Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if defined( WIN32 ) && !defined( _X360 )
#include <windows.h> // SRC only!!
#endif
#include "OptionsSubMultiplayer.h"
#include "MultiplayerAdvancedDialog.h"
#include <stdio.h>
#include <vgui_controls/Button.h>
#include <vgui_controls/QueryBox.h>
#include <vgui_controls/CheckButton.h>
#include "tier1/KeyValues.h"
#include <vgui_controls/Label.h>
#include <vgui/ISystem.h>
#include <vgui/ISurface.h>
#include <vgui/Cursor.h>
#include <vgui_controls/RadioButton.h>
#include <vgui_controls/ComboBox.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui_controls/FileOpenDialog.h>
#include <vgui_controls/MessageBox.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <vgui/IPanel.h>
#include <vgui_controls/MessageBox.h>
#include "CvarTextEntry.h"
#include "CvarToggleCheckButton.h"
#include "cvarslider.h"
#include "LabeledCommandComboBox.h"
#include "filesystem.h"
#include "EngineInterface.h"
#include "BitmapImagePanel.h"
#include "tier1/utlbuffer.h"
#include "ModInfo.h"
#include "tier1/convar.h"
#include "tier0/icommandline.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialvar.h"
// use the JPEGLIB_USE_STDIO define so that we can read in jpeg's from outside the game directory tree. For Spray Import.
#define JPEGLIB_USE_STDIO
#include "jpeglib/jpeglib.h"
#undef JPEGLIB_USE_STDIO
#include <setjmp.h>
#include "bitmap/tgawriter.h"
#include "ivtex.h"
#ifdef WIN32
#include <io.h>
#endif
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
#define DEFAULT_SUIT_HUE 30
#define DEFAULT_PLATE_HUE 6
void UpdateLogoWAD( void *hdib, int r, int g, int b );
struct ColorItem_t
{
const char *name;
int r, g, b;
};
static ColorItem_t itemlist[]=
{
{ "#Valve_Orange", 255, 120, 24 },
{ "#Valve_Yellow", 225, 180, 24 },
{ "#Valve_Blue", 0, 60, 255 },
{ "#Valve_Ltblue", 0, 167, 255 },
{ "#Valve_Green", 0, 167, 0 },
{ "#Valve_Red", 255, 43, 0 },
{ "#Valve_Brown", 123, 73, 0 },
{ "#Valve_Ltgray", 100, 100, 100 },
{ "#Valve_Dkgray", 36, 36, 36 },
};
static ColorItem_t s_crosshairColors[] =
{
{ "#Valve_Green", 50, 250, 50 },
{ "#Valve_Red", 250, 50, 50 },
{ "#Valve_Blue", 50, 50, 250 },
{ "#Valve_Yellow", 250, 250, 50 },
{ "#Valve_Ltblue", 50, 250, 250 },
};
static const int NumCrosshairColors = ARRAYSIZE(s_crosshairColors);
//-----------------------------------------------------------------------------
class CrosshairImagePanelSimple : public CrosshairImagePanelBase
{
DECLARE_CLASS_SIMPLE( CrosshairImagePanelSimple, CrosshairImagePanelBase );
public:
CrosshairImagePanelSimple( Panel *parent, const char *name, COptionsSubMultiplayer* pOptionsPanel );
virtual void Paint();
virtual void ResetData();
virtual void ApplyChanges();
static void DrawCrosshairRect( int x, int y, int w, int h, bool bAdditive );
protected:
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel );
void InitCrosshairColorEntries();
void InitCrosshairSizeList();
void UpdateCrosshair();
private:
COptionsSubMultiplayer* m_pOptionsPanel;
vgui::ComboBox *m_pCrosshairColorCombo;
CLabeledCommandComboBox *m_pCrosshairSizeCombo;
CCvarToggleCheckButton *m_pCrosshairTranslucencyCheckbox;
int m_R, m_G, m_B;
int m_barSize;
int m_barGap;
int m_iCrosshairTextureID;
};
//-----------------------------------------------------------------------------
CrosshairImagePanelSimple::CrosshairImagePanelSimple( Panel *parent, const char *name, COptionsSubMultiplayer* pOptionsPanel ) : CrosshairImagePanelBase( parent, name )
{
m_pOptionsPanel = pOptionsPanel;
m_pCrosshairTranslucencyCheckbox = new CCvarToggleCheckButton(m_pOptionsPanel, "CrosshairTranslucencyCheckbox", "#GameUI_Translucent", "cl_crosshairusealpha");
m_pCrosshairColorCombo = new ComboBox(m_pOptionsPanel, "CrosshairColorComboBox", 6, false);
m_pCrosshairSizeCombo = new CLabeledCommandComboBox(m_pOptionsPanel, "CrosshairSizeComboBox");
m_pCrosshairColorCombo->AddActionSignalTarget( this );
m_pCrosshairSizeCombo->AddActionSignalTarget( this );
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, "vgui/white_additive" , true, false);
InitCrosshairSizeList();
InitCrosshairColorEntries();
ResetData();
}
//-----------------------------------------------------------------------------
// Purpose: initialize the crosshair size list.
//-----------------------------------------------------------------------------
void CrosshairImagePanelSimple::InitCrosshairSizeList()
{
// add in the auto, small, medium, and large size selections.
m_pCrosshairSizeCombo->AddItem("#GameUI_Auto", "cl_crosshairscale 0");
m_pCrosshairSizeCombo->AddItem("#GameUI_Small", "cl_crosshairscale 1200");
m_pCrosshairSizeCombo->AddItem("#GameUI_Medium", "cl_crosshairscale 768");
m_pCrosshairSizeCombo->AddItem("#GameUI_Large", "cl_crosshairscale 600");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CrosshairImagePanelSimple::InitCrosshairColorEntries()
{
if (m_pCrosshairColorCombo != NULL)
{
KeyValues *data = new KeyValues("data");
// add in the "Default" selection
data->Clear();
// add in the colors for the color list
for ( int i = 0; i < NumCrosshairColors; i++ )
{
data->SetInt("color", i);
m_pCrosshairColorCombo->AddItem( s_crosshairColors[ i ].name, data);
}
data->deleteThis();
}
}
//-----------------------------------------------------------------------------
void CrosshairImagePanelSimple::DrawCrosshairRect( int x0, int y0, int x1, int y1, bool bAdditive )
{
if ( bAdditive )
vgui::surface()->DrawTexturedRect( x0, y0, x1, y1 );
else
vgui::surface()->DrawFilledRect( x0, y0, x1, y1 );
}
//-----------------------------------------------------------------------------
void CrosshairImagePanelSimple::Paint()
{
int screenWide, screenTall;
surface()->GetScreenSize( screenWide, screenTall );;
BaseClass::Paint();
if ( !m_pCrosshairTranslucencyCheckbox )
return;
int wide, tall;
GetSize( wide, tall );
bool bAdditive = !m_pCrosshairTranslucencyCheckbox->IsSelected();
int a = 200;
ConVarRef cl_crosshairalpha( "cl_crosshairalpha", true );
if ( !bAdditive && cl_crosshairalpha.IsValid() )
{
a = clamp( cl_crosshairalpha.GetInt(), 0, 255 );
}
vgui::surface()->DrawSetColor( m_R, m_G, m_B, a );
if ( bAdditive )
{
vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
}
int centerX = wide / 2;
int centerY = tall / 2;
int iCrosshairDistance = m_barGap;
int iBarThickness = 1;
int iBarSize = m_barSize;
// draw horizontal crosshair lines
int iInnerLeft = centerX - iCrosshairDistance - iBarThickness / 2;
int iInnerRight = iInnerLeft + 2 * iCrosshairDistance + iBarThickness;
int iOuterLeft = iInnerLeft - iBarSize;
int iOuterRight = iInnerRight + iBarSize;
int y0 = centerY - iBarThickness / 2;
int y1 = y0 + iBarThickness;
DrawCrosshairRect( iOuterLeft, y0, iInnerLeft, y1, bAdditive );
DrawCrosshairRect( iInnerRight, y0, iOuterRight, y1, bAdditive );
// draw vertical crosshair lines
int iInnerTop = centerY - iCrosshairDistance - iBarThickness / 2;
int iInnerBottom = iInnerTop + 2 * iCrosshairDistance + iBarThickness;
int iOuterTop = iInnerTop - iBarSize;
int iOuterBottom = iInnerBottom + iBarSize;
int x0 = centerX - iBarThickness / 2;
int x1 = x0 + iBarThickness;
DrawCrosshairRect( x0, iOuterTop, x1, iInnerTop, bAdditive );
DrawCrosshairRect( x0, iInnerBottom, x1, iOuterBottom, bAdditive );
}
//-----------------------------------------------------------------------------
// Purpose: takes the settings from the crosshair settings combo boxes and sliders
// and apply it to the crosshair illustrations.
//-----------------------------------------------------------------------------
void CrosshairImagePanelSimple::UpdateCrosshair()
{
// get the color selected in the combo box.
KeyValues *data = m_pCrosshairColorCombo->GetActiveItemUserData();
int colorIndex = data->GetInt("color");
colorIndex = clamp( colorIndex, 0, NumCrosshairColors );
int selectedColor = 0;
int actualVal = 0;
if (m_pCrosshairColorCombo != NULL)
{
selectedColor = m_pCrosshairColorCombo->GetActiveItem();
}
ConVarRef cl_crosshaircolor( "cl_crosshaircolor", true );
if ( cl_crosshaircolor.IsValid() )
{
actualVal = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors );
}
m_R = s_crosshairColors[selectedColor].r;
m_G = s_crosshairColors[selectedColor].g;
m_B = s_crosshairColors[selectedColor].b;
if ( m_pCrosshairSizeCombo )
{
int size = m_pCrosshairSizeCombo->GetActiveItem();
if ( size == 0 )
{
int screenWide, screenTall;
surface()->GetScreenSize( screenWide, screenTall );
if ( screenTall <= 600 )
{
// if the screen height is 600 or less, set the crosshair num to 3 (large)
size = 3;
}
else if ( screenTall <= 768 )
{
// if the screen height is between 600 and 768, set the crosshair num to 2 (medium)
size = 2;
}
else
{
// if the screen height is greater than 768, set the crosshair num to 1 (small)
size = 1;
}
}
int scaleBase;
switch( size )
{
case 1:
scaleBase = 1200;
break;
case 2:
scaleBase = 768;
break;
case 3:
scaleBase = 600;
break;
default:
scaleBase = 1200;
break;
}
m_barSize = (int) 9 * 1200 / scaleBase;
m_barGap = (int) 5 * 1200 / scaleBase;
}
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever color combo changes
//-----------------------------------------------------------------------------
void CrosshairImagePanelSimple::OnTextChanged(vgui::Panel *panel)
{
m_pOptionsPanel->OnControlModified();
UpdateCrosshair();
}
void CrosshairImagePanelSimple::ResetData()
{
m_pCrosshairTranslucencyCheckbox->Reset();
// parse out the size value from the cvar and set the initial value.
int initialScale = 0;
ConVarRef cl_crosshairscale( "cl_crosshairscale", true );
if ( cl_crosshairscale.IsValid() )
{
initialScale = cl_crosshairscale.GetInt();
if ( initialScale <= 0 )
{
initialScale = 0;
}
else if ( initialScale <= 600 )
{
initialScale = 3;
}
else if ( initialScale <= 768 )
{
initialScale = 2;
}
else
{
initialScale = 1;
}
}
m_pCrosshairSizeCombo->SetInitialItem( initialScale );
// parse the string for the custom color settings and get the initial settings.
ConVarRef cl_crosshaircolor( "cl_crosshaircolor", true );
int index = 0;
if ( cl_crosshaircolor.IsValid() )
{
index = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors );
}
m_pCrosshairColorCombo->ActivateItemByRow(index);
UpdateCrosshair();
}
void CrosshairImagePanelSimple::ApplyChanges()
{
m_pCrosshairTranslucencyCheckbox->ApplyChanges();
char cmd[256];
cmd[0] = 0;
if (m_pCrosshairColorCombo != NULL)
{
int val = m_pCrosshairColorCombo->GetActiveItem();
Q_snprintf( cmd, sizeof(cmd), "cl_crosshaircolor %d\n", val );
engine->ClientCmd_Unrestricted( cmd );
}
}
//-----------------------------------------------------------------------------
class CrosshairImagePanelCS : public CrosshairImagePanelBase
{
DECLARE_CLASS_SIMPLE( CrosshairImagePanelCS, CrosshairImagePanelBase );
public:
CrosshairImagePanelCS( Panel *parent, const char *name, COptionsSubMultiplayer* pOptionsPanel );
virtual void ResetData();
virtual void ApplyChanges();
protected:
MESSAGE_FUNC_PARAMS( OnSliderMoved, "SliderMoved", data );
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel );
MESSAGE_FUNC( OnCheckButtonChecked, "CheckButtonChecked" );
virtual void Paint();
static void DrawCrosshairRect( int x, int y, int w, int h, bool bAdditive );
void InitCrosshairColorEntries();
void UpdateCrosshair();
private:
COptionsSubMultiplayer* m_pOptionsPanel;
vgui::ComboBox *m_pColorComboBox;
CCvarToggleCheckButton *m_pAlphaCheckbox;
CCvarToggleCheckButton *m_pDynamicCheckbox;
CCvarToggleCheckButton *m_pDotCheckbox;
CCvarSlider *m_pColorAlphaSlider;
CCvarSlider *m_pColorRSlider;
CCvarSlider *m_pColorGSlider;
CCvarSlider *m_pColorBSlider;
CCvarSlider *m_pSizeSlider;
CCvarSlider *m_pThicknessSlider;
int m_R, m_G, m_B;
float m_barSize;
float m_barThickness;
int m_iCrosshairTextureID;
};
//-----------------------------------------------------------------------------
CrosshairImagePanelCS::CrosshairImagePanelCS( Panel *parent, const char *name, COptionsSubMultiplayer* pOptionsPanel ) : CrosshairImagePanelBase( parent, name )
{
m_pOptionsPanel = pOptionsPanel;
m_pColorComboBox = new ComboBox(m_pOptionsPanel, "CrosshairColorComboBox", 6, false);
m_pAlphaCheckbox = new CCvarToggleCheckButton(m_pOptionsPanel, "CrosshairTranslucencyCheckbox", "#GameUI_Crosshair_Blend", "cl_crosshairusealpha");
m_pDynamicCheckbox = new CCvarToggleCheckButton(m_pOptionsPanel, "CrosshairDynamicCheckbox", "#GameUI_CrosshairDynamic", "cl_dynamiccrosshair");
m_pDotCheckbox = new CCvarToggleCheckButton(m_pOptionsPanel, "CrosshairDotCheckbox", "#GameUI_CrosshairDot", "cl_crosshairdot");
m_pColorAlphaSlider = new CCvarSlider( m_pOptionsPanel, "Alpha Slider", "#GameUI_CrosshairColor_Alpha",
0.0f, 255.0f, "cl_crosshairalpha" );
m_pColorRSlider = new CCvarSlider( m_pOptionsPanel, "Red Color Slider", "#GameUI_CrosshairColor_Red",
0.0f, 255.0f, "cl_crosshaircolor_r" );
m_pColorGSlider = new CCvarSlider( m_pOptionsPanel, "Green Color Slider", "#GameUI_CrosshairColor_Green",
0.0f, 255.0f, "cl_crosshaircolor_g" );
m_pColorBSlider = new CCvarSlider( m_pOptionsPanel, "Blue Color Slider", "#GameUI_CrosshairColor_Blue",
0.0f, 255.0f, "cl_crosshaircolor_b" );
m_pSizeSlider = new CCvarSlider( m_pOptionsPanel, "Size Slider", "#GameUI_Crosshair_Size",
0.0f, 12.0f, "cl_crosshairsize" );
m_pThicknessSlider = new CCvarSlider( m_pOptionsPanel, "Thickness Slider", "#GameUI_Crosshair_Thickness",
0.0f, 3.0f, "cl_crosshairthickness" );
m_pColorAlphaSlider->SetTickCaptions("", "");
m_pColorRSlider->SetTickCaptions("", "");
m_pColorGSlider->SetTickCaptions("", "");
m_pColorBSlider->SetTickCaptions("", "");
m_pSizeSlider->SetTickCaptions("", "");
m_pThicknessSlider->SetTickCaptions("", "");
m_pAlphaCheckbox->AddActionSignalTarget(this);
m_pDynamicCheckbox->AddActionSignalTarget(this);
m_pDotCheckbox->AddActionSignalTarget(this);
m_pColorComboBox->AddActionSignalTarget( this );
m_pColorAlphaSlider->AddActionSignalTarget( this );
m_pColorRSlider->AddActionSignalTarget( this );
m_pColorGSlider->AddActionSignalTarget( this );
m_pColorBSlider->AddActionSignalTarget( this );
m_pSizeSlider->AddActionSignalTarget( this );
m_pThicknessSlider->AddActionSignalTarget( this );
InitCrosshairColorEntries();
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, "vgui/white_additive" , true, false);
ResetData();
}
void CrosshairImagePanelCS::InitCrosshairColorEntries()
{
if (m_pColorComboBox != NULL)
{
KeyValues *data = new KeyValues("data");
// add in the "Default" selection
data->Clear();
// add in the colors for the color list
for ( int i = 0; i < NumCrosshairColors; i++ )
{
data->SetInt("color", i);
m_pColorComboBox->AddItem( s_crosshairColors[ i ].name, data);
}
data->SetInt("color", NumCrosshairColors);
m_pColorComboBox->AddItem( "Custom", data);
data->deleteThis();
}
}
//-----------------------------------------------------------------------------
void CrosshairImagePanelCS::DrawCrosshairRect( int x0, int y0, int x1, int y1, bool bAdditive )
{
if ( bAdditive )
vgui::surface()->DrawTexturedRect( x0, y0, x1, y1 );
else
vgui::surface()->DrawFilledRect( x0, y0, x1, y1 );
}
//-----------------------------------------------------------------------------
void CrosshairImagePanelCS::Paint()
{
int screenWide, screenTall;
surface()->GetScreenSize( screenWide, screenTall );;
BaseClass::Paint();
int wide, tall;
GetSize( wide, tall );
bool bAdditive = !m_pAlphaCheckbox->IsSelected();
bool bDynamic = m_pDynamicCheckbox->IsSelected();
int a = 255;
if ( !bAdditive )
a = m_pColorAlphaSlider->GetSliderValue();
vgui::surface()->DrawSetColor( m_R, m_G, m_B, a );
if ( bAdditive )
{
vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
}
int centerX = wide / 2;
int centerY = tall / 2;
int iBarSize = RoundFloatToInt(m_barSize * screenTall / 480.0f);
int iBarThickness = max(1, RoundFloatToInt(m_barThickness * (float)screenTall / 480.0f));
float fBarGap = 4.0f;
if ( bDynamic )
{
float curtime = system()->GetFrameTime();
fBarGap *= (1.0f + cosf(curtime * 1.5f) * 0.5f);
}
int iBarGap = RoundFloatToInt(fBarGap * screenTall / 480.0f);
// draw horizontal crosshair lines
int iInnerLeft = centerX - iBarGap - iBarThickness / 2;
int iInnerRight = iInnerLeft + 2 * iBarGap + iBarThickness;
int iOuterLeft = iInnerLeft - iBarSize;
int iOuterRight = iInnerRight + iBarSize;
int y0 = centerY - iBarThickness / 2;
int y1 = y0 + iBarThickness;
DrawCrosshairRect( iOuterLeft, y0, iInnerLeft, y1, bAdditive );
DrawCrosshairRect( iInnerRight, y0, iOuterRight, y1, bAdditive );
// draw vertical crosshair lines
int iInnerTop = centerY - iBarGap - iBarThickness / 2;
int iInnerBottom = iInnerTop + 2 * iBarGap + iBarThickness;
int iOuterTop = iInnerTop - iBarSize;
int iOuterBottom = iInnerBottom + iBarSize;
int x0 = centerX - iBarThickness / 2;
int x1 = x0 + iBarThickness;
DrawCrosshairRect( x0, iOuterTop, x1, iInnerTop, bAdditive );
DrawCrosshairRect( x0, iInnerBottom, x1, iOuterBottom, bAdditive );
// draw dot
if ( m_pDotCheckbox->IsSelected() )
{
x0 = centerX - iBarThickness / 2;
x1 = x0 + iBarThickness;
y0 = centerY - iBarThickness / 2;
y1 = y0 + iBarThickness;
DrawCrosshairRect( x0, y0, x1, y1, bAdditive );
}
}
//-----------------------------------------------------------------------------
// Purpose: takes the settings from the crosshair settings combo boxes and sliders
// and apply it to the crosshair illustrations.
//-----------------------------------------------------------------------------
void CrosshairImagePanelCS::UpdateCrosshair()
{
// get the color selected in the combo box.
KeyValues *data = m_pColorComboBox->GetActiveItemUserData();
int colorIndex = data->GetInt("color");
colorIndex = clamp( colorIndex, 0, NumCrosshairColors + 1 );
int actualVal = 0;
int selectedColor = m_pColorComboBox->GetActiveItem();
ConVarRef cl_crosshaircolor( "cl_crosshaircolor", true );
if ( cl_crosshaircolor.IsValid() )
{
actualVal = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors + 1 );
}
if ( selectedColor != NumCrosshairColors ) // not custom
{
m_R = s_crosshairColors[selectedColor].r;
m_G = s_crosshairColors[selectedColor].g;
m_B = s_crosshairColors[selectedColor].b;
m_pColorRSlider->SetSliderValue(m_R);
m_pColorGSlider->SetSliderValue(m_G);
m_pColorBSlider->SetSliderValue(m_B);
}
else
{
m_R = clamp( m_pColorRSlider->GetSliderValue(), 0, 255 );
m_G = clamp( m_pColorGSlider->GetSliderValue(), 0, 255 );
m_B = clamp( m_pColorBSlider->GetSliderValue(), 0, 255 );
}
m_barSize = m_pSizeSlider->GetSliderValue();
m_barThickness = m_pThicknessSlider->GetSliderValue();
}
void CrosshairImagePanelCS::OnSliderMoved(KeyValues *data)
{
vgui::Panel* pPanel = static_cast<vgui::Panel*>(data->GetPtr("panel"));
if ( pPanel == m_pColorRSlider || pPanel == m_pColorGSlider || pPanel == m_pColorBSlider )
{
m_pColorComboBox->ActivateItem(NumCrosshairColors);
}
m_pOptionsPanel->OnControlModified();
UpdateCrosshair();
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever color combo changes
//-----------------------------------------------------------------------------
void CrosshairImagePanelCS::OnTextChanged(vgui::Panel *panel)
{
m_pOptionsPanel->OnControlModified();
UpdateCrosshair();
}
void CrosshairImagePanelCS::OnCheckButtonChecked()
{
m_pColorAlphaSlider->SetEnabled(m_pAlphaCheckbox->IsSelected());
m_pOptionsPanel->OnControlModified();
UpdateCrosshair();
}
void CrosshairImagePanelCS::ResetData()
{
// parse the string for the custom color settings and get the initial settings.
ConVarRef cl_crosshaircolor( "cl_crosshaircolor", true );
int index = 0;
if ( cl_crosshaircolor.IsValid() )
{
index = clamp( cl_crosshaircolor.GetInt(), 0, NumCrosshairColors + 1);
}
m_pColorComboBox->ActivateItemByRow(index);
m_pAlphaCheckbox->Reset();
m_pDynamicCheckbox->Reset();
m_pDotCheckbox->Reset();
m_pColorRSlider->Reset();
m_pColorGSlider->Reset();
m_pColorBSlider->Reset();
m_pColorAlphaSlider->Reset();
m_pSizeSlider->Reset();
m_pThicknessSlider->Reset();
UpdateCrosshair();
}
void CrosshairImagePanelCS::ApplyChanges()
{
m_pAlphaCheckbox->ApplyChanges();
m_pDynamicCheckbox->ApplyChanges();
m_pDotCheckbox->ApplyChanges();
m_pColorRSlider->ApplyChanges();
m_pColorGSlider->ApplyChanges();
m_pColorBSlider->ApplyChanges();
m_pColorAlphaSlider->ApplyChanges();
m_pSizeSlider->ApplyChanges();
m_pThicknessSlider->ApplyChanges();
char cmd[256];
cmd[0] = 0;
if (m_pColorComboBox != NULL)
{
int val = m_pColorComboBox->GetActiveItem();
Q_snprintf( cmd, sizeof(cmd), "cl_crosshaircolor %d\n", val );
engine->ClientCmd_Unrestricted( cmd );
}
}
//-----------------------------------------------------------------------------
class CrosshairImagePanelAdvanced : public CrosshairImagePanelBase
{
DECLARE_CLASS_SIMPLE( CrosshairImagePanelAdvanced, CrosshairImagePanelBase );
public:
CrosshairImagePanelAdvanced( Panel *parent, const char *name, COptionsSubMultiplayer* pOptionsPanel );
virtual ~CrosshairImagePanelAdvanced();
virtual void ResetData();
virtual void ApplyChanges();
virtual void UpdateVisibility();
protected:
MESSAGE_FUNC_PTR( OnTextChanged, "TextChanged", panel );
MESSAGE_FUNC_PARAMS( OnSliderMoved, "SliderMoved", data );
virtual void Paint();
static void DrawCrosshairRect( int x, int y, int w, int h, bool bAdditive );
void InitAdvCrosshairStyleList();
void SetCrosshairTexture( const char *crosshairname );
void UpdateCrosshair();
private:
COptionsSubMultiplayer* m_pOptionsPanel;
// --- advanced crosshair controls
CCvarSlider *m_pAdvCrosshairRedSlider;
CCvarSlider *m_pAdvCrosshairBlueSlider;
CCvarSlider *m_pAdvCrosshairGreenSlider;
CCvarSlider *m_pAdvCrosshairScaleSlider;
CLabeledCommandComboBox *m_pAdvCrosshairStyle;
int m_R, m_G, m_B;
float m_flScale;
// material
int m_iCrosshairTextureID;
IVguiMatInfo *m_pAdvCrosshairMaterial;
// animation
IVguiMatInfoVar *m_pFrameVar;
float m_flNextFrameChange;
int m_nNumFrames;
bool m_bAscending; // animating forward or in reverse?
};
//-----------------------------------------------------------------------------
CrosshairImagePanelAdvanced::CrosshairImagePanelAdvanced( Panel *parent, const char *name, COptionsSubMultiplayer* pOptionsPanel ) : CrosshairImagePanelBase( parent, name )
{
m_pOptionsPanel = pOptionsPanel;
m_pAdvCrosshairMaterial = NULL;
m_pFrameVar = NULL;
m_pAdvCrosshairRedSlider = new CCvarSlider( pOptionsPanel, "Red Color Slider", "#GameUI_CrosshairColor_Red",
0.0f, 255.0f, "cl_crosshair_red" );
m_pAdvCrosshairGreenSlider = new CCvarSlider( pOptionsPanel, "Green Color Slider", "#GameUI_CrosshairColor_Green",
0.0f, 255.0f, "cl_crosshair_green" );
m_pAdvCrosshairBlueSlider = new CCvarSlider( pOptionsPanel, "Blue Color Slider", "#GameUI_CrosshairColor_Blue",
0.0f, 255.0f, "cl_crosshair_blue" );
m_pAdvCrosshairRedSlider->SetTickCaptions("", "");
m_pAdvCrosshairGreenSlider->SetTickCaptions("", "");
m_pAdvCrosshairBlueSlider->SetTickCaptions("", "");
m_pAdvCrosshairScaleSlider = new CCvarSlider( pOptionsPanel, "Scale Slider", "#GameUI_CrosshairScale",
16.0f, 48.0f, "cl_crosshair_scale" );
m_pAdvCrosshairStyle = new CLabeledCommandComboBox( pOptionsPanel, "AdvCrosshairList" );
m_pAdvCrosshairRedSlider->AddActionSignalTarget( this );
m_pAdvCrosshairGreenSlider->AddActionSignalTarget( this );
m_pAdvCrosshairBlueSlider->AddActionSignalTarget( this );
m_pAdvCrosshairScaleSlider->AddActionSignalTarget( this );
m_pAdvCrosshairStyle->AddActionSignalTarget(this);
InitAdvCrosshairStyleList();
m_iCrosshairTextureID = vgui::surface()->CreateNewTextureID();
SetCrosshairTexture("vgui/crosshairs/crosshair1");
UpdateCrosshair();
}
CrosshairImagePanelAdvanced::~CrosshairImagePanelAdvanced()
{
if ( m_pFrameVar )
{
delete m_pFrameVar;
m_pFrameVar = NULL;
}
if ( m_pAdvCrosshairMaterial )
{
delete m_pAdvCrosshairMaterial;
m_pAdvCrosshairMaterial = NULL;
}
}
//-----------------------------------------------------------------------------
void CrosshairImagePanelAdvanced::SetCrosshairTexture( const char *crosshairname )
{
if ( !crosshairname || !crosshairname[0] )
{
SetVisible( false );
return;
}
SetVisible( true );
vgui::surface()->DrawSetTextureFile( m_iCrosshairTextureID, crosshairname, true, false );
if ( m_pAdvCrosshairMaterial )
{
delete m_pAdvCrosshairMaterial;
}
m_pAdvCrosshairMaterial = vgui::surface()->DrawGetTextureMatInfoFactory( m_iCrosshairTextureID );
Assert(m_pAdvCrosshairMaterial);
m_pFrameVar = m_pAdvCrosshairMaterial->FindVarFactory( "$frame", NULL );
m_nNumFrames = m_pAdvCrosshairMaterial->GetNumAnimationFrames();
m_flNextFrameChange = system()->GetFrameTime() + 0.2;
m_bAscending = true;
}
//-----------------------------------------------------------------------------
void CrosshairImagePanelAdvanced::Paint()
{
BaseClass::Paint();
int wide, tall;
GetSize( wide, tall );
int iClipX0, iClipY0, iClipX1, iClipY1;
ipanel()->GetClipRect(GetVPanel(), iClipX0, iClipY0, iClipX1, iClipY1 );
// scroll through all frames
if ( m_pFrameVar )
{
float curtime = system()->GetFrameTime();
if ( curtime >= m_flNextFrameChange )
{
m_flNextFrameChange = curtime + 0.2;
int frame = m_pFrameVar->GetIntValue();
if ( m_bAscending )
{
frame++;
if ( frame >= m_nNumFrames )
{
m_bAscending = !m_bAscending;
frame--;
}
}
else
{
frame--;
if ( frame < 0 )
{
m_bAscending = !m_bAscending;
frame++;
}
}
m_pFrameVar->SetIntValue(frame);
}
}
float x, y;
// assume square
float flDrawWidth = ( m_flScale/48.0 ) * (float)wide;
int flHalfWidth = (int)( flDrawWidth / 2 );
x = wide/2 - flHalfWidth;
y = tall/2 - flHalfWidth;
vgui::surface()->DrawSetColor( m_R, m_G, m_B, 255 );
vgui::surface()->DrawSetTexture( m_iCrosshairTextureID );
vgui::surface()->DrawTexturedRect( x, y, x+flDrawWidth, y+flDrawWidth );
vgui::surface()->DrawSetTexture(0);
}
void CrosshairImagePanelAdvanced::UpdateCrosshair()
{
// get the color selected in the combo box.
m_R = clamp( m_pAdvCrosshairRedSlider->GetSliderValue(), 0, 255 );
m_G = clamp( m_pAdvCrosshairGreenSlider->GetSliderValue(), 0, 255 );
m_B = clamp( m_pAdvCrosshairBlueSlider->GetSliderValue(), 0, 255 );
m_flScale = m_pAdvCrosshairScaleSlider->GetSliderValue();
if ( m_pAdvCrosshairStyle )
{
char crosshairname[256];
m_pAdvCrosshairStyle->GetText( crosshairname, sizeof(crosshairname) );
if ( ModInfo().AdvCrosshairLevel() == 1 && m_pAdvCrosshairStyle->GetActiveItem() == 0 ) // this is the "none" selection
{
SetCrosshairTexture(NULL);
}
else
{
char texture[ 256 ];
Q_snprintf ( texture, sizeof( texture ), "vgui/crosshairs/%s", crosshairname );
SetCrosshairTexture( texture );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: initialize the crosshair style list
//-----------------------------------------------------------------------------
void CrosshairImagePanelAdvanced::InitAdvCrosshairStyleList()
{
// Find out images
FileFindHandle_t fh;
char directory[ 512 ];
ConVarRef cl_crosshair_file( "cl_crosshair_file", true );
if ( !cl_crosshair_file.IsValid() )
return;
m_pAdvCrosshairStyle->DeleteAllItems();
if ( ModInfo().AdvCrosshairLevel() == 1 )
{
m_pAdvCrosshairStyle->AddItem( "#GameUI_None", "" );
}
char crosshairfile[256];
Q_snprintf( crosshairfile, sizeof(crosshairfile), "materials/vgui/crosshairs/%s.vtf", cl_crosshair_file.GetString() );
Q_snprintf( directory, sizeof( directory ), "materials/vgui/crosshairs/*.vtf" );
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );
int i = 0, initialItem = 0;
while (fn)
{
char filename[ 512 ];
Q_snprintf( filename, sizeof(filename), "materials/vgui/crosshairs/%s", fn );
if ( strlen( filename ) >= 4 )
{
filename[ strlen( filename ) - 4 ] = 0;
Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS );
if ( g_pFullFileSystem->FileExists( filename ) )
{
// strip off the extension
Q_strncpy( filename, fn, sizeof( filename ) );
filename[ strlen( filename ) - 4 ] = 0;
m_pAdvCrosshairStyle->AddItem( filename, "" );
// check to see if this is the one we have set
if ( crosshairfile[0] )
{
Q_snprintf( filename, sizeof(filename), "materials/vgui/crosshairs/%s", fn );
if (!stricmp(filename, crosshairfile))
{
if ( ModInfo().AdvCrosshairLevel() == 1 )
{
initialItem = i+1;
}
else
{
initialItem = i;
}
}
}
++i;
}
}
fn = g_pFullFileSystem->FindNext( fh );
}
g_pFullFileSystem->FindClose( fh );
m_pAdvCrosshairStyle->SetInitialItem(initialItem);
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever style combo changes
//-----------------------------------------------------------------------------
void CrosshairImagePanelAdvanced::OnTextChanged(vgui::Panel *panel)
{
m_pOptionsPanel->OnControlModified();
UpdateCrosshair();
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever one of the color or scale sliders move
//-----------------------------------------------------------------------------
void CrosshairImagePanelAdvanced::OnSliderMoved(KeyValues *data)
{
m_pOptionsPanel->OnControlModified();
UpdateCrosshair();
}
void CrosshairImagePanelAdvanced::ResetData()
{
m_pAdvCrosshairRedSlider->Reset();
m_pAdvCrosshairGreenSlider->Reset();
m_pAdvCrosshairBlueSlider->Reset();
m_pAdvCrosshairScaleSlider->Reset();
// TODO: update style combo from cvar
}
void CrosshairImagePanelAdvanced::ApplyChanges()
{
m_pAdvCrosshairRedSlider->ApplyChanges();
m_pAdvCrosshairGreenSlider->ApplyChanges();
m_pAdvCrosshairBlueSlider->ApplyChanges();
m_pAdvCrosshairScaleSlider->ApplyChanges();
// save the crosshair
char cmd[512];
char crosshair[256];
m_pAdvCrosshairStyle->GetText(crosshair, sizeof(crosshair));
if ( ModInfo().AdvCrosshairLevel() == 1 && m_pAdvCrosshairStyle->GetActiveItem() == 0 ) // this is the "none" selection
{
engine->ClientCmd_Unrestricted("cl_crosshair_file \"\"");
}
else
{
Q_snprintf(cmd, sizeof(cmd), "cl_crosshair_file %s\n", crosshair);
engine->ClientCmd_Unrestricted(cmd);
}
}
void CrosshairImagePanelAdvanced::UpdateVisibility()
{
SetVisible(true);
m_pAdvCrosshairRedSlider->SetVisible(true);
m_pAdvCrosshairBlueSlider->SetVisible(true);
m_pAdvCrosshairGreenSlider->SetVisible(true);
m_pAdvCrosshairScaleSlider->SetVisible(true);
m_pAdvCrosshairStyle->SetVisible(true);
if ( ModInfo().NoCrosshair() )
{
Panel *pTempPanel = NULL;
pTempPanel = FindSiblingByName( "CrosshairImage" );
pTempPanel->SetVisible( false );
pTempPanel = FindSiblingByName( "CrosshairLabel" );
if ( pTempPanel )
pTempPanel->SetVisible( false );
}
}
//-----------------------------------------------------------------------------
// Purpose: Basic help dialog
//-----------------------------------------------------------------------------
COptionsSubMultiplayer::COptionsSubMultiplayer(vgui::Panel *parent) : vgui::PropertyPage(parent, "OptionsSubMultiplayer")
{
Button *cancel = new Button( this, "Cancel", "#GameUI_Cancel" );
cancel->SetCommand( "Close" );
Button *ok = new Button( this, "OK", "#GameUI_OK" );
ok->SetCommand( "Ok" );
Button *apply = new Button( this, "Apply", "#GameUI_Apply" );
apply->SetCommand( "Apply" );
Button *advanced = new Button( this, "Advanced", "#GameUI_AdvancedEllipsis" );
advanced->SetCommand( "Advanced" );
Button *importSprayImage = new Button( this, "ImportSprayImage", "#GameUI_ImportSprayEllipsis" );
importSprayImage->SetCommand("ImportSprayImage");
m_hImportSprayDialog = NULL;
m_pPrimaryColorSlider = new CCvarSlider( this, "Primary Color Slider", "#GameUI_PrimaryColor",
0.0f, 255.0f, "topcolor" );
m_pSecondaryColorSlider = new CCvarSlider( this, "Secondary Color Slider", "#GameUI_SecondaryColor",
0.0f, 255.0f, "bottomcolor" );
m_pHighQualityModelCheckBox = new CCvarToggleCheckButton( this, "High Quality Models", "#GameUI_HighModels", "cl_himodels" );
m_pModelList = new CLabeledCommandComboBox( this, "Player model" );
m_ModelName[0] = 0;
InitModelList( m_pModelList );
m_pLogoList = new CLabeledCommandComboBox( this, "SpraypaintList" );
m_LogoName[0] = 0;
InitLogoList( m_pLogoList );
m_pModelImage = new CBitmapImagePanel( this, "ModelImage", NULL );
m_pModelImage->AddActionSignalTarget( this );
m_pLogoImage = new ImagePanel( this, "LogoImage" );
m_pLogoImage->AddActionSignalTarget( this );
m_nLogoR = 255;
m_nLogoG = 255;
m_nLogoB = 255;
m_pCrosshairImage = NULL;
switch ( ModInfo().AdvCrosshairLevel() )
{
case 0:
if ( !ModInfo().NoCrosshair() )
m_pCrosshairImage = new CrosshairImagePanelSimple( this, "CrosshairImage", this );
break;
case 1: // TF
case 2: // DOD
m_pCrosshairImage = new CrosshairImagePanelAdvanced( this, "AdvCrosshairImage", this );
break;
case 3: // Counter-Strike
m_pCrosshairImage = new CrosshairImagePanelCS( this, "CrosshairImage", this );
break;
}
m_pLockRadarRotationCheckbox = new CCvarToggleCheckButton( this, "LockRadarRotationCheckbox", "#Cstrike_RadarLocked", "cl_radar_locked" );
m_pDownloadFilterCombo = new ComboBox( this, "DownloadFilterCheck", 4, false );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_ALL", NULL );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_NoSounds", NULL );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_MapsOnly", NULL );
m_pDownloadFilterCombo->AddItem( "#GameUI_DownloadFilter_None", NULL );
//=========
LoadControlSettings("Resource/OptionsSubMultiplayer.res");
// this is necessary because some of the game .res files don't have visiblity flags set up correctly for their controls
if ( m_pCrosshairImage )
m_pCrosshairImage->UpdateVisibility();
// turn off model selection stuff if the mod specifies "nomodels" in the gameinfo.txt file
if ( ModInfo().NoModels() )
{
Panel *pTempPanel = NULL;
if ( m_pModelImage )
{
m_pModelImage->SetVisible( false );
}
if ( m_pModelList )
{
m_pModelList->SetVisible( false );
}
if ( m_pPrimaryColorSlider )
{
m_pPrimaryColorSlider->SetVisible( false );
}
if ( m_pSecondaryColorSlider )
{
m_pSecondaryColorSlider->SetVisible( false );
}
// #GameUI_PlayerModel (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "Label1" );
if ( pTempPanel )
{
pTempPanel->SetVisible( false );
}
// #GameUI_ColorSliders (from "Resource/OptionsSubMultiplayer.res")
pTempPanel = FindChildByName( "Colors" );
if ( pTempPanel )
{
pTempPanel->SetVisible( false );
}
}
// turn off the himodel stuff if the mod specifies "nohimodel" in the gameinfo.txt file
if ( ModInfo().NoHiModel() )
{
if ( m_pHighQualityModelCheckBox )
{
m_pHighQualityModelCheckBox->SetVisible( false );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
COptionsSubMultiplayer::~COptionsSubMultiplayer()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnCommand( const char *command )
{
if ( !stricmp( command, "Advanced" ) )
{
#ifndef _XBOX
if (!m_hMultiplayerAdvancedDialog.Get())
{
m_hMultiplayerAdvancedDialog = new CMultiplayerAdvancedDialog( this );
}
m_hMultiplayerAdvancedDialog->Activate();
#endif
}
else if (!stricmp( command, "ImportSprayImage" ) )
{
if (m_hImportSprayDialog == NULL)
{
m_hImportSprayDialog = new FileOpenDialog(NULL, "#GameUI_ImportSprayImage", true);
#ifdef WIN32
m_hImportSprayDialog->AddFilter("*.tga,*.jpg,*.bmp,*.vtf", "#GameUI_All_Images", true);
#else
m_hImportSprayDialog->AddFilter("*.tga,*.jpg,*.vtf", "#GameUI_All_ImagesNoBmp", true);
#endif
m_hImportSprayDialog->AddFilter("*.tga", "#GameUI_TGA_Images", false);
m_hImportSprayDialog->AddFilter("*.jpg", "#GameUI_JPEG_Images", false);
#ifdef WIN32
m_hImportSprayDialog->AddFilter("*.bmp", "#GameUI_BMP_Images", false);
#endif
m_hImportSprayDialog->AddFilter("*.vtf", "#GameUI_VTF_Images", false);
m_hImportSprayDialog->AddActionSignalTarget(this);
}
m_hImportSprayDialog->DoModal(false);
m_hImportSprayDialog->Activate();
}
else if ( !stricmp( command, "ResetStats" ) )
{
QueryBox *box = new QueryBox("#GameUI_ConfirmResetStatsTitle", "#GameUI_ConfirmResetStatsText", this);
box->SetOKButtonText("#GameUI_Reset");
box->SetOKCommand(new KeyValues("Command", "command", "ResetStats_NoConfirm"));
box->SetCancelCommand(new KeyValues("Command", "command", "ReleaseModalWindow"));
box->AddActionSignalTarget(this);
box->DoModal();
}
else if ( !stricmp( command, "ResetStats_NoConfirm" ) )
{
engine->ClientCmd_Unrestricted("stats_reset");
}
BaseClass::OnCommand( command );
}
void COptionsSubMultiplayer::ConversionError( ConversionErrorType nError )
{
const char *pErrorText = NULL;
switch ( nError )
{
case CE_MEMORY_ERROR:
pErrorText = "#GameUI_Spray_Import_Error_Memory";
break;
case CE_CANT_OPEN_SOURCE_FILE:
pErrorText = "#GameUI_Spray_Import_Error_Reading_Image";
break;
case CE_ERROR_PARSING_SOURCE:
pErrorText = "#GameUI_Spray_Import_Error_Image_File_Corrupt";
break;
case CE_SOURCE_FILE_SIZE_NOT_SUPPORTED:
pErrorText = "#GameUI_Spray_Import_Image_Wrong_Size";
break;
case CE_SOURCE_FILE_FORMAT_NOT_SUPPORTED:
pErrorText = "#GameUI_Spray_Import_Image_Wrong_Size";
break;
case CE_SOURCE_FILE_TGA_FORMAT_NOT_SUPPORTED:
pErrorText = "#GameUI_Spray_Import_Error_TGA_Format_Not_Supported";
break;
case CE_SOURCE_FILE_BMP_FORMAT_NOT_SUPPORTED:
pErrorText = "#GameUI_Spray_Import_Error_BMP_Format_Not_Supported";
break;
case CE_ERROR_WRITING_OUTPUT_FILE:
pErrorText = "#GameUI_Spray_Import_Error_Writing_Temp_Output";
break;
case CE_ERROR_LOADING_DLL:
pErrorText = "#GameUI_Spray_Import_Error_Cant_Load_VTEX_DLL";
break;
}
if ( pErrorText )
{
// Create the dialog
vgui::MessageBox *pErrorDlg = new vgui::MessageBox("#GameUI_Spray_Import_Error_Title", pErrorText ); Assert( pErrorDlg );
// Display
if ( pErrorDlg ) // Check for a NULL just to be extra cautious...
{
pErrorDlg->DoModal();
}
}
}
void COptionsSubMultiplayer::OnFileSelected(const char *fullpath)
{
#ifndef _XBOX
// this can take a while, put up a waiting cursor
surface()->SetCursor(dc_hourglass);
ConversionErrorType nErrorCode = ImgUtl_ConvertToVTFAndDumpVMT( fullpath, IsPosix() ? "/vgui/logos" : "\\vgui\\logos", 256, 256 );
if ( nErrorCode == CE_SUCCESS )
{
// refresh the logo list so the new spray shows up.
InitLogoList(m_pLogoList);
// Get the filename
char szRootFilename[MAX_PATH];
V_FileBase( fullpath, szRootFilename, sizeof( szRootFilename ) );
// automatically select the logo that was just imported.
SelectLogo(szRootFilename);
}
else
{
ConversionError( nErrorCode );
}
// change the cursor back to normal
surface()->SetCursor(dc_user);
#endif
}
struct ValveJpegErrorHandler_t
{
// The default manager
struct jpeg_error_mgr m_Base;
// For handling any errors
jmp_buf m_ErrorContext;
};
//-----------------------------------------------------------------------------
// Purpose: We'll override the default error handler so we can deal with errors without having to exit the engine
//-----------------------------------------------------------------------------
static void ValveJpegErrorHandler( j_common_ptr cinfo )
{
ValveJpegErrorHandler_t *pError = reinterpret_cast< ValveJpegErrorHandler_t * >( cinfo->err );
char buffer[ JMSG_LENGTH_MAX ];
/* Create the message */
( *cinfo->err->format_message )( cinfo, buffer );
Warning( "%s\n", buffer );
// Bail
longjmp( pError->m_ErrorContext, 1 );
}
//-----------------------------------------------------------------------------
// Purpose: Builds the list of logos
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitLogoList( CLabeledCommandComboBox *cb )
{
// Find out images
FileFindHandle_t fh;
char directory[ 512 ];
ConVarRef cl_logofile( "cl_logofile", true );
if ( !cl_logofile.IsValid() )
return;
cb->DeleteAllItems();
const char *logofile = cl_logofile.GetString();
Q_snprintf( directory, sizeof( directory ), "materials/vgui/logos/*.vtf" );
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );
int i = 0, initialItem = 0;
while (fn)
{
char filename[ 512 ];
Q_snprintf( filename, sizeof(filename), "materials/vgui/logos/%s", fn );
if ( strlen( filename ) >= 4 )
{
filename[ strlen( filename ) - 4 ] = 0;
Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS );
if ( g_pFullFileSystem->FileExists( filename ) )
{
// strip off the extension
Q_strncpy( filename, fn, sizeof( filename ) );
filename[ strlen( filename ) - 4 ] = 0;
cb->AddItem( filename, "" );
// check to see if this is the one we have set
Q_snprintf( filename, sizeof(filename), "materials/vgui/logos/%s", fn );
if (!Q_stricmp(filename, logofile))
{
initialItem = i;
}
++i;
}
}
fn = g_pFullFileSystem->FindNext( fh );
}
g_pFullFileSystem->FindClose( fh );
cb->SetInitialItem(initialItem);
}
//-----------------------------------------------------------------------------
// Purpose: Selects the given logo in the logo list.
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::SelectLogo(const char *logoName)
{
int numEntries = m_pLogoList->GetItemCount();
int index;
wchar_t itemText[MAX_PATH];
wchar_t itemToSelectText[MAX_PATH];
// convert the logo filename to unicode
g_pVGuiLocalize->ConvertANSIToUnicode(logoName, itemToSelectText, sizeof(itemToSelectText));
// find the index of the spray we want.
for (index = 0; index < numEntries; ++index)
{
m_pLogoList->GetItemText(index, itemText, sizeof(itemText));
if (!wcscmp(itemText, itemToSelectText))
{
break;
}
}
if (index < numEntries)
{
// select the logo.
m_pLogoList->ActivateItem(index);
}
}
#define MODEL_MATERIAL_BASE_FOLDER "materials/vgui/playermodels/"
void StripStringOutOfString( const char *pPattern, const char *pIn, char *pOut )
{
int iLengthBase = strlen( pPattern );
int iLengthString = strlen( pIn );
int k = 0;
for ( int j = iLengthBase; j < iLengthString; j++ )
{
pOut[k] = pIn[j];
k++;
}
pOut[k] = 0;
}
void FindVMTFilesInFolder( const char *pFolder, const char *pFolderName, CLabeledCommandComboBox *cb, int &iCount, int &iInitialItem )
{
ConVarRef cl_modelfile( "cl_playermodel", true );
if ( !cl_modelfile.IsValid() )
return;
char directory[ 512 ];
Q_snprintf( directory, sizeof( directory ), "%s/*.*", pFolder );
FileFindHandle_t fh;
const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );
const char *modelfile = cl_modelfile.GetString();
while ( fn )
{
if ( !stricmp( fn, ".") || !stricmp( fn, "..") )
{
fn = g_pFullFileSystem->FindNext( fh );
continue;
}
if ( g_pFullFileSystem->FindIsDirectory( fh ) )
{
char folderpath[512];
Q_snprintf( folderpath, sizeof( folderpath ), "%s/%s", pFolder, fn );
FindVMTFilesInFolder( folderpath, fn, cb, iCount, iInitialItem );
fn = g_pFullFileSystem->FindNext( fh );
continue;
}
if ( !strstr( fn, ".vmt" ) )
{
fn = g_pFullFileSystem->FindNext( fh );
continue;
}
char filename[ 512 ];
Q_snprintf( filename, sizeof(filename), "%s/%s", pFolder, fn );
if ( strlen( filename ) >= 4 )
{
filename[ strlen( filename ) - 4 ] = 0;
Q_strncat( filename, ".vmt", sizeof( filename ), COPY_ALL_CHARACTERS );
if ( g_pFullFileSystem->FileExists( filename ) )
{
char displayname[ 512 ];
char texturepath[ 512 ];
// strip off the extension
Q_strncpy( displayname, fn, sizeof( displayname ) );
StripStringOutOfString( MODEL_MATERIAL_BASE_FOLDER, filename, texturepath );
displayname[ strlen( displayname ) - 4 ] = 0;
if ( CORRECT_PATH_SEPARATOR == texturepath[0] )
cb->AddItem( displayname, texturepath + 1 ); // ignore the initial "/" in texture path
else
cb->AddItem( displayname, texturepath );
char realname[ 512 ];
Q_FileBase( modelfile, realname, sizeof( realname ) );
Q_FileBase( filename, filename, sizeof( filename ) );
if (!stricmp(filename, realname))
{
iInitialItem = iCount;
}
++iCount;
}
}
fn = g_pFullFileSystem->FindNext( fh );
}
}
//-----------------------------------------------------------------------------
// Purpose: Builds model list
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::InitModelList( CLabeledCommandComboBox *cb )
{
// Find out images
int i = 0, initialItem = 0;
cb->DeleteAllItems();
FindVMTFilesInFolder( MODEL_MATERIAL_BASE_FOLDER, "", cb, i, initialItem );
cb->SetInitialItem( initialItem );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapLogo()
{
char logoname[256];
m_pLogoList->GetText( logoname, sizeof( logoname ) );
if( !logoname[ 0 ] )
return;
char fullLogoName[512];
// make sure there is a version with the proper shader
g_pFullFileSystem->CreateDirHierarchy( "materials/VGUI/logos/UI", "GAME" );
Q_snprintf( fullLogoName, sizeof( fullLogoName ), "materials/VGUI/logos/UI/%s.vmt", logoname );
if ( !g_pFullFileSystem->FileExists( fullLogoName ) )
{
FileHandle_t fp = g_pFullFileSystem->Open( fullLogoName, "wb" );
if ( !fp )
return;
char data[1024];
Q_snprintf( data, sizeof( data ), "\"UnlitGeneric\"\n\
{\n\
// Original shader: BaseTimesVertexColorAlphaBlendNoOverbright\n\
\"$translucent\" 1\n\
\"$basetexture\" \"VGUI/logos/%s\"\n\
\"$vertexcolor\" 1\n\
\"$vertexalpha\" 1\n\
\"$no_fullbright\" 1\n\
\"$ignorez\" 1\n\
}\n\
", logoname );
g_pFullFileSystem->Write( data, strlen( data ), fp );
g_pFullFileSystem->Close( fp );
}
Q_snprintf( fullLogoName, sizeof( fullLogoName ), "logos/UI/%s", logoname );
m_pLogoImage->SetImage( fullLogoName );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::RemapModel()
{
const char *pModelName = m_pModelList->GetActiveItemCommand();
if( pModelName == NULL )
return;
char texture[ 256 ];
Q_snprintf ( texture, sizeof( texture ), "vgui/playermodels/%s", pModelName );
texture[ strlen( texture ) - 4 ] = 0;
m_pModelImage->setTexture( texture );
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever model name changes
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnTextChanged(vgui::Panel *panel)
{
RemapModel();
RemapLogo();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnControlModified()
{
PostMessage(GetParent(), new KeyValues("ApplyButtonEnable"));
InvalidateLayout();
}
#define DIB_HEADER_MARKER ((WORD) ('M' << 8) | 'B')
#define SUIT_HUE_START 192
#define SUIT_HUE_END 223
#define PLATE_HUE_START 160
#define PLATE_HUE_END 191
#ifdef POSIX
typedef struct tagRGBQUAD {
uint8 rgbBlue;
uint8 rgbGreen;
uint8 rgbRed;
uint8 rgbReserved;
} RGBQUAD;
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void PaletteHueReplace( RGBQUAD *palSrc, int newHue, int Start, int end )
{
int i;
float r, b, g;
float maxcol, mincol;
float hue, val, sat;
hue = (float)(newHue * (360.0 / 255));
for (i = Start; i <= end; i++)
{
b = palSrc[ i ].rgbBlue;
g = palSrc[ i ].rgbGreen;
r = palSrc[ i ].rgbRed;
maxcol = max( max( r, g ), b ) / 255.0f;
mincol = min( min( r, g ), b ) / 255.0f;
val = maxcol;
sat = (maxcol - mincol) / maxcol;
mincol = val * (1.0f - sat);
if (hue <= 120)
{
b = mincol;
if (hue < 60)
{
r = val;
g = mincol + hue * (val - mincol)/(120 - hue);
}
else
{
g = val;
r = mincol + (120 - hue)*(val-mincol)/hue;
}
}
else if (hue <= 240)
{
r = mincol;
if (hue < 180)
{
g = val;
b = mincol + (hue - 120)*(val-mincol)/(240 - hue);
}
else
{
b = val;
g = mincol + (240 - hue)*(val-mincol)/(hue - 120);
}
}
else
{
g = mincol;
if (hue < 300)
{
b = val;
r = mincol + (hue - 240)*(val-mincol)/(360 - hue);
}
else
{
r = val;
b = mincol + (360 - hue)*(val-mincol)/(hue - 240);
}
}
palSrc[ i ].rgbBlue = (unsigned char)(b * 255);
palSrc[ i ].rgbGreen = (unsigned char)(g * 255);
palSrc[ i ].rgbRed = (unsigned char)(r * 255);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::ColorForName( char const *pszColorName, int&r, int&g, int&b )
{
r = g = b = 0;
int count = sizeof( itemlist ) / sizeof( itemlist[0] );
for ( int i = 0; i < count; i++ )
{
if (!Q_strnicmp(pszColorName, itemlist[ i ].name, strlen(itemlist[ i ].name)))
{
r = itemlist[ i ].r;
g = itemlist[ i ].g;
b = itemlist[ i ].b;
return;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnResetData()
{
// reset the DownloadFilter combo box
if ( m_pDownloadFilterCombo )
{
// cl_downloadfilter
ConVarRef cl_downloadfilter( "cl_downloadfilter");
if ( Q_stricmp( cl_downloadfilter.GetString(), "none" ) == 0 )
{
m_pDownloadFilterCombo->ActivateItem( 3 );
}
else if ( Q_stricmp( cl_downloadfilter.GetString(), "nosounds" ) == 0 )
{
m_pDownloadFilterCombo->ActivateItem( 1 );
}
else if ( Q_stricmp( cl_downloadfilter.GetString(), "mapsonly" ) == 0 )
{
m_pDownloadFilterCombo->ActivateItem( 2 );
}
else
{
m_pDownloadFilterCombo->ActivateItem( 0 );
}
}
if ( m_pCrosshairImage )
m_pCrosshairImage->ResetData();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void COptionsSubMultiplayer::OnApplyChanges()
{
m_pPrimaryColorSlider->ApplyChanges();
m_pSecondaryColorSlider->ApplyChanges();
// m_pModelList->ApplyChanges();
m_pLogoList->ApplyChanges();
m_pLogoList->GetText(m_LogoName, sizeof(m_LogoName));
m_pHighQualityModelCheckBox->ApplyChanges();
for ( int i=0; i<m_cvarToggleCheckButtons.GetCount(); ++i )
{
CCvarToggleCheckButton *toggleButton = m_cvarToggleCheckButtons[i];
if( toggleButton->IsVisible() && toggleButton->IsEnabled() )
{
toggleButton->ApplyChanges();
}
}
if ( m_pLockRadarRotationCheckbox != NULL )
{
m_pLockRadarRotationCheckbox->ApplyChanges();
}
if ( m_pCrosshairImage != NULL )
m_pCrosshairImage->ApplyChanges();
// save the logo name
char cmd[512];
if ( m_LogoName[ 0 ] )
{
Q_snprintf(cmd, sizeof(cmd), "cl_logofile materials/vgui/logos/%s.vtf\n", m_LogoName);
}
else
{
Q_strncpy( cmd, "cl_logofile \"\"\n", sizeof( cmd ) );
}
engine->ClientCmd_Unrestricted(cmd);
if ( m_pModelList && m_pModelList->IsVisible() && m_pModelList->GetActiveItemCommand() )
{
Q_strncpy( m_ModelName, m_pModelList->GetActiveItemCommand(), sizeof( m_ModelName ) );
Q_StripExtension( m_ModelName, m_ModelName, sizeof ( m_ModelName ) );
// save the player model name
Q_snprintf(cmd, sizeof(cmd), "cl_playermodel models/%s.mdl\n", m_ModelName );
engine->ClientCmd_Unrestricted(cmd);
}
else
{
m_ModelName[0] = 0;
}
// set the DownloadFilter cvar
if ( m_pDownloadFilterCombo )
{
ConVarRef cl_downloadfilter( "cl_downloadfilter" );
switch ( m_pDownloadFilterCombo->GetActiveItem() )
{
default:
case 0:
cl_downloadfilter.SetValue( "all" );
break;
case 1:
cl_downloadfilter.SetValue( "nosounds" );
break;
case 2:
cl_downloadfilter.SetValue( "mapsonly" );
break;
case 3:
cl_downloadfilter.SetValue( "none" );
break;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Allow the res file to create controls on per-mod basis
//-----------------------------------------------------------------------------
Panel *COptionsSubMultiplayer::CreateControlByName( const char *controlName )
{
if( !Q_stricmp( "CCvarToggleCheckButton", controlName ) )
{
CCvarToggleCheckButton *newButton = new CCvarToggleCheckButton( this, controlName, "", "" );
m_cvarToggleCheckButtons.AddElement( newButton );
return newButton;
}
else
{
return BaseClass::CreateControlByName( controlName );
}
}