198 lines
5.7 KiB
C++
198 lines
5.7 KiB
C++
//=========== (C) Copyright 1996-2002 Valve, L.L.C. All rights reserved. ===========
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose: TFC Class Menu
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================
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#include "VGUI_Font.h"
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#include <VGUI_TextImage.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "camera.h"
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#include "kbutton.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "camera.h"
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#include "in_defs.h"
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#include "parsemsg.h"
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#include "vgui_int.h"
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#include "vgui_TeamFortressViewport.h"
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// Class Menu Dimensions
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#define CLASSMENU_TITLE_X XRES(40)
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#define CLASSMENU_TITLE_Y YRES(32)
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#define CLASSMENU_TOPLEFT_BUTTON_X XRES(40)
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#define CLASSMENU_TOPLEFT_BUTTON_Y YRES(80)
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#define CLASSMENU_BUTTON_SIZE_X XRES(124)
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#define CLASSMENU_BUTTON_SIZE_Y YRES(24)
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#define CLASSMENU_BUTTON_SPACER_Y YRES(8)
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#define CLASSMENU_WINDOW_X XRES(176)
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#define CLASSMENU_WINDOW_Y YRES(80)
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#define CLASSMENU_WINDOW_SIZE_X XRES(424)
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#define CLASSMENU_WINDOW_SIZE_Y YRES(312)
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#define CLASSMENU_WINDOW_TEXT_X XRES(150)
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#define CLASSMENU_WINDOW_TEXT_Y YRES(80)
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#define CLASSMENU_WINDOW_NAME_X XRES(150)
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#define CLASSMENU_WINDOW_NAME_Y YRES(8)
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#define CLASSMENU_WINDOW_PLAYERS_Y YRES(42)
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// Creation
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CClassMenuPanel::CClassMenuPanel(int iTrans, bool iRemoveMe, int x, int y, int wide, int tall) : CMenuPanel(iTrans, iRemoveMe, x, y, wide, tall)
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{
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// don't show class graphics at below 640x480 resolution
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bool bShowClassGraphic = true;
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if (ScreenWidth < 640)
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{
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bShowClassGraphic = false;
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}
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memset(m_pClassImages, 0, sizeof(m_pClassImages));
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// Get the scheme used for the Titles
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CSchemeManager* pSchemes = gViewPort->GetSchemeManager();
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// schemes
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SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Title Font");
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SchemeHandle_t hClassWindowText = pSchemes->getSchemeHandle("Briefing Text");
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// color schemes
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int r, g, b, a;
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// Create the title
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Label* pLabel = new Label("", CLASSMENU_TITLE_X, CLASSMENU_TITLE_Y);
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pLabel->setParent(this);
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pLabel->setFont(pSchemes->getFont(hTitleScheme));
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pSchemes->getFgColor(hTitleScheme, r, g, b, a);
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pLabel->setFgColor(r, g, b, a);
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pSchemes->getBgColor(hTitleScheme, r, g, b, a);
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pLabel->setBgColor(r, g, b, a);
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pLabel->setContentAlignment(vgui::Label::a_west);
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pLabel->setText(gHUD.m_TextMessage.BufferedLocaliseTextString("#Title_SelectYourClass"));
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// Create the Scroll panel
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m_pScrollPanel = new CTFScrollPanel(CLASSMENU_WINDOW_X, CLASSMENU_WINDOW_Y, CLASSMENU_WINDOW_SIZE_X, CLASSMENU_WINDOW_SIZE_Y);
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m_pScrollPanel->setParent(this);
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//force the scrollbars on, so after the validate clientClip will be smaller
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m_pScrollPanel->setScrollBarAutoVisible(false, false);
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m_pScrollPanel->setScrollBarVisible(true, true);
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m_pScrollPanel->setBorder(new LineBorder(Color(255 * 0.7, 170 * 0.7, 0, 0)));
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m_pScrollPanel->validate();
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int clientWide = m_pScrollPanel->getClient()->getWide();
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//turn scrollpanel back into auto show scrollbar mode and validate
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m_pScrollPanel->setScrollBarAutoVisible(false, true);
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m_pScrollPanel->setScrollBarVisible(false, false);
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m_pScrollPanel->validate();
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// Create the Class buttons
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// Create the Cancel button
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m_pCancelButton = new CommandButton(gHUD.m_TextMessage.BufferedLocaliseTextString("#Menu_Cancel"), CLASSMENU_TOPLEFT_BUTTON_X, 0, CLASSMENU_BUTTON_SIZE_X, CLASSMENU_BUTTON_SIZE_Y);
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m_pCancelButton->setParent(this);
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m_pCancelButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
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m_iCurrentInfo = 0;
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}
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// Update
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void CClassMenuPanel::Update()
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{
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// Don't allow the player to join a team if they're not in a team
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if (0 == g_iTeamNumber)
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return;
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int iYPos = CLASSMENU_TOPLEFT_BUTTON_Y;
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// Cycle through the rest of the buttons
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// If the player already has a class, make the cancel button visible
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if (0 != g_iPlayerClass)
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{
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m_pCancelButton->setPos(CLASSMENU_TOPLEFT_BUTTON_X, iYPos);
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m_pCancelButton->setVisible(true);
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}
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else
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{
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m_pCancelButton->setVisible(false);
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}
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}
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//======================================
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// Key inputs for the Class Menu
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bool CClassMenuPanel::SlotInput(int iSlot)
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{
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if ((iSlot < 0) || (iSlot > 9))
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return false;
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if (!m_pButtons[iSlot])
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return false;
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// Is the button pushable? (0 is special case)
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if (iSlot == 0)
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{
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// Selects Civilian and RandomPC
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if (gViewPort->GetValidClasses(g_iTeamNumber) == -1)
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{
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m_pButtons[0]->fireActionSignal();
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return true;
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}
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// Select RandomPC
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iSlot = 10;
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}
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if (!(m_pButtons[iSlot]->IsNotValid()))
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{
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m_pButtons[iSlot]->fireActionSignal();
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return true;
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}
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return false;
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}
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//======================================
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// Update the Class menu before opening it
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void CClassMenuPanel::Open()
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{
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Update();
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CMenuPanel::Open();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called each time a new level is started.
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//-----------------------------------------------------------------------------
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void CClassMenuPanel::Initialize()
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{
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setVisible(false);
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m_pScrollPanel->setScrollValue(0, 0);
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}
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//======================================
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// Mouse is over a class button, bring up the class info
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void CClassMenuPanel::SetActiveInfo(int iInput)
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{
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// Remove all the Info panels and bring up the specified one
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iInput = 0;
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m_pButtons[iInput]->setArmed(true);
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m_pClassInfoPanel[iInput]->setVisible(true);
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m_iCurrentInfo = iInput;
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m_pScrollPanel->setScrollValue(0, 0);
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m_pScrollPanel->validate();
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}
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