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-rw-r--r--game/client/tf/tf_hud_weaponselection.cpp1497
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();
+}