_COLUMN_PLAYER_MAX_UNRANKED_SENTRY_KILLS; spec.rgwColumnIds[14] = STATS_COLUMN_PLAYER_MAX_UNRANKED_TELEPORTS; m_cColumns = 15; } else { spec.dwViewId = STATS_VIEW_PLAYER_MAX_RANKED; spec.dwNumColumnIds = 1; spec.rgwColumnIds[ 0 ] = STATS_COLUMN_PLAYER_MAX_RANKED_POINTS_SCORED;
// set to zero to hide the progress bar
m_cColumns = 0; }
DWORD ret; XUID xuid = 0u; XUID xuidFriends[NUM_ROWS_PER_QUERY]; int xuidCount = 1;
if ( !bFriends ) { if ( rank == -1 ) { // Center on the player's xuid
XUserGetXUID( XBX_GetPrimaryUserId(), &xuid );
ret = XUserCreateStatsEnumeratorByXuid( 0, xuid, NUM_ROWS_PER_QUERY, 1, &spec, &cbResults, &handle ); } else { // Start at the requested rank
ret = XUserCreateStatsEnumeratorByRank( 0, rank, NUM_ROWS_PER_QUERY, 1, &spec, &cbResults, &handle ); }
if( ret != ERROR_SUCCESS ) { Warning( "Error getting stats\n" ); return false; }
// Allocate the buffer
CleanupStats(); m_pStats = ( XUSER_STATS_READ_RESULTS* ) new char[cbResults];
DWORD cpReturned; ret = XEnumerate( handle, m_pStats, cbResults, &cpReturned, NULL ); } else { // Get Friends leaderboard
int id = XBX_GetPrimaryUserId(); ret = XFriendsCreateEnumerator( id, 0, 5, &cbResults, &handle );
if ( ret != ERROR_SUCCESS ) { Warning( "Error getting friends list\n" ); return false; }
// Allocate the buffer
XONLINE_FRIEND *pFriends = ( XONLINE_FRIEND* ) new char[cbResults];
DWORD cpReturned; ret = XEnumerate( handle, pFriends, cbResults, &cpReturned, NULL ); if( ret != ERROR_SUCCESS ) { delete pFriends; return false; }
for ( uint i = 0; i < cpReturned; ++i ) { xuidFriends[i] = pFriends[i].xuid; }
// Allocate the buffer
CleanupStats(); m_pStats = ( XUSER_STATS_READ_RESULTS* ) new char[cbResults];
ret = XUserReadStats( 0, xuidCount, xuidFriends, 1, &spec, &cbResults, m_pStats, NULL ); }
if( ret == ERROR_SUCCESS ) { const char *pEntries[32]; char pRowBuffer[MAX_PATH]; char pBuffers[32][MAX_PATH];
m_Menu.ClearItems(); m_iMaxRank = m_pStats->pViews[0].dwTotalViewRows;
// Did this search return any rows?
if ( m_pStats->pViews[0].dwNumRows == 0 ) return false;
for ( uint i = 0; i < m_pStats->pViews[0].dwNumRows; ++i ) { XUSER_STATS_ROW &row = m_pStats->pViews[0].pRows[i];
// Save off the first rank in this set of entries
if ( i == 0 && m_iBaseRank == 0 ) { m_iBaseRank = row.dwRank; }
pEntries[0] = itoa( row.dwRank, pRowBuffer, 10 ); pEntries[1] = row.szGamertag; for ( uint j = 0; j < row.dwNumColumns; ++j ) { XUSER_STATS_COLUMN &col = m_pStats->pViews[0].pRows[i].pColumns[j]; pEntries[j+2] = itoa( col.Value.nData, pBuffers[j], 10 ); }
AddLeaderboardEntry( pEntries, row.dwNumColumns + 2 );
if ( rank == -1 && row.xuid == xuid ) { m_Menu.SetFocus( i ); m_iActiveRank = row.dwRank; } } } else { Warning( "Error getting leaderboard stats\n" ); return false; }
CloseHandle( handle );
return true; #endif
return false; }
//----------------------------------------------------------
// Determine if a new set of stats needs to be downloaded
// Return true if the update has been handled, false otherwise
//----------------------------------------------------------
void CLeaderboardDialog::UpdateLeaderboard( int iNewRank ) { // Clamp the input
if ( iNewRank < 1 ) { iNewRank = 1; } else if ( iNewRank > m_iMaxRank ) { iNewRank = m_iMaxRank; }
// No action necessary?
if ( iNewRank == m_iActiveRank ) return;
int nInterval = iNewRank - m_iActiveRank; int iNewActiveItemIndex = m_Menu.GetActiveItemIndex() + nInterval;
// Set these "new" values to the current values - they will be conditionally updated.
int iNewBaseRank = m_iBaseRank; int iNewBaseItemIndex = m_Menu.GetBaseRowIndex(); int nVisibleItems = m_Menu.GetVisibleItemCount(); int nHiddenItems = NUM_ROWS_PER_QUERY - nVisibleItems;
// Are we outside the visible range of the menu?
if ( iNewActiveItemIndex < iNewBaseItemIndex ) { // Do we need to grab another set of columns?
if ( iNewRank < m_iBaseRank ) { iNewBaseRank = iNewRank - nHiddenItems; if ( iNewBaseRank < 1 ) { iNewBaseRank = 1; }
if ( !GetPlayerStats( iNewBaseRank ) ) { // Failed to load player stats, don't change the current index
return; }
m_iBaseRank = iNewBaseRank; }
int nBaseToActiveInterval = iNewRank - m_iBaseRank;
// Since we shifted the menu down, both base and active item are at the first visible menu item
iNewActiveItemIndex = nBaseToActiveInterval; iNewBaseItemIndex = nBaseToActiveInterval; } else if ( iNewActiveItemIndex >= m_Menu.GetBaseRowIndex() + nVisibleItems ) { int nHiddenItems = NUM_ROWS_PER_QUERY - nVisibleItems; int iTopRank = iNewRank + nHiddenItems; if ( iTopRank > m_iMaxRank ) { iTopRank = m_iMaxRank; }
// Do we need to grab another set of columns?
if ( iNewRank >= m_iBaseRank + NUM_ROWS_PER_QUERY ) { iNewBaseRank = iTopRank - NUM_ROWS_PER_QUERY + 1; if ( !GetPlayerStats( iNewBaseRank ) ) { // Failed to load player stats, don't change the current index
return; } m_iBaseRank = iNewBaseRank; }
int nBaseToActiveInterval = iNewRank - m_iBaseRank;
iNewActiveItemIndex = nBaseToActiveInterval; iNewBaseItemIndex = iNewActiveItemIndex - nVisibleItems + 1; }
// Set all the new variables - must set base index before active index.
m_iActiveRank = iNewRank; m_Menu.SetBaseRowIndex( iNewBaseItemIndex ); m_Menu.SetFocus( iNewActiveItemIndex );
InvalidateLayout(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLeaderboardDialog::HandleKeyRepeated( vgui::KeyCode code ) { OnKeyCodePressed( code ); }
//-----------------------------------------------------------------
// Purpose: Send key presses to the dialog's menu
//-----------------------------------------------------------------
void CLeaderboardDialog::OnKeyCodePressed( vgui::KeyCode code ) {
switch( code ) { case KEY_XBUTTON_A: case STEAMCONTROLLER_A: #ifdef _X360
{ int idx = m_Menu.GetActiveItemIndex(); if ( m_pStats && idx < (int)m_pStats->pViews[0].dwNumRows ) { XUSER_STATS_ROW &row = m_pStats->pViews[0].pRows[idx]; XShowGamerCardUI( XBX_GetPrimaryUserId(), row.xuid ); } } #endif
break;
case KEY_XBUTTON_Y: case STEAMCONTROLLER_Y: break;
case KEY_XSTICK1_DOWN: case KEY_XBUTTON_DOWN: case STEAMCONTROLLER_DPAD_DOWN: m_KeyRepeat.KeyDown( code ); UpdateLeaderboard( m_iActiveRank + 1 ); break;
case KEY_XSTICK1_UP: case KEY_XBUTTON_UP: case STEAMCONTROLLER_DPAD_UP: m_KeyRepeat.KeyDown( code ); UpdateLeaderboard( m_iActiveRank - 1 ); break;
case KEY_XBUTTON_LEFT_SHOULDER: UpdateLeaderboard( 1 ); break;
case KEY_XBUTTON_RIGHT_SHOULDER: OnCommand( "CenterOnPlayer" ); break;
// Disabled until friends enumeration works
// case KEY_XBUTTON_RIGHT_SHOULDER:
// OnCommand( "Friends" );
// break;
default: m_KeyRepeat.KeyDown( code ); BaseClass::OnKeyCodePressed( code ); break; }
// Invalidate layout when scrolling through columns
switch( code ) { case KEY_XSTICK1_LEFT: case KEY_XBUTTON_LEFT: case STEAMCONTROLLER_DPAD_LEFT: case KEY_XSTICK1_RIGHT: case KEY_XBUTTON_RIGHT: case STEAMCONTROLLER_DPAD_RIGHT: InvalidateLayout(); break; } }
CON_COMMAND( mm_add_item, "Add a stats item" ) { if ( args.ArgC() > 1 ) { int ct = atoi( args[1] ); const char *pEntries[32]; for ( int i = 0; i < ct; ++i ) { pEntries[i] = args[i+2]; } g_pLeaderboardDialog->AddLeaderboardEntry( pEntries, ct ); } }
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