Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Displays a leaderboard
//
//=============================================================================//
#include "leaderboarddialog.h"
#include "vgui_controls/Label.h"
#include "vgui/ILocalize.h"
#include "hl2orange.spa.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define NUM_ROWS_PER_QUERY 100
CLeaderboardDialog *g_pLeaderboardDialog;
//----------------------------------------------------------
// CLeaderboardDialog
//----------------------------------------------------------
CLeaderboardDialog::CLeaderboardDialog( vgui::Panel *pParent ) : BaseClass( pParent, "LeaderboardDialog" )
{
g_pLeaderboardDialog = this;
m_iBaseRank = 0;
m_iActiveRank = 0;
m_iMaxRank = 0;
m_cColumns = 0;
m_iRangeBase = 0;
#if defined( _X360 )
m_pStats = NULL;
#endif
m_pProgressBg = new vgui::Panel( this, "ProgressBg" );
m_pProgressBar = new vgui::Panel( this, "ProgressBar" );
m_pProgressPercent = new vgui::Label( this, "ProgressPercent", "" );
m_pNumbering = new vgui::Label( this, "Numbering", "" );
m_pUpArrow = new vgui::Label( this, "UpArrow", "" );
m_pDownArrow = new vgui::Label( this, "DownArrow", "" );
m_pBestMoments = new vgui::Label( this, "BestMoments", "" );
}
CLeaderboardDialog::~CLeaderboardDialog()
{
CleanupStats();
delete m_pProgressBg;
delete m_pProgressBar;
delete m_pProgressPercent;
delete m_pNumbering;
delete m_pUpArrow;
delete m_pDownArrow;
}
//----------------------------------------------------------
// Clean up the stats array
//----------------------------------------------------------
void CLeaderboardDialog::CleanupStats()
{
#if defined( _X360 )
if ( m_pStats )
{
delete [] m_pStats;
m_pStats = NULL;
}
#endif
}
//----------------------------------------------------------
// Position the dialogs elements
//----------------------------------------------------------
void CLeaderboardDialog::PerformLayout( void )
{
BaseClass::PerformLayout();
if ( m_cColumns )
{
int x, y, wide, tall;
m_pProgressBg->GetBounds( x, y, wide, tall );
int columnWide = wide / m_cColumns;
int lockedColumns = m_Menu.GetFirstUnlockedColumnIndex();
int visibleColumns = m_Menu.GetVisibleColumnCount() - lockedColumns;
int iColumn = m_Menu.GetActiveColumnIndex() - lockedColumns;
if ( iColumn < 0 )
{
iColumn = 0;
}
else if ( iColumn < m_iRangeBase )
{
m_iRangeBase = iColumn;
}
else if ( iColumn >= m_iRangeBase + visibleColumns )
{
m_iRangeBase = iColumn - visibleColumns + 1;
}
m_pProgressBg->SetBounds( x, y, columnWide * m_cColumns, tall );
m_pProgressBar->SetBounds( x + columnWide * m_iRangeBase, y, columnWide * visibleColumns, tall );
}
else
{
m_pProgressBg->SetVisible( false );
m_pProgressBar->SetVisible( false );
}
int menux, menuy;
m_Menu.GetPos( menux, menuy );
// Do a perform layout on the menu so we get the correct height now
m_Menu.InvalidateLayout( true, false );
m_pNumbering->SizeToContents();
wchar_t wszNumbering[64];
wchar_t *wzNumberingFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Menu_Range" );
wchar_t wzActiveItem[8];
wchar_t wzTotal[8];
int iActive = m_iBaseRank + m_Menu.GetActiveItemIndex();
if ( iActive < 0 )
{
iActive = 0;
}
V_snwprintf( wzActiveItem, ARRAYSIZE( wzActiveItem ), L"%d", iActive );
V_snwprintf( wzTotal, ARRAYSIZE( wzTotal ), L"%d", m_iMaxRank );
g_pVGuiLocalize->ConstructString( wszNumbering, sizeof( wszNumbering ), wzNumberingFmt, 2, wzActiveItem, wzTotal );
m_pNumbering->SetText( wszNumbering );
m_pNumbering->SetWide( GetWide() );
MoveToCenterOfScreen();
}
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::ApplySettings( KeyValues *pResourceData )
{
BaseClass::ApplySettings( pResourceData );
m_KeyRepeat.SetKeyRepeatTime( KEY_XBUTTON_DOWN, 0.05f );
m_KeyRepeat.SetKeyRepeatTime( KEY_XSTICK1_DOWN, 0.05f );
m_KeyRepeat.SetKeyRepeatTime( KEY_XBUTTON_UP, 0.05f );
m_KeyRepeat.SetKeyRepeatTime( KEY_XSTICK1_UP, 0.05f );
}
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::ApplySchemeSettings( vgui::IScheme *pScheme )
{
BaseClass::ApplySchemeSettings( pScheme );
m_pProgressBg->SetBgColor( Color( 200, 184, 151, 255 ) );
m_pProgressBar->SetBgColor( Color( 179, 82, 22, 255 ) );
m_pNumbering->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) );
m_pBestMoments->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) );
}
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::OnCommand( const char *pCommand )
{
if ( !Q_stricmp( pCommand, "CenterOnPlayer" ) )
{
if ( GetPlayerStats( -1 ) == 0 )
{
// Player isn't on the board, just start at rank 1
GetPlayerStats( 1 );
}
}
else if ( !Q_stricmp( pCommand, "Friends" ) )
{
GetPlayerStats( -1, true );
}
BaseClass::OnCommand( pCommand );
}
//----------------------------------------------------------
//
//----------------------------------------------------------
void CLeaderboardDialog::AddLeaderboardEntry( const char **ppEntries, int ct )
{
m_Menu.AddSectionedItem( ppEntries, ct );
}
//----------------------------------------------------------
// Get some portion of the leaderboard. This should ideally live
// in the client, since it's very mod-specific
//----------------------------------------------------------
bool CLeaderboardDialog::GetPlayerStats( int rank, bool bFriends )
{
#if defined _X360
HANDLE handle;
// Retrieve the necessary buffer size
DWORD cbResults = 0;
bool bRanked = false;
const char *pName = GetName();
if ( !Q_stricmp( pName, "LeaderboardDialog_Ranked" ) )
{
bRanked = true;
}
XUSER_STATS_SPEC spec;
if ( !bRanked )
{
spec.dwViewId = STATS_VIEW_PLAYER_MAX_UNRANKED;
spec.dwNumColumnIds = 15;
spec.rgwColumnIds[0] = STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_SCORED;
spec.rgwColumnIds[1] = STATS_COLUMN_PLAYER_MAX_UNRANKED_KILLS;
spec.rgwColumnIds[2] = STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_CAPPED;
spec.rgwColumnIds[3] = STATS_COLUMN_PLAYER_MAX_UNRANKED_POINT_DEFENSES;
spec.rgwColumnIds[4] = STATS_COLUMN_PLAYER_MAX_UNRANKED_DOMINATIONS;
spec.rgwColumnIds[5] = STATS_COLUMN_PLAYER_MAX_UNRANKED_REVENGE;
spec.rgwColumnIds[6] = STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_DESTROYED;
spec.rgwColumnIds[7] = STATS_COLUMN_PLAYER_MAX_UNRANKED_HEADSHOTS;
spec.rgwColumnIds[8] = STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_HEALED;
spec.rgwColumnIds[9] = STATS_COLUMN_PLAYER_MAX_UNRANKED_INVULNS;
spec.rgwColumnIds[10] = STATS_COLUMN_PLAYER_MAX_UNRANKED_KILL_ASSISTS;
spec.rgwColumnIds[11] = STATS_COLUMN_PLAYER_MAX_UNRANKED_BACKSTABS;
spec.rgwColumnIds[12] = STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_LEACHED;
spec.rgwColumnIds[13] = STATS_COLUMN_PLAYER_MAX_UNRANKED_SENTRY_KILLS;
spec.rgwColumnIds[14] = STATS_COLUMN_PLAYER_MAX_UNRANKED_TELEPORTS;
m_cColumns = 15;
}
else
{
spec.dwViewId = STATS_VIEW_PLAYER_MAX_RANKED;
spec.dwNumColumnIds = 1;
spec.rgwColumnIds[ 0 ] = STATS_COLUMN_PLAYER_MAX_RANKED_POINTS_SCORED;
// set to zero to hide the progress bar
m_cColumns = 0;
}
DWORD ret;
XUID xuid = 0u;
XUID xuidFriends[NUM_ROWS_PER_QUERY];
int xuidCount = 1;
if ( !bFriends )
{
if ( rank == -1 )
{
// Center on the player's xuid
XUserGetXUID( XBX_GetPrimaryUserId(), &xuid );
ret = XUserCreateStatsEnumeratorByXuid(
0,
xuid,
NUM_ROWS_PER_QUERY,
1,
&spec,
&cbResults,
&handle );
}
else
{
// Start at the requested rank
ret = XUserCreateStatsEnumeratorByRank(
0,
rank,
NUM_ROWS_PER_QUERY,
1,
&spec,
&cbResults,
&handle );
}
if( ret != ERROR_SUCCESS )
{
Warning( "Error getting stats\n" );
return false;
}
// Allocate the buffer
CleanupStats();
m_pStats = ( XUSER_STATS_READ_RESULTS* ) new char[cbResults];
DWORD cpReturned;
ret = XEnumerate( handle, m_pStats, cbResults, &cpReturned, NULL );
}
else
{
// Get Friends leaderboard
int id = XBX_GetPrimaryUserId();
ret = XFriendsCreateEnumerator( id, 0, 5, &cbResults, &handle );
if ( ret != ERROR_SUCCESS )
{
Warning( "Error getting friends list\n" );
return false;
}
// Allocate the buffer
XONLINE_FRIEND *pFriends = ( XONLINE_FRIEND* ) new char[cbResults];
DWORD cpReturned;
ret = XEnumerate( handle, pFriends, cbResults, &cpReturned, NULL );
if( ret != ERROR_SUCCESS )
{
delete pFriends;
return false;
}
for ( uint i = 0; i < cpReturned; ++i )
{
xuidFriends[i] = pFriends[i].xuid;
}
// Allocate the buffer
CleanupStats();
m_pStats = ( XUSER_STATS_READ_RESULTS* ) new char[cbResults];
ret = XUserReadStats( 0, xuidCount, xuidFriends, 1, &spec, &cbResults, m_pStats, NULL );
}
if( ret == ERROR_SUCCESS )
{
const char *pEntries[32];
char pRowBuffer[MAX_PATH];
char pBuffers[32][MAX_PATH];
m_Menu.ClearItems();
m_iMaxRank = m_pStats->pViews[0].dwTotalViewRows;
// Did this search return any rows?
if ( m_pStats->pViews[0].dwNumRows == 0 )
return false;
for ( uint i = 0; i < m_pStats->pViews[0].dwNumRows; ++i )
{
XUSER_STATS_ROW &row = m_pStats->pViews[0].pRows[i];
// Save off the first rank in this set of entries
if ( i == 0 && m_iBaseRank == 0 )
{
m_iBaseRank = row.dwRank;
}
pEntries[0] = itoa( row.dwRank, pRowBuffer, 10 );
pEntries[1] = row.szGamertag;
for ( uint j = 0; j < row.dwNumColumns; ++j )
{
XUSER_STATS_COLUMN &col = m_pStats->pViews[0].pRows[i].pColumns[j];
pEntries[j+2] = itoa( col.Value.nData, pBuffers[j], 10 );
}
AddLeaderboardEntry( pEntries, row.dwNumColumns + 2 );
if ( rank == -1 && row.xuid == xuid )
{
m_Menu.SetFocus( i );
m_iActiveRank = row.dwRank;
}
}
}
else
{
Warning( "Error getting leaderboard stats\n" );
return false;
}
CloseHandle( handle );
return true;
#endif
return false;
}
//----------------------------------------------------------
// Determine if a new set of stats needs to be downloaded
// Return true if the update has been handled, false otherwise
//----------------------------------------------------------
void CLeaderboardDialog::UpdateLeaderboard( int iNewRank )
{
// Clamp the input
if ( iNewRank < 1 )
{
iNewRank = 1;
}
else if ( iNewRank > m_iMaxRank )
{
iNewRank = m_iMaxRank;
}
// No action necessary?
if ( iNewRank == m_iActiveRank )
return;
int nInterval = iNewRank - m_iActiveRank;
int iNewActiveItemIndex = m_Menu.GetActiveItemIndex() + nInterval;
// Set these "new" values to the current values - they will be conditionally updated.
int iNewBaseRank = m_iBaseRank;
int iNewBaseItemIndex = m_Menu.GetBaseRowIndex();
int nVisibleItems = m_Menu.GetVisibleItemCount();
int nHiddenItems = NUM_ROWS_PER_QUERY - nVisibleItems;
// Are we outside the visible range of the menu?
if ( iNewActiveItemIndex < iNewBaseItemIndex )
{
// Do we need to grab another set of columns?
if ( iNewRank < m_iBaseRank )
{
iNewBaseRank = iNewRank - nHiddenItems;
if ( iNewBaseRank < 1 )
{
iNewBaseRank = 1;
}
if ( !GetPlayerStats( iNewBaseRank ) )
{
// Failed to load player stats, don't change the current index
return;
}
m_iBaseRank = iNewBaseRank;
}
int nBaseToActiveInterval = iNewRank - m_iBaseRank;
// Since we shifted the menu down, both base and active item are at the first visible menu item
iNewActiveItemIndex = nBaseToActiveInterval;
iNewBaseItemIndex = nBaseToActiveInterval;
}
else if ( iNewActiveItemIndex >= m_Menu.GetBaseRowIndex() + nVisibleItems )
{
int nHiddenItems = NUM_ROWS_PER_QUERY - nVisibleItems;
int iTopRank = iNewRank + nHiddenItems;
if ( iTopRank > m_iMaxRank )
{
iTopRank = m_iMaxRank;
}
// Do we need to grab another set of columns?
if ( iNewRank >= m_iBaseRank + NUM_ROWS_PER_QUERY )
{
iNewBaseRank = iTopRank - NUM_ROWS_PER_QUERY + 1;
if ( !GetPlayerStats( iNewBaseRank ) )
{
// Failed to load player stats, don't change the current index
return;
}
m_iBaseRank = iNewBaseRank;
}
int nBaseToActiveInterval = iNewRank - m_iBaseRank;
iNewActiveItemIndex = nBaseToActiveInterval;
iNewBaseItemIndex = iNewActiveItemIndex - nVisibleItems + 1;
}
// Set all the new variables - must set base index before active index.
m_iActiveRank = iNewRank;
m_Menu.SetBaseRowIndex( iNewBaseItemIndex );
m_Menu.SetFocus( iNewActiveItemIndex );
InvalidateLayout();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CLeaderboardDialog::HandleKeyRepeated( vgui::KeyCode code )
{
OnKeyCodePressed( code );
}
//-----------------------------------------------------------------
// Purpose: Send key presses to the dialog's menu
//-----------------------------------------------------------------
void CLeaderboardDialog::OnKeyCodePressed( vgui::KeyCode code )
{
switch( code )
{
case KEY_XBUTTON_A:
case STEAMCONTROLLER_A:
#ifdef _X360
{
int idx = m_Menu.GetActiveItemIndex();
if ( m_pStats && idx < (int)m_pStats->pViews[0].dwNumRows )
{
XUSER_STATS_ROW &row = m_pStats->pViews[0].pRows[idx];
XShowGamerCardUI( XBX_GetPrimaryUserId(), row.xuid );
}
}
#endif
break;
case KEY_XBUTTON_Y:
case STEAMCONTROLLER_Y:
break;
case KEY_XSTICK1_DOWN:
case KEY_XBUTTON_DOWN:
case STEAMCONTROLLER_DPAD_DOWN:
m_KeyRepeat.KeyDown( code );
UpdateLeaderboard( m_iActiveRank + 1 );
break;
case KEY_XSTICK1_UP:
case KEY_XBUTTON_UP:
case STEAMCONTROLLER_DPAD_UP:
m_KeyRepeat.KeyDown( code );
UpdateLeaderboard( m_iActiveRank - 1 );
break;
case KEY_XBUTTON_LEFT_SHOULDER:
UpdateLeaderboard( 1 );
break;
case KEY_XBUTTON_RIGHT_SHOULDER:
OnCommand( "CenterOnPlayer" );
break;
// Disabled until friends enumeration works
// case KEY_XBUTTON_RIGHT_SHOULDER:
// OnCommand( "Friends" );
// break;
default:
m_KeyRepeat.KeyDown( code );
BaseClass::OnKeyCodePressed( code );
break;
}
// Invalidate layout when scrolling through columns
switch( code )
{
case KEY_XSTICK1_LEFT:
case KEY_XBUTTON_LEFT:
case STEAMCONTROLLER_DPAD_LEFT:
case KEY_XSTICK1_RIGHT:
case KEY_XBUTTON_RIGHT:
case STEAMCONTROLLER_DPAD_RIGHT:
InvalidateLayout();
break;
}
}
CON_COMMAND( mm_add_item, "Add a stats item" )
{
if ( args.ArgC() > 1 )
{
int ct = atoi( args[1] );
const char *pEntries[32];
for ( int i = 0; i < ct; ++i )
{
pEntries[i] = args[i+2];
}
g_pLeaderboardDialog->AddLeaderboardEntry( pEntries, ct );
}
}