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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/vguiscreen.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/vguiscreen.cpp')
-rw-r--r--mp/src/game/server/vguiscreen.cpp838
1 files changed, 419 insertions, 419 deletions
diff --git a/mp/src/game/server/vguiscreen.cpp b/mp/src/game/server/vguiscreen.cpp
index e42ed179..e049da22 100644
--- a/mp/src/game/server/vguiscreen.cpp
+++ b/mp/src/game/server/vguiscreen.cpp
@@ -1,419 +1,419 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: This is an entity that represents a vgui screen
-//
-// $NoKeywords: $
-//===========================================================================//
-
-#include "cbase.h"
-#include "vguiscreen.h"
-#include "networkstringtable_gamedll.h"
-#include "saverestore_stringtable.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//-----------------------------------------------------------------------------
-// This is an entity that represents a vgui screen
-//-----------------------------------------------------------------------------
-
-IMPLEMENT_SERVERCLASS_ST(CVGuiScreen, DT_VGuiScreen)
- SendPropFloat(SENDINFO(m_flWidth), 0, SPROP_NOSCALE ),
- SendPropFloat(SENDINFO(m_flHeight), 0, SPROP_NOSCALE ),
- SendPropInt(SENDINFO(m_nAttachmentIndex), 5, SPROP_UNSIGNED ),
- SendPropInt(SENDINFO(m_nPanelName), MAX_VGUI_SCREEN_STRING_BITS, SPROP_UNSIGNED ),
- SendPropInt(SENDINFO(m_fScreenFlags), VGUI_SCREEN_MAX_BITS, SPROP_UNSIGNED ),
- SendPropInt(SENDINFO(m_nOverlayMaterial), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ),
- SendPropEHandle(SENDINFO(m_hPlayerOwner)),
-END_SEND_TABLE();
-
-LINK_ENTITY_TO_CLASS( vgui_screen, CVGuiScreen );
-LINK_ENTITY_TO_CLASS( vgui_screen_team, CVGuiScreen );
-PRECACHE_REGISTER( vgui_screen );
-
-
-//-----------------------------------------------------------------------------
-// Save/load
-//-----------------------------------------------------------------------------
-BEGIN_DATADESC( CVGuiScreen )
-
- DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ),
- DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ),
-// DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ),
- DEFINE_FIELD( m_fScreenFlags, FIELD_INTEGER ),
- DEFINE_KEYFIELD( m_flWidth, FIELD_FLOAT, "width" ),
- DEFINE_KEYFIELD( m_flHeight, FIELD_FLOAT, "height" ),
- DEFINE_KEYFIELD( m_strOverlayMaterial, FIELD_STRING, "overlaymaterial" ),
- DEFINE_FIELD( m_hPlayerOwner, FIELD_EHANDLE ),
-
- DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
- DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
-
-END_DATADESC()
-
-
-//-----------------------------------------------------------------------------
-// Constructor
-//-----------------------------------------------------------------------------
-CVGuiScreen::CVGuiScreen()
-{
- m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING;
- m_hPlayerOwner = NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Read in worldcraft data...
-//-----------------------------------------------------------------------------
-bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue )
-{
- //!! temp hack, until worldcraft is fixed
- // strip the # tokens from (duplicate) key names
- char *s = (char *)strchr( szKeyName, '#' );
- if ( s )
- {
- *s = '\0';
- }
-
- if ( FStrEq( szKeyName, "panelname" ))
- {
- SetPanelName( szValue );
- return true;
- }
-
- // NOTE: Have to do these separate because they set two values instead of one
- if( FStrEq( szKeyName, "angles" ) )
- {
- Assert( GetMoveParent() == NULL );
- QAngle angles;
- UTIL_StringToVector( angles.Base(), szValue );
-
- // Because the vgui screen basis is strange (z is front, y is up, x is right)
- // we need to rotate the typical basis before applying it
- VMatrix mat, rotation, tmp;
- MatrixFromAngles( angles, mat );
- MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 );
- MatrixMultiply( mat, rotation, tmp );
- MatrixBuildRotateZ( rotation, 90 );
- MatrixMultiply( tmp, rotation, mat );
- MatrixToAngles( mat, angles );
- SetAbsAngles( angles );
-
- return true;
- }
-
- return BaseClass::KeyValue( szKeyName, szValue );
-}
-
-
-//-----------------------------------------------------------------------------
-// Precache...
-//-----------------------------------------------------------------------------
-void CVGuiScreen::Precache()
-{
- BaseClass::Precache();
- if ( m_strOverlayMaterial != NULL_STRING )
- {
- PrecacheMaterial( STRING(m_strOverlayMaterial) );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Spawn...
-//-----------------------------------------------------------------------------
-void CVGuiScreen::Spawn()
-{
- Precache();
-
- // This has no model, but we want it to transmit if it's in the PVS anyways
- AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
- m_nAttachmentIndex = 0;
- SetSolid( SOLID_OBB );
- AddSolidFlags( FSOLID_NOT_SOLID );
- SetActualSize( m_flWidth, m_flHeight );
- m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE );
-
- m_takedamage = DAMAGE_NO;
- AddFlag( FL_NOTARGET );
-}
-
-//-----------------------------------------------------------------------------
-// Spawn...
-//-----------------------------------------------------------------------------
-void CVGuiScreen::Activate()
-{
- BaseClass::Activate();
-
- if ( m_nOverlayMaterial == OVERLAY_MATERIAL_INVALID_STRING && m_strOverlayMaterial != NULL_STRING )
- {
- SetOverlayMaterial( STRING(m_strOverlayMaterial) );
- }
-}
-
-void CVGuiScreen::OnRestore()
-{
- UpdateTransmitState();
-
- BaseClass::OnRestore();
-}
-
-void CVGuiScreen::SetAttachmentIndex( int nIndex )
-{
- m_nAttachmentIndex = nIndex;
-}
-
-void CVGuiScreen::SetOverlayMaterial( const char *pMaterial )
-{
- int iMaterial = GetMaterialIndex( pMaterial );
-
- if ( iMaterial == 0 )
- {
- m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING;
- }
- else
- {
- m_nOverlayMaterial = iMaterial;
- }
-}
-
-bool CVGuiScreen::IsActive() const
-{
- return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0;
-}
-
-void CVGuiScreen::SetActive( bool bActive )
-{
- if (bActive != IsActive())
- {
- if (!bActive)
- {
- m_fScreenFlags &= ~VGUI_SCREEN_ACTIVE;
- }
- else
- {
- m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ACTIVE );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool CVGuiScreen::IsAttachedToViewModel() const
-{
- return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : bAttached -
-//-----------------------------------------------------------------------------
-void CVGuiScreen::SetAttachedToViewModel( bool bAttached )
-{
- if (bAttached != IsActive())
- {
- if (!bAttached)
- {
- m_fScreenFlags &= ~VGUI_SCREEN_ATTACHED_TO_VIEWMODEL;
- }
- else
- {
- m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ATTACHED_TO_VIEWMODEL );
-
- // attached screens have different transmit rules
- DispatchUpdateTransmitState();
- }
-
- // attached screens have different transmit rules
- DispatchUpdateTransmitState();
- }
-}
-
-void CVGuiScreen::SetTransparency( bool bTransparent )
-{
- if (!bTransparent)
- {
- m_fScreenFlags &= ~VGUI_SCREEN_TRANSPARENT;
- }
- else
- {
- m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_TRANSPARENT );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVGuiScreen::InputSetActive( inputdata_t &inputdata )
-{
- SetActive( true );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CVGuiScreen::InputSetInactive( inputdata_t &inputdata )
-{
- SetActive( false );
-}
-
-bool CVGuiScreen::IsVisibleOnlyToTeammates() const
-{
- return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0;
-}
-
-void CVGuiScreen::MakeVisibleOnlyToTeammates( bool bActive )
-{
- if (bActive != IsVisibleOnlyToTeammates())
- {
- if (!bActive)
- {
- m_fScreenFlags &= ~VGUI_SCREEN_VISIBLE_TO_TEAMMATES;
- }
- else
- {
- m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_VISIBLE_TO_TEAMMATES );
- }
- }
-}
-
-bool CVGuiScreen::IsVisibleToTeam( int nTeam )
-{
- // FIXME: Should this maybe go into a derived class of some sort?
- // Don't bother with screens on the wrong team
- if ( IsVisibleOnlyToTeammates() && (nTeam > 0) )
- {
- // Hmmm... sort of a hack...
- CBaseEntity *pOwner = GetOwnerEntity();
- if ( pOwner && (nTeam != pOwner->GetTeamNumber()) )
- return false;
- }
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Screens attached to view models only go to client if viewmodel is being sent, too.
-// Input : *recipient -
-// *pvs -
-// clientArea -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-int CVGuiScreen::UpdateTransmitState()
-{
- if ( IsAttachedToViewModel() )
- {
- // only send to the owner, or someone spectating the owner.
- return SetTransmitState( FL_EDICT_FULLCHECK );
- }
- else if ( GetMoveParent() )
- {
- // Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit
- // for all the vgui screens in the map.
- return SetTransmitState( FL_EDICT_PVSCHECK );
- }
- else
- {
- return BaseClass::UpdateTransmitState();
- }
-}
-
-int CVGuiScreen::ShouldTransmit( const CCheckTransmitInfo *pInfo )
-{
- Assert( IsAttachedToViewModel() );
-
- CBaseEntity *pViewModel = GetOwnerEntity();
-
- if ( pViewModel )
- {
- return pViewModel->ShouldTransmit( pInfo );
- }
-
- return BaseClass::ShouldTransmit( pInfo );
-}
-
-//-----------------------------------------------------------------------------
-// Convert the panel name into an integer
-//-----------------------------------------------------------------------------
-void CVGuiScreen::SetPanelName( const char *pPanelName )
-{
- m_nPanelName = g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pPanelName );
-}
-
-const char *CVGuiScreen::GetPanelName() const
-{
- return g_pStringTableVguiScreen->GetString( m_nPanelName );
-}
-
-
-//-----------------------------------------------------------------------------
-// Sets the screen size + resolution
-//-----------------------------------------------------------------------------
-void CVGuiScreen::SetActualSize( float flWidth, float flHeight )
-{
- m_flWidth = flWidth;
- m_flHeight = flHeight;
-
- Vector mins, maxs;
- mins.Init( 0.0f, 0.0f, -0.1f );
- maxs.Init( 0.0f, 0.0f, 0.1f );
- if (flWidth > 0)
- maxs.x = flWidth;
- else
- mins.x = flWidth;
- if (flHeight > 0)
- maxs.y = flHeight;
- else
- mins.y = flHeight;
-
- UTIL_SetSize( this, mins, maxs );
-}
-
-//-----------------------------------------------------------------------------
-//
-//-----------------------------------------------------------------------------
-void CVGuiScreen::SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput /* = false */ )
-{
- m_hPlayerOwner = pPlayer;
-
- if ( bOwnerOnlyInput )
- {
- m_fScreenFlags.Set( VGUI_SCREEN_ONLY_USABLE_BY_OWNER );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Precaches a vgui screen
-//-----------------------------------------------------------------------------
-void PrecacheVGuiScreen( const char *pScreenType )
-{
- g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pScreenType );
-}
-
-
-//-----------------------------------------------------------------------------
-// Creates a vgui screen, attaches it to another player
-//-----------------------------------------------------------------------------
-CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex )
-{
- Assert( pAttachedTo );
- CVGuiScreen *pScreen = (CVGuiScreen *)CBaseEntity::Create( pScreenClassname, vec3_origin, vec3_angle, pAttachedTo );
-
- pScreen->SetPanelName( pScreenType );
- pScreen->FollowEntity( pAttachedTo );
- pScreen->SetOwnerEntity( pOwner );
- pScreen->SetAttachmentIndex( nAttachmentIndex );
-
- return pScreen;
-}
-
-void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen )
-{
- if (pVGuiScreen)
- {
- UTIL_Remove( pVGuiScreen );
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: This is an entity that represents a vgui screen
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#include "cbase.h"
+#include "vguiscreen.h"
+#include "networkstringtable_gamedll.h"
+#include "saverestore_stringtable.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// This is an entity that represents a vgui screen
+//-----------------------------------------------------------------------------
+
+IMPLEMENT_SERVERCLASS_ST(CVGuiScreen, DT_VGuiScreen)
+ SendPropFloat(SENDINFO(m_flWidth), 0, SPROP_NOSCALE ),
+ SendPropFloat(SENDINFO(m_flHeight), 0, SPROP_NOSCALE ),
+ SendPropInt(SENDINFO(m_nAttachmentIndex), 5, SPROP_UNSIGNED ),
+ SendPropInt(SENDINFO(m_nPanelName), MAX_VGUI_SCREEN_STRING_BITS, SPROP_UNSIGNED ),
+ SendPropInt(SENDINFO(m_fScreenFlags), VGUI_SCREEN_MAX_BITS, SPROP_UNSIGNED ),
+ SendPropInt(SENDINFO(m_nOverlayMaterial), MAX_MATERIAL_STRING_BITS, SPROP_UNSIGNED ),
+ SendPropEHandle(SENDINFO(m_hPlayerOwner)),
+END_SEND_TABLE();
+
+LINK_ENTITY_TO_CLASS( vgui_screen, CVGuiScreen );
+LINK_ENTITY_TO_CLASS( vgui_screen_team, CVGuiScreen );
+PRECACHE_REGISTER( vgui_screen );
+
+
+//-----------------------------------------------------------------------------
+// Save/load
+//-----------------------------------------------------------------------------
+BEGIN_DATADESC( CVGuiScreen )
+
+ DEFINE_CUSTOM_FIELD( m_nPanelName, &g_VguiScreenStringOps ),
+ DEFINE_FIELD( m_nAttachmentIndex, FIELD_INTEGER ),
+// DEFINE_FIELD( m_nOverlayMaterial, FIELD_INTEGER ),
+ DEFINE_FIELD( m_fScreenFlags, FIELD_INTEGER ),
+ DEFINE_KEYFIELD( m_flWidth, FIELD_FLOAT, "width" ),
+ DEFINE_KEYFIELD( m_flHeight, FIELD_FLOAT, "height" ),
+ DEFINE_KEYFIELD( m_strOverlayMaterial, FIELD_STRING, "overlaymaterial" ),
+ DEFINE_FIELD( m_hPlayerOwner, FIELD_EHANDLE ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "SetActive", InputSetActive ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "SetInactive", InputSetInactive ),
+
+END_DATADESC()
+
+
+//-----------------------------------------------------------------------------
+// Constructor
+//-----------------------------------------------------------------------------
+CVGuiScreen::CVGuiScreen()
+{
+ m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING;
+ m_hPlayerOwner = NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Read in worldcraft data...
+//-----------------------------------------------------------------------------
+bool CVGuiScreen::KeyValue( const char *szKeyName, const char *szValue )
+{
+ //!! temp hack, until worldcraft is fixed
+ // strip the # tokens from (duplicate) key names
+ char *s = (char *)strchr( szKeyName, '#' );
+ if ( s )
+ {
+ *s = '\0';
+ }
+
+ if ( FStrEq( szKeyName, "panelname" ))
+ {
+ SetPanelName( szValue );
+ return true;
+ }
+
+ // NOTE: Have to do these separate because they set two values instead of one
+ if( FStrEq( szKeyName, "angles" ) )
+ {
+ Assert( GetMoveParent() == NULL );
+ QAngle angles;
+ UTIL_StringToVector( angles.Base(), szValue );
+
+ // Because the vgui screen basis is strange (z is front, y is up, x is right)
+ // we need to rotate the typical basis before applying it
+ VMatrix mat, rotation, tmp;
+ MatrixFromAngles( angles, mat );
+ MatrixBuildRotationAboutAxis( rotation, Vector( 0, 1, 0 ), 90 );
+ MatrixMultiply( mat, rotation, tmp );
+ MatrixBuildRotateZ( rotation, 90 );
+ MatrixMultiply( tmp, rotation, mat );
+ MatrixToAngles( mat, angles );
+ SetAbsAngles( angles );
+
+ return true;
+ }
+
+ return BaseClass::KeyValue( szKeyName, szValue );
+}
+
+
+//-----------------------------------------------------------------------------
+// Precache...
+//-----------------------------------------------------------------------------
+void CVGuiScreen::Precache()
+{
+ BaseClass::Precache();
+ if ( m_strOverlayMaterial != NULL_STRING )
+ {
+ PrecacheMaterial( STRING(m_strOverlayMaterial) );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Spawn...
+//-----------------------------------------------------------------------------
+void CVGuiScreen::Spawn()
+{
+ Precache();
+
+ // This has no model, but we want it to transmit if it's in the PVS anyways
+ AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
+ m_nAttachmentIndex = 0;
+ SetSolid( SOLID_OBB );
+ AddSolidFlags( FSOLID_NOT_SOLID );
+ SetActualSize( m_flWidth, m_flHeight );
+ m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE );
+
+ m_takedamage = DAMAGE_NO;
+ AddFlag( FL_NOTARGET );
+}
+
+//-----------------------------------------------------------------------------
+// Spawn...
+//-----------------------------------------------------------------------------
+void CVGuiScreen::Activate()
+{
+ BaseClass::Activate();
+
+ if ( m_nOverlayMaterial == OVERLAY_MATERIAL_INVALID_STRING && m_strOverlayMaterial != NULL_STRING )
+ {
+ SetOverlayMaterial( STRING(m_strOverlayMaterial) );
+ }
+}
+
+void CVGuiScreen::OnRestore()
+{
+ UpdateTransmitState();
+
+ BaseClass::OnRestore();
+}
+
+void CVGuiScreen::SetAttachmentIndex( int nIndex )
+{
+ m_nAttachmentIndex = nIndex;
+}
+
+void CVGuiScreen::SetOverlayMaterial( const char *pMaterial )
+{
+ int iMaterial = GetMaterialIndex( pMaterial );
+
+ if ( iMaterial == 0 )
+ {
+ m_nOverlayMaterial = OVERLAY_MATERIAL_INVALID_STRING;
+ }
+ else
+ {
+ m_nOverlayMaterial = iMaterial;
+ }
+}
+
+bool CVGuiScreen::IsActive() const
+{
+ return (m_fScreenFlags & VGUI_SCREEN_ACTIVE) != 0;
+}
+
+void CVGuiScreen::SetActive( bool bActive )
+{
+ if (bActive != IsActive())
+ {
+ if (!bActive)
+ {
+ m_fScreenFlags &= ~VGUI_SCREEN_ACTIVE;
+ }
+ else
+ {
+ m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ACTIVE );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CVGuiScreen::IsAttachedToViewModel() const
+{
+ return (m_fScreenFlags & VGUI_SCREEN_ATTACHED_TO_VIEWMODEL) != 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : bAttached -
+//-----------------------------------------------------------------------------
+void CVGuiScreen::SetAttachedToViewModel( bool bAttached )
+{
+ if (bAttached != IsActive())
+ {
+ if (!bAttached)
+ {
+ m_fScreenFlags &= ~VGUI_SCREEN_ATTACHED_TO_VIEWMODEL;
+ }
+ else
+ {
+ m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_ATTACHED_TO_VIEWMODEL );
+
+ // attached screens have different transmit rules
+ DispatchUpdateTransmitState();
+ }
+
+ // attached screens have different transmit rules
+ DispatchUpdateTransmitState();
+ }
+}
+
+void CVGuiScreen::SetTransparency( bool bTransparent )
+{
+ if (!bTransparent)
+ {
+ m_fScreenFlags &= ~VGUI_SCREEN_TRANSPARENT;
+ }
+ else
+ {
+ m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_TRANSPARENT );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVGuiScreen::InputSetActive( inputdata_t &inputdata )
+{
+ SetActive( true );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CVGuiScreen::InputSetInactive( inputdata_t &inputdata )
+{
+ SetActive( false );
+}
+
+bool CVGuiScreen::IsVisibleOnlyToTeammates() const
+{
+ return (m_fScreenFlags & VGUI_SCREEN_VISIBLE_TO_TEAMMATES) != 0;
+}
+
+void CVGuiScreen::MakeVisibleOnlyToTeammates( bool bActive )
+{
+ if (bActive != IsVisibleOnlyToTeammates())
+ {
+ if (!bActive)
+ {
+ m_fScreenFlags &= ~VGUI_SCREEN_VISIBLE_TO_TEAMMATES;
+ }
+ else
+ {
+ m_fScreenFlags.Set( m_fScreenFlags | VGUI_SCREEN_VISIBLE_TO_TEAMMATES );
+ }
+ }
+}
+
+bool CVGuiScreen::IsVisibleToTeam( int nTeam )
+{
+ // FIXME: Should this maybe go into a derived class of some sort?
+ // Don't bother with screens on the wrong team
+ if ( IsVisibleOnlyToTeammates() && (nTeam > 0) )
+ {
+ // Hmmm... sort of a hack...
+ CBaseEntity *pOwner = GetOwnerEntity();
+ if ( pOwner && (nTeam != pOwner->GetTeamNumber()) )
+ return false;
+ }
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Screens attached to view models only go to client if viewmodel is being sent, too.
+// Input : *recipient -
+// *pvs -
+// clientArea -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+int CVGuiScreen::UpdateTransmitState()
+{
+ if ( IsAttachedToViewModel() )
+ {
+ // only send to the owner, or someone spectating the owner.
+ return SetTransmitState( FL_EDICT_FULLCHECK );
+ }
+ else if ( GetMoveParent() )
+ {
+ // Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit
+ // for all the vgui screens in the map.
+ return SetTransmitState( FL_EDICT_PVSCHECK );
+ }
+ else
+ {
+ return BaseClass::UpdateTransmitState();
+ }
+}
+
+int CVGuiScreen::ShouldTransmit( const CCheckTransmitInfo *pInfo )
+{
+ Assert( IsAttachedToViewModel() );
+
+ CBaseEntity *pViewModel = GetOwnerEntity();
+
+ if ( pViewModel )
+ {
+ return pViewModel->ShouldTransmit( pInfo );
+ }
+
+ return BaseClass::ShouldTransmit( pInfo );
+}
+
+//-----------------------------------------------------------------------------
+// Convert the panel name into an integer
+//-----------------------------------------------------------------------------
+void CVGuiScreen::SetPanelName( const char *pPanelName )
+{
+ m_nPanelName = g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pPanelName );
+}
+
+const char *CVGuiScreen::GetPanelName() const
+{
+ return g_pStringTableVguiScreen->GetString( m_nPanelName );
+}
+
+
+//-----------------------------------------------------------------------------
+// Sets the screen size + resolution
+//-----------------------------------------------------------------------------
+void CVGuiScreen::SetActualSize( float flWidth, float flHeight )
+{
+ m_flWidth = flWidth;
+ m_flHeight = flHeight;
+
+ Vector mins, maxs;
+ mins.Init( 0.0f, 0.0f, -0.1f );
+ maxs.Init( 0.0f, 0.0f, 0.1f );
+ if (flWidth > 0)
+ maxs.x = flWidth;
+ else
+ mins.x = flWidth;
+ if (flHeight > 0)
+ maxs.y = flHeight;
+ else
+ mins.y = flHeight;
+
+ UTIL_SetSize( this, mins, maxs );
+}
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+void CVGuiScreen::SetPlayerOwner( CBasePlayer *pPlayer, bool bOwnerOnlyInput /* = false */ )
+{
+ m_hPlayerOwner = pPlayer;
+
+ if ( bOwnerOnlyInput )
+ {
+ m_fScreenFlags.Set( VGUI_SCREEN_ONLY_USABLE_BY_OWNER );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Precaches a vgui screen
+//-----------------------------------------------------------------------------
+void PrecacheVGuiScreen( const char *pScreenType )
+{
+ g_pStringTableVguiScreen->AddString( CBaseEntity::IsServer(), pScreenType );
+}
+
+
+//-----------------------------------------------------------------------------
+// Creates a vgui screen, attaches it to another player
+//-----------------------------------------------------------------------------
+CVGuiScreen *CreateVGuiScreen( const char *pScreenClassname, const char *pScreenType, CBaseEntity *pAttachedTo, CBaseEntity *pOwner, int nAttachmentIndex )
+{
+ Assert( pAttachedTo );
+ CVGuiScreen *pScreen = (CVGuiScreen *)CBaseEntity::Create( pScreenClassname, vec3_origin, vec3_angle, pAttachedTo );
+
+ pScreen->SetPanelName( pScreenType );
+ pScreen->FollowEntity( pAttachedTo );
+ pScreen->SetOwnerEntity( pOwner );
+ pScreen->SetAttachmentIndex( nAttachmentIndex );
+
+ return pScreen;
+}
+
+void DestroyVGuiScreen( CVGuiScreen *pVGuiScreen )
+{
+ if (pVGuiScreen)
+ {
+ UTIL_Remove( pVGuiScreen );
+ }
+}