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_freezepanel.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 "VGUI/bordered_panel.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 "backgroundpanel.h" // rounded border support
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DECLARE_HUDELEMENT_DEPTH( CCSFreezePanel, 1 );
// DECLARE_HUD_MESSAGE( CCSFreezePanel, Damage );
// DECLARE_HUD_MESSAGE( CCSFreezePanel, DroppedEquipment );
#define CALLOUT_WIDE (XRES(100))
#define CALLOUT_TALL (XRES(50))
ConVar cl_disablefreezecam(
"cl_disablefreezecam",
"0",
FCVAR_ARCHIVE,
"Turn on/off freezecam on client"
);
Color LerpColors( Color cStart, Color cEnd, float flPercent )
{
float r = (float)((float)(cStart.r()) + (float)(cEnd.r() - cStart.r()) * flPercent);
float g = (float)((float)(cStart.g()) + (float)(cEnd.g() - cStart.g()) * flPercent);
float b = (float)((float)(cStart.b()) + (float)(cEnd.b() - cStart.b()) * flPercent);
float a = (float)((float)(cStart.a()) + (float)(cEnd.a() - cStart.a()) * flPercent);
return Color( r, g, b, a );
}
//-----------------------------------------------------------------------------
// Purpose: Clips the health image to the appropriate percentage
//-----------------------------------------------------------------------------
class HorizontalGauge : public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( HorizontalGauge, vgui::Panel );
HorizontalGauge( Panel *parent, const char *name ) :
vgui::Panel( parent, name ),
m_fPercent(0.0f)
{
}
/*
void ApplySettings(KeyValues *inResourceData)
{
BaseClass::ApplySettings(inResourceData);
Color color0 = inResourceData->GetColor( "color0");
Color color1 = inResourceData->GetColor( "color1");
}
*/
void PaintBackground()
{
int wide, tall;
GetSize(wide, tall);
surface()->DrawSetColor( Color(0, 0, 0, 128) );
surface()->DrawFilledRect(0, 0, wide, tall);
// do the border explicitly here
surface()->DrawSetColor( Color(0,0,0,255));
surface()->DrawOutlinedRect(0, 0, wide, tall);
}
virtual void Paint()
{
int wide, tall;
GetSize(wide, tall);
Color lowHealth(192, 32, 32, 255);
Color highHealth(32, 255, 32, 255);
surface()->DrawSetColor( LerpColors(lowHealth, highHealth, m_fPercent) );
surface()->DrawFilledRect(1, 1, (int)((wide - 1) * m_fPercent), tall - 1);
}
void SetPercent( float fPercent ) { m_fPercent = fPercent; }
private:
float m_fPercent;
};
DECLARE_BUILD_FACTORY( HorizontalGauge );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CCSFreezePanel::CCSFreezePanel( const char *pElementName ) :
EditablePanel( NULL, "FreezePanel" ),
CHudElement( pElementName ),
m_pBackgroundPanel(NULL),
m_pKillerHealth(NULL),
m_pAvatar(NULL),
m_pDominationIcon(NULL)
{
SetSize( 10, 10 ); // Quiet "parent not sized yet" spew
SetParent(g_pClientMode->GetViewport());
m_bShouldBeVisible = false;
SetScheme( "ClientScheme" );
RegisterForRenderGroup( "hide_for_scoreboard" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSFreezePanel::Reset()
{
Hide();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSFreezePanel::Init()
{
CHudElement::Init();
// listen for events
ListenForGameEvent( "show_freezepanel" );
ListenForGameEvent( "hide_freezepanel" );
ListenForGameEvent( "freezecam_started" );
ListenForGameEvent( "player_death" );
Hide();
InitLayout();
}
void CCSFreezePanel::InitLayout()
{
LoadControlSettings( "resource/UI/FreezePanel_Basic.res" );
m_pBackgroundPanel = dynamic_cast<BorderedPanel*>( FindChildByName("FreezePanelBG"));
m_pAvatar = dynamic_cast<CAvatarImagePanel*>( m_pBackgroundPanel->FindChildByName("AvatarImage"));
m_pKillerHealth = dynamic_cast<HorizontalGauge*>( m_pBackgroundPanel->FindChildByName("KillerHealth"));
m_pDominationIcon = dynamic_cast<ImagePanel*>( m_pBackgroundPanel->FindChildByName("DominationIcon"));
m_pAvatar->SetDefaultAvatar(scheme()->GetImage( CSTRIKE_DEFAULT_AVATAR, true ));
m_pAvatar->SetShouldScaleImage(true);
m_pAvatar->SetShouldDrawFriendIcon(false);
}
//-----------------------------------------------------------------------------
// Purpose: Applies scheme settings
//-----------------------------------------------------------------------------
void CCSFreezePanel::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSFreezePanel::FireGameEvent( IGameEvent * event )
{
const char *pEventName = event->GetName();
if ( Q_strcmp( "player_death", pEventName ) == 0 )
{
// see if the local player died
int iPlayerIndexVictim = engine->GetPlayerForUserID( event->GetInt( "userid" ) );
int iPlayerIndexKiller = engine->GetPlayerForUserID( event->GetInt( "attacker" ) );
C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer();
CCSPlayer* pKiller = ToCSPlayer(ClientEntityList().GetBaseEntity(iPlayerIndexKiller));
if ( pLocalPlayer && iPlayerIndexVictim == pLocalPlayer->entindex() )
{
// the local player is dead, see if this is a new nemesis or a revenge
if ( event->GetInt( "dominated" ) > 0)
{
m_pDominationIcon->SetImage("../hud/freeze_nemesis");
m_pDominationIcon->SetVisible(true);
m_pBackgroundPanel->SetDialogVariable( "InfoLabel1", g_pVGuiLocalize->Find("#FreezePanel_NewNemesis1"));
m_pBackgroundPanel->SetDialogVariable( "InfoLabel2", g_pVGuiLocalize->Find("#FreezePanel_NewNemesis2"));
}
// was the killer your pre-existing nemesis?
else if ( pKiller != NULL && pKiller->IsPlayerDominated(iPlayerIndexVictim) )
{
m_pDominationIcon->SetImage("../hud/freeze_nemesis");
m_pDominationIcon->SetVisible(true);
m_pBackgroundPanel->SetDialogVariable( "InfoLabel1", g_pVGuiLocalize->Find("#FreezePanel_OldNemesis1"));
m_pBackgroundPanel->SetDialogVariable( "InfoLabel2", g_pVGuiLocalize->Find("#FreezePanel_OldNemesis2"));
}
else if ( event->GetInt( "revenge" ) > 0 )
{
m_pDominationIcon->SetImage("../hud/freeze_revenge");
m_pDominationIcon->SetVisible(true);
m_pBackgroundPanel->SetDialogVariable( "InfoLabel1", g_pVGuiLocalize->Find("#FreezePanel_Revenge1"));
m_pBackgroundPanel->SetDialogVariable( "InfoLabel2", g_pVGuiLocalize->Find("#FreezePanel_Revenge2"));
}
else
{
m_pDominationIcon->SetVisible(false);
m_pBackgroundPanel->SetDialogVariable( "InfoLabel1", g_pVGuiLocalize->Find("#FreezePanel_Killer1"));
m_pBackgroundPanel->SetDialogVariable( "InfoLabel2", g_pVGuiLocalize->Find("#FreezePanel_Killer2"));
}
}
}
else if ( Q_strcmp( "hide_freezepanel", pEventName ) == 0 )
{
Hide();
}
else if ( Q_strcmp( "freezecam_started", pEventName ) == 0 )
{
}
else if ( Q_strcmp( "show_freezepanel", pEventName ) == 0 )
{
C_CS_PlayerResource *cs_PR = dynamic_cast<C_CS_PlayerResource *>( g_PR );
if ( !cs_PR )
return;
Show();
// Get the entity who killed us
int iKillerIndex = event->GetInt( "killer" );
CCSPlayer* pKiller = ToCSPlayer(ClientEntityList().GetBaseEntity(iKillerIndex));
m_pAvatar->ClearAvatar();
if ( pKiller )
{
int iMaxHealth = pKiller->GetMaxHealth();
int iKillerHealth = pKiller->GetHealth();
if ( !pKiller->IsAlive() )
{
iKillerHealth = 0;
}
m_pKillerHealth->SetPercent( (float)iKillerHealth / iMaxHealth );
char killerName[128];
V_snprintf( killerName, sizeof(killerName), "%s", g_PR->GetPlayerName(iKillerIndex) );
// V_strupr( killerName );
m_pBackgroundPanel->SetDialogVariable( "killername", killerName);
int iKillerIndex = pKiller->entindex();
player_info_t pi;
m_pAvatar->SetDefaultAvatar( GetDefaultAvatarImage( pKiller ) );
if ( engine->GetPlayerInfo(iKillerIndex, &pi) )
{
m_pAvatar->SetPlayer( (C_BasePlayer*)pKiller, k_EAvatarSize64x64);
m_pAvatar->SetVisible(true);
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CCSFreezePanel::ShouldDraw( void )
{
//=============================================================================
// HPE_BEGIN:
// [Forrest] Added sv_disablefreezecam check
//=============================================================================
static ConVarRef sv_disablefreezecam( "sv_disablefreezecam" );
return ( m_bShouldBeVisible && !cl_disablefreezecam.GetBool() && !sv_disablefreezecam.GetBool() && CHudElement::ShouldDraw() );
//=============================================================================
// HPE_END
//=============================================================================
}
void CCSFreezePanel::OnScreenSizeChanged( int nOldWide, int nOldTall )
{
BaseClass::OnScreenSizeChanged(nOldWide, nOldTall);
InitLayout();
}
void CCSFreezePanel::SetActive( bool bActive )
{
CHudElement::SetActive( bActive );
if ( bActive )
{
// Setup replay key binding in UI
const char *pKey = engine->Key_LookupBinding( "save_replay" );
if ( pKey == NULL || FStrEq( pKey, "(null)" ) )
{
pKey = "<NOT BOUND>";
}
char szKey[16];
Q_snprintf( szKey, sizeof(szKey), "%s", pKey );
wchar_t wKey[16];
wchar_t wLabel[256];
g_pVGuiLocalize->ConvertANSIToUnicode( szKey, wKey, sizeof( wKey ) );
g_pVGuiLocalize->ConstructString( wLabel, sizeof( wLabel ), g_pVGuiLocalize->Find("#FreezePanel_SaveReplay" ), 1, wKey );
m_pBackgroundPanel->SetDialogVariable( "savereplay", wLabel );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSFreezePanel::Show()
{
m_bShouldBeVisible = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCSFreezePanel::Hide()
{
m_bShouldBeVisible = false;
}