Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: The main manager of the UI
//
// $Revision: $
// $NoKeywords: $
//===========================================================================//
#include "uimanager.h"
#include "legion.h"
#include "appframework/vguimatsysapp.h"
#include "vgui/IVGui.h"
#include "vgui/ISurface.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "vgui_controls/controls.h"
#include "vgui/ILocalize.h"
#include "vgui_controls/EditablePanel.h"
#include "vgui_controls/AnimationController.h"
#include "filesystem.h"
#include "tier3/tier3.h"
#include "vgui_controls/consoledialog.h"
#include "inputmanager.h"
//-----------------------------------------------------------------------------
// Console dialog for use in legion
//-----------------------------------------------------------------------------
class CLegionConsoleDialog : public vgui::CConsoleDialog
{
DECLARE_CLASS_SIMPLE( CLegionConsoleDialog, vgui::CConsoleDialog );
public:
CLegionConsoleDialog( vgui::Panel *pParent, const char *pName );
virtual ~CLegionConsoleDialog();
virtual void OnClose();
MESSAGE_FUNC_CHARPTR( OnCommandSubmitted, "CommandSubmitted", command );
};
CLegionConsoleDialog::CLegionConsoleDialog( vgui::Panel *pParent, const char *pName ) : BaseClass ( pParent, pName )
{
AddActionSignalTarget( this );
}
CLegionConsoleDialog::~CLegionConsoleDialog()
{
g_pUIManager->HideConsole( );
}
//-----------------------------------------------------------------------------
// A command was sent by the console
//-----------------------------------------------------------------------------
void CLegionConsoleDialog::OnCommandSubmitted( const char *pCommand )
{
g_pInputManager->AddCommand( pCommand );
}
//-----------------------------------------------------------------------------
// Deals with close
//-----------------------------------------------------------------------------
void CLegionConsoleDialog::OnClose()
{
g_pUIManager->HideConsole( );
}
//-----------------------------------------------------------------------------
// Singleton accessor
//-----------------------------------------------------------------------------
static CUIManager s_UIManager;
extern CUIManager *g_pUIManager = &s_UIManager;
static const char *s_pRootPanelNames[UI_ROOT_PANEL_COUNT] =
{
"RootGamePanel",
"RootMenuPanel",
"RootToolsPanel",
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CUIManager::CUIManager()
{
}
//-----------------------------------------------------------------------------
// Init, shutdown
//-----------------------------------------------------------------------------
bool CUIManager::Init()
{
COMPILE_TIME_ASSERT( sizeof(s_pRootPanelNames) / sizeof(const char*) == UI_ROOT_PANEL_COUNT );
// load the base localization file
if (! vgui::scheme()->LoadSchemeFromFile("resource/legion.res", "Legion" ) )
return false;
vgui::filesystem()->AddSearchPath( "platform", "PLATFORM" );
vgui::localize()->AddFile( vgui::filesystem(), "Resource/vgui_%language%.txt" );
// start vgui
g_pVGui->Start();
// Run a frame to get the embedded panel to be the right size
g_pVGui->RunFrame();
int w, h;
m_hEmbeddedPanel = g_pVGuiSurface->GetEmbeddedPanel();
vgui::ipanel()->GetSize( m_hEmbeddedPanel, w, h );
// add our root panels
for ( int i = 0; i < UI_ROOT_PANEL_COUNT; ++i )
{
m_pRootPanels[i] = new vgui::EditablePanel( NULL, s_pRootPanelNames[i] );
m_pRootPanels[i]->SetParent( m_hEmbeddedPanel );
m_pRootPanels[i]->SetZPos( i );
m_pRootPanels[i]->SetBounds( 0, 0, w, h );
m_pRootPanels[i]->SetPaintBorderEnabled( false );
m_pRootPanels[i]->SetPaintBackgroundEnabled( false );
m_pRootPanels[i]->SetPaintEnabled( false );
m_pRootPanels[i]->SetKeyBoardInputEnabled( i != UI_ROOT_GAME );
m_pRootPanels[i]->SetMouseInputEnabled( i != UI_ROOT_GAME );
m_pRootPanels[i]->SetVisible( false );
m_pRootPanels[i]->SetCursor( vgui::dc_crosshair );
m_pRootPanels[i]->SetAutoResize( vgui::Panel::PIN_TOPLEFT, vgui::Panel::AUTORESIZE_DOWNANDRIGHT, 0, 0, 0, 0 );
}
m_hConsole = NULL;
vgui::surface()->Invalidate( m_hEmbeddedPanel );
return true;
}
void CUIManager::Shutdown()
{
g_pVGui->Stop();
}
//-----------------------------------------------------------------------------
// Sets particular root panels to be visible
//-----------------------------------------------------------------------------
void CUIManager::EnablePanel( UIRootPanel_t id, bool bEnable )
{
m_pRootPanels[id]->SetVisible( bEnable );
}
//-----------------------------------------------------------------------------
// Toggles the console
//-----------------------------------------------------------------------------
void CUIManager::ToggleConsole( const CCommand &args )
{
if ( !m_hConsole.Get() )
{
m_hConsole = new CLegionConsoleDialog( m_pRootPanels[UI_ROOT_TOOLS], "Console" );
// set the console to taking up most of the right-half of the screen
int swide, stall;
vgui::surface()->GetScreenSize(swide, stall);
int offset = vgui::scheme()->GetProportionalScaledValue(16);
m_hConsole->SetBounds(
swide / 2 - (offset * 4),
offset,
(swide / 2) + (offset * 3),
stall - (offset * 8));
m_hConsole->SetVisible( false );
}
bool bMakeVisible = !m_hConsole->IsVisible();
EnablePanel( UI_ROOT_TOOLS, bMakeVisible );
if ( bMakeVisible )
{
m_hConsole->Activate();
}
else
{
m_hConsole->Hide();
}
}
//-----------------------------------------------------------------------------
// Hides the console
//-----------------------------------------------------------------------------
void CUIManager::HideConsole()
{
EnablePanel( UI_ROOT_TOOLS, false );
if ( m_hConsole.Get() )
{
m_hConsole->SetVisible( false );
}
}
//-----------------------------------------------------------------------------
// Per-frame update
//-----------------------------------------------------------------------------
void CUIManager::Update( )
{
vgui::GetAnimationController()->UpdateAnimations( IGameManager::CurrentTime() );
g_pVGui->RunFrame();
if ( !g_pVGui->IsRunning() )
{
IGameManager::Stop();
}
}
//-----------------------------------------------------------------------------
// Attempt to process an input event, return true if it sholdn't be chained to the rest of the game
//-----------------------------------------------------------------------------
bool CUIManager::ProcessInputEvent( const InputEvent_t& event )
{
return g_pMatSystemSurface->HandleInputEvent( event );
}
//-----------------------------------------------------------------------------
// Draws the UI
//-----------------------------------------------------------------------------
void CUIManager::DrawUI()
{
g_pVGuiSurface->PaintTraverseEx( m_hEmbeddedPanel, true );
}
//-----------------------------------------------------------------------------
// Push, pop menus
//-----------------------------------------------------------------------------
vgui::Panel *CUIManager::GetRootPanel( UIRootPanel_t id )
{
return m_pRootPanels[id];
}