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 "cs_hud_achievement_announce.h"
#include <vgui/IVGui.h>
#include "vgui_controls/AnimationController.h"
#include "iclientmode.h"
#include "c_cs_player.h"
#include "c_cs_playerresource.h"
#include <vgui_controls/Label.h>
#include <vgui/ILocalize.h>
#include <vgui/ISurface.h>
#include "fmtstr.h"
#include "cs_gamerules.h"
#include "view.h"
#include "ivieweffects.h"
#include "viewrender.h"
#include "usermessages.h"
#include "hud_macros.h"
#include "c_baseanimating.h"
#include "achievementmgr.h"
#include "filesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT_DEPTH( CCSAchievementAnnouncePanel, 1 );
#define CALLOUT_WIDE (XRES(100))
#define CALLOUT_TALL (XRES(50))
namespace Interpolators
{
inline float Linear( float t ) { return t; }
inline float SmoothStep( float t )
{
t = 3 * t * t - 2.0f * t * t * t;
return t;
}
inline float SmoothStep2( float t )
{
return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
}
inline float SmoothStepStart( float t )
{
t = 0.5f * t;
t = 3 * t * t - 2.0f * t * t * t;
t = t* 2.0f;
return t;
}
inline float SmoothStepEnd( float t )
{
t = 0.5f * t + 0.5f;
t = 3 * t * t - 2.0f * t * t * t;
t = (t - 0.5f) * 2.0f;
return t;
}
}
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCSAchievementAnnouncePanel::CCSAchievementAnnouncePanel( const char *pElementName )
: EditablePanel( NULL, "AchievementAnnouncePanel" ), CHudElement( pElementName )
{
vgui::Panel *pParent = g_pClientMode->GetViewport();
SetParent( pParent );
m_bShouldBeVisible = false;
SetScheme( "ClientScheme" );
m_currentDisplayedAchievement = CSInvalidAchievement;
m_pGlowPanel = NULL;
RegisterForRenderGroup( "hide_for_scoreboard" );
//Create the grey popup that has the name, text and icon.
m_pAchievementInfoPanel = new CCSAchivementInfoPanel(this, "InfoPanel");
}
CCSAchievementAnnouncePanel::~CCSAchievementAnnouncePanel()
{
if (m_pAchievementInfoPanel)
{
delete m_pAchievementInfoPanel;
}
}
void CCSAchievementAnnouncePanel::Reset()
{
//We don't want to hide the UI here since we want the achievement popup to show through death
}
void CCSAchievementAnnouncePanel::Init()
{
ListenForGameEvent( "achievement_earned_local" );
Hide();
CHudElement::Init();
}
void CCSAchievementAnnouncePanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
LoadControlSettings( "Resource/UI/Achievement_Glow.res" );
//This is the glowy flash that comes up under the popup
m_pGlowPanel = dynamic_cast<EditablePanel *>( FindChildByName("GlowPanel") );
Hide();
}
ConVar cl_show_achievement_popups( "cl_show_achievement_popups", "1", FCVAR_CLIENTDLL | FCVAR_ARCHIVE );
void CCSAchievementAnnouncePanel::FireGameEvent( IGameEvent * event )
{
const char *pEventName = event->GetName();
if ( cl_show_achievement_popups.GetBool() )
{
if ( Q_strcmp( "achievement_earned_local", pEventName ) == 0 )
{
//Add achievement to queue and show the UI (since the UI doesn't "Think()" until it is shown
Show();
m_achievementQueue.Insert((eCSAchievementType)event->GetInt("achievement"));
}
}
}
void CCSAchievementAnnouncePanel::Show()
{
m_bShouldBeVisible = true;
}
void CCSAchievementAnnouncePanel::Hide()
{
m_bShouldBeVisible = false;
}
bool CCSAchievementAnnouncePanel::ShouldDraw( void )
{
return (m_bShouldBeVisible && CHudElement::ShouldDraw());
}
void CCSAchievementAnnouncePanel::Paint( void )
{
}
void CCSAchievementAnnouncePanel::OnThink( void )
{
BaseClass::OnThink();
if (!m_pAchievementInfoPanel)
{
return;
}
//if we have an achievement, update it
if (m_currentDisplayedAchievement != CSInvalidAchievement)
{
//If the match restarts, we need to move the start time for the achievement back.
if (m_displayStartTime > gpGlobals->curtime)
{
m_displayStartTime = gpGlobals->curtime;
}
float timeSinceDisplayStart = gpGlobals->curtime - m_displayStartTime;
float glowAlpha;
float achievementPanelAlpha;
//Update the flash
if (m_pGlowPanel)
{
GetGlowAlpha(timeSinceDisplayStart, glowAlpha);
m_pGlowPanel->SetAlpha(glowAlpha);
}
if (GetAchievementPanelAlpha(timeSinceDisplayStart, achievementPanelAlpha))
{
m_pAchievementInfoPanel->SetAlpha(achievementPanelAlpha);
}
else
{
//achievement is faded, so we are done
m_pAchievementInfoPanel->SetAlpha(0);
m_currentDisplayedAchievement = CSInvalidAchievement;
if (m_achievementQueue.Count() == 0)
{
Hide();
}
}
}
else
{
//Check if we need to start the next announcement in the queue. We won't update it this frame, but no time has elapsed anyway.
if (m_achievementQueue.Count() > 0)
{
m_currentDisplayedAchievement = m_achievementQueue.RemoveAtHead();
m_displayStartTime = gpGlobals->curtime;
//=============================================================================
// HPE_BEGIN:
// [dwenger] Play the achievement earned sound effect
//=============================================================================
vgui::surface()->PlaySound( "UI/achievement_earned.wav" );
//=============================================================================
// HPE_END
//=============================================================================
//Here we get the achievement to be displayed and set that in the popup windows
CAchievementMgr *pAchievementMgr = dynamic_cast<CAchievementMgr *>( engine->GetAchievementMgr() );
if ( !pAchievementMgr )
return;
IAchievement *pAchievement = pAchievementMgr->GetAchievementByID( m_currentDisplayedAchievement );
if ( pAchievement )
{
m_pAchievementInfoPanel->SetAchievement(pAchievement);
}
}
}
}
bool CCSAchievementAnnouncePanel::GetAlphaFromTime(float elapsedTime, float delay, float fadeInTime, float holdTime, float fadeOutTime, float&alpha)
{
//We just pass through each phase, subtracting off the full time if we are already done with that phase
//We return whether the control should still be active
//I. Delay before fading in
if (elapsedTime > delay)
{
elapsedTime -= delay;
}
else
{
alpha = 0;
return true;
}
//II. Fade in time
if (elapsedTime > fadeInTime)
{
elapsedTime -= fadeInTime;
}
else
{
alpha = 255.0f * elapsedTime / fadeInTime;
return true;
}
//III. Hold at full alpha time
if (elapsedTime > holdTime)
{
elapsedTime -= holdTime;
}
else
{
alpha = 255.0f;
return true;
}
//IV. Fade out time
if (elapsedTime > fadeOutTime)
{
alpha = 0;
return false;
}
else
{
alpha = 1.0f - (elapsedTime / fadeOutTime);
alpha = Interpolators::SmoothStepStart(alpha);
alpha *= 255.0f;
if (m_achievementQueue.Count() > 0 && alpha < 128.0f)
{
return false;
}
return true;
}
}
ConVar glow_delay( "glow_delay", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
ConVar glow_fadeInTime( "glow_fadeInTime", "0.1", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
ConVar glow_holdTime( "glow_holdTime", "0.1", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
ConVar glow_fadeOutTime( "glow_fadeOutTime", "2.5", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
bool CCSAchievementAnnouncePanel::GetGlowAlpha (float time, float& alpha)
{
/*
float delay = 0.0f;
float fadeInTime = 0.3f;
float holdTime = 0.1f;
float fadeOutTime = 0.4f;
*/
//return GetAlphaFromTime(time, delay, fadeInTime, holdTime, fadeOutTime, alpha);
return GetAlphaFromTime(time, glow_delay.GetFloat(), glow_fadeInTime.GetFloat(), glow_holdTime.GetFloat(), glow_fadeOutTime.GetFloat(), alpha);
}
ConVar popup_delay( "popup_delay", "0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
ConVar popup_fadeInTime( "popup_fadeInTime", "0.3", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
ConVar popup_holdTime( "popup_holdTime", "3.5", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
ConVar popup_fadeOutTime( "popup_fadeOutTime", "3.0", FCVAR_CLIENTDLL | FCVAR_DEVELOPMENTONLY);
bool CCSAchievementAnnouncePanel::GetAchievementPanelAlpha (float time, float& alpha)
{
/*
float delay = 0.2f;
float fadeInTime = 0.3f;
float holdTime = 3.0f;
float fadeOutTime = 2.0f;
*/
//return GetAlphaFromTime(time, delay, fadeInTime, holdTime, fadeOutTime, alpha);
return GetAlphaFromTime(time, popup_delay.GetFloat(), popup_fadeInTime.GetFloat(), popup_holdTime.GetFloat(), popup_fadeOutTime.GetFloat(), alpha);
}
//-----------------------------------------------------------------------------
// Purpose: creates child panels, passes down name to pick up any settings from res files.
//-----------------------------------------------------------------------------
CCSAchivementInfoPanel::CCSAchivementInfoPanel( vgui::Panel *parent, const char* name ) : BaseClass( parent, name )
{
//Create the main components of the display and attach them to the panel
m_pAchievementIcon = SETUP_PANEL(new vgui::ScalableImagePanel( this, "Icon" ));
m_pAchievementNameLabel = new vgui::Label( this, "Name", "name" );
m_pAchievementDescLabel = new vgui::Label( this, "Description", "desc" );
}
CCSAchivementInfoPanel::~CCSAchivementInfoPanel()
{
if (m_pAchievementIcon)
{
delete m_pAchievementIcon;
}
if (m_pAchievementNameLabel)
{
delete m_pAchievementNameLabel;
}
if (m_pAchievementDescLabel)
{
delete m_pAchievementDescLabel;
}
}
void CCSAchivementInfoPanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
LoadControlSettings( "Resource/UI/Achievement_Popup.res" );
BaseClass::ApplySchemeSettings( pScheme );
//Override the automatic scheme setting that happen above
SetBgColor( pScheme->GetColor( "AchievementsLightGrey", Color(255, 0, 0, 255) ) );
m_pAchievementNameLabel->SetFgColor(pScheme->GetColor("SteamLightGreen", Color(255, 255, 255, 255)));
m_pAchievementDescLabel->SetFgColor(pScheme->GetColor("White", Color(255, 255, 255, 255)));
}
void CCSAchivementInfoPanel::SetAchievement(IAchievement* pAchievement)
{
//=============================================================================
// HPE_BEGIN:
// [dwenger] Get achievement name and description text from the localized file
//=============================================================================
// Set name and description
m_pAchievementNameLabel->SetText( ACHIEVEMENT_LOCALIZED_NAME( pAchievement ) );
m_pAchievementDescLabel->SetText( ACHIEVEMENT_LOCALIZED_DESC( pAchievement ) );
//Find, load and show the achievement icon
char imagePath[_MAX_PATH];
Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) );
Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS );
Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS );
char checkFile[_MAX_PATH];
Q_snprintf( checkFile, sizeof(checkFile), "materials\\vgui\\%s", imagePath );
if ( !g_pFullFileSystem->FileExists( checkFile ) )
{
Q_snprintf( imagePath, sizeof(imagePath), "hud\\icon_locked.vtf" );
}
m_pAchievementIcon->SetImage( imagePath );
m_pAchievementIcon->SetVisible( true );
//=============================================================================
// HPE_END
//=============================================================================
}