amxmodx/hlsdk/dmc/cl_dll/vgui_ScorePanel.cpp
2006-08-27 02:22:59 +00:00

1028 lines
26 KiB
C++

//=========== (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<VGUI_LineBorder.h>
#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];
}