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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/tf/tf_hud_weaponselection.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/tf/tf_hud_weaponselection.cpp')
| -rw-r--r-- | game/client/tf/tf_hud_weaponselection.cpp | 1497 |
1 files changed, 1497 insertions, 0 deletions
diff --git a/game/client/tf/tf_hud_weaponselection.cpp b/game/client/tf/tf_hud_weaponselection.cpp new file mode 100644 index 0000000..868d39a --- /dev/null +++ b/game/client/tf/tf_hud_weaponselection.cpp @@ -0,0 +1,1497 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//============================================================================= + +#include "cbase.h" +#include "weapon_selection.h" +#include "iclientmode.h" +#include "history_resource.h" +#include "hud_macros.h" + +#include <KeyValues.h> +#include <vgui/IScheme.h> +#include <vgui/ISurface.h> +#include <vgui/ISystem.h> +#include <vgui_controls/AnimationController.h> +#include <vgui_controls/Panel.h> +#include <vgui_controls/Label.h> +#include <vgui_controls/TextImage.h> +#include <vgui_controls/EditablePanel.h> + +#include "vgui/ILocalize.h" + +#include <string.h> +#include "baseobject_shared.h" +#include "tf_imagepanel.h" +#include "item_model_panel.h" +#include "c_tf_player.h" +#include "c_tf_weapon_builder.h" +#include "tf_spectatorgui.h" +#include "tf_gamerules.h" +#include "tf_logic_halloween_2014.h" +#include "inputsystem/iinputsystem.h" + +#ifndef WIN32 +#define _cdecl +#endif + +#define SELECTION_TIMEOUT_THRESHOLD 2.5f // Seconds +#define SELECTION_FADEOUT_TIME 3.0f + +#define FASTSWITCH_DISPLAY_TIMEOUT 0.5f +#define FASTSWITCH_FADEOUT_TIME 0.5f + +ConVar tf_weapon_select_demo_start_delay( "tf_weapon_select_demo_start_delay", "1.0", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Delay after spawning to start the weapon bucket demo." ); +ConVar tf_weapon_select_demo_time( "tf_weapon_select_demo_time", "0.5", FCVAR_CLIENTDLL | FCVAR_ARCHIVE, "Time to pulse each weapon bucket upon spawning as a new class. 0 to turn off." ); + +//----------------------------------------------------------------------------- +// Purpose: tf weapon selection hud element +//----------------------------------------------------------------------------- +class CHudWeaponSelection : public CBaseHudWeaponSelection, public vgui::EditablePanel +{ + DECLARE_CLASS_SIMPLE( CHudWeaponSelection, vgui::Panel ); + +public: + CHudWeaponSelection( const char *pElementName ); + virtual ~CHudWeaponSelection( void ); + + virtual bool ShouldDraw(); + virtual void OnWeaponPickup( C_BaseCombatWeapon *pWeapon ); + virtual void SwitchToLastWeapon( void ) OVERRIDE; + virtual void CycleToNextWeapon( void ); + virtual void CycleToPrevWeapon( void ); + + virtual C_BaseCombatWeapon *GetWeaponInSlot( int iSlot, int iSlotPos ); + virtual void SelectWeaponSlot( int iSlot ); + + virtual C_BaseCombatWeapon *GetSelectedWeapon( void ); + + virtual void OpenSelection( void ); + virtual void HideSelection( void ); + + virtual void Init(); + virtual void LevelInit(); + virtual void LevelShutdown( void ); + + virtual void FireGameEvent( IGameEvent *event ); + + virtual void Reset(void) + { + CBaseHudWeaponSelection::Reset(); + + // selection time is a little farther back so we don't show it when we spawn + m_flSelectionTime = gpGlobals->curtime - ( FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME + 0.1 ); + } + + virtual void SelectSlot( int iSlot ); + + void _cdecl UserCmd_Slot11( void ); + void _cdecl UserCmd_Slot12( void ); + +protected: + struct SlotLayout_t + { + float x, y; + float wide, tall; + + }; + void ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode ); + + virtual void OnThink(); + virtual void PerformLayout( void ); + virtual void PostChildPaint(); + virtual void ApplySchemeSettings(vgui::IScheme *pScheme); + + void DrawSelection( C_BaseCombatWeapon *pSelectedWeapon ); + + virtual bool IsWeaponSelectable() + { + if (IsInSelectionMode()) + return true; + + return false; + } + +private: + C_BaseCombatWeapon *FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + C_BaseCombatWeapon *FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition); + + void FastWeaponSwitch( int iWeaponSlot ); + void PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound ); + int GetNumVisibleSlots(); + bool ShouldDrawInternal(); + + virtual void SetSelectedWeapon( C_BaseCombatWeapon *pWeapon ) + { + m_hSelectedWeapon = pWeapon; + } + + virtual void SetSelectedSlot( int slot ) + { + m_iSelectedSlot = slot; + } + + void DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter = false ); + void DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall ); + + CPanelAnimationVar( vgui::HFont, m_hNumberFont, "NumberFont", "HudSelectionText" ); + CPanelAnimationVar( vgui::HFont, m_hTextFont, "TextFont", "HudSelectionText" ); + + CPanelAnimationVarAliasType( float, m_flSmallBoxWide, "SmallBoxWide", "32", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flSmallBoxTall, "SmallBoxTall", "21", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flPlusStyleBoxWide, "PlusStyleBoxWide", "120", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flPlusStyleBoxTall, "PlusStyleBoxTall", "84", "proportional_float" ); + CPanelAnimationVar( float, m_flPlusStyleExpandPercent, "PlusStyleExpandSelected", "0.3" ) + + CPanelAnimationVarAliasType( float, m_flLargeBoxWide, "LargeBoxWide", "108", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flLargeBoxTall, "LargeBoxTall", "72", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flBoxGap, "BoxGap", "12", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flRightMargin, "RightMargin", "0", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flSelectionNumberXPos, "SelectionNumberXPos", "4", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flSelectionNumberYPos, "SelectionNumberYPos", "4", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flIconXPos, "IconXPos", "16", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flIconYPos, "IconYPos", "8", "proportional_float" ); + + CPanelAnimationVarAliasType( float, m_flTextYPos, "TextYPos", "54", "proportional_float" ); + CPanelAnimationVarAliasType( float, m_flErrorYPos, "ErrorYPos", "60", "proportional_float" ); + + CPanelAnimationVar( float, m_flAlphaOverride, "Alpha", "255" ); + CPanelAnimationVar( float, m_flSelectionAlphaOverride, "SelectionAlpha", "255" ); + + CPanelAnimationVar( Color, m_TextColor, "TextColor", "SelectionTextFg" ); + CPanelAnimationVar( Color, m_NumberColor, "NumberColor", "SelectionNumberFg" ); + CPanelAnimationVar( Color, m_EmptyBoxColor, "EmptyBoxColor", "SelectionEmptyBoxBg" ); + CPanelAnimationVar( Color, m_BoxColor, "BoxColor", "SelectionBoxBg" ); + CPanelAnimationVar( Color, m_SelectedBoxColor, "SelectedBoxClor", "SelectionSelectedBoxBg" ); + + CPanelAnimationVar( float, m_flWeaponPickupGrowTime, "SelectionGrowTime", "0.1" ); + + CPanelAnimationVar( float, m_flTextScan, "TextScan", "1.0" ); + + CPanelAnimationVar( int, m_iMaxSlots, "MaxSlots", "6" ); + CPanelAnimationVar( bool, m_bPlaySelectionSounds, "PlaySelectSounds", "1" ); + + CTFImagePanel *m_pActiveWeaponBG; + + CItemModelPanel *m_pModelPanels[MAX_WEAPON_SLOTS]; + + + float m_flDemoStartTime; + float m_flDemoModeChangeTime; + int m_iDemoModeSlot; + + // HUDTYPE_PLUS weapon display + int m_iSelectedBoxPosition; // in HUDTYPE_PLUS, the position within a slot + int m_iSelectedSlot; // in HUDTYPE_PLUS, the slot we're currently moving in + CPanelAnimationVar( float, m_flHorizWeaponSelectOffsetPoint, "WeaponBoxOffset", "0" ); + + int m_iActiveSlot; // used to store the active slot to refresh the layout when using hud_fastswitch +}; + +DECLARE_HUDELEMENT( CHudWeaponSelection ); + +DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot11, "CHudWeaponSelection"); +DECLARE_HUD_COMMAND_NAME( CHudWeaponSelection, Slot12, "CHudWeaponSelection"); + +HOOK_COMMAND( slot11, Slot11 ); +HOOK_COMMAND( slot12, Slot12 ); + +void CHudWeaponSelection::UserCmd_Slot11(void) +{ + SelectSlot( 11 ); +} +void CHudWeaponSelection::UserCmd_Slot12(void) +{ + SelectSlot( 12 ); +} + +using namespace vgui; + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CHudWeaponSelection::CHudWeaponSelection( const char *pElementName ) : CBaseHudWeaponSelection( pElementName ), EditablePanel( NULL, "HudWeaponSelection" ) +{ + vgui::Panel *pParent = g_pClientMode->GetViewport(); + SetParent( pParent ); + + SetPostChildPaintEnabled( true ); + + m_flDemoStartTime = -1; + m_flDemoModeChangeTime = 0; + m_iDemoModeSlot = -1; + m_iActiveSlot = -1; + + ListenForGameEvent( "localplayer_changeclass" ); + + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + m_pModelPanels[i] = new CItemModelPanel( this, VarArgs( "modelpanel%d", i ) ); + } +} + +CHudWeaponSelection::~CHudWeaponSelection( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: sets up display for showing weapon pickup +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OnWeaponPickup( C_BaseCombatWeapon *pWeapon ) +{ + // add to pickup history + CHudHistoryResource *pHudHR = GET_HUDELEMENT( CHudHistoryResource ); + if ( pHudHR ) + { + pHudHR->AddToHistory( pWeapon ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: updates animation status +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OnThink() +{ + float flSelectionTimeout = SELECTION_TIMEOUT_THRESHOLD; + float flSelectionFadeoutTime = SELECTION_FADEOUT_TIME; + if ( hud_fastswitch.GetBool() || (::input->IsSteamControllerActive()) ) + { + flSelectionTimeout = FASTSWITCH_DISPLAY_TIMEOUT; + flSelectionFadeoutTime = FASTSWITCH_FADEOUT_TIME; + } + + // Time out after awhile of inactivity + if ( ( gpGlobals->curtime - m_flSelectionTime ) > flSelectionTimeout ) + { + // close + if ( gpGlobals->curtime - m_flSelectionTime > flSelectionTimeout + flSelectionFadeoutTime ) + { + HideSelection(); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: returns true if the panel should draw +//----------------------------------------------------------------------------- +bool CHudWeaponSelection::ShouldDraw() +{ + bool bShouldDraw = ShouldDrawInternal(); + + if ( !bShouldDraw && m_pActiveWeaponBG && m_pActiveWeaponBG->IsVisible() ) + { + m_pActiveWeaponBG->SetVisible( false ); + } + + C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); + if ( pPlayer && pPlayer->m_Shared.InCond( TF_COND_HALLOWEEN_GHOST_MODE ) ) + { + bShouldDraw = false; + + } + + if ( TFGameRules() && TFGameRules()->ShowMatchSummary() ) + { + bShouldDraw = false; + } + + if ( CTFMinigameLogic::GetMinigameLogic() && CTFMinigameLogic::GetMinigameLogic()->GetActiveMinigame() ) + { + bShouldDraw = false; + } + + return bShouldDraw; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +bool CHudWeaponSelection::ShouldDrawInternal() +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + { + if ( IsInSelectionMode() ) + { + HideSelection(); + } + return false; + } + + // Make sure the player's allowed to switch weapons + if ( pPlayer->IsAllowedToSwitchWeapons() == false ) + return false; + + if ( pPlayer->IsAlive() == false ) + return false; + + // we only show demo mode in hud_fastswitch 0 + if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && ( m_iDemoModeSlot >= 0 || m_flDemoStartTime > 0 ) ) + { + return true; + } + + bool bret = CBaseHudWeaponSelection::ShouldDraw(); + if ( !bret ) + return false; + + // draw weapon selection a little longer if in fastswitch so we can see what we've selected + if ( (hud_fastswitch.GetBool() || ::input->IsSteamControllerActive()) && ( gpGlobals->curtime - m_flSelectionTime ) < (FASTSWITCH_DISPLAY_TIMEOUT + FASTSWITCH_FADEOUT_TIME) ) + return true; + + return ( m_bSelectionVisible ) ? true : false; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::Init() +{ + CHudElement::Init(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::LevelInit() +{ + CHudElement::LevelInit(); + + m_iMaxSlots = clamp( m_iMaxSlots, 0, MAX_WEAPON_SLOTS ); + + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + m_pModelPanels[i]->SetVisible( false ); + } + InvalidateLayout( false, true ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::LevelShutdown( void ) +{ + CHudElement::LevelShutdown(); + + // Clear out our weaponry on level change + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + if ( m_pModelPanels[i] ) + { + m_pModelPanels[i]->SetItem( NULL ); + } + } +} + +//------------------------------------------------------------------------- +// Purpose: Calculates how many weapons slots need to be displayed +//------------------------------------------------------------------------- +int CHudWeaponSelection::GetNumVisibleSlots() +{ + int nCount = 0; + + // iterate over all the weapon slots + for ( int i = 0; i < m_iMaxSlots; i++ ) + { + if ( GetFirstPos( i ) ) + { + nCount++; + } + } + + return nCount; +} + + +//----------------------------------------------------------------------------- +// Purpose: Figure out where to put the item model panels for this weapon +// selection slot layout +//----------------------------------------------------------------------------- +void CHudWeaponSelection::ComputeSlotLayout( SlotLayout_t *rSlot, int nActiveSlot, int nSelectionMode ) +{ + int nNumSlots = GetNumVisibleSlots(); + if ( nNumSlots <= 0 ) + return; + + switch( nSelectionMode ) + { + case HUDTYPE_CAROUSEL: + case HUDTYPE_BUCKETS: + case HUDTYPE_FASTSWITCH: + { + // calculate where to start drawing + int nTotalHeight = ( nNumSlots - 1 ) * ( m_flSmallBoxTall + m_flBoxGap ) + m_flLargeBoxTall; + int xStartPos = GetWide() - m_flBoxGap - m_flRightMargin; + int ypos = ( GetTall() - nTotalHeight ) / 2; + + // iterate over all the weapon slots + for ( int i = 0; i < m_iMaxSlots; i++ ) + { + if ( i == nActiveSlot ) + { + rSlot[i].wide = m_flLargeBoxWide; + rSlot[i].tall = m_flLargeBoxTall; + } + else + { + rSlot[i].wide = m_flSmallBoxWide; + rSlot[i].tall = m_flSmallBoxTall; + } + + rSlot[i].x = xStartPos - ( rSlot[i].wide + m_flBoxGap ); + rSlot[i].y = ypos; + + ypos += ( rSlot[i].tall + m_flBoxGap ); + } + } + break; + + case HUDTYPE_PLUS: + { + // bucket style + int screenCenterX = GetWide() / 2; + int screenCenterY = GetTall() / 2; // Height isn't quite screen height, so adjust for center alignement + + // Modifiers for the four directions. Used to change the x and y offsets + // of each box based on which bucket we're drawing. Bucket directions are + // 0 = UP, 1 = RIGHT, 2 = DOWN, 3 = LEFT + + int xModifiers[] = { 0, 1, 0, -1, -1, 1 }; + int yModifiers[] = { -1, 0, 1, 0, 1, 1 }; + + int boxWide = m_flPlusStyleBoxWide; + int boxTall = m_flPlusStyleBoxTall; + int boxWideSelected = m_flPlusStyleBoxWide * ( 1.f + m_flPlusStyleExpandPercent ); + int boxTallSelected = m_flPlusStyleBoxTall * ( 1.f + m_flPlusStyleExpandPercent ); + + // Draw the four buckets + for ( int i = 0; i < m_iMaxSlots; ++i ) + { + if( i == nActiveSlot ) + { + rSlot[i].wide = boxWideSelected; + rSlot[i].tall = boxTallSelected; + } + else + { + rSlot[i].wide = boxWide; + rSlot[i].tall = boxTall; + } + + // Set the top left corner so the first box would be centered in the screen. + int xPos = screenCenterX -( rSlot[i].wide / 2 ); + int yPos = screenCenterY -( rSlot[i].tall / 2 ); + + // Offset the box position + rSlot[ i ].x = xPos + ( rSlot[i].wide + 5 ) * xModifiers[ i ]; + rSlot[ i ].y = yPos + ( rSlot[i].tall + 5 ) * yModifiers[ i ]; + } + } + break; + } +} + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::PerformLayout( void ) +{ + BaseClass::PerformLayout(); + + C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); + if ( !pPlayer ) + return; + + int nNumSlots = GetNumVisibleSlots(); + if ( nNumSlots <= 0 ) + return; + + // find and display our current selection + C_BaseCombatWeapon *pSelectedWeapon = NULL; + int fastswitch = hud_fastswitch.GetInt(); + if ( ::input->IsSteamControllerActive() ) + { + fastswitch = HUDTYPE_FASTSWITCH; + } + + switch ( fastswitch ) + { + case HUDTYPE_FASTSWITCH: + pSelectedWeapon = pPlayer->GetActiveWeapon(); + break; + default: + pSelectedWeapon = GetSelectedWeapon(); + break; + } + if ( !pSelectedWeapon ) + return; + + + // calculate where to start drawing + + int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); + + SlotLayout_t rSlot[ MAX_WEAPON_SLOTS ]; + ComputeSlotLayout( rSlot, iActiveSlot, fastswitch ); + + // iterate over all the weapon slots + for ( int i = 0; i < m_iMaxSlots; i++ ) + { + m_pModelPanels[i]->SetVisible( false ); + + if ( i == iActiveSlot ) + { + for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); + if ( !pWeapon ) + continue; + + if ( !pWeapon->VisibleInWeaponSelection() ) + continue; + + m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() ); + + m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall ); + + vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); + if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) + { + m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderBlueBG") ); + } + else + { + m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorderRedBG") ); + } + + m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y ); + m_pModelPanels[i]->SetVisible( true ); + } + } + else + { + // check to see if there is a weapons in this bucket + if ( GetFirstPos( i ) ) + { + C_BaseCombatWeapon *pWeapon = GetFirstPos( i ); + if ( !pWeapon ) + continue; + + m_pModelPanels[i]->SetItem( pWeapon->GetAttributeContainer()->GetItem() ); + + m_pModelPanels[i]->SetSize( rSlot[i].wide, rSlot[ i ].tall ); + vgui::IScheme *pScheme = vgui::scheme()->GetIScheme( GetScheme() ); + m_pModelPanels[i]->SetBorder( pScheme->GetBorder("TFFatLineBorder") ); + m_pModelPanels[i]->SetVisible( true ); + m_pModelPanels[i]->SetPos( rSlot[i].x, rSlot[ i ].y ); + } + } + } +} + +//------------------------------------------------------------------------- +// Purpose: draws the selection area +//------------------------------------------------------------------------- +void CHudWeaponSelection::PostChildPaint() +{ + C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); + if ( !pPlayer ) + return; + + int fastswitch = hud_fastswitch.GetInt(); + if ( ::input->IsSteamControllerActive() ) + { + fastswitch = HUDTYPE_FASTSWITCH; + } + + if ( fastswitch == 0 ) + { + // See if we should start the bucket demo + if ( m_flDemoStartTime > 0 && m_flDemoStartTime < gpGlobals->curtime ) + { + float flDemoTime = tf_weapon_select_demo_time.GetFloat(); + + if ( flDemoTime > 0 ) + { + m_iDemoModeSlot = 0; + m_flDemoModeChangeTime = gpGlobals->curtime + flDemoTime; + gHUD.LockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); + } + + m_flDemoStartTime = -1; + m_iSelectedSlot = m_iDemoModeSlot; + + InvalidateLayout(); + } + + // scroll through the slots for demo mode + if ( m_iDemoModeSlot >= 0 && m_flDemoModeChangeTime < gpGlobals->curtime ) + { + // Keep iterating until we find a slot that has a weapon in it + while ( !GetFirstPos( ++m_iDemoModeSlot ) && m_iDemoModeSlot < m_iMaxSlots ) + { + // blank + } + m_flDemoModeChangeTime = gpGlobals->curtime + tf_weapon_select_demo_time.GetFloat(); + InvalidateLayout(); + } + + if ( m_iDemoModeSlot >= m_iMaxSlots ) + { + m_iDemoModeSlot = -1; + gHUD.UnlockRenderGroup( gHUD.LookupRenderGroupIndexByName( "weapon_selection" ) ); + } + } + + // find and display our current selection + C_BaseCombatWeapon *pSelectedWeapon = NULL; + switch ( fastswitch ) + { + case HUDTYPE_FASTSWITCH: + pSelectedWeapon = pPlayer->GetActiveWeapon(); + break; + default: + pSelectedWeapon = GetSelectedWeapon(); + break; + } + if ( !pSelectedWeapon ) + return; + + if ( fastswitch == 0 ) + { + if ( m_iDemoModeSlot > -1 ) + { + pSelectedWeapon = GetWeaponInSlot( m_iDemoModeSlot, 0 ); + m_iSelectedSlot = m_iDemoModeSlot; + m_iSelectedBoxPosition = 0; + } + } + + if ( m_pActiveWeaponBG ) + { + m_pActiveWeaponBG->SetVisible( fastswitch != HUDTYPE_PLUS && pSelectedWeapon != NULL ); + } + + int nNumSlots = GetNumVisibleSlots(); + if ( nNumSlots <= 0 ) + return; + + DrawSelection( pSelectedWeapon ); +} + +//----------------------------------------------------------------------------- +// Purpose: Draws the vertical style weapon selection buckets, for PC/mousewheel controls +//----------------------------------------------------------------------------- +void CHudWeaponSelection::DrawSelection( C_BaseCombatWeapon *pSelectedWeapon ) +{ + // if we're not supposed to draw the selection, the don't draw the selection + if( !m_bSelectionVisible ) + return; + + C_TFPlayer *pPlayer = C_TFPlayer::GetLocalTFPlayer(); + if ( !pPlayer ) + return; + + int nNumSlots = GetNumVisibleSlots(); + if ( nNumSlots <= 0 ) + return; + + // calculate where to start drawing + int iActiveSlot = (pSelectedWeapon ? pSelectedWeapon->GetSlot() : -1); + int nFastswitchMode = hud_fastswitch.GetInt(); + if ( ::input->IsSteamControllerActive() ) + { + nFastswitchMode = HUDTYPE_FASTSWITCH; + } + + if ( nFastswitchMode == HUDTYPE_FASTSWITCH ) + { + if ( m_iActiveSlot != iActiveSlot ) + { + m_iActiveSlot = iActiveSlot; + InvalidateLayout( true ); + } + } + + // draw the bucket set + // iterate over all the weapon slots + for ( int i = 0; i < m_iMaxSlots; i++ ) + { + int xpos, ypos; + m_pModelPanels[i]->GetPos( xpos, ypos ); + + int wide, tall; + m_pModelPanels[i]->GetSize( wide, tall ); + + if ( i == iActiveSlot ) + { + bool bFirstItem = true; + for ( int slotpos = 0; slotpos < MAX_WEAPON_POSITIONS; slotpos++ ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot(i, slotpos); + if ( !pWeapon ) + continue; + + if ( !pWeapon->VisibleInWeaponSelection() ) + continue; + + if ( !pWeapon->CanBeSelected() ) + { + int msgX = xpos + ( m_flLargeBoxWide * 0.5 ); + int msgY = ypos + (int)m_flErrorYPos; + Color ammoColor = Color( 255, 0, 0, 255 ); + wchar_t *pText = g_pVGuiLocalize->Find( "#TF_OUT_OF_AMMO" ); + DrawString( pText, msgX, msgY, ammoColor, true ); + } + + if ( pWeapon == pSelectedWeapon || ( m_iDemoModeSlot == i ) ) + { + // draw the number + int shortcut = bFirstItem ? i + 1 : -1; + if ( IsPC() && shortcut >= 0 && nFastswitchMode != HUDTYPE_PLUS ) + { + Color numberColor = m_NumberColor; + numberColor[3] *= m_flSelectionAlphaOverride / 255.0f; + surface()->DrawSetTextColor(numberColor); + surface()->DrawSetTextFont(m_hNumberFont); + wchar_t wch = '0' + shortcut; + surface()->DrawSetTextPos( xpos + wide - XRES(5) - m_flSelectionNumberXPos, ypos + YRES(5) + m_flSelectionNumberYPos ); + surface()->DrawUnicodeChar(wch); + } + } + bFirstItem = false; + } + } + else + { + // check to see if there is a weapons in this bucket + if ( GetFirstPos( i ) ) + { + C_BaseCombatWeapon *pWeapon = GetFirstPos( i ); + if ( !pWeapon ) + continue; + + // draw the number + if ( IsPC() && nFastswitchMode != HUDTYPE_PLUS ) + { + int x = xpos + XRES(5); + int y = ypos + YRES(5); + + Color numberColor = m_NumberColor; + numberColor[3] *= m_flAlphaOverride / 255.0f; + surface()->DrawSetTextColor(numberColor); + surface()->DrawSetTextFont(m_hNumberFont); + wchar_t wch = '0' + i + 1; + surface()->DrawSetTextPos(x + m_flSmallBoxWide - XRES(10) - m_flSelectionNumberXPos, y + m_flSelectionNumberYPos); + surface()->DrawUnicodeChar(wch); + } + } + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::DrawWeaponTexture( C_TFPlayer *pPlayer, C_BaseCombatWeapon *pWeapon, int xpos, int ypos, float flLargeBoxWide, float flLargeBoxTall ) +{ + // draw icon + const CHudTexture *pTexture = pWeapon->GetSpriteInactive(); // red team + if ( pPlayer ) + { + if ( pPlayer->GetTeamNumber() == TF_TEAM_BLUE ) + { + pTexture = pWeapon->GetSpriteActive(); + } + } + + if ( pTexture ) + { + Color col( 255, 255, 255, 255 ); + pTexture->DrawSelf( xpos, ypos, flLargeBoxWide, flLargeBoxTall, col ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHudWeaponSelection::DrawString( wchar_t *text, int xpos, int ypos, Color col, bool bCenter ) +{ + surface()->DrawSetTextColor( col ); + surface()->DrawSetTextFont( m_hTextFont ); + + // count the position + int slen = 0, charCount = 0, maxslen = 0; + { + for (wchar_t *pch = text; *pch != 0; pch++) + { + if (*pch == '\n') + { + // newline character, drop to the next line + if (slen > maxslen) + { + maxslen = slen; + } + slen = 0; + } + else if (*pch == '\r') + { + // do nothing + } + else + { + slen += surface()->GetCharacterWidth( m_hTextFont, *pch ); + charCount++; + } + } + } + if (slen > maxslen) + { + maxslen = slen; + } + + int x = xpos; + + if ( bCenter ) + { + x = xpos - slen * 0.5; + } + + surface()->DrawSetTextPos( x, ypos ); + // adjust the charCount by the scan amount + charCount *= m_flTextScan; + for (wchar_t *pch = text; charCount > 0; pch++) + { + if (*pch == '\n') + { + // newline character, move to the next line + surface()->DrawSetTextPos( x + ((m_flLargeBoxWide - slen) / 2), ypos + (surface()->GetFontTall(m_hTextFont) * 1.1f)); + } + else if (*pch == '\r') + { + // do nothing + } + else + { + surface()->DrawUnicodeChar(*pch); + charCount--; + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: hud scheme settings +//----------------------------------------------------------------------------- +void CHudWeaponSelection::ApplySchemeSettings(vgui::IScheme *pScheme) +{ + BaseClass::ApplySchemeSettings(pScheme); + SetPaintBackgroundEnabled(false); + + // set our size + int screenWide, screenTall; + int x, y; + GetPos(x, y); + GetHudSize(screenWide, screenTall); + SetBounds(0, 0, screenWide, screenTall); + + // load control settings... + LoadControlSettings( "resource/UI/HudWeaponSelection.res" ); + + m_pActiveWeaponBG = dynamic_cast<CTFImagePanel*>( FindChildByName("ActiveWeapon") ); + if ( m_pActiveWeaponBG ) + { + m_pActiveWeaponBG->SetVisible( false ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Opens weapon selection control +//----------------------------------------------------------------------------- +void CHudWeaponSelection::OpenSelection( void ) +{ + Assert(!IsInSelectionMode()); + + InvalidateLayout(); + + CBaseHudWeaponSelection::OpenSelection(); + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("OpenWeaponSelectionMenu"); + m_iSelectedBoxPosition = 0; + m_iSelectedSlot = -1; +} + +//----------------------------------------------------------------------------- +// Purpose: Closes weapon selection control immediately +//----------------------------------------------------------------------------- +void CHudWeaponSelection::HideSelection( void ) +{ + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + if ( m_pModelPanels[i] ) + { + m_pModelPanels[i]->SetVisible( false ); + } + } + + m_flSelectionTime = 0; + CBaseHudWeaponSelection::HideSelection(); + g_pClientMode->GetViewportAnimationController()->StartAnimationSequence("CloseWeaponSelectionMenu"); +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the next available weapon item in the weapon selection +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::FindNextWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return NULL; + + C_BaseCombatWeapon *pNextWeapon = NULL; + + // search all the weapons looking for the closest next + int iLowestNextSlot = MAX_WEAPON_SLOTS; + int iLowestNextPosition = MAX_WEAPON_POSITIONS; + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); + if ( !pWeapon ) + continue; + + if ( pWeapon->VisibleInWeaponSelection() ) + { + int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); + + // see if this weapon is further ahead in the selection list + if ( weaponSlot > iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition > iCurrentPosition) ) + { + // see if this weapon is closer than the current lowest + if ( weaponSlot < iLowestNextSlot || (weaponSlot == iLowestNextSlot && weaponPosition < iLowestNextPosition) ) + { + iLowestNextSlot = weaponSlot; + iLowestNextPosition = weaponPosition; + pNextWeapon = pWeapon; + } + } + } + } + + return pNextWeapon; +} + +//----------------------------------------------------------------------------- +// Purpose: Returns the prior available weapon item in the weapon selection +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::FindPrevWeaponInWeaponSelection(int iCurrentSlot, int iCurrentPosition) +{ + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return NULL; + + C_BaseCombatWeapon *pPrevWeapon = NULL; + + // search all the weapons looking for the closest next + int iLowestPrevSlot = -1; + int iLowestPrevPosition = -1; + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = pPlayer->GetWeapon(i); + if ( !pWeapon ) + continue; + + if ( pWeapon->VisibleInWeaponSelection() ) + { + int weaponSlot = pWeapon->GetSlot(), weaponPosition = pWeapon->GetPosition(); + + // see if this weapon is further ahead in the selection list + if ( weaponSlot < iCurrentSlot || (weaponSlot == iCurrentSlot && weaponPosition < iCurrentPosition) ) + { + // see if this weapon is closer than the current lowest + if ( weaponSlot > iLowestPrevSlot || (weaponSlot == iLowestPrevSlot && weaponPosition > iLowestPrevPosition) ) + { + iLowestPrevSlot = weaponSlot; + iLowestPrevPosition = weaponPosition; + pPrevWeapon = pWeapon; + } + } + } + } + + return pPrevWeapon; +} + +//----------------------------------------------------------------------------- +// Purpose: Moves the selection to the next item in the menu +//----------------------------------------------------------------------------- +void CHudWeaponSelection::CycleToNextWeapon( void ) +{ + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + if ( pPlayer->IsAlive() == false ) + return; + + // PASSTIME don't CycleToNextWeapon if it's not allowed + if ( !pPlayer->IsAllowedToSwitchWeapons() ) + return; + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindNextWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindNextWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to start + pNextWeapon = FindNextWeaponInWeaponSelection(-1, -1); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + + if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + InvalidateLayout(); + + // cancel demo mode + m_iDemoModeSlot = -1; + m_flDemoStartTime = -1; + + // Play the "cycle to next weapon" sound + if( m_bPlaySelectionSounds ) + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Moves the selection to the previous item in the menu +//----------------------------------------------------------------------------- +void CHudWeaponSelection::CycleToPrevWeapon( void ) +{ + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + if ( pPlayer->IsAlive() == false ) + return; + + // PASSTIME don't CycleToNextWeapon if it's not allowed + if ( !pPlayer->IsAllowedToSwitchWeapons() ) + return; + + C_BaseCombatWeapon *pNextWeapon = NULL; + if ( IsInSelectionMode() ) + { + // find the next selection spot + C_BaseCombatWeapon *pWeapon = GetSelectedWeapon(); + if ( !pWeapon ) + return; + + pNextWeapon = FindPrevWeaponInWeaponSelection( pWeapon->GetSlot(), pWeapon->GetPosition() ); + } + else + { + // open selection at the current place + pNextWeapon = pPlayer->GetActiveWeapon(); + if ( pNextWeapon ) + { + pNextWeapon = FindPrevWeaponInWeaponSelection( pNextWeapon->GetSlot(), pNextWeapon->GetPosition() ); + } + } + + if ( !pNextWeapon ) + { + // wrap around back to end of weapon list + pNextWeapon = FindPrevWeaponInWeaponSelection(MAX_WEAPON_SLOTS, MAX_WEAPON_POSITIONS); + } + + if ( pNextWeapon ) + { + SetSelectedWeapon( pNextWeapon ); + + if ( !IsInSelectionMode() ) + { + OpenSelection(); + } + + InvalidateLayout(); + + // cancel demo mode + m_iDemoModeSlot = -1; + m_flDemoStartTime = -1; + + // Play the "cycle to next weapon" sound + if( m_bPlaySelectionSounds ) + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: returns the weapon in the specified slot +//----------------------------------------------------------------------------- +C_BaseCombatWeapon *CHudWeaponSelection::GetWeaponInSlot( int iSlot, int iSlotPos ) +{ + C_BasePlayer *player = C_BasePlayer::GetLocalPlayer(); + if ( !player ) + return NULL; + + for ( int i = 0; i < MAX_WEAPONS; i++ ) + { + C_BaseCombatWeapon *pWeapon = player->GetWeapon(i); + + if ( pWeapon == NULL ) + continue; + + if ( pWeapon->GetSlot() == iSlot && pWeapon->GetPosition() == iSlotPos ) + return pWeapon; + } + + return NULL; +} + +C_BaseCombatWeapon *CHudWeaponSelection::GetSelectedWeapon( void ) +{ + if ( hud_fastswitch.GetInt() == 0 && !::input->IsSteamControllerActive() && m_iDemoModeSlot >= 0 ) + { + C_BaseCombatWeapon *pWeapon = GetFirstPos( m_iDemoModeSlot ); + return pWeapon; + } + else + { + return m_hSelectedWeapon; + } +} + +void CHudWeaponSelection::FireGameEvent( IGameEvent *event ) +{ + const char * type = event->GetName(); + + if ( Q_strcmp(type, "localplayer_changeclass") == 0 ) + { + for ( int i = 0; i < MAX_WEAPON_SLOTS; i++ ) + { + if ( m_pModelPanels[i] ) + { + m_pModelPanels[i]->SetVisible( false ); + } + } + + int nUpdateType = event->GetInt( "updateType" ); + bool bIsCreationUpdate = ( nUpdateType == DATA_UPDATE_CREATED ); + // Don't demo selection in minmode + ConVarRef cl_hud_minmode( "cl_hud_minmode", true ); + if ( !cl_hud_minmode.IsValid() || cl_hud_minmode.GetBool() == false ) + { + if ( !bIsCreationUpdate ) + { + m_flDemoStartTime = gpGlobals->curtime + tf_weapon_select_demo_start_delay.GetFloat(); + } + } + } + else + { + CHudElement::FireGameEvent( event ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Opens the next weapon in the slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::FastWeaponSwitch( int iWeaponSlot ) +{ + // get the slot the player's weapon is in + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // see where we should start selection + int iPosition = -1; + C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); + if ( pActiveWeapon && pActiveWeapon->GetSlot() == iWeaponSlot ) + { + // start after this weapon + iPosition = pActiveWeapon->GetPosition(); + } + + C_BaseCombatWeapon *pNextWeapon = NULL; + + // search for the weapon after the current one + pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, iPosition); + // make sure it's in the same bucket + if ( !pNextWeapon || pNextWeapon->GetSlot() != iWeaponSlot ) + { + // just look for any weapon in this slot + pNextWeapon = FindNextWeaponInWeaponSelection(iWeaponSlot, -1); + } + + // see if we found a weapon that's different from the current and in the selected slot + if ( pNextWeapon && pNextWeapon != pActiveWeapon && pNextWeapon->GetSlot() == iWeaponSlot ) + { + // select the new weapon + ::input->MakeWeaponSelection( pNextWeapon ); + } + else if ( pNextWeapon != pActiveWeapon ) + { + // error sound + pPlayer->EmitSound( "Player.DenyWeaponSelection" ); + } + + // kill any fastswitch display + m_flSelectionTime = 0.0f; +} + +//----------------------------------------------------------------------------- +// Purpose: Opens the next weapon in the slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::PlusTypeFastWeaponSwitch( int iWeaponSlot, bool *pbPlaySwitchSound ) +{ + // get the slot the player's weapon is in + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + int newSlot = m_iSelectedSlot; + + // Changing slot number does not necessarily mean we need to change the slot - the player could be + // scrolling through the same slot but in the opposite direction. Slot pairs are 0,2 and 1,3 - so + // compare the 0 bits to see if we're within a pair. Otherwise, reset the box to the zero position. + if ( -1 == m_iSelectedSlot || ( ( m_iSelectedSlot ^ iWeaponSlot ) & 1 ) ) + { + // Changing vertical/horizontal direction. Reset the selected box position to zero. + m_iSelectedBoxPosition = 0; + m_iSelectedSlot = iWeaponSlot; + } + else + { + // Still in the same horizontal/vertical direction. Determine which way we're moving in the slot. + int increment = 1; + if ( m_iSelectedSlot != iWeaponSlot ) + { + // Decrementing within the slot. If we're at the zero position in this slot, + // jump to the zero position of the opposite slot. This also counts as our increment. + increment = -1; + if ( 0 == m_iSelectedBoxPosition ) + { + newSlot = ( m_iSelectedSlot + 2 ) % 4; + increment = 0; + } + } + + // Find out of the box position is at the end of the slot + int lastSlotPos = -1; + for ( int slotPos = 0; slotPos < MAX_WEAPON_POSITIONS; ++slotPos ) + { + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( newSlot, slotPos ); + if ( pWeapon ) + { + lastSlotPos = slotPos; + } + } + + // Increment/Decrement the selected box position + if ( m_iSelectedBoxPosition + increment <= lastSlotPos ) + { + m_iSelectedBoxPosition += increment; + m_iSelectedSlot = newSlot; + } + else + { + // error sound + pPlayer->EmitSound( "Player.DenyWeaponSelection" ); + *pbPlaySwitchSound = false; + return; + } + } + + // Select the weapon in this position + bool bWeaponSelected = false; + C_BaseCombatWeapon *pActiveWeapon = pPlayer->GetActiveWeapon(); + C_BaseCombatWeapon *pWeapon = GetWeaponInSlot( m_iSelectedSlot, m_iSelectedBoxPosition ); + if ( pWeapon && CanBeSelectedInHUD( pWeapon ) ) + { + if ( pWeapon != pActiveWeapon ) + { + // Select the new weapon + ::input->MakeWeaponSelection( pWeapon ); + SetSelectedWeapon( pWeapon ); + bWeaponSelected = true; + } + } + + if ( !bWeaponSelected ) + { + // Still need to set this to make hud display appear + SetSelectedWeapon( pPlayer->GetActiveWeapon() ); + } +} + +//----------------------------------------------------------------------------- +// Purpose: Moves selection to the specified slot +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SelectWeaponSlot( int iSlot ) +{ + // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons + --iSlot; + + // Get the local player. + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( !pPlayer ) + return; + + // Don't try and read past our possible number of slots + if ( iSlot >= MAX_WEAPON_SLOTS ) + return; + + // Make sure the player's allowed to switch weapons + if ( pPlayer->IsAllowedToSwitchWeapons() == false ) + return; + + bool bPlaySwitchSound = true; + int nFastswitchMode = hud_fastswitch.GetInt(); + if ( ::input->IsSteamControllerActive() ) + { + nFastswitchMode = HUDTYPE_FASTSWITCH; + } + + switch( nFastswitchMode ) + { + case HUDTYPE_FASTSWITCH: + { + FastWeaponSwitch( iSlot ); + return; + } + + case HUDTYPE_PLUS: + PlusTypeFastWeaponSwitch( iSlot, &bPlaySwitchSound ); + + // ------------------------------------------------------ + // FALLTHROUGH! Plus and buckets both use the item model + // panels so fix them up in both cases. + // ------------------------------------------------------ + + + case HUDTYPE_BUCKETS: + { + int slotPos = 0; + C_BaseCombatWeapon *pActiveWeapon = GetSelectedWeapon(); + + // start later in the list + if ( IsInSelectionMode() && pActiveWeapon && pActiveWeapon->GetSlot() == iSlot ) + { + slotPos = pActiveWeapon->GetPosition() + 1; + } + + // find the weapon in this slot + pActiveWeapon = GetNextActivePos( iSlot, slotPos ); + if ( !pActiveWeapon ) + { + pActiveWeapon = GetNextActivePos( iSlot, 0 ); + } + + if ( pActiveWeapon != NULL ) + { + if ( !IsInSelectionMode() ) + { + // open the weapon selection + OpenSelection(); + } + + InvalidateLayout(); + + // Mark the change + SetSelectedWeapon( pActiveWeapon ); + m_iDemoModeSlot = -1; + m_flDemoStartTime = -1; + } + } + break; + + default: + break; + } + + if( m_bPlaySelectionSounds && bPlaySwitchSound ) + pPlayer->EmitSound( "Player.WeaponSelectionMoveSlot" ); +} + +//----------------------------------------------------------------------------- +// Purpose: Menu Selection Code +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SelectSlot( int iSlot ) +{ + // A menu may be overriding weapon selection commands + if ( HandleHudMenuInput( iSlot ) ) + { + return; + } + + // If we're in observer mode, see if the spectator GUI wants to use it + C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); + if ( pPlayer && pPlayer->IsObserver() ) + { + CTFSpectatorGUI *pPanel = (CTFSpectatorGUI*)gViewPortInterface->FindPanelByName( PANEL_SPECGUI ); + if ( pPanel ) + { + pPanel->SelectSpec( iSlot ); + } + return; + } + + // If we're not allowed to draw, ignore weapon selections + if ( !CHudElement::ShouldDraw() ) + { + return; + } + + // iSlot is one higher than it should be, since it's the number key, not the 0-based index into the weapons + if ( !IsInSelectionMode() && ( iSlot - 1 >= MAX_WEAPON_SLOTS ) ) + { + OpenSelection(); + } + + UpdateSelectionTime(); + SelectWeaponSlot( iSlot ); +} + +//----------------------------------------------------------------------------- +// Purpose: Menu Selection Code +//----------------------------------------------------------------------------- +void CHudWeaponSelection::SwitchToLastWeapon() +{ + C_TFPlayer *pTFPlayer = ToTFPlayer( C_BasePlayer::GetLocalPlayer() ); + if ( !pTFPlayer ) + return; + + if (TFGameRules() && TFGameRules()->IsPasstimeMode() && pTFPlayer->m_Shared.HasPasstimeBall() ) + return; + + CBaseHudWeaponSelection::SwitchToLastWeapon(); +} |