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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /gameui/BasePanel.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef BASEPANEL_H
+#define BASEPANEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "vgui_controls/Panel.h"
+#include "vgui_controls/PHandle.h"
+#include "vgui_controls/MenuItem.h"
+#include "vgui_controls/MessageDialog.h"
+#include "KeyValues.h"
+#include "utlvector.h"
+#include "tier1/CommandBuffer.h"
+
+#include "ixboxsystem.h"
+
+#if !defined( _X360 )
+#include "xbox/xboxstubs.h"
+#endif
+
+enum
+{
+ DIALOG_STACK_IDX_STANDARD,
+ DIALOG_STACK_IDX_WARNING,
+ DIALOG_STACK_IDX_ERROR,
+};
+
+class CMatchmakingBasePanel;
+class CBackgroundMenuButton;
+class CGameMenu;
+class CAsyncCtxOnDeviceAttached;
+
+// X360TBD: Move into a separate module when finished
+class CMessageDialogHandler
+{
+public:
+ CMessageDialogHandler();
+ void ShowMessageDialog( int nType, vgui::Panel *pOwner );
+ void CloseMessageDialog( const uint nType = 0 );
+ void CloseAllMessageDialogs();
+ void CreateMessageDialog( const uint nType, const char *pTitle, const char *pMsg, const char *pCmdA, const char *pCmdB, vgui::Panel *pCreator, bool bShowActivity = false );
+ void ActivateMessageDialog( int nStackIdx );
+ void PositionDialogs( int wide, int tall );
+ void PositionDialog( vgui::PHandle dlg, int wide, int tall );
+
+private:
+ static const int MAX_MESSAGE_DIALOGS = 3;
+ vgui::DHANDLE< CMessageDialog > m_hMessageDialogs[MAX_MESSAGE_DIALOGS];
+ int m_iDialogStackTop;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Panel that acts as background for button icons and help text in the UI
+//-----------------------------------------------------------------------------
+class CFooterPanel : public vgui::EditablePanel
+{
+ DECLARE_CLASS_SIMPLE( CFooterPanel, vgui::EditablePanel );
+
+public:
+ CFooterPanel( Panel *parent, const char *panelName );
+ virtual ~CFooterPanel();
+
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+ virtual void ApplySettings( KeyValues *pResourceData );
+ virtual void Paint( void );
+ virtual void PaintBackground( void );
+
+ // caller tags the current hint, used to assist in ownership
+ void SetHelpNameAndReset( const char *pName );
+ const char *GetHelpName();
+
+ void AddButtonsFromMap( vgui::Frame *pMenu );
+ void SetStandardDialogButtons();
+ void AddNewButtonLabel( const char *text, const char *icon );
+ void ShowButtonLabel( const char *name, bool show = true );
+ void SetButtonText( const char *buttonName, const char *text );
+ void ClearButtons();
+ void SetButtonGap( int nButtonGap ){ m_nButtonGap = nButtonGap; }
+ void UseDefaultButtonGap(){ m_nButtonGap = m_nButtonGapDefault; }
+
+private:
+ struct ButtonLabel_t
+ {
+ bool bVisible;
+ char name[MAX_PATH];
+ wchar_t text[MAX_PATH];
+ wchar_t icon[2]; // icon is a single character
+ };
+
+ CUtlVector< ButtonLabel_t* > m_ButtonLabels;
+
+ vgui::Label *m_pSizingLabel; // used to measure font sizes
+
+ bool m_bPaintBackground; // fill the background?
+ bool m_bCenterHorizontal; // center buttons horizontally?
+ int m_ButtonPinRight; // if not centered, this is the distance from the right margin that we use to start drawing buttons (right to left)
+ int m_nButtonGap; // space between buttons when drawing
+ int m_nButtonGapDefault; // space between buttons (initial value)
+ int m_FooterTall; // height of the footer
+ int m_ButtonOffsetFromTop; // how far below the top the buttons should be drawn
+ int m_ButtonSeparator; // space between the button icon and text
+ int m_TextAdjust; // extra adjustment for the text (vertically)...text is centered on the button icon and then this value is applied
+
+ char m_szTextFont[64]; // font for the button text
+ char m_szButtonFont[64]; // font for the button icon
+ char m_szFGColor[64]; // foreground color (text)
+ char m_szBGColor[64]; // background color (fill color)
+
+ vgui::HFont m_hButtonFont;
+ vgui::HFont m_hTextFont;
+ char *m_pHelpName;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: EditablePanel that can replace the GameMenuButtons in CBasePanel
+//-----------------------------------------------------------------------------
+class CMainMenuGameLogo : public vgui::EditablePanel
+{
+ DECLARE_CLASS_SIMPLE( CMainMenuGameLogo, vgui::EditablePanel );
+public:
+ CMainMenuGameLogo( vgui::Panel *parent, const char *name );
+
+ virtual void ApplySettings( KeyValues *inResourceData );
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+
+ int GetOffsetX(){ return m_nOffsetX; }
+ int GetOffsetY(){ return m_nOffsetY; }
+
+private:
+ int m_nOffsetX;
+ int m_nOffsetY;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Transparent menu item designed to sit on the background ingame
+//-----------------------------------------------------------------------------
+class CGameMenuItem : public vgui::MenuItem
+{
+ DECLARE_CLASS_SIMPLE( CGameMenuItem, vgui::MenuItem );
+public:
+ CGameMenuItem(vgui::Menu *parent, const char *name);
+
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+ virtual void PaintBackground( void );
+ void SetRightAlignedText( bool state );
+
+private:
+ bool m_bRightAligned;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: This is the panel at the top of the panel hierarchy for GameUI
+// It handles all the menus, background images, and loading dialogs
+//-----------------------------------------------------------------------------
+class CBasePanel : public vgui::Panel
+{
+ DECLARE_CLASS_SIMPLE( CBasePanel, vgui::Panel );
+
+public:
+ CBasePanel();
+ virtual ~CBasePanel();
+
+public:
+ //
+ // Implementation of async jobs
+ // An async job is enqueued by calling "ExecuteAsync" with the proper job context.
+ // Job's function "ExecuteAsync" is called on a separate thread.
+ // After the job finishes the "Completed" function is called on the
+ // main thread.
+ //
+ class CAsyncJobContext
+ {
+ public:
+ CAsyncJobContext( float flLeastExecuteTime = 0.0f ) : m_flLeastExecuteTime( flLeastExecuteTime ), m_hThreadHandle( NULL ) {}
+ virtual ~CAsyncJobContext() {}
+
+ virtual void ExecuteAsync() = 0; // Executed on the secondary thread
+ virtual void Completed() = 0; // Executed on the main thread
+
+ public:
+ void * volatile m_hThreadHandle; // Handle to an async job thread waiting for
+ float m_flLeastExecuteTime; // Least amount of time this job should keep executing
+ };
+
+ CAsyncJobContext *m_pAsyncJob;
+ void ExecuteAsync( CAsyncJobContext *pAsync );
+
+
+public:
+ // notifications
+ void OnLevelLoadingStarted();
+ void OnLevelLoadingFinished();
+
+ // update the taskbar a frame
+ void RunFrame();
+
+ // fades to black then runs an engine command (usually to start a level)
+ void FadeToBlackAndRunEngineCommand( const char *engineCommand );
+
+ // sets the blinking state of a menu item
+ void SetMenuItemBlinkingState( const char *itemName, bool state );
+
+ // handles gameUI being shown
+ void OnGameUIActivated();
+
+ // game dialogs
+ void OnOpenNewGameDialog( const char *chapter = NULL );
+ void OnOpenBonusMapsDialog();
+ void OnOpenLoadGameDialog();
+ void OnOpenLoadGameDialog_Xbox();
+ void OnOpenSaveGameDialog();
+ void OnOpenSaveGameDialog_Xbox();
+ void OnOpenServerBrowser();
+ void OnOpenFriendsDialog();
+ void OnOpenDemoDialog();
+ void OnOpenCreateMultiplayerGameDialog();
+ void OnOpenQuitConfirmationDialog();
+ void OnOpenDisconnectConfirmationDialog();
+ void OnOpenChangeGameDialog();
+ void OnOpenPlayerListDialog();
+ void OnOpenBenchmarkDialog();
+ void OnOpenOptionsDialog();
+ void OnOpenOptionsDialog_Xbox();
+ void OnOpenLoadCommentaryDialog();
+ void OpenLoadSingleplayerCommentaryDialog();
+ void OnOpenAchievementsDialog();
+
+ //=============================================================================
+ // HPE_BEGIN:
+ // [dwenger] Specific code for CS Achievements Display
+ //=============================================================================
+
+ // $TODO(HPE): Move this to a game-specific location
+ void OnOpenCSAchievementsDialog();
+
+ //=============================================================================
+ // HPE_END
+ //=============================================================================
+
+ void OnOpenAchievementsDialog_Xbox();
+ void OnOpenControllerDialog();
+
+ // Xbox 360
+ CMatchmakingBasePanel* GetMatchmakingBasePanel();
+ void OnOpenMatchmakingBasePanel();
+ void SessionNotification( const int notification, const int param = 0 );
+ void SystemNotification( const int notification );
+ void ShowMessageDialog( const uint nType, vgui::Panel *pParent = NULL );
+ void CloseMessageDialog( const uint nType );
+ void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost );
+ void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping );
+ void OnChangeStorageDevice();
+ bool ValidateStorageDevice();
+ bool ValidateStorageDevice( int *pStorageDeviceValidated );
+ void OnCreditsFinished();
+
+ KeyValues *GetConsoleControlSettings( void );
+
+ // forces any changed options dialog settings to be applied immediately, if it's open
+ void ApplyOptionsDialogSettings();
+
+ vgui::AnimationController *GetAnimationController( void ) { return m_pConsoleAnimationController; }
+ void RunCloseAnimation( const char *animName );
+ void RunAnimationWithCallback( vgui::Panel *parent, const char *animName, KeyValues *msgFunc );
+ void PositionDialog( vgui::PHandle dlg );
+
+ virtual void OnSizeChanged( int newWide, int newTall );
+
+ void ArmFirstMenuItem( void );
+
+ void OnGameUIHidden();
+
+ void CloseBaseDialogs( void );
+ bool IsWaitingForConsoleUI( void ) { return m_bWaitingForStorageDeviceHandle || m_bWaitingForUserSignIn || m_bXUIVisible; }
+
+#if defined( _X360 )
+ CON_COMMAND_MEMBER_F( CBasePanel, "gameui_reload_resources", Reload_Resources, "Reload the Xbox 360 UI res files", 0 );
+#endif
+
+ int GetMenuAlpha( void );
+
+ void SetMainMenuOverride( vgui::VPANEL panel );
+
+
+
+protected:
+ virtual void PaintBackground();
+ virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
+
+public:
+ // FIXME: This should probably become a friend relationship between the classes
+ bool HandleSignInRequest( const char *command );
+ bool HandleStorageDeviceRequest( const char *command );
+ void ClearPostPromptCommand( const char *pCompletedCommand );
+
+private:
+ enum EBackgroundState
+ {
+ BACKGROUND_INITIAL,
+ BACKGROUND_LOADING,
+ BACKGROUND_MAINMENU,
+ BACKGROUND_LEVEL,
+ BACKGROUND_DISCONNECTED,
+ BACKGROUND_EXITING, // Console has started an exiting state, cannot be stopped
+ };
+ void SetBackgroundRenderState(EBackgroundState state);
+
+ friend class CAsyncCtxOnDeviceAttached;
+ void OnDeviceAttached( void );
+ void OnCompletedAsyncDeviceAttached( CAsyncCtxOnDeviceAttached *job );
+
+ void IssuePostPromptCommand( void );
+
+ void UpdateBackgroundState();
+
+ // sets the menu alpha [0..255]
+ void SetMenuAlpha(int alpha);
+
+ // menu manipulation
+ void CreatePlatformMenu();
+ void CreateGameMenu();
+ void CreateGameLogo();
+ void CheckBonusBlinkState();
+ void UpdateGameMenus();
+ CGameMenu *RecursiveLoadGameMenu(KeyValues *datafile);
+
+ void StartExitingProcess();
+
+ bool IsPromptableCommand( const char *command );
+ bool CommandRequiresSignIn( const char *command );
+ bool CommandRequiresStorageDevice( const char *command );
+ bool CommandRespectsSignInDenied( const char *command );
+
+ void QueueCommand( const char *pCommand );
+ void RunQueuedCommands();
+ void ClearQueuedCommands();
+
+ virtual void OnCommand(const char *command);
+ virtual void PerformLayout();
+ MESSAGE_FUNC_INT( OnActivateModule, "ActivateModule", moduleIndex);
+
+ void UpdateRichPresenceInfo();
+
+ // menu logo
+ CMainMenuGameLogo *m_pGameLogo;
+
+ // menu buttons
+ CUtlVector< CBackgroundMenuButton * >m_pGameMenuButtons;
+ CGameMenu *m_pGameMenu;
+ bool m_bPlatformMenuInitialized;
+ int m_iGameMenuInset;
+
+ vgui::VPANEL m_hMainMenuOverridePanel;
+
+ struct coord {
+ int x;
+ int y;
+ };
+ CUtlVector< coord > m_iGameTitlePos;
+ coord m_iGameMenuPos;
+
+ // base dialogs
+ vgui::DHANDLE<vgui::Frame> m_hNewGameDialog;
+ vgui::DHANDLE<vgui::Frame> m_hBonusMapsDialog;
+ vgui::DHANDLE<vgui::Frame> m_hLoadGameDialog;
+ vgui::DHANDLE<vgui::Frame> m_hLoadGameDialog_Xbox;
+ vgui::DHANDLE<vgui::Frame> m_hSaveGameDialog;
+ vgui::DHANDLE<vgui::Frame> m_hSaveGameDialog_Xbox;
+ vgui::DHANDLE<vgui::PropertyDialog> m_hOptionsDialog;
+ vgui::DHANDLE<vgui::Frame> m_hOptionsDialog_Xbox;
+ vgui::DHANDLE<vgui::Frame> m_hCreateMultiplayerGameDialog;
+ //vgui::DHANDLE<vgui::Frame> m_hDemoPlayerDialog;
+ vgui::DHANDLE<vgui::Frame> m_hChangeGameDialog;
+ vgui::DHANDLE<vgui::Frame> m_hPlayerListDialog;
+ vgui::DHANDLE<vgui::Frame> m_hBenchmarkDialog;
+ vgui::DHANDLE<vgui::Frame> m_hLoadCommentaryDialog;
+ vgui::DHANDLE<vgui::Frame> m_hAchievementsDialog;
+
+ // Xbox 360
+ vgui::DHANDLE<vgui::Frame> m_hMatchmakingBasePanel;
+ vgui::DHANDLE<vgui::Frame> m_hControllerDialog;
+
+ EBackgroundState m_eBackgroundState;
+
+ CMessageDialogHandler m_MessageDialogHandler;
+ CUtlVector< CUtlString > m_CommandQueue;
+
+ vgui::AnimationController *m_pConsoleAnimationController;
+ KeyValues *m_pConsoleControlSettings;
+
+ void DrawBackgroundImage();
+ int m_iBackgroundImageID;
+ int m_iRenderTargetImageID;
+ int m_iLoadingImageID;
+ int m_iProductImageID;
+ bool m_bLevelLoading;
+ bool m_bEverActivated;
+ bool m_bCopyFrameBuffer;
+ bool m_bUseRenderTargetImage;
+ int m_ExitingFrameCount;
+ bool m_bXUIVisible;
+ bool m_bUseMatchmaking;
+ bool m_bRestartFromInvite;
+ bool m_bRestartSameGame;
+
+ // Used for internal state dealing with blades
+ bool m_bUserRefusedSignIn;
+ bool m_bUserRefusedStorageDevice;
+ bool m_bWaitingForUserSignIn;
+ bool m_bStorageBladeShown;
+ CUtlString m_strPostPromptCommand;
+
+ // Storage device changing vars
+ bool m_bWaitingForStorageDeviceHandle;
+ bool m_bNeedStorageDeviceHandle;
+ AsyncHandle_t m_hStorageDeviceChangeHandle;
+ uint m_iStorageID;
+ int *m_pStorageDeviceValidatedNotify;
+
+ // background transition
+ bool m_bFadingInMenus;
+ float m_flFadeMenuStartTime;
+ float m_flFadeMenuEndTime;
+
+ bool m_bRenderingBackgroundTransition;
+ float m_flTransitionStartTime;
+ float m_flTransitionEndTime;
+
+ // Used for rich presence updates on xbox360
+ bool m_bSinglePlayer;
+ uint m_iGameID; // matches context value in hl2orange.spa.h
+
+ // background fill transition
+ bool m_bHaveDarkenedBackground;
+ bool m_bHaveDarkenedTitleText;
+ bool m_bForceTitleTextUpdate;
+ float m_flFrameFadeInTime;
+ Color m_BackdropColor;
+ CPanelAnimationVar( float, m_flBackgroundFillAlpha, "m_flBackgroundFillAlpha", "0" );
+
+ // fading to game
+ MESSAGE_FUNC_CHARPTR( RunEngineCommand, "RunEngineCommand", command );
+ MESSAGE_FUNC( FinishDialogClose, "FinishDialogClose" );
+
+public:
+ MESSAGE_FUNC_CHARPTR( RunMenuCommand, "RunMenuCommand", command );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: singleton accessor
+//-----------------------------------------------------------------------------
+extern CBasePanel *BasePanel();
+
+
+#endif // BASEPANEL_H