Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cstrikeclassmenu.h"
#include <KeyValues.h>
#include <filesystem.h>
#include <vgui_controls/Button.h>
#include <vgui/IVGui.h>
#include "hud.h" // for gEngfuncs
#include "cs_gamerules.h"
using namespace vgui;
// ----------------------------------------------------------------------------- //
// Class image panels. These maintain a list of the class image panels so
// it can render 3D images into them.
// ----------------------------------------------------------------------------- //
CUtlVector<CCSClassImagePanel*> g_ClassImagePanels;
CCSClassImagePanel::CCSClassImagePanel( vgui::Panel *pParent, const char *pName )
: vgui::ImagePanel( pParent, pName )
{
g_ClassImagePanels.AddToTail( this );
m_ModelName[0] = 0;
}
CCSClassImagePanel::~CCSClassImagePanel()
{
g_ClassImagePanels.FindAndRemove( this );
}
void CCSClassImagePanel::ApplySettings( KeyValues *inResourceData )
{
const char *pName = inResourceData->GetString( "3DModel" );
if ( pName )
{
Q_strncpy( m_ModelName, pName, sizeof( m_ModelName ) );
}
BaseClass::ApplySettings( inResourceData );
}
void CCSClassImagePanel::Paint()
{
BaseClass::Paint();
}
// ----------------------------------------------------------------------------- //
// CClassMenu_TER
// ----------------------------------------------------------------------------- //
CClassMenu_TER::CClassMenu_TER(IViewPort *pViewPort) : CClassMenu(pViewPort, PANEL_CLASS_TER)
{
LoadControlSettings( "Resource/UI/ClassMenu_TER.res" );
CreateBackground( this );
m_backgroundLayoutFinished = false;
}
const char *CClassMenu_TER::GetName( void )
{
return PANEL_CLASS_TER;
}
void CClassMenu_TER::ShowPanel(bool bShow)
{
if ( bShow)
{
engine->CheckPoint( "ClassMenu" );
}
BaseClass::ShowPanel( bShow );
}
void CClassMenu_TER::SetVisible(bool state)
{
BaseClass::SetVisible(state);
if ( state )
{
Panel *pAutoButton = FindChildByName( "autoselect_t" );
if ( pAutoButton )
{
pAutoButton->RequestFocus();
}
}
}
bool modelExists( const char *search, const CUtlVector< const char * > &names )
{
for ( int i=0; i<names.Count(); ++i )
{
if ( Q_stristr( names[i], search ) != NULL )
{
return true;
}
}
return false;
}
void CClassMenu_TER::Update()
{
C_CSPlayer *pLocalPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pLocalPlayer && pLocalPlayer->PlayerClass() >= FIRST_T_CLASS && pLocalPlayer->PlayerClass() <= LAST_T_CLASS )
{
SetVisibleButton( "CancelButton", true );
}
else
{
SetVisibleButton( "CancelButton", false );
}
// if we don't have the new models installed,
// turn off the militia and spetsnaz buttons
SetVisibleButton( "militia", false );
}
Panel *CClassMenu_TER::CreateControlByName(const char *controlName)
{
if ( Q_stricmp( controlName, "CSClassImagePanel" ) == 0 )
{
return new CCSClassImagePanel( NULL, controlName );
}
return BaseClass::CreateControlByName( controlName );
}
// ----------------------------------------------------------------------------- //
// CClassMenu_CT
// ----------------------------------------------------------------------------- //
CClassMenu_CT::CClassMenu_CT(IViewPort *pViewPort) : CClassMenu(pViewPort, PANEL_CLASS_CT)
{
LoadControlSettings( "Resource/UI/ClassMenu_CT.res" );
CreateBackground( this );
m_backgroundLayoutFinished = false;
}
Panel *CClassMenu_CT::CreateControlByName(const char *controlName)
{
if ( Q_stricmp( controlName, "CSClassImagePanel" ) == 0 )
{
return new CCSClassImagePanel( NULL, controlName );
}
return BaseClass::CreateControlByName( controlName );
}
const char *CClassMenu_CT::GetName( void )
{
return PANEL_CLASS_CT;
}
void CClassMenu_CT::ShowPanel(bool bShow)
{
if ( bShow)
{
engine->CheckPoint( "ClassMenu" );
}
BaseClass::ShowPanel( bShow );
}
void CClassMenu_CT::SetVisible(bool state)
{
BaseClass::SetVisible(state);
if ( state )
{
Panel *pAutoButton = FindChildByName( "autoselect_ct" );
if ( pAutoButton )
{
pAutoButton->RequestFocus();
}
}
}
void CClassMenu_CT::Update()
{
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( pPlayer && pPlayer->PlayerClass() >= FIRST_CT_CLASS && pPlayer->PlayerClass() <= LAST_CT_CLASS )
{
SetVisibleButton( "CancelButton", true );
}
else
{
SetVisibleButton( "CancelButton", false );
}
// if we don't have the new models installed,
// turn off the militia and spetsnaz buttons
SetVisibleButton( "spetsnaz", false );
}
//-----------------------------------------------------------------------------
// Purpose: The CS background is painted by image panels, so we should do nothing
//-----------------------------------------------------------------------------
void CClassMenu_TER::PaintBackground()
{
}
//-----------------------------------------------------------------------------
// Purpose: Scale / center the window
//-----------------------------------------------------------------------------
void CClassMenu_TER::PerformLayout()
{
BaseClass::PerformLayout();
// stretch the window to fullscreen
if ( !m_backgroundLayoutFinished )
LayoutBackgroundPanel( this );
m_backgroundLayoutFinished = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CClassMenu_TER::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
ApplyBackgroundSchemeSettings( this, pScheme );
}
//-----------------------------------------------------------------------------
// Purpose: The CS background is painted by image panels, so we should do nothing
//-----------------------------------------------------------------------------
void CClassMenu_CT::PaintBackground()
{
}
//-----------------------------------------------------------------------------
// Purpose: Scale / center the window
//-----------------------------------------------------------------------------
void CClassMenu_CT::PerformLayout()
{
BaseClass::PerformLayout();
// stretch the window to fullscreen
if ( !m_backgroundLayoutFinished )
LayoutBackgroundPanel( this );
m_backgroundLayoutFinished = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CClassMenu_CT::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
ApplyBackgroundSchemeSettings( this, pScheme );
}