//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. =========== // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: VGUI scoreboard // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //============================================================================= #include #include "hud.h" #include "cl_util.h" #include "const.h" #include "entity_state.h" #include "cl_entity.h" #include "vgui_viewport.h" #include "vgui_ScorePanel.h" #include "voice_status.h" #include "vgui_helpers.h" #include "vgui_loadtga.h" extern int g_iTeamNumber; hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll team_info_t g_TeamInfo[MAX_TEAMS+1]; int g_IsSpectator[MAX_PLAYERS+1]; // Scoreboard dimensions #define SBOARD_TITLE_SIZE_Y YRES(22) #define X_BORDER XRES(4) // Column sizes class SBColumnInfo { public: char *m_pTitle; // If null, ignore, if starts with #, it's localized, otherwise use the string directly. int m_Width; // Based on 640 width. Scaled to fit other resolutions. Label::Alignment m_Alignment; }; // grid size is marked out for 640x480 screen SBColumnInfo g_ColumnInfo[NUM_COLUMNS] = { {NULL, 24, Label::a_east}, // blank column {NULL, 140, Label::a_west}, // name {"#SCORE", 80, Label::a_east}, {"#DEATHS", 46, Label::a_east}, {"#LATENCY", 46, Label::a_east}, {"#VOICE", 40, Label::a_east}, {NULL, 2, Label::a_east}, // blank column to take up the slack }; #define TEAM_NO 0 #define TEAM_YES 1 #define TEAM_SPECTATORS 2 #define TEAM_BLANK 3 //----------------------------------------------------------------------------- // ScorePanel::HitTestPanel. //----------------------------------------------------------------------------- void ScorePanel::HitTestPanel::internalMousePressed(MouseCode code) { for(int i=0;i<_inputSignalDar.getCount();i++) { _inputSignalDar[i]->mousePressed(code,this); } } //----------------------------------------------------------------------------- // Purpose: Create the ScoreBoard panel //----------------------------------------------------------------------------- ScorePanel::ScorePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall) { CSchemeManager *pSchemes = gViewPort->GetSchemeManager(); SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text"); SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text"); Font *tfont = pSchemes->getFont(hTitleScheme); Font *smallfont = pSchemes->getFont(hSmallScheme); setBgColor(0, 0, 0, 96); m_pCurrentHighlightLabel = NULL; m_iHighlightRow = -1; // Initialize the top title. m_TitleLabel.setFont(tfont); m_TitleLabel.setText(""); m_TitleLabel.setBgColor( 0, 0, 0, 255 ); m_TitleLabel.setFgColor( Scheme::sc_primary1 ); m_TitleLabel.setContentAlignment( vgui::Label::a_west ); LineBorder *border = new LineBorder(Color(60, 60, 60, 128)); setBorder(border); setPaintBorderEnabled(true); int xpos = g_ColumnInfo[0].m_Width + 3; if (ScreenWidth >= 640) { // only expand column size for res greater than 640 xpos = XRES(xpos); } m_TitleLabel.setBounds(xpos, 4, wide, SBOARD_TITLE_SIZE_Y); m_TitleLabel.setContentFitted(false); m_TitleLabel.setParent(this); // Setup the header (labels like "name", "class", etc..). m_HeaderGrid.SetDimensions(NUM_COLUMNS, 1); m_HeaderGrid.SetSpacing(0, 0); for(int i=0; i < NUM_COLUMNS; i++) { if (g_ColumnInfo[i].m_pTitle && g_ColumnInfo[i].m_pTitle[0] == '#') m_HeaderLabels[i].setText(CHudTextMessage::BufferedLocaliseTextString(g_ColumnInfo[i].m_pTitle)); else if(g_ColumnInfo[i].m_pTitle) m_HeaderLabels[i].setText(g_ColumnInfo[i].m_pTitle); int xwide = g_ColumnInfo[i].m_Width; if (ScreenWidth >= 640) { xwide = XRES(xwide); } else if (ScreenWidth == 400) { // hack to make 400x300 resolution scoreboard fit if (i == 1) { // reduces size of player name cell xwide -= 28; } else if (i == 0) { xwide -= 8; } } m_HeaderGrid.SetColumnWidth(i, xwide); m_HeaderGrid.SetEntry(i, 0, &m_HeaderLabels[i]); m_HeaderLabels[i].setBgColor(0,0,0,255); m_HeaderLabels[i].setFgColor(Scheme::sc_primary1); m_HeaderLabels[i].setFont(smallfont); m_HeaderLabels[i].setContentAlignment(g_ColumnInfo[i].m_Alignment); int yres = 12; if (ScreenHeight >= 480) { yres = YRES(yres); } m_HeaderLabels[i].setSize(50, yres); } // Set the width of the last column to be the remaining space. int ex, ey, ew, eh; m_HeaderGrid.GetEntryBox(NUM_COLUMNS - 2, 0, ex, ey, ew, eh); m_HeaderGrid.SetColumnWidth(NUM_COLUMNS - 1, (wide - X_BORDER) - (ex + ew)); m_HeaderGrid.AutoSetRowHeights(); m_HeaderGrid.setBounds(X_BORDER, SBOARD_TITLE_SIZE_Y, wide - X_BORDER*2, m_HeaderGrid.GetRowHeight(0)); m_HeaderGrid.setParent(this); m_HeaderGrid.setBgColor(0,0,0,255); // Now setup the listbox with the actual player data in it. int headerX, headerY, headerWidth, headerHeight; m_HeaderGrid.getBounds(headerX, headerY, headerWidth, headerHeight); m_PlayerList.setBounds(headerX, headerY+headerHeight, headerWidth, tall - headerY - headerHeight - 6); m_PlayerList.setBgColor(0,0,0,255); m_PlayerList.setParent(this); for(int row=0; row < NUM_ROWS; row++) { CGrid *pGridRow = &m_PlayerGrids[row]; pGridRow->SetDimensions(NUM_COLUMNS, 1); for(int col=0; col < NUM_COLUMNS; col++) { m_PlayerEntries[col][row].setContentFitted(false); m_PlayerEntries[col][row].setRow(row); m_PlayerEntries[col][row].addInputSignal(this); pGridRow->SetEntry(col, 0, &m_PlayerEntries[col][row]); } pGridRow->setBgColor(0,0,0,255); pGridRow->SetSpacing(0, 0); pGridRow->CopyColumnWidths(&m_HeaderGrid); pGridRow->AutoSetRowHeights(); pGridRow->setSize(PanelWidth(pGridRow), pGridRow->CalcDrawHeight()); pGridRow->RepositionContents(); m_PlayerList.AddItem(pGridRow); } // Add the hit test panel. It is invisible and traps mouse clicks so we can go into squelch mode. m_HitTestPanel.setBgColor(0,0,0,255); m_HitTestPanel.setParent(this); m_HitTestPanel.setBounds(0, 0, wide, tall); m_HitTestPanel.addInputSignal(this); Initialize(); } //----------------------------------------------------------------------------- // Purpose: Called each time a new level is started. //----------------------------------------------------------------------------- void ScorePanel::Initialize( void ) { // Clear out scoreboard data m_iLastKilledBy = 0; m_fLastKillTime = 0; m_iPlayerNum = 0; m_iNumTeams = 0; memset( g_PlayerExtraInfo, 0, sizeof g_PlayerExtraInfo ); memset( g_TeamInfo, 0, sizeof g_TeamInfo ); } bool HACK_GetPlayerUniqueID( int iPlayer, char playerID[16] ) { return !!gEngfuncs.GetPlayerUniqueID( iPlayer, playerID ); } //----------------------------------------------------------------------------- // Purpose: Recalculate the internal scoreboard data //----------------------------------------------------------------------------- void ScorePanel::Update() { // Set the title if (gViewPort->m_szServerName) { char sz[MAX_SERVERNAME_LENGTH + 16]; sprintf(sz, "%s", gViewPort->m_szServerName ); m_TitleLabel.setText(sz); } m_iRows = 0; gViewPort->GetAllPlayersInfo(); // Clear out sorts for (int i = 0; i < NUM_ROWS; i++) { m_iSortedRows[i] = 0; m_iIsATeam[i] = TEAM_NO; m_bHasBeenSorted[i] = false; } // If it's not teamplay, sort all the players. Otherwise, sort the teams. if ( !gHUD.m_Teamplay ) SortPlayers( 0, NULL ); else SortTeams(); // set scrollbar range m_PlayerList.SetScrollRange(m_iRows); FillGrid(); } //----------------------------------------------------------------------------- // Purpose: Sort all the teams //----------------------------------------------------------------------------- void ScorePanel::SortTeams() { // clear out team scores for ( int i = 1; i <= m_iNumTeams; i++ ) { if ( !g_TeamInfo[i].scores_overriden ) g_TeamInfo[i].frags = g_TeamInfo[i].deaths = 0; g_TeamInfo[i].ping = g_TeamInfo[i].packetloss = 0; } // recalc the team scores, then draw them for ( int i = 1; i < MAX_PLAYERS; i++ ) { if ( g_PlayerInfoList[i].name == NULL ) continue; // empty player slot, skip if ( g_PlayerExtraInfo[i].teamname[0] == 0 ) continue; // skip over players who are not in a team // find what team this player is in int j; for ( j = 1; j <= m_iNumTeams; j++ ) { if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) ) break; } if ( j > m_iNumTeams ) // player is not in a team, skip to the next guy continue; if ( !g_TeamInfo[j].scores_overriden ) { g_TeamInfo[j].frags += g_PlayerExtraInfo[i].frags; g_TeamInfo[j].deaths += g_PlayerExtraInfo[i].deaths; } g_TeamInfo[j].ping += g_PlayerInfoList[i].ping; g_TeamInfo[j].packetloss += g_PlayerInfoList[i].packetloss; if ( g_PlayerInfoList[i].thisplayer ) g_TeamInfo[j].ownteam = TRUE; else g_TeamInfo[j].ownteam = FALSE; // Set the team's number (used for team colors) g_TeamInfo[j].teamnumber = g_PlayerExtraInfo[i].teamnumber; } // find team ping/packetloss averages for ( int i = 1; i <= m_iNumTeams; i++ ) { g_TeamInfo[i].already_drawn = FALSE; if ( g_TeamInfo[i].players > 0 ) { g_TeamInfo[i].ping /= g_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping g_TeamInfo[i].packetloss /= g_TeamInfo[i].players; // use the average ping of all the players in the team as the teams ping } } // Draw the teams while ( 1 ) { int highest_frags = -99999; int lowest_deaths = 99999; int best_team = 0; for ( int i = 1; i <= m_iNumTeams; i++ ) { if ( g_TeamInfo[i].players < 1 ) continue; if ( !g_TeamInfo[i].already_drawn && g_TeamInfo[i].frags >= highest_frags ) { if ( g_TeamInfo[i].frags > highest_frags || g_TeamInfo[i].deaths < lowest_deaths ) { best_team = i; lowest_deaths = g_TeamInfo[i].deaths; highest_frags = g_TeamInfo[i].frags; } } } // draw the best team on the scoreboard if ( !best_team ) break; // Put this team in the sorted list m_iSortedRows[ m_iRows ] = best_team; m_iIsATeam[ m_iRows ] = TEAM_YES; g_TeamInfo[best_team].already_drawn = TRUE; // set the already_drawn to be TRUE, so this team won't get sorted again m_iRows++; // Now sort all the players on this team SortPlayers( 0, g_TeamInfo[best_team].name ); } // Add all the players who aren't in a team yet into spectators SortPlayers( TEAM_SPECTATORS, NULL ); } //----------------------------------------------------------------------------- // Purpose: Sort a list of players //----------------------------------------------------------------------------- void ScorePanel::SortPlayers( int iTeam, char *team ) { bool bCreatedTeam = false; // draw the players, in order, and restricted to team if set while ( 1 ) { // Find the top ranking player int highest_frags = -99999; int lowest_deaths = 99999; int best_player; best_player = 0; for ( int i = 1; i < MAX_PLAYERS; i++ ) { if ( m_bHasBeenSorted[i] == false && g_PlayerInfoList[i].name && g_PlayerExtraInfo[i].frags >= highest_frags ) { cl_entity_t *ent = gEngfuncs.GetEntityByIndex( i ); if ( ent && !(team && stricmp(g_PlayerExtraInfo[i].teamname, team)) ) { extra_player_info_t *pl_info = &g_PlayerExtraInfo[i]; if ( pl_info->frags > highest_frags || pl_info->deaths < lowest_deaths ) { best_player = i; lowest_deaths = pl_info->deaths; highest_frags = pl_info->frags; } } } } if ( !best_player ) break; // If we haven't created the Team yet, do it first if (!bCreatedTeam && iTeam) { m_iIsATeam[ m_iRows ] = iTeam; m_iRows++; bCreatedTeam = true; } // Put this player in the sorted list m_iSortedRows[ m_iRows ] = best_player; m_bHasBeenSorted[ best_player ] = true; m_iRows++; } if (team) { m_iIsATeam[m_iRows++] = TEAM_BLANK; } } //----------------------------------------------------------------------------- // Purpose: Recalculate the existing teams in the match //----------------------------------------------------------------------------- void ScorePanel::RebuildTeams() { // clear out player counts from teams for ( int i = 1; i <= m_iNumTeams; i++ ) { g_TeamInfo[i].players = 0; } // rebuild the team list gViewPort->GetAllPlayersInfo(); m_iNumTeams = 0; for ( int i = 1; i < MAX_PLAYERS; i++ ) { if ( g_PlayerInfoList[i].name == NULL ) continue; if ( g_PlayerExtraInfo[i].teamname[0] == 0 ) continue; // skip over players who are not in a team // is this player in an existing team? int j; for ( j = 1; j <= m_iNumTeams; j++ ) { if ( g_TeamInfo[j].name[0] == '\0' ) break; if ( !stricmp( g_PlayerExtraInfo[i].teamname, g_TeamInfo[j].name ) ) break; } if ( j > m_iNumTeams ) { // they aren't in a listed team, so make a new one // search through for an empty team slot for ( j = 1; j <= m_iNumTeams; j++ ) { if ( g_TeamInfo[j].name[0] == '\0' ) break; } m_iNumTeams = max( j, m_iNumTeams ); strncpy( g_TeamInfo[j].name, g_PlayerExtraInfo[i].teamname, MAX_TEAM_NAME ); g_TeamInfo[j].players = 0; } g_TeamInfo[j].players++; } // clear out any empty teams for ( int i = 1; i <= m_iNumTeams; i++ ) { if ( g_TeamInfo[i].players < 1 ) memset( &g_TeamInfo[i], 0, sizeof(team_info_t) ); } // Update the scoreboard Update(); } void ScorePanel::FillGrid() { CSchemeManager *pSchemes = gViewPort->GetSchemeManager(); SchemeHandle_t hScheme = pSchemes->getSchemeHandle("Scoreboard Text"); SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle("Scoreboard Title Text"); SchemeHandle_t hSmallScheme = pSchemes->getSchemeHandle("Scoreboard Small Text"); Font *sfont = pSchemes->getFont(hScheme); Font *tfont = pSchemes->getFont(hTitleScheme); Font *smallfont = pSchemes->getFont(hSmallScheme); // update highlight position int x, y; getApp()->getCursorPos( x, y ); screenToLocal( x, y ); cursorMoved( x, y, this ); // remove highlight row if we're not in squelch mode if (!GetClientVoiceMgr()->IsInSquelchMode()) { m_iHighlightRow = -1; } bool bNextRowIsGap = false; for(int row=0; row < NUM_ROWS; row++) { CGrid *pGridRow = &m_PlayerGrids[row]; pGridRow->SetRowUnderline(0, false, 0, 0, 0, 0, 0); if(row >= m_iRows) { for(int col=0; col < NUM_COLUMNS; col++) m_PlayerEntries[col][row].setVisible(false); continue; } bool bRowIsGap = false; if (bNextRowIsGap) { bNextRowIsGap = false; bRowIsGap = true; } for(int col=0; col < NUM_COLUMNS; col++) { CLabelHeader *pLabel = &m_PlayerEntries[col][row]; pLabel->setVisible(true); pLabel->setText2(""); pLabel->setImage(NULL); pLabel->setFont(sfont); pLabel->setTextOffset(0, 0); int rowheight = 13; if (ScreenHeight > 480) { rowheight = YRES(rowheight); } else { // more tweaking, make sure icons fit at low res rowheight = 15; } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setBgColor(0, 0, 0, 255); char sz[128]; hud_player_info_t *pl_info = NULL; team_info_t *team_info = NULL; if (m_iIsATeam[row] == TEAM_BLANK) { pLabel->setText(" "); continue; } else if ( m_iIsATeam[row] == TEAM_YES ) { // Get the team's data team_info = &g_TeamInfo[ m_iSortedRows[row] ]; // team color text for team names pLabel->setFgColor( iTeamColors[team_info->teamnumber][0], iTeamColors[team_info->teamnumber][1], iTeamColors[team_info->teamnumber][2], 0 ); // different height for team header rows rowheight = 20; if (ScreenHeight >= 480) { rowheight = YRES(rowheight); } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setFont(tfont); pGridRow->SetRowUnderline(0, true, YRES(3), iTeamColors[team_info->teamnumber][0], iTeamColors[team_info->teamnumber][1], iTeamColors[team_info->teamnumber][2], 0); } else if ( m_iIsATeam[row] == TEAM_SPECTATORS ) { // grey text for spectators pLabel->setFgColor(100, 100, 100, 0); // different height for team header rows rowheight = 20; if (ScreenHeight >= 480) { rowheight = YRES(rowheight); } pLabel->setSize(pLabel->getWide(), rowheight); pLabel->setFont(tfont); pGridRow->SetRowUnderline(0, true, YRES(3), 100, 100, 100, 0); } else { // team color text for player names pLabel->setFgColor( iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][0], iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][1], iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][2], 0 ); // Get the player's data pl_info = &g_PlayerInfoList[ m_iSortedRows[row] ]; // Set background color if ( pl_info->thisplayer ) // if it is their name, draw it a different color { // Highlight this player pLabel->setFgColor(Scheme::sc_white); pLabel->setBgColor( iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][0], iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][1], iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ][2], 196 ); } else if ( m_iSortedRows[row] == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime ) { // Killer's name pLabel->setBgColor( 255,0,0, 255 - ((float)15 * (float)(m_fLastKillTime - gHUD.m_flTime)) ); } } // Align if (col == COLUMN_NAME) { pLabel->setContentAlignment( vgui::Label::a_west ); } else if (col == COLUMN_TRACKER) { pLabel->setContentAlignment( vgui::Label::a_center ); } else { pLabel->setContentAlignment( vgui::Label::a_east ); } // Fill out with the correct data strcpy(sz, ""); if ( m_iIsATeam[row] ) { char sz2[128]; switch (col) { case COLUMN_NAME: if ( m_iIsATeam[row] == TEAM_SPECTATORS ) { sprintf( sz2, CHudTextMessage::BufferedLocaliseTextString( "#Spectators" ) ); } else { sprintf( sz2, CHudTextMessage::BufferedLocaliseTextString( team_info->name ) ); } strcpy(sz, sz2); // Append the number of players if ( m_iIsATeam[row] == TEAM_YES ) { if (team_info->players == 1) { sprintf(sz2, "(%d %s)", team_info->players, CHudTextMessage::BufferedLocaliseTextString( "#Player" ) ); } else { sprintf(sz2, "(%d %s)", team_info->players, CHudTextMessage::BufferedLocaliseTextString( "#Player_plural" ) ); } pLabel->setText2(sz2); pLabel->setFont2(smallfont); } break; case COLUMN_VOICE: break; case COLUMN_KILLS: if ( m_iIsATeam[row] == TEAM_YES ) sprintf(sz, "%d", team_info->frags ); break; case COLUMN_DEATHS: if ( m_iIsATeam[row] == TEAM_YES ) sprintf(sz, "%d", team_info->deaths ); break; case COLUMN_LATENCY: if ( m_iIsATeam[row] == TEAM_YES ) sprintf(sz, "%d", team_info->ping ); break; default: break; } } else { bool bShowClass = false; switch (col) { case COLUMN_NAME: sprintf(sz, "%s ", pl_info->name); break; case COLUMN_VOICE: sz[0] = 0; // in HLTV mode allow spectator to turn on/off commentator voice if (!pl_info->thisplayer || gEngfuncs.IsSpectateOnly() ) { GetClientVoiceMgr()->UpdateSpeakerImage(pLabel, m_iSortedRows[row]); } break; case COLUMN_KILLS: sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].frags ); break; case COLUMN_DEATHS: sprintf(sz, "%d", g_PlayerExtraInfo[ m_iSortedRows[row] ].deaths ); break; case COLUMN_LATENCY: sprintf(sz, "%d", g_PlayerInfoList[ m_iSortedRows[row] ].ping ); break; case COLUMN_TRACKER: default: break; } } pLabel->setText(sz); } } for(int row = 0; row < NUM_ROWS; row++) { CGrid *pGridRow = &m_PlayerGrids[row]; pGridRow->AutoSetRowHeights(); pGridRow->setSize(PanelWidth(pGridRow), pGridRow->CalcDrawHeight()); pGridRow->RepositionContents(); } // hack, for the thing to resize m_PlayerList.getSize(x, y); m_PlayerList.setSize(x, y); } //----------------------------------------------------------------------------- // Purpose: Setup highlights for player names in scoreboard //----------------------------------------------------------------------------- void ScorePanel::DeathMsg( int killer, int victim ) { // if we were the one killed, or the world killed us, set the scoreboard to indicate suicide if ( victim == m_iPlayerNum || killer == 0 ) { m_iLastKilledBy = killer ? killer : m_iPlayerNum; m_fLastKillTime = gHUD.m_flTime + 10; // display who we were killed by for 10 seconds if ( killer == m_iPlayerNum ) m_iLastKilledBy = m_iPlayerNum; } } void ScorePanel::Open( void ) { RebuildTeams(); setVisible(true); m_HitTestPanel.setVisible(true); } void ScorePanel::mousePressed(MouseCode code, Panel* panel) { if(gHUD.m_iIntermission) return; if (!GetClientVoiceMgr()->IsInSquelchMode()) { GetClientVoiceMgr()->StartSquelchMode(); m_HitTestPanel.setVisible(false); } else if (m_iHighlightRow >= 0) { // mouse has been pressed, toggle mute state int iPlayer = m_iSortedRows[m_iHighlightRow]; if (iPlayer > 0) { // print text message hud_player_info_t *pl_info = &g_PlayerInfoList[iPlayer]; if (pl_info && pl_info->name && pl_info->name[0]) { char string[256]; if (GetClientVoiceMgr()->IsPlayerBlocked(iPlayer)) { char string1[1024]; // remove mute GetClientVoiceMgr()->SetPlayerBlockedState(iPlayer, false); sprintf( string1, CHudTextMessage::BufferedLocaliseTextString( "#Unmuted" ), pl_info->name ); sprintf( string, "%c** %s\n", HUD_PRINTTALK, string1 ); gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, strlen(string)+1, string ); } else { char string1[1024]; char string2[1024]; // mute the player GetClientVoiceMgr()->SetPlayerBlockedState(iPlayer, true); sprintf( string1, CHudTextMessage::BufferedLocaliseTextString( "#Muted" ), pl_info->name ); sprintf( string2, CHudTextMessage::BufferedLocaliseTextString( "#No_longer_hear_that_player" ) ); sprintf( string, "%c** %s %s\n", HUD_PRINTTALK, string1, string2 ); gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, strlen(string)+1, string ); } } } } } void ScorePanel::cursorMoved(int x, int y, Panel *panel) { // Translate from local coordinates to screen coordinates. panel->localToScreen( x, y ); if (GetClientVoiceMgr()->IsInSquelchMode()) { // look for which cell the mouse is currently over for (int i = 0; i < NUM_ROWS; i++) { int row, col; if (m_PlayerGrids[i].getCellAtPoint(x, y, row, col)) { MouseOverCell(i, col); return; } } } } //----------------------------------------------------------------------------- // Purpose: Handles mouse movement over a cell // Input : row - // col - //----------------------------------------------------------------------------- void ScorePanel::MouseOverCell(int row, int col) { CLabelHeader *label = &m_PlayerEntries[col][row]; // clear the previously highlighted label if (m_pCurrentHighlightLabel != label) { m_pCurrentHighlightLabel = NULL; m_iHighlightRow = -1; } if (!label) return; // don't act on teams if (m_iIsATeam[row] != TEAM_NO) return; // don't act on disconnected players or ourselves hud_player_info_t *pl_info = &g_PlayerInfoList[ m_iSortedRows[row] ]; if (!pl_info->name || !pl_info->name[0]) return; if (pl_info->thisplayer && !gEngfuncs.IsSpectateOnly() ) return; // setup the new highlight m_pCurrentHighlightLabel = label; m_iHighlightRow = row; } //----------------------------------------------------------------------------- // Purpose: Label paint functions - take into account current highligh status //----------------------------------------------------------------------------- void CLabelHeader::paintBackground() { Color oldBg; getBgColor(oldBg); if (gViewPort->m_pScoreBoard->m_iHighlightRow == _row) { setBgColor(134, 91, 19, 0); } Panel::paintBackground(); setBgColor(oldBg); } //----------------------------------------------------------------------------- // Purpose: Label paint functions - take into account current highligh status //----------------------------------------------------------------------------- void CLabelHeader::paint() { Color oldFg; getFgColor(oldFg); if (gViewPort->m_pScoreBoard->m_iHighlightRow == _row) { setFgColor(255, 255, 255, 0); } // draw text int x, y, iwide, itall; getTextSize(iwide, itall); calcAlignment(iwide, itall, x, y); _dualImage->setPos(x, y); int x1, y1; _dualImage->GetImage(1)->getPos(x1, y1); _dualImage->GetImage(1)->setPos(_gap, y1); _dualImage->doPaint(this); // get size of the panel and the image if (_image) { _image->getSize(iwide, itall); calcAlignment(iwide, itall, x, y); _image->setPos(x, y); _image->doPaint(this); } setFgColor(oldFg[0], oldFg[1], oldFg[2], oldFg[3]); } void CLabelHeader::calcAlignment(int iwide, int itall, int &x, int &y) { // calculate alignment ourselves, since vgui is so broken int wide, tall; getSize(wide, tall); x = 0, y = 0; // align left/right switch (_contentAlignment) { // left case Label::a_northwest: case Label::a_west: case Label::a_southwest: { x = 0; break; } // center case Label::a_north: case Label::a_center: case Label::a_south: { x = (wide - iwide) / 2; break; } // right case Label::a_northeast: case Label::a_east: case Label::a_southeast: { x = wide - iwide; break; } } // top/down switch (_contentAlignment) { // top case Label::a_northwest: case Label::a_north: case Label::a_northeast: { y = 0; break; } // center case Label::a_west: case Label::a_center: case Label::a_east: { y = (tall - itall) / 2; break; } // south case Label::a_southwest: case Label::a_south: case Label::a_southeast: { y = tall - itall; break; } } // don't clip to Y // if (y < 0) // { // y = 0; // } if (x < 0) { x = 0; } x += _offset[0]; y += _offset[1]; }