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 "cstriketeammenu.h"
#include "backgroundpanel.h"
#include <convar.h>
#include "hud.h" // for gEngfuncs
#include "c_cs_player.h"
#include "cs_gamerules.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCSTeamMenu::CCSTeamMenu(IViewPort *pViewPort) : CTeamMenu(pViewPort)
{
CreateBackground( this );
m_backgroundLayoutFinished = false;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CCSTeamMenu::~CCSTeamMenu()
{
}
void CCSTeamMenu::ShowPanel(bool bShow)
{
if ( bShow )
{
engine->CheckPoint( "TeamMenu" );
}
BaseClass::ShowPanel( bShow );
}
//-----------------------------------------------------------------------------
// Purpose: called to update the menu with new information
//-----------------------------------------------------------------------------
void CCSTeamMenu::Update( void )
{
BaseClass::Update();
const ConVar *allowspecs = cvar->FindVar( "mp_allowspectators" );
C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
if ( !pPlayer || !CSGameRules() )
return;
if ( allowspecs && allowspecs->GetBool() )
{
// if we're not already a CT or T...or the freeze time isn't over yet...or we're dead
if ( pPlayer->GetTeamNumber() == TEAM_UNASSIGNED ||
CSGameRules()->IsFreezePeriod() ||
( pPlayer && pPlayer->IsPlayerDead() ) )
{
SetVisibleButton("specbutton", true);
}
else
{
SetVisibleButton("specbutton", false);
}
}
else
{
SetVisibleButton("specbutton", false );
}
m_bVIPMap = false;
char mapName[MAX_MAP_NAME];
Q_FileBase( engine->GetLevelName(), mapName, sizeof(mapName) );
if ( !Q_strncmp( mapName, "maps/as_", 8 ) )
{
m_bVIPMap = true;
}
// if this isn't a VIP map or we're a spectator/terrorist, then disable the VIP button
if ( !CSGameRules()->IsVIPMap() || ( pPlayer->GetTeamNumber() != TEAM_CT ) )
{
SetVisibleButton("vipbutton", false);
}
else // this must be a VIP map and we must already be a CT
{
SetVisibleButton("vipbutton", true);
}
if( pPlayer->GetTeamNumber() == TEAM_UNASSIGNED ) // we aren't on a team yet
{
SetVisibleButton("CancelButton", false);
}
else
{
SetVisibleButton("CancelButton", true);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSTeamMenu::SetVisible(bool state)
{
BaseClass::SetVisible(state);
if ( state )
{
Button *pAutoButton = dynamic_cast< Button* >( FindChildByName( "autobutton" ) );
if ( pAutoButton )
{
pAutoButton->RequestFocus();
pAutoButton->SetArmed( true );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: When a team button is pressed it triggers this function to
// cause the player to join a team
//-----------------------------------------------------------------------------
void CCSTeamMenu::OnCommand( const char *command )
{
if ( Q_stricmp( command, "vguicancel" ) )
{
engine->ClientCmd( command );
}
BaseClass::OnCommand(command);
gViewPortInterface->ShowBackGround( false );
OnClose();
}
void CCSTeamMenu::OnKeyCodePressed( vgui::KeyCode code )
{
if ( code == KEY_ENTER )
{
Button *pAutoButton = dynamic_cast< Button* >( FindChildByName( "autobutton" ) );
if ( pAutoButton )
{
pAutoButton->DoClick();
}
}
else
{
BaseClass::OnKeyCodePressed( code );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the visibility of a button by name
//-----------------------------------------------------------------------------
void CCSTeamMenu::SetVisibleButton(const char *textEntryName, bool state)
{
Button *entry = dynamic_cast<Button *>(FindChildByName(textEntryName));
if (entry)
{
entry->SetVisible(state);
}
}
//-----------------------------------------------------------------------------
// Purpose: The CS background is painted by image panels, so we should do nothing
//-----------------------------------------------------------------------------
void CCSTeamMenu::PaintBackground()
{
}
//-----------------------------------------------------------------------------
// Purpose: Scale / center the window
//-----------------------------------------------------------------------------
void CCSTeamMenu::PerformLayout()
{
BaseClass::PerformLayout();
// stretch the window to fullscreen
if ( !m_backgroundLayoutFinished )
LayoutBackgroundPanel( this );
m_backgroundLayoutFinished = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSTeamMenu::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
ApplyBackgroundSchemeSettings( this, pScheme );
}