Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements all the functions exported by the GameUI dll
//
// $NoKeywords: $
//===========================================================================//
#ifdef WIN32
#if !defined( _X360 )
#include <windows.h>
#endif
#include <io.h>
#include <direct.h>
#elif defined( POSIX )
#include <sys/time.h>
#else
#error
#endif
#include <sys/types.h>
#include <sys/stat.h>
#include <stdio.h>
#include <tier0/dbg.h>
#ifdef SendMessage
#undef SendMessage
#endif
#include "filesystem.h"
#include "GameUI_Interface.h"
#include "Sys_Utils.h"
#include "string.h"
#include "tier0/icommandline.h"
// interface to engine
#include "EngineInterface.h"
#include "replay/ienginereplay.h"
#include "replay/ireplaysystem.h"
#include "VGuiSystemModuleLoader.h"
#include "bitmap/tgaloader.h"
#include "GameConsole.h"
#include "LoadingDialog.h"
#include "CDKeyEntryDialog.h"
#include "ModInfo.h"
#include "game/client/IGameClientExports.h"
#include "materialsystem/imaterialsystem.h"
#include "engine/imatchmaking.h"
#include "ixboxsystem.h"
#include "iachievementmgr.h"
#include "IGameUIFuncs.h"
#include <ienginevgui.h>
#include "steam/steam_api.h"
#include "BonusMapsDatabase.h"
#include "BonusMapsDialog.h"
#include "sourcevr/isourcevirtualreality.h"
// vgui2 interface
// note that GameUI project uses ..\vgui2\include, not ..\utils\vgui\include
#include "BasePanel.h"
#include <vgui/Cursor.h>
#include <KeyValues.h>
#include <vgui/ILocalize.h>
#include <vgui/IPanel.h>
#include <vgui/IScheme.h>
#include <vgui/IVGui.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include <vgui_controls/Menu.h>
#include <vgui_controls/PHandle.h>
#include "tier3/tier3.h"
#include "tier0/vcrmode.h"
#include "matsys_controls/matsyscontrols.h"
#include "steam/steam_api.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#include "tier0/dbg.h"
#include "engine/IEngineSound.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IGameUIFuncs *gameuifuncs = NULL;
IEngineVGui *enginevguifuncs = NULL;
IMatchmaking *matchmaking = NULL;
IXboxSystem *xboxsystem = NULL; // 360 only
vgui::ISurface *enginesurfacefuncs = NULL;
IVEngineClient *engine = NULL;
IEngineSound *enginesound = NULL;
IAchievementMgr *achievementmgr = NULL;
IEngineClientReplay *g_pEngineClientReplay = NULL;
ISourceVirtualReality *g_pSourceVR = NULL;
static CSteamAPIContext g_SteamAPIContext;
CSteamAPIContext *steamapicontext = &g_SteamAPIContext;
static CBasePanel *staticPanel = NULL;
class CGameUI;
CGameUI *g_pGameUI = NULL;
class CLoadingDialog;
vgui::DHANDLE<CLoadingDialog> g_hLoadingDialog;
vgui::VPANEL g_hLoadingBackgroundDialog = NULL;
static CGameUI g_GameUI;
static WHANDLE g_hMutex = NULL;
static WHANDLE g_hWaitMutex = NULL;
static IGameClientExports *g_pGameClientExports = NULL;
IGameClientExports *GameClientExports()
{
return g_pGameClientExports;
}
//-----------------------------------------------------------------------------
// Purpose: singleton accessor
//-----------------------------------------------------------------------------
CGameUI &GameUI()
{
return g_GameUI;
}
EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CGameUI, IGameUI, GAMEUI_INTERFACE_VERSION, g_GameUI);
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CGameUI::CGameUI()
{
g_pGameUI = this;
m_bTryingToLoadFriends = false;
m_iFriendsLoadPauseFrames = 0;
m_iGameIP = 0;
m_iGameConnectionPort = 0;
m_iGameQueryPort = 0;
m_bActivatedUI = false;
m_szPreviousStatusText[0] = 0;
m_bIsConsoleUI = false;
m_bHasSavedThisMenuSession = false;
m_bOpenProgressOnStart = false;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CGameUI::~CGameUI()
{
g_pGameUI = NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Initialization
//-----------------------------------------------------------------------------
void CGameUI::Initialize( CreateInterfaceFn factory )
{
ConnectTier1Libraries( &factory, 1 );
ConnectTier2Libraries( &factory, 1 );
ConVar_Register( FCVAR_CLIENTDLL );
ConnectTier3Libraries( &factory, 1 );
enginesound = (IEngineSound *)factory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL);
engine = (IVEngineClient *)factory( VENGINE_CLIENT_INTERFACE_VERSION, NULL );
steamapicontext->Init();
ConVarRef var( "gameui_xbox" );
m_bIsConsoleUI = var.IsValid() && var.GetBool();
vgui::VGui_InitInterfacesList( "GameUI", &factory, 1 );
vgui::VGui_InitMatSysInterfacesList( "GameUI", &factory, 1 );
// load localization file
g_pVGuiLocalize->AddFile( "Resource/gameui_%language%.txt", "GAME", true );
// load mod info
ModInfo().LoadCurrentGameInfo();
// load localization file for kb_act.lst
g_pVGuiLocalize->AddFile( "Resource/valve_%language%.txt", "GAME", true );
enginevguifuncs = (IEngineVGui *)factory( VENGINE_VGUI_VERSION, NULL );
enginesurfacefuncs = (vgui::ISurface *)factory(VGUI_SURFACE_INTERFACE_VERSION, NULL);
gameuifuncs = (IGameUIFuncs *)factory( VENGINE_GAMEUIFUNCS_VERSION, NULL );
matchmaking = (IMatchmaking *)factory( VENGINE_MATCHMAKING_VERSION, NULL );
xboxsystem = (IXboxSystem *)factory( XBOXSYSTEM_INTERFACE_VERSION, NULL );
g_pEngineClientReplay = (IEngineClientReplay *)factory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL );
if ( ModInfo().SupportsVR() && CommandLine()->CheckParm( "-vr" ) )
{
g_pSourceVR = (ISourceVirtualReality *)factory( SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL );
}
// NOTE: g_pEngineReplay intentionally not checked here
if ( !enginesurfacefuncs || !gameuifuncs || !enginevguifuncs || !xboxsystem || (IsX360() && !matchmaking) )
{
Error( "CGameUI::Initialize() failed to get necessary interfaces\n" );
}
// setup base panel
staticPanel = new CBasePanel();
staticPanel->SetBounds(0, 0, 400, 300 );
staticPanel->SetPaintBorderEnabled( false );
staticPanel->SetPaintBackgroundEnabled( true );
staticPanel->SetPaintEnabled( false );
staticPanel->SetVisible( true );
staticPanel->SetMouseInputEnabled( false );
staticPanel->SetKeyBoardInputEnabled( false );
vgui::VPANEL rootpanel = enginevguifuncs->GetPanel( PANEL_GAMEUIDLL );
staticPanel->SetParent( rootpanel );
}
void CGameUI::PostInit()
{
if ( IsX360() )
{
enginesound->PrecacheSound( "UI/buttonrollover.wav", true, true );
enginesound->PrecacheSound( "UI/buttonclick.wav", true, true );
enginesound->PrecacheSound( "UI/buttonclickrelease.wav", true, true );
enginesound->PrecacheSound( "player/suit_denydevice.wav", true, true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the specified panel as the background panel for the loading
// dialog. If NULL, default background is used. If you set a panel,
// it should be full-screen with an opaque background, and must be a VGUI popup.
//-----------------------------------------------------------------------------
void CGameUI::SetLoadingBackgroundDialog( vgui::VPANEL panel )
{
g_hLoadingBackgroundDialog = panel;
}
void CGameUI::BonusMapUnlock( const char *pchFileName, const char *pchMapName )
{
if ( !pchFileName || pchFileName[ 0 ] == '\0' ||
!pchMapName || pchMapName[ 0 ] == '\0' )
{
if ( !g_pBonusMapsDialog )
return;
g_pBonusMapsDialog->SetSelectedBooleanStatus( "lock", false );
return;
}
if ( BonusMapsDatabase()->SetBooleanStatus( "lock", pchFileName, pchMapName, false ) )
{
BonusMapsDatabase()->RefreshMapData();
if ( !g_pBonusMapsDialog )
{
// It unlocked without the bonus maps menu open, so flash the menu item
CBasePanel *pBasePanel = BasePanel();
if ( pBasePanel )
{
if ( GameUI().IsConsoleUI() )
{
if ( Q_stricmp( pchFileName, "scripts/advanced_chambers" ) == 0 )
{
pBasePanel->SetMenuItemBlinkingState( "OpenNewGameDialog", true );
}
}
else
{
pBasePanel->SetMenuItemBlinkingState( "OpenBonusMapsDialog", true );
}
}
BonusMapsDatabase()->SetBlink( true );
}
else
g_pBonusMapsDialog->RefreshData(); // Update the open dialog
}
}
void CGameUI::BonusMapComplete( const char *pchFileName, const char *pchMapName )
{
if ( !pchFileName || pchFileName[ 0 ] == '\0' ||
!pchMapName || pchMapName[ 0 ] == '\0' )
{
if ( !g_pBonusMapsDialog )
return;
g_pBonusMapsDialog->SetSelectedBooleanStatus( "complete", true );
BonusMapsDatabase()->RefreshMapData();
g_pBonusMapsDialog->RefreshData();
return;
}
if ( BonusMapsDatabase()->SetBooleanStatus( "complete", pchFileName, pchMapName, true ) )
{
BonusMapsDatabase()->RefreshMapData();
// Update the open dialog
if ( g_pBonusMapsDialog )
g_pBonusMapsDialog->RefreshData();
}
}
void CGameUI::BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest )
{
if ( !pchFileName || pchFileName[ 0 ] == '\0' ||
!pchMapName || pchMapName[ 0 ] == '\0' ||
!pchChallengeName || pchChallengeName[ 0 ] == '\0' )
{
return;
}
else
{
if ( BonusMapsDatabase()->UpdateChallengeBest( pchFileName, pchMapName, pchChallengeName, iBest ) )
{
// The challenge best changed, so write it to the file
BonusMapsDatabase()->WriteSaveData();
BonusMapsDatabase()->RefreshMapData();
// Update the open dialog
if ( g_pBonusMapsDialog )
g_pBonusMapsDialog->RefreshData();
}
}
}
void CGameUI::BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName )
{
if ( !pchFileName || !pchMapName || !pchChallengeName )
return;
BonusMapsDatabase()->GetCurrentChallengeNames( pchFileName, pchMapName, pchChallengeName );
}
void CGameUI::BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold )
{
BonusMapsDatabase()->GetCurrentChallengeObjectives( iBronze, iSilver, iGold );
}
void CGameUI::BonusMapDatabaseSave( void )
{
BonusMapsDatabase()->WriteSaveData();
}
int CGameUI::BonusMapNumAdvancedCompleted( void )
{
return BonusMapsDatabase()->NumAdvancedComplete();
}
void CGameUI::BonusMapNumMedals( int piNumMedals[ 3 ] )
{
BonusMapsDatabase()->NumMedals( piNumMedals );
}
//-----------------------------------------------------------------------------
// Purpose: connects to client interfaces
//-----------------------------------------------------------------------------
void CGameUI::Connect( CreateInterfaceFn gameFactory )
{
g_pGameClientExports = (IGameClientExports *)gameFactory(GAMECLIENTEXPORTS_INTERFACE_VERSION, NULL);
achievementmgr = engine->GetAchievementMgr();
if (!g_pGameClientExports)
{
Error("CGameUI::Initialize() failed to get necessary interfaces\n");
}
m_GameFactory = gameFactory;
}
//-----------------------------------------------------------------------------
// Purpose: Callback function; sends platform Shutdown message to specified window
//-----------------------------------------------------------------------------
int __stdcall SendShutdownMsgFunc(WHANDLE hwnd, int lparam)
{
Sys_PostMessage(hwnd, Sys_RegisterWindowMessage("ShutdownValvePlatform"), 0, 1);
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Searches for GameStartup*.mp3 files in the sound/ui folder and plays one
//-----------------------------------------------------------------------------
void CGameUI::PlayGameStartupSound()
{
if ( IsX360() )
return;
if ( CommandLine()->FindParm( "-nostartupsound" ) )
return;
FileFindHandle_t fh;
CUtlVector<char *> fileNames;
char path[ 512 ];
bool bHolidayFound = false;
// only want to run the holiday check for TF2
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" );
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) )
{
// check for a holiday sound file
const char *pszHoliday = NULL;
if ( GameClientExports() )
{
pszHoliday = GameClientExports()->GetHolidayString();
if ( pszHoliday && pszHoliday[0] )
{
Q_snprintf( path, sizeof( path ), "sound/ui/holiday/gamestartup_%s*.mp3", pszHoliday );
Q_FixSlashes( path );
char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh );
{
if ( fn )
{
bHolidayFound = true;
}
}
}
}
}
// only want to do this if we haven't found a holiday file
if ( !bHolidayFound )
{
Q_snprintf( path, sizeof( path ), "sound/ui/gamestartup*.mp3" );
Q_FixSlashes( path );
}
char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh );
if ( fn )
{
do
{
char ext[ 10 ];
Q_ExtractFileExtension( fn, ext, sizeof( ext ) );
if ( !Q_stricmp( ext, "mp3" ) )
{
char temp[ 512 ];
if ( bHolidayFound )
{
Q_snprintf( temp, sizeof( temp ), "ui/holiday/%s", fn );
}
else
{
Q_snprintf( temp, sizeof( temp ), "ui/%s", fn );
}
char *found = new char[ strlen( temp ) + 1 ];
Q_strncpy( found, temp, strlen( temp ) + 1 );
Q_FixSlashes( found );
fileNames.AddToTail( found );
}
fn = g_pFullFileSystem->FindNext( fh );
} while ( fn );
g_pFullFileSystem->FindClose( fh );
}
// did we find any?
if ( fileNames.Count() > 0 )
{
#ifdef WIN32
SYSTEMTIME SystemTime;
GetSystemTime( &SystemTime );
int index = SystemTime.wMilliseconds % fileNames.Count();
#else
struct timeval tm;
gettimeofday( &tm, NULL );
int index = tm.tv_usec/1000 % fileNames.Count();
#endif
if ( fileNames.IsValidIndex( index ) && fileNames[index] )
{
// Play the Saxxy music if we're in saxxy mode.
#if defined( SAXXYMAINMENU_ENABLED )
bool bIsTF = false;
const char *pGameDir = engine->GetGameDirectory();
if ( pGameDir )
{
// Is the game TF?
const int nStrLen = V_strlen( pGameDir );
bIsTF = nStrLen
&& nStrLen >= 2 &&
pGameDir[nStrLen-2] == 't' &&
pGameDir[nStrLen-1] == 'f';
}
// escape chars "*#" make it stream, and be affected by snd_musicvolume
const char *pSoundFile = bIsTF ? "ui/holiday/gamestartup_saxxy.mp3" : fileNames[index];
#else
const char *pSoundFile = fileNames[index];
#endif
char found[ 512 ];
Q_snprintf( found, sizeof( found ), "play *#%s", pSoundFile );
engine->ClientCmd_Unrestricted( found );
}
fileNames.PurgeAndDeleteElements();
}
}
//-----------------------------------------------------------------------------
// Purpose: Called to setup the game UI
//-----------------------------------------------------------------------------
void CGameUI::Start()
{
// determine Steam location for configuration
if ( !FindPlatformDirectory( m_szPlatformDir, sizeof( m_szPlatformDir ) ) )
return;
if ( IsPC() )
{
// setup config file directory
char szConfigDir[512];
Q_strncpy( szConfigDir, m_szPlatformDir, sizeof( szConfigDir ) );
Q_strncat( szConfigDir, "config", sizeof( szConfigDir ), COPY_ALL_CHARACTERS );
Msg( "Steam config directory: %s\n", szConfigDir );
g_pFullFileSystem->AddSearchPath(szConfigDir, "CONFIG");
g_pFullFileSystem->CreateDirHierarchy("", "CONFIG");
// user dialog configuration
vgui::system()->SetUserConfigFile("InGameDialogConfig.vdf", "CONFIG");
g_pFullFileSystem->AddSearchPath( "platform", "PLATFORM" );
}
// localization
g_pVGuiLocalize->AddFile( "Resource/platform_%language%.txt");
g_pVGuiLocalize->AddFile( "Resource/vgui_%language%.txt");
Sys_SetLastError( SYS_NO_ERROR );
if ( IsPC() )
{
if ( !IsPosix() )
{
// Alfred says this is really, really old code that does some wacky crap that only
// happened in the first version of HL and it's the only game that does this and
// it was a steam testing type thing and we don't need to do it on Posix, etc.
g_hMutex = Sys_CreateMutex( "ValvePlatformUIMutex" );
g_hWaitMutex = Sys_CreateMutex( "ValvePlatformWaitMutex" );
if ( g_hMutex == 0 || g_hWaitMutex == 0 || Sys_GetLastError() == SYS_ERROR_INVALID_HANDLE )
{
// error, can't get handle to mutex
if (g_hMutex)
{
Sys_ReleaseMutex(g_hMutex);
}
if (g_hWaitMutex)
{
Sys_ReleaseMutex(g_hWaitMutex);
}
g_hMutex = NULL;
g_hWaitMutex = NULL;
Error("Steam Error: Could not access Steam, bad mutex\n");
return;
}
unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0);
if (!(waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED))
{
// mutex locked, need to deactivate Steam (so we have the Friends/ServerBrowser data files)
// get the wait mutex, so that Steam.exe knows that we're trying to acquire ValveTrackerMutex
waitResult = Sys_WaitForSingleObject(g_hWaitMutex, 0);
#ifdef WIN32
if (waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED)
{
Sys_EnumWindows(SendShutdownMsgFunc, 1);
}
#endif
}
}
// Delay playing the startup music until the first frame
m_bPlayGameStartupSound = true;
// now we are set up to check every frame to see if we can friends/server browser
m_bTryingToLoadFriends = true;
m_iFriendsLoadPauseFrames = 1;
}
}
//-----------------------------------------------------------------------------
// Purpose: Validates the user has a cdkey in the registry
//-----------------------------------------------------------------------------
void CGameUI::ValidateCDKey()
{
// this check is disabled, since we have no plans for an offline version of hl2
#if 0
//!! hack, write out a regkey for now so developers don't have to type it in
//!! undo this before release
vgui::system()->SetRegistryString("HKEY_CURRENT_USER\\Software\\Valve\\Source\\Settings\\EncryptedCDKey", "QOgi:JXrJj<Eb8abkESf4Pg;OfofJwDzRsyH>AdjtyPnV[FB");
// see what's in the registry
if (!CCDKeyEntryDialog::IsValidWeakCDKeyInRegistry())
{
m_hCDKeyEntryDialog = new CCDKeyEntryDialog(NULL, false);
m_hCDKeyEntryDialog->Activate();
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Finds which directory the platform resides in
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CGameUI::FindPlatformDirectory(char *platformDir, int bufferSize)
{
platformDir[0] = '\0';
if ( platformDir[0] == '\0' )
{
// we're not under steam, so setup using path relative to game
if ( IsPC() )
{
#ifdef WIN32
if ( ::GetModuleFileName( ( HINSTANCE )GetModuleHandle( NULL ), platformDir, bufferSize ) )
{
char *lastslash = strrchr(platformDir, '\\'); // this should be just before the filename
if ( lastslash )
{
*lastslash = 0;
Q_strncat(platformDir, "\\platform\\", bufferSize, COPY_ALL_CHARACTERS );
return true;
}
}
#else
if ( getcwd( platformDir, bufferSize ) )
{
V_AppendSlash( platformDir, bufferSize );
Q_strncat(platformDir, "platform", bufferSize, COPY_ALL_CHARACTERS );
V_AppendSlash( platformDir, bufferSize );
return true;
}
#endif
}
else
{
// xbox fetches the platform path from exisiting platform search path
// path to executeable is not correct for xbox remote configuration
if ( g_pFullFileSystem->GetSearchPath( "PLATFORM", false, platformDir, bufferSize ) )
{
char *pSeperator = strchr( platformDir, ';' );
if ( pSeperator )
*pSeperator = '\0';
return true;
}
}
Error( "Unable to determine platform directory\n" );
return false;
}
return (platformDir[0] != 0);
}
//-----------------------------------------------------------------------------
// Purpose: Called to Shutdown the game UI system
//-----------------------------------------------------------------------------
void CGameUI::Shutdown()
{
// notify all the modules of Shutdown
g_VModuleLoader.ShutdownPlatformModules();
// unload the modules them from memory
g_VModuleLoader.UnloadPlatformModules();
ModInfo().FreeModInfo();
// release platform mutex
// close the mutex
if (g_hMutex)
{
Sys_ReleaseMutex(g_hMutex);
}
if (g_hWaitMutex)
{
Sys_ReleaseMutex(g_hWaitMutex);
}
BonusMapsDatabase()->WriteSaveData();
steamapicontext->Clear();
ConVar_Unregister();
DisconnectTier3Libraries();
DisconnectTier2Libraries();
DisconnectTier1Libraries();
}
//-----------------------------------------------------------------------------
// Purpose: just wraps an engine call to activate the gameUI
//-----------------------------------------------------------------------------
void CGameUI::ActivateGameUI()
{
engine->ExecuteClientCmd("gameui_activate");
}
//-----------------------------------------------------------------------------
// Purpose: just wraps an engine call to hide the gameUI
//-----------------------------------------------------------------------------
void CGameUI::HideGameUI()
{
engine->ExecuteClientCmd("gameui_hide");
}
//-----------------------------------------------------------------------------
// Purpose: Toggle allowing the engine to hide the game UI with the escape key
//-----------------------------------------------------------------------------
void CGameUI::PreventEngineHideGameUI()
{
engine->ExecuteClientCmd("gameui_preventescape");
}
//-----------------------------------------------------------------------------
// Purpose: Toggle allowing the engine to hide the game UI with the escape key
//-----------------------------------------------------------------------------
void CGameUI::AllowEngineHideGameUI()
{
engine->ExecuteClientCmd("gameui_allowescape");
}
//-----------------------------------------------------------------------------
// Purpose: Activate the game UI
//-----------------------------------------------------------------------------
void CGameUI::OnGameUIActivated()
{
m_bActivatedUI = true;
// hide/show the main panel to Activate all game ui
staticPanel->SetVisible( true );
// pause the server in single player
if ( engine->GetMaxClients() <= 1 )
{
engine->ClientCmd_Unrestricted( "setpause" );
}
SetSavedThisMenuSession( false );
// notify taskbar
BasePanel()->OnGameUIActivated();
if ( GameClientExports() )
{
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" );
// only want to run this for TF2
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) )
{
GameClientExports()->OnGameUIActivated();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Hides the game ui, in whatever state it's in
//-----------------------------------------------------------------------------
void CGameUI::OnGameUIHidden()
{
if ( GameClientExports() )
{
const char *pGameName = CommandLine()->ParmValue( "-game", "hl2" );
// only want to run this for TF2
if ( ( Q_stricmp( pGameName, "tf" ) == 0 ) || ( Q_stricmp( pGameName, "tf_beta" ) == 0 ) )
{
GameClientExports()->OnGameUIHidden();
}
}
// unpause the game when leaving the UI
if ( engine->GetMaxClients() <= 1 )
{
engine->ClientCmd_Unrestricted("unpause");
}
BasePanel()->OnGameUIHidden();
}
//-----------------------------------------------------------------------------
// Purpose: paints all the vgui elements
//-----------------------------------------------------------------------------
void CGameUI::RunFrame()
{
if ( IsX360() && m_bOpenProgressOnStart )
{
StartProgressBar();
m_bOpenProgressOnStart = false;
}
// resize the background panel to the screen size
int wide, tall;
vgui::surface()->GetScreenSize(wide, tall);
staticPanel->SetSize(wide,tall);
// Run frames
g_VModuleLoader.RunFrame();
BasePanel()->RunFrame();
// Play the start-up music the first time we run frame
if ( IsPC() && m_bPlayGameStartupSound )
{
PlayGameStartupSound();
m_bPlayGameStartupSound = false;
}
if ( IsPC() && ( ( IsPosix() && m_bTryingToLoadFriends ) ||
( m_bTryingToLoadFriends && m_iFriendsLoadPauseFrames-- < 1 && g_hMutex && g_hWaitMutex ) ) )
{
// try and load Steam platform files
unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0);
if ( IsPosix() || ( waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED ))
{
// we got the mutex, so load Friends/Serverbrowser
// clear the loading flag
m_bTryingToLoadFriends = false;
g_VModuleLoader.LoadPlatformModules(&m_GameFactory, 1, false);
// release the wait mutex
if ( !IsPosix() )
Sys_ReleaseMutex(g_hWaitMutex);
// notify the game of our game name
const char *fullGamePath = engine->GetGameDirectory();
const char *pathSep = strrchr( fullGamePath, '/' );
if ( !pathSep )
{
pathSep = strrchr( fullGamePath, '\\' );
}
if ( pathSep )
{
KeyValues *pKV = new KeyValues("ActiveGameName" );
pKV->SetString( "name", pathSep + 1 );
pKV->SetInt( "appid", engine->GetAppID() );
KeyValues *modinfo = new KeyValues("ModInfo");
if ( modinfo->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) )
{
pKV->SetString( "game", modinfo->GetString( "game", "" ) );
}
modinfo->deleteThis();
g_VModuleLoader.PostMessageToAllModules( pKV );
}
// notify the ui of a game connect if we're already in a game
if (m_iGameIP)
{
SendConnectedToGameMessage();
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game connects to a server
//-----------------------------------------------------------------------------
void CGameUI::OLD_OnConnectToServer(const char *game, int IP, int port)
{
// Nobody should use this anymore because the query port and the connection port can be different.
// Use OnConnectToServer2 instead.
Assert( false );
OnConnectToServer2( game, IP, port, port );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game connects to a server
//-----------------------------------------------------------------------------
void CGameUI::OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort)
{
m_iGameIP = IP;
m_iGameConnectionPort = connectionPort;
m_iGameQueryPort = queryPort;
SendConnectedToGameMessage();
}
void CGameUI::SendConnectedToGameMessage()
{
KeyValues *kv = new KeyValues( "ConnectedToGame" );
kv->SetInt( "ip", m_iGameIP );
kv->SetInt( "connectionport", m_iGameConnectionPort );
kv->SetInt( "queryport", m_iGameQueryPort );
g_VModuleLoader.PostMessageToAllModules( kv );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the game disconnects from a server
//-----------------------------------------------------------------------------
void CGameUI::OnDisconnectFromServer( uint8 eSteamLoginFailure )
{
m_iGameIP = 0;
m_iGameConnectionPort = 0;
m_iGameQueryPort = 0;
g_VModuleLoader.PostMessageToAllModules(new KeyValues("DisconnectedFromGame"));
if ( eSteamLoginFailure == STEAMLOGINFAILURE_NOSTEAMLOGIN )
{
if ( g_hLoadingDialog )
{
g_hLoadingDialog->DisplayNoSteamConnectionError();
}
}
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_VACBANNED )
{
if ( g_hLoadingDialog )
{
g_hLoadingDialog->DisplayVACBannedError();
}
}
else if ( eSteamLoginFailure == STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE )
{
if ( g_hLoadingDialog )
{
g_hLoadingDialog->DisplayLoggedInElsewhereError();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: activates the loading dialog on level load start
//-----------------------------------------------------------------------------
void CGameUI::OnLevelLoadingStarted( bool bShowProgressDialog )
{
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingStarted" ) );
// notify
BasePanel()->OnLevelLoadingStarted();
if ( bShowProgressDialog )
{
StartProgressBar();
}
// Don't play the start game sound if this happens before we get to the first frame
m_bPlayGameStartupSound = false;
}
//-----------------------------------------------------------------------------
// Purpose: closes any level load dialog
//-----------------------------------------------------------------------------
void CGameUI::OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason)
{
StopProgressBar( bError, failureReason, extendedReason );
// notify all the modules
g_VModuleLoader.PostMessageToAllModules( new KeyValues( "LoadingFinished" ) );
// hide the UI
HideGameUI();
// notify
BasePanel()->OnLevelLoadingFinished();
}
//-----------------------------------------------------------------------------
// Purpose: Updates progress bar
// Output : Returns true if screen should be redrawn
//-----------------------------------------------------------------------------
bool CGameUI::UpdateProgressBar(float progress, const char *statusText)
{
// if either the progress bar or the status text changes, redraw the screen
bool bRedraw = false;
if ( ContinueProgressBar( progress ) )
{
bRedraw = true;
}
if ( SetProgressBarStatusText( statusText ) )
{
bRedraw = true;
}
return bRedraw;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::StartProgressBar()
{
if ( !g_hLoadingDialog.Get() )
{
g_hLoadingDialog = new CLoadingDialog(staticPanel);
}
// open a loading dialog
m_szPreviousStatusText[0] = 0;
g_hLoadingDialog->SetProgressPoint(0.0f);
g_hLoadingDialog->Open();
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the screen should be updated
//-----------------------------------------------------------------------------
bool CGameUI::ContinueProgressBar( float progressFraction )
{
if (!g_hLoadingDialog.Get())
return false;
g_hLoadingDialog->Activate();
return g_hLoadingDialog->SetProgressPoint(progressFraction);
}
//-----------------------------------------------------------------------------
// Purpose: stops progress bar, displays error if necessary
//-----------------------------------------------------------------------------
void CGameUI::StopProgressBar(bool bError, const char *failureReason, const char *extendedReason)
{
if (!g_hLoadingDialog.Get() && bError)
{
g_hLoadingDialog = new CLoadingDialog(staticPanel);
}
if (!g_hLoadingDialog.Get())
return;
if ( !IsX360() && bError )
{
// turn the dialog to error display mode
g_hLoadingDialog->DisplayGenericError(failureReason, extendedReason);
}
else
{
// close loading dialog
g_hLoadingDialog->Close();
g_hLoadingDialog = NULL;
}
// should update the background to be in a transition here
}
//-----------------------------------------------------------------------------
// Purpose: sets loading info text
//-----------------------------------------------------------------------------
bool CGameUI::SetProgressBarStatusText(const char *statusText)
{
if (!g_hLoadingDialog.Get())
return false;
if (!statusText)
return false;
if (!stricmp(statusText, m_szPreviousStatusText))
return false;
g_hLoadingDialog->SetStatusText(statusText);
Q_strncpy(m_szPreviousStatusText, statusText, sizeof(m_szPreviousStatusText));
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::SetSecondaryProgressBar(float progress /* range [0..1] */)
{
if (!g_hLoadingDialog.Get())
return;
g_hLoadingDialog->SetSecondaryProgress(progress);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::SetSecondaryProgressBarText(const char *statusText)
{
if (!g_hLoadingDialog.Get())
return;
g_hLoadingDialog->SetSecondaryProgressText(statusText);
}
//-----------------------------------------------------------------------------
// Purpose: Returns prev settings
//-----------------------------------------------------------------------------
bool CGameUI::SetShowProgressText( bool show )
{
if (!g_hLoadingDialog.Get())
return false;
return g_hLoadingDialog->SetShowProgressText( show );
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're currently playing the game
//-----------------------------------------------------------------------------
bool CGameUI::IsInLevel()
{
const char *levelName = engine->GetLevelName();
if (levelName && levelName[0] && !engine->IsLevelMainMenuBackground())
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're at the main menu and a background level is loaded
//-----------------------------------------------------------------------------
bool CGameUI::IsInBackgroundLevel()
{
const char *levelName = engine->GetLevelName();
if (levelName && levelName[0] && engine->IsLevelMainMenuBackground())
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're in a multiplayer game
//-----------------------------------------------------------------------------
bool CGameUI::IsInMultiplayer()
{
return (IsInLevel() && engine->GetMaxClients() > 1);
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're playing back a replay
//-----------------------------------------------------------------------------
bool CGameUI::IsInReplay()
{
return g_pEngineClientReplay && g_pEngineClientReplay->IsPlayingReplayDemo();
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we're console ui
//-----------------------------------------------------------------------------
bool CGameUI::IsConsoleUI()
{
return m_bIsConsoleUI;
}
//-----------------------------------------------------------------------------
// Purpose: returns true if we've saved without closing the menu
//-----------------------------------------------------------------------------
bool CGameUI::HasSavedThisMenuSession()
{
return m_bHasSavedThisMenuSession;
}
void CGameUI::SetSavedThisMenuSession( bool bState )
{
m_bHasSavedThisMenuSession = bState;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CGameUI::ShowNewGameDialog( int chapter )
{
char val[32];
Q_snprintf( val, sizeof(val), "%d", chapter);
staticPanel->OnOpenNewGameDialog(val);
}
//-----------------------------------------------------------------------------
// Purpose: Makes the loading background dialog visible, if one has been set
//-----------------------------------------------------------------------------
void CGameUI::ShowLoadingBackgroundDialog()
{
if ( g_hLoadingBackgroundDialog )
{
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, staticPanel->GetVPanel() );
vgui::ipanel()->PerformApplySchemeSettings( g_hLoadingBackgroundDialog );
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, true );
vgui::ipanel()->MoveToFront( g_hLoadingBackgroundDialog );
vgui::ipanel()->SendMessage( g_hLoadingBackgroundDialog, new KeyValues( "activate" ), staticPanel->GetVPanel() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Hides the loading background dialog, if one has been set
//-----------------------------------------------------------------------------
void CGameUI::HideLoadingBackgroundDialog()
{
if ( g_hLoadingBackgroundDialog )
{
vgui::ipanel()->SetParent( g_hLoadingBackgroundDialog, NULL );
vgui::ipanel()->SetVisible( g_hLoadingBackgroundDialog, false );
vgui::ipanel()->MoveToBack( g_hLoadingBackgroundDialog );
vgui::ipanel()->SendMessage( g_hLoadingBackgroundDialog, new KeyValues( "deactivate" ), staticPanel->GetVPanel() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether a loading background dialog has been set
//-----------------------------------------------------------------------------
bool CGameUI::HasLoadingBackgroundDialog()
{
return ( 0 != g_hLoadingBackgroundDialog );
}
//-----------------------------------------------------------------------------
// Purpose: Xbox 360 calls from engine to GameUI
//-----------------------------------------------------------------------------
void CGameUI::SessionNotification( const int notification, const int param )
{
BasePanel()->SessionNotification( notification, param );
}
void CGameUI::SystemNotification( const int notification )
{
BasePanel()->SystemNotification( notification );
}
void CGameUI::ShowMessageDialog( const uint nType, vgui::Panel *pOwner )
{
BasePanel()->ShowMessageDialog( nType, pOwner );
}
void CGameUI::CloseMessageDialog( const uint nType )
{
BasePanel()->CloseMessageDialog( nType );
}
void CGameUI::UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost )
{
BasePanel()->UpdatePlayerInfo( nPlayerId, pName, nTeam, cVoiceState, nPlayersNeeded, bHost );
}
void CGameUI::SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping )
{
BasePanel()->SessionSearchResult( searchIdx, pHostData, pResult, ping );
}
void CGameUI::OnCreditsFinished( void )
{
BasePanel()->OnCreditsFinished();
}
bool CGameUI::ValidateStorageDevice( int *pStorageDeviceValidated )
{
return BasePanel()->ValidateStorageDevice( pStorageDeviceValidated );
}
void CGameUI::SetProgressOnStart()
{
m_bOpenProgressOnStart = true;
}
void CGameUI::OnConfirmQuit( void )
{
BasePanel()->OnOpenQuitConfirmationDialog();
}
bool CGameUI::IsMainMenuVisible( void )
{
CBasePanel *pBasePanel = BasePanel();
if ( pBasePanel )
return (pBasePanel->IsVisible() && pBasePanel->GetMenuAlpha() > 0 );
return false;
}
// Client DLL is providing us with a panel that it wants to replace the main menu with
void CGameUI::SetMainMenuOverride( vgui::VPANEL panel )
{
CBasePanel *pBasePanel = BasePanel();
if ( pBasePanel )
{
pBasePanel->SetMainMenuOverride( panel );
}
}
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
void CGameUI::SendMainMenuCommand( const char *pszCommand )
{
CBasePanel *pBasePanel = BasePanel();
if ( pBasePanel )
{
pBasePanel->RunMenuCommand( pszCommand );
}
}