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https://github.com/alliedmodders/hl2sdk.git
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First version of the SOurce SDK 2013
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272
game/client/achievement_notification_panel.cpp
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272
game/client/achievement_notification_panel.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "cbase.h"
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#include "hud.h"
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#include "hud_macros.h"
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#include "hudelement.h"
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#include "iclientmode.h"
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#include "ienginevgui.h"
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#include <vgui/ILocalize.h>
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#include <vgui/ISurface.h>
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#include <vgui/IVGui.h>
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#include <vgui_controls/EditablePanel.h>
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#include <vgui_controls/Label.h>
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#include <vgui_controls/ImagePanel.h>
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#include "achievement_notification_panel.h"
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#include "steam/steam_api.h"
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#include "iachievementmgr.h"
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#include "fmtstr.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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using namespace vgui;
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#define ACHIEVEMENT_NOTIFICATION_DURATION 10.0f
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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DECLARE_HUDELEMENT_DEPTH( CAchievementNotificationPanel, 100 );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CAchievementNotificationPanel::CAchievementNotificationPanel( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "AchievementNotificationPanel" )
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{
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Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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m_flHideTime = 0;
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m_pPanelBackground = new EditablePanel( this, "Notification_Background" );
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m_pIcon = new ImagePanel( this, "Notification_Icon" );
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m_pLabelHeading = new Label( this, "HeadingLabel", "" );
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m_pLabelTitle = new Label( this, "TitleLabel", "" );
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m_pIcon->SetShouldScaleImage( true );
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vgui::ivgui()->AddTickSignal( GetVPanel() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::Init()
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{
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ListenForGameEvent( "achievement_event" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::ApplySchemeSettings( IScheme *pScheme )
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{
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// load control settings...
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LoadControlSettings( "resource/UI/AchievementNotification.res" );
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BaseClass::ApplySchemeSettings( pScheme );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::PerformLayout( void )
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{
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BaseClass::PerformLayout();
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// Set background color of various elements. Need to do this in code, if we do it in res file it gets slammed by the
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// scheme. (Incl. label background: some products don't have label background colors set in their scheme and helpfully slam it to white.)
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SetBgColor( Color( 0, 0, 0, 0 ) );
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m_pLabelHeading->SetBgColor( Color( 0, 0, 0, 0 ) );
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m_pLabelTitle->SetBgColor( Color( 0, 0, 0, 0 ) );
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m_pPanelBackground->SetBgColor( Color( 62,70,55, 200 ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::FireGameEvent( IGameEvent * event )
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{
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const char *name = event->GetName();
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if ( 0 == Q_strcmp( name, "achievement_event" ) )
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{
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const char *pchName = event->GetString( "achievement_name" );
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int iCur = event->GetInt( "cur_val" );
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int iMax = event->GetInt( "max_val" );
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wchar_t szLocalizedName[256]=L"";
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if ( IsPC() )
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{
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// shouldn't ever get achievement progress if steam not running and user logged in, but check just in case
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if ( !steamapicontext->SteamUserStats() )
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{
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Msg( "Steam not running, achievement progress notification not displayed\n" );
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}
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else
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{
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// use Steam to show achievement progress UI
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steamapicontext->SteamUserStats()->IndicateAchievementProgress( pchName, iCur, iMax );
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}
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}
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else
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{
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// on X360 we need to show our own achievement progress UI
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const wchar_t *pchLocalizedName = ACHIEVEMENT_LOCALIZED_NAME_FROM_STR( pchName );
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Assert( pchLocalizedName );
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if ( !pchLocalizedName || !pchLocalizedName[0] )
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return;
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Q_wcsncpy( szLocalizedName, pchLocalizedName, sizeof( szLocalizedName ) );
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// this is achievement progress, compose the message of form: "<name> (<#>/<max>)"
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wchar_t szFmt[128]=L"";
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wchar_t szText[512]=L"";
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wchar_t szNumFound[16]=L"";
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wchar_t szNumTotal[16]=L"";
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_snwprintf( szNumFound, ARRAYSIZE( szNumFound ), L"%i", iCur );
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_snwprintf( szNumTotal, ARRAYSIZE( szNumTotal ), L"%i", iMax );
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const wchar_t *pchFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress_Fmt" );
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if ( !pchFmt || !pchFmt[0] )
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return;
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Q_wcsncpy( szFmt, pchFmt, sizeof( szFmt ) );
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g_pVGuiLocalize->ConstructString( szText, sizeof( szText ), szFmt, 3, szLocalizedName, szNumFound, szNumTotal );
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AddNotification( pchName, g_pVGuiLocalize->Find( "#GameUI_Achievement_Progress" ), szText );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called on each tick
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::OnTick( void )
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{
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if ( ( m_flHideTime > 0 ) && ( m_flHideTime < gpGlobals->curtime ) )
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{
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m_flHideTime = 0;
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ShowNextNotification();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CAchievementNotificationPanel::ShouldDraw( void )
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{
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return ( ( m_flHideTime > 0 ) && ( m_flHideTime > gpGlobals->curtime ) && CHudElement::ShouldDraw() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle )
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{
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// put this notification in our queue
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int iQueueItem = m_queueNotification.AddToTail();
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Notification_t ¬ification = m_queueNotification[iQueueItem];
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Q_strncpy( notification.szIconBaseName, szIconBaseName, ARRAYSIZE( notification.szIconBaseName ) );
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Q_wcsncpy( notification.szHeading, pHeading, sizeof( notification.szHeading ) );
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Q_wcsncpy( notification.szTitle, pTitle, sizeof( notification.szTitle ) );
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// if we are not currently displaying a notification, go ahead and show this one
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if ( 0 == m_flHideTime )
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{
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ShowNextNotification();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shows next notification in queue if there is one
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::ShowNextNotification()
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{
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// see if we have anything to do
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if ( 0 == m_queueNotification.Count() )
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{
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m_flHideTime = 0;
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return;
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}
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Notification_t ¬ification = m_queueNotification[ m_queueNotification.Head() ];
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m_flHideTime = gpGlobals->curtime + ACHIEVEMENT_NOTIFICATION_DURATION;
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// set the text and icon in the dialog
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SetDialogVariable( "heading", notification.szHeading );
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SetDialogVariable( "title", notification.szTitle );
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const char *pchIconBaseName = notification.szIconBaseName;
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if ( pchIconBaseName && pchIconBaseName[0] )
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{
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m_pIcon->SetImage( CFmtStr( "achievements/%s.vmt", pchIconBaseName ) );
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}
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// resize the panel so it always looks good
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// get fonts
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HFont hFontHeading = m_pLabelHeading->GetFont();
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HFont hFontTitle = m_pLabelTitle->GetFont();
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// determine how wide the text strings are
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int iHeadingWidth = UTIL_ComputeStringWidth( hFontHeading, notification.szHeading );
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int iTitleWidth = UTIL_ComputeStringWidth( hFontTitle, notification.szTitle );
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// use the widest string
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int iTextWidth = MAX( iHeadingWidth, iTitleWidth );
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// don't let it be insanely wide
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iTextWidth = MIN( iTextWidth, XRES( 300 ) );
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int iIconWidth = m_pIcon->GetWide();
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int iSpacing = XRES( 10 );
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int iPanelWidth = iSpacing + iIconWidth + iSpacing + iTextWidth + iSpacing;
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int iPanelX = GetWide() - iPanelWidth;
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int iIconX = iPanelX + iSpacing;
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int iTextX = iIconX + iIconWidth + iSpacing;
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// resize all the elements
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SetXAndWide( m_pPanelBackground, iPanelX, iPanelWidth );
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SetXAndWide( m_pIcon, iIconX, iIconWidth );
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SetXAndWide( m_pLabelHeading, iTextX, iTextWidth );
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SetXAndWide( m_pLabelTitle, iTextX, iTextWidth );
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m_queueNotification.Remove( m_queueNotification.Head() );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CAchievementNotificationPanel::SetXAndWide( Panel *pPanel, int x, int wide )
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{
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int xCur, yCur;
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pPanel->GetPos( xCur, yCur );
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pPanel->SetPos( x, yCur );
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pPanel->SetWide( wide );
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}
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CON_COMMAND_F( achievement_notification_test, "Test the hud notification UI", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY )
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{
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static int iCount=0;
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CAchievementNotificationPanel *pPanel = GET_HUDELEMENT( CAchievementNotificationPanel );
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if ( pPanel )
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{
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pPanel->AddNotification( "HL2_KILL_ODESSAGUNSHIP", L"Achievement Progress", ( 0 == ( iCount % 2 ) ? L"Test Notification Message A (1/10)" :
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L"Test Message B" ) );
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}
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#if 0
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IGameEvent *event = gameeventmanager->CreateEvent( "achievement_event" );
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if ( event )
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{
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const char *szTestStr[] = { "TF_GET_HEADSHOTS", "TF_PLAY_GAME_EVERYMAP", "TF_PLAY_GAME_EVERYCLASS", "TF_GET_HEALPOINTS" };
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event->SetString( "achievement_name", szTestStr[iCount%ARRAYSIZE(szTestStr)] );
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event->SetInt( "cur_val", ( iCount%9 ) + 1 );
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event->SetInt( "max_val", 10 );
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gameeventmanager->FireEvent( event );
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}
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#endif
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iCount++;
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}
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