Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "CommentaryDialog.h"
#include "BasePanel.h"
#include "convar.h"
#include "EngineInterface.h"
#include "GameUI_Interface.h"
#include "vgui/ISurface.h"
#include "vgui/IInput.h"
#include <stdio.h>
using namespace vgui;
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCommentaryDialog::CCommentaryDialog(vgui::Panel *parent) : BaseClass(parent, "CommentaryDialog")
{
SetDeleteSelfOnClose(true);
SetSizeable( false );
input()->SetAppModalSurface(GetVPanel());
vgui::surface()->RestrictPaintToSinglePanel(GetVPanel());
GameUI().PreventEngineHideGameUI();
SetTitle("#GameUI_CommentaryDialogTitle", true);
LoadControlSettings("Resource/CommentaryDialog.res");
MoveToCenterOfScreen();
bool bCommentaryOn = false;
ConVarRef commentary( "commentary" );
if ( commentary.IsValid() )
{
bCommentaryOn = commentary.GetBool();
}
// Setup the buttons & labels to reflect the current state of the commentary
if ( bCommentaryOn )
{
SetControlString( "ModeLabel", "#GAMEUI_Commentary_LabelOn" );
SetControlString( "TurnOnButton", "#GAMEUI_Commentary_LeaveOn" );
SetControlString( "TurnOffButton", "#GAMEUI_Commentary_TurnOff" );
}
else
{
SetControlString( "ModeLabel", "#GAMEUI_Commentary_LabelOff" );
SetControlString( "TurnOnButton", "#GAMEUI_Commentary_TurnOn" );
SetControlString( "TurnOffButton", "#GAMEUI_Commentary_LeaveOff" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CCommentaryDialog::~CCommentaryDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCommentaryDialog::OnClose( void )
{
BaseClass::OnClose();
vgui::surface()->RestrictPaintToSinglePanel(NULL);
GameUI().AllowEngineHideGameUI();
// Bring up the post dialog
DHANDLE<CPostCommentaryDialog> hPostCommentaryDialog;
if ( !hPostCommentaryDialog.Get() )
{
hPostCommentaryDialog = new CPostCommentaryDialog( BasePanel() );
}
hPostCommentaryDialog->Activate();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *command -
//-----------------------------------------------------------------------------
void CCommentaryDialog::OnCommand( const char *command )
{
if ( !Q_stricmp( command, "TurnOn" ) )
{
ConVarRef commentary("commentary");
commentary.SetValue( 1 );
Close();
}
else if ( !Q_stricmp( command, "TurnOff" ) )
{
ConVarRef commentary("commentary");
commentary.SetValue( 0 );
Close();
}
else
{
BaseClass::OnCommand( command );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CCommentaryDialog::OnKeyCodePressed(KeyCode code)
{
// Ignore escape key
if ( code == KEY_ESCAPE )
return;
if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
{
OnCommand( "TurnOn" );
return;
}
else if ( code == KEY_XBUTTON_B || code == STEAMCONTROLLER_B )
{
OnCommand( "TurnOff" );
return;
}
BaseClass::OnKeyCodePressed(code);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void OpenCommentaryDialog( void )
{
DHANDLE<CCommentaryDialog> hCommentaryDialog;
if ( !hCommentaryDialog.Get() )
{
hCommentaryDialog = new CCommentaryDialog( BasePanel() );
}
GameUI().ActivateGameUI();
hCommentaryDialog->Activate();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ConVar commentary_firstrun("commentary_firstrun", "0", FCVAR_ARCHIVE );
void CC_CommentaryTestFirstRun( void )
{
// The enable/disable commentary box in the sound options got lost in time;
// always prompt the user for commentary mode instead on new game.
//if ( !commentary_firstrun.GetBool() )
{
commentary_firstrun.SetValue(1);
OpenCommentaryDialog();
}
}
static ConCommand commentary_testfirstrun("commentary_testfirstrun", CC_CommentaryTestFirstRun, 0 );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPostCommentaryDialog::CPostCommentaryDialog(vgui::Panel *parent) : BaseClass(parent, "PostCommentaryDialog")
{
SetDeleteSelfOnClose(true);
SetSizeable( false );
input()->SetAppModalSurface(GetVPanel());
vgui::surface()->RestrictPaintToSinglePanel(GetVPanel());
m_bResetPaintRestrict = false;
SetTitle("#GameUI_CommentaryDialogTitle", true);
LoadControlSettings("Resource/PostCommentaryDialog.res");
MoveToCenterOfScreen();
bool bCommentaryOn = false;
ConVarRef commentary("commentary");
if ( commentary.IsValid() )
{
bCommentaryOn = commentary.GetBool();
}
// Setup the buttons & labels to reflect the current state of the commentary
if ( bCommentaryOn )
{
SetControlString( "PostModeLabel", "#GAMEUI_PostCommentary_ModeLabelOn" );
}
else
{
SetControlString( "PostModeLabel", "#GAMEUI_PostCommentary_ModeLabelOff" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPostCommentaryDialog::~CPostCommentaryDialog()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPostCommentaryDialog::OnFinishedClose( void )
{
BaseClass::OnFinishedClose();
if ( !m_bResetPaintRestrict )
{
m_bResetPaintRestrict = true;
vgui::surface()->RestrictPaintToSinglePanel(NULL);
GameUI().HideGameUI();
}
}
void CPostCommentaryDialog::OnKeyCodeTyped(KeyCode code)
{
if ( code == KEY_ESCAPE )
{
Close();
vgui::surface()->RestrictPaintToSinglePanel(NULL);
m_bResetPaintRestrict = true;
}
else
{
BaseClass::OnKeyCodeTyped(code);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPostCommentaryDialog::OnKeyCodePressed(KeyCode code)
{
if ( code == KEY_XBUTTON_A || code == KEY_XBUTTON_B || code == STEAMCONTROLLER_B )
{
Close();
vgui::surface()->RestrictPaintToSinglePanel(NULL);
m_bResetPaintRestrict = true;
}
else
{
BaseClass::OnKeyCodePressed(code);
}
}