Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NEWGAMEDIALOG_H
#define NEWGAMEDIALOG_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/Frame.h"
#include "vgui_controls/KeyRepeat.h"
#include "utlvector.h"
class CGameChapterPanel;
class CSkillSelectionDialog;
// Slot indices in new game menu
#define INVALID_INDEX -1
#define SLOT_OFFLEFT 0
#define SLOT_LEFT 1
#define SLOT_CENTER 2
#define SLOT_RIGHT 3
#define SLOT_OFFRIGHT 4
#define NUM_SLOTS 5
class CNewGamePlayButton : public vgui::Button
{
DECLARE_CLASS_SIMPLE( CNewGamePlayButton, vgui::Button );
public:
CNewGamePlayButton( Panel *parent, const char *panelName, const char *text, Panel *pActionSignalTarget=NULL, const char *pCmd=NULL )
: vgui::Button( parent, panelName, text, pActionSignalTarget, pCmd )
{
}
void OnKeyCodePressed( vgui::KeyCode code )
{
if ( code == KEY_XBUTTON_A || code == STEAMCONTROLLER_A )
{
ConVarRef var( "joystick" );
if ( var.IsValid() && !var.GetBool() )
{
var.SetValue( true );
}
ConVarRef var2( "hud_fastswitch" );
if ( var2.IsValid() && var2.GetInt() != 2 )
{
var2.SetValue( 2 );
}
DoClick();
return;
}
BaseClass::OnKeyCodePressed( code );
}
};
//-----------------------------------------------------------------------------
// Purpose: Handles starting a new game, skill and chapter selection
//-----------------------------------------------------------------------------
class CNewGameDialog : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CNewGameDialog, vgui::Frame );
public:
MESSAGE_FUNC( FinishScroll, "FinishScroll" );
MESSAGE_FUNC( StartGame, "StartGame" );
CNewGameDialog(vgui::Panel *parent, bool bCommentaryMode );
~CNewGameDialog();
virtual void Activate( void );
virtual void ApplySettings( KeyValues *inResourceData );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void OnCommand( const char *command );
virtual void OnClose( void );
virtual void PaintBackground();
void SetSelectedChapterIndex( int index );
void SetSelectedChapter( const char *chapter );
void UpdatePanelLockedStatus( int iUnlockedChapter, int i, CGameChapterPanel *pChapterPanel );
void SetCommentaryMode( bool bCommentary ) { m_bCommentaryMode = bCommentary; }
virtual void OnKeyCodePressed( vgui::KeyCode code );
virtual void OnKeyCodeReleased( vgui::KeyCode code );
virtual void OnThink();
// Xbox: Defined values are also used to shift the slot indices
enum EScrollDirection
{
SCROLL_RIGHT = -1,
SCROLL_NONE = 0,
SCROLL_LEFT = 1
};
EScrollDirection m_ScrollDirection;
private:
int m_iSelectedChapter;
CUtlVector<CGameChapterPanel *> m_ChapterPanels;
vgui::DHANDLE<CSkillSelectionDialog> m_hSkillSelectionDialog;
vgui::Button *m_pPlayButton;
vgui::Button *m_pNextButton;
vgui::Button *m_pPrevButton;
vgui::Panel *m_pCenterBg;
vgui::Label *m_pChapterTitleLabels[2];
vgui::Label *m_pBonusSelection;
vgui::ImagePanel *m_pBonusSelectionBorder;
CFooterPanel *m_pFooter;
bool m_bCommentaryMode;
vgui::Label *m_pCommentaryLabel;
// Xbox
void ScrollSelectionPanels( EScrollDirection dir );
void ScrollBonusSelection( EScrollDirection dir );
void PreScroll( EScrollDirection dir );
void PostScroll( EScrollDirection dir );
void SetFastScroll( bool fast );
void ContinueScrolling( void );
void AnimateSelectionPanels( void );
void ShiftPanelIndices( int offset );
bool IsValidPanel( const int idx );
void InitPanelIndexForDisplay( const int idx );
void UpdateMenuComponents( EScrollDirection dir );
void UpdateBonusSelection( void );
int m_PanelXPos[ NUM_SLOTS ];
int m_PanelYPos[ NUM_SLOTS ];
float m_PanelAlpha[ NUM_SLOTS ];
int m_PanelIndex[ NUM_SLOTS ];
float m_ScrollSpeed;
int m_ButtonPressed;
int m_ScrollCt;
bool m_bScrolling;
char m_ActiveTitleIdx;
bool m_bMapStarting;
int m_iBonusSelection;
bool m_bScrollToFirstBonusMap;
struct BonusMapDescription_t *m_pBonusMapDescription;
vgui::CKeyRepeatHandler m_KeyRepeat;
};
#endif // NEWGAMEDIALOG_H