//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef VOICE_STATUS_H #define VOICE_STATUS_H #pragma once #include //#include "vgui_bitmap.h" #include #include #include "voice_common.h" #include "voice_banmgr.h" #include "hudelement.h" #ifdef VOICE_VOX_ENABLE extern ConVar voice_vox; #endif // VOICE_VOX_ENABLE class CVoiceStatus; class IMaterial; class BitmapImage; // Voice Panel class CVoicePanel : public vgui::Panel { public: CVoicePanel( ); ~CVoicePanel(); virtual void Paint( void ); virtual void setImage( BitmapImage *pImage ); private: BitmapImage *m_pImage; }; class CVoiceLabel { public: vgui::Label *m_pLabel; vgui::Label *m_pBackground; CVoicePanel *m_pIcon; // Voice icon next to player name. int m_clientindex; // Client index of the speaker. -1 if this label isn't being used. }; // This is provided by each mod to access data that may not be the same across mods. abstract_class IVoiceStatusHelper { public: virtual ~IVoiceStatusHelper() {} // Get RGB color for voice status text about this player. virtual void GetPlayerTextColor(int entindex, int color[3]) = 0; // Force it to update the cursor state. virtual void UpdateCursorState() = 0; // Return true if the voice manager is allowed to show speaker labels // (mods usually return false when the scoreboard is up). virtual bool CanShowSpeakerLabels() = 0; }; class CVoiceStatus /*: public vgui::CDefaultInputSignal*/ { public: CVoiceStatus(); virtual ~CVoiceStatus(); // CHudBase overrides. public: // Initialize the cl_dll's voice manager. virtual int Init( IVoiceStatusHelper *m_pHelper, vgui::VPANEL pParentPanel); // ackPosition is the bottom position of where CVoiceStatus will draw the voice acknowledgement labels. virtual void VidInit(); public: // Call from HUD_Frame each frame. void Frame(double frametime); // Called when a player starts or stops talking. // entindex is -1 to represent the local client talking (before the data comes back from the server). // When the server acknowledges that the local client is talking, then entindex will be gEngfuncs.GetLocalPlayer(). // entindex is -2 to represent the local client's voice being acked by the server. void UpdateSpeakerStatus(int entindex, bool bTalking); // Call from the HUD_CreateEntities function so it can add sprites above player heads. void DrawHeadLabels(); void SetHeadLabelOffset( float offset ); float GetHeadLabelOffset( void ) const; void SetHeadLabelsDisabled( bool bDisabled ) { m_bHeadLabelsDisabled = bDisabled; } // Called when the server registers a change to who this client can hear. void HandleVoiceMaskMsg(bf_read &msg); // The server sends this message initially to tell the client to send their state. void HandleReqStateMsg(bf_read &msg); // Squelch mode functions. public: // When you enter squelch mode, pass in void StartSquelchMode(); void StopSquelchMode(); bool IsInSquelchMode(); // returns true if the target client has been banned // playerIndex is of range 1..maxplayers bool IsPlayerBlocked(int iPlayerIndex); // returns false if the player can't hear the other client due to game rules (eg. the other team) bool IsPlayerAudible(int iPlayerIndex); // returns true if the player is currently speaking bool IsPlayerSpeaking(int iPlayerIndex); // returns true if the local player is attempting to speak bool IsLocalPlayerSpeaking( void ); // blocks the target client from being heard void SetPlayerBlockedState(int iPlayerIndex, bool blocked); void SetHeadLabelMaterial( const char *pszMaterial ); IMaterial *GetHeadLabelMaterial( void ) { return m_pHeadLabelMaterial; } private: void UpdateServerState(bool bForce); // Update the button artwork to reflect the client's current state. void UpdateBanButton(int iClient); private: float m_LastUpdateServerState; // Last time we called this function. int m_bServerModEnable; // What we've sent to the server about our "voice_modenable" cvar. vgui::VPANEL m_pParentPanel; CPlayerBitVec m_VoicePlayers; // Who is currently talking. Indexed by client index. // This is the gamerules-defined list of players that you can hear. It is based on what teams people are on // and is totally separate from the ban list. Indexed by client index. CPlayerBitVec m_AudiblePlayers; // Players who have spoken at least once in the game so far CPlayerBitVec m_VoiceEnabledPlayers; // This is who the server THINKS we have banned (it can become incorrect when a new player arrives on the server). // It is checked periodically, and the server is told to squelch or unsquelch the appropriate players. CPlayerBitVec m_ServerBannedPlayers; IVoiceStatusHelper *m_pHelper; // Each mod provides an implementation of this. // Squelch mode stuff. bool m_bInSquelchMode; bool m_bTalking; // Set to true when the client thinks it's talking. bool m_bServerAcked; // Set to true when the server knows the client is talking. public: CVoiceBanMgr m_BanMgr; // Tracks which users we have squelched and don't want to hear. private: IMaterial *m_pHeadLabelMaterial; // For labels above players' heads. bool m_bBanMgrInitialized; int m_nControlSize; bool m_bHeadLabelsDisabled; #ifdef VOICE_VOX_ENABLE CountdownTimer m_bAboveThresholdTimer; #endif // VOICE_VOX_ENABLE }; // Get the (global) voice manager. CVoiceStatus* GetClientVoiceMgr(); void ClientVoiceMgr_Init(); void ClientVoiceMgr_Shutdown(); #endif // VOICE_STATUS_H