300 lines
9.2 KiB
C++
300 lines
9.2 KiB
C++
//===== Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ====//
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//
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// Purpose: Contains all utility methods for the new game UI system
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//
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//===========================================================================//
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#include "cbase.h"
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#include "gameui.h"
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#include "tier1/timeutils.h"
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#include "cdll_client_int.h"
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#include "soundemittersystem/isoundemittersystembase.h"
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#include "engine/ienginesound.h"
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#include "filesystem.h"
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#include "inputsystem/iinputstacksystem.h"
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#include "gameui/basemodpanel.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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// A logging channel used during engine initialization
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DEFINE_LOGGING_CHANNEL_NO_TAGS( LOG_GameUI, "GameUI" );
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LINK_GAME_CONTROLS_LIB();
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// A utility function to determine if we are running as part of game ui base mod panel
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inline bool IsPartOfGameUiBaseModPanel()
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{
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BaseModUI::CBaseModPanel *pPanel = BaseModUI::CBaseModPanel::GetSingletonPtr();
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if ( !pPanel )
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return false;
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return pPanel->IsVisible();
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}
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//-----------------------------------------------------------------------------
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// Default game ui sound playback implementation
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//-----------------------------------------------------------------------------
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class CInGameUISoundPlayback : public IGameUISoundPlayback
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{
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public:
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void *EmitSound( const char *pSoundName )
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{
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if ( developer.GetBool() )
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{
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// Ensure the sound is valid
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int nSoundIndex = g_pSoundEmitterSystem->GetSoundIndex( pSoundName );
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if ( !g_pSoundEmitterSystem->IsValidIndex( nSoundIndex ) )
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{
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Log_Warning( LOG_GameUI, "Attempted to play invalid sound \"%s\"\n", pSoundName );
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return NULL;
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}
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const char *pSourceFile = g_pSoundEmitterSystem->GetSourceFileForSound( nSoundIndex );
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if ( !Q_stristr( pSourceFile, "game_sounds_ui.txt" ) )
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{
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Log_Warning( LOG_GameUI, "Attempted to play invalid sound \"%s\". This sound must be defined\n"
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"in game_sounds_ui.txt but was defined in \"%s\" instead.\n", pSoundName, pSourceFile );
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return NULL;
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}
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}
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// Pull data from parameters
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CSoundParameters params;
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HSOUNDSCRIPTHANDLE handle = SOUNDEMITTER_INVALID_HANDLE;
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if ( !soundemitterbase->GetParametersForSoundEx( pSoundName, handle, params, GENDER_NONE, true ) )
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{
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Log_Warning( LOG_GameUI, "Attempted to play invalid sound \"%s\"\n", pSoundName );
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return NULL;
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}
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if ( !params.soundname[0] )
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{
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Log_Warning( LOG_GameUI, "Attempted to play invalid sound \"%s\", which has no .wav!\n", pSoundName );
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return NULL;
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}
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float st = 0.0f;
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if ( params.delay_msec != 0.0f )
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{
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st = gpGlobals->curtime + (float)params.delay_msec / 1000.f;
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}
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CLocalPlayerFilter filter;
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enginesound->EmitSound(
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filter,
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SOUND_FROM_LOCAL_PLAYER,
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params.channel,
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params.soundname,
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params.volume,
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(soundlevel_t)params.soundlevel,
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0, // flags
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params.pitch,
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NULL,
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NULL,
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NULL,
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true,
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st );
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return (void*)enginesound->GetGuidForLastSoundEmitted();
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}
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void StopSound( void *pSoundHandle )
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{
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if ( !pSoundHandle || !g_pSoundSystem )
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return;
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int nGuid = (int)pSoundHandle;
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enginesound->StopSoundByGuid( nGuid );
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}
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};
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static CInGameUISoundPlayback s_InGameUISoundPlayback;
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//-----------------------------------------------------------------------------
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// Instantiate singleton game system
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//-----------------------------------------------------------------------------
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static CGameUIGameSystem s_GameUIGameSystem;
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CGameUIGameSystem *g_pGameUIGameSystem = &s_GameUIGameSystem;
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//-----------------------------------------------------------------------------
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// Initialization
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//-----------------------------------------------------------------------------
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bool CGameUIGameSystem::Init()
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{
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g_pGameUISystemMgr->UseGameInputSystemEventQueue( true );
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g_pGameUISystemMgr->SetSoundPlayback( &s_InGameUISoundPlayback );
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g_pGameUISystemMgr->SetInputContext( engine->GetInputContext( ENGINE_INPUT_CONTEXT_GAMEUI ) );
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// Register all client nugget factories
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CUiNuggetFactoryRegistrarBase::RegisterAll();
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return true;
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}
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void CGameUIGameSystem::Shutdown()
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{
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g_pGameUISystemMgr->SetSoundPlayback( NULL );
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g_pGameUISystemMgr->SetInputContext( INPUT_CONTEXT_HANDLE_INVALID );
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}
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//-----------------------------------------------------------------------------
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// PostInit
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//-----------------------------------------------------------------------------
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void CGameUIGameSystem::PostInit()
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{
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// This cannot happen in Init() because the audio system isn't set up
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// at that point, and it needs to be for precache to succeed
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PrecacheGameUISounds();
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}
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//-----------------------------------------------------------------------------
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// Precaches all game UI sounds
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//-----------------------------------------------------------------------------
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void CGameUIGameSystem::PrecacheGameUISounds()
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{
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// Precache all UI sounds. These must exist in the game_sounds_ui.txt script file
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KeyValues *pUIGameSounds = new KeyValues( "Game Instructor Counts" );
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if ( !pUIGameSounds->LoadFromFile( g_pFullFileSystem, "scripts/game_sounds_ui.txt", "GAME" ) )
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{
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pUIGameSounds->deleteThis();
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return;
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}
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for ( KeyValues *pKey = pUIGameSounds; pKey; pKey = pKey->GetNextKey() )
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{
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const char *pSoundName = pKey->GetName();
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int nSoundIndex = soundemitterbase->GetSoundIndex( pSoundName );
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if ( !soundemitterbase->IsValidIndex( nSoundIndex ) )
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{
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Log_Warning( LOG_GameUI, "GameUI: Unable to precache gamesound \"%s\"\n", pSoundName );
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continue;
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}
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CSoundParametersInternal *pInternal = soundemitterbase->InternalGetParametersForSound( nSoundIndex );
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if ( !pInternal )
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{
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Log_Warning( LOG_GameUI, "GameUI: Unable to precache gamesound \"%s\"\n", pSoundName );
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continue;
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}
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int nWaveCount = pInternal->NumSoundNames();
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if ( !nWaveCount )
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{
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Log_Warning( LOG_GameUI, "GameUI: game_sounds_ui.txt entry '%s' has no waves listed under 'wave' or 'rndwave' key!!!\n", pSoundName );
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continue;
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}
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for( int nWave = 0; nWave < nWaveCount; ++nWave )
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{
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const char *pWavName = soundemitterbase->GetWaveName( pInternal->GetSoundNames()[ nWave ].symbol );
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enginesound->PrecacheSound( pWavName, true, true );
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}
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}
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pUIGameSounds->deleteThis();
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}
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//-----------------------------------------------------------------------------
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// Reloads game GUI sounds
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//-----------------------------------------------------------------------------
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void CGameUIGameSystem::ReloadSounds()
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{
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// Should I stop all currently playing sounds?
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PrecacheGameUISounds();
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}
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//-----------------------------------------------------------------------------
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// Init any render targets needed by the UI.
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//-----------------------------------------------------------------------------
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void CGameUIGameSystem::InitRenderTargets()
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{
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g_pGameUISystemMgr->InitRenderTargets();
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}
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//-----------------------------------------------------------------------------
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// Init any render targets needed by the UI.
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//-----------------------------------------------------------------------------
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IMaterialProxy *CGameUIGameSystem::CreateProxy( const char *proxyName )
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{
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return g_pGameUISystemMgr->CreateProxy( proxyName );
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}
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//-----------------------------------------------------------------------------
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// Renders the game UI
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//-----------------------------------------------------------------------------
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void CGameUIGameSystem::Render( const Rect_t &viewport, float flCurrentTime )
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{
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g_pGameUISystemMgr->Render( viewport, DmeTime_t( flCurrentTime ) );
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}
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//-----------------------------------------------------------------------------
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// Registers an input event
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//-----------------------------------------------------------------------------
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bool CGameUIGameSystem::RegisterInputEvent( const InputEvent_t &iEvent )
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{
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if ( !g_pGameUISystemMgr->GetGameUIVisible() )
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return false;
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switch( iEvent.m_nType )
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{
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case IE_ButtonPressed:
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{
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// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
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ButtonCode_t code = (ButtonCode_t)iEvent.m_nData2;
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if ( code == KEY_BACKQUOTE )
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{
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return false;
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}
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else if ( code == KEY_ESCAPE )
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{
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return false;
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}
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}
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break;
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case IE_ButtonReleased:
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{
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// NOTE: data2 is the virtual key code (data1 contains the scan-code one)
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ButtonCode_t code = (ButtonCode_t)iEvent.m_nData2;
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if ( code == KEY_BACKQUOTE )
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{
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return false;
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}
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else if ( code == KEY_ESCAPE )
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{
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return false;
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}
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}
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break;
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default:
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break;
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}
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g_pGameUISystemMgr->RegisterInputEvent( iEvent );
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// FIXME: This is a hack; we're saying that the system eats the
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// input as long as a menu is visible
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return g_pGameUISystemMgr->GetGameUIVisible();
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}
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//-----------------------------------------------------------------------------
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// Simulates the next frame
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//-----------------------------------------------------------------------------
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void CGameUIGameSystem::Update( float frametime )
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{
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if ( IsPartOfGameUiBaseModPanel() )
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// Prevent double-updates during a frame when running as part of game ui
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// base mod panel rendering and event processing
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return;
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g_pGameUISystemMgr->RunFrame();
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}
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