hl2_src-leak-2017/src/gameui/matchmaking/matchmakingbasepanel.cpp

1000 lines
27 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Serves as the base panel for the entire matchmaking UI
//
//=============================================================================//
#include "matchmakingbasepanel.h"
#include "welcomedialog.h"
#include "pausedialog.h"
#include "leaderboarddialog.h"
#include "achievementsdialog.h"
#include "sessionoptionsdialog.h"
#include "sessionlobbydialog.h"
#include "sessionbrowserdialog.h"
#include "vgui_controls/Label.h"
#include "vgui_controls/MessageDialog.h"
#include "vgui/ISurface.h"
#include "EngineInterface.h"
#include "game/client/IGameClientExports.h"
#include "GameUI_Interface.h"
#include "engine/imatchmaking.h"
#include "KeyValues.h"
#include "vstdlib/jobthread.h"
#include "BasePanel.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//--------------------------------
// CMatchmakingBasePanel
//--------------------------------
CMatchmakingBasePanel::CMatchmakingBasePanel( vgui::Panel *pParent ) : BaseClass( pParent, "MatchmakingBasePanel" )
{
SetDeleteSelfOnClose( true );
SetPaintBackgroundEnabled( false );
vgui::scheme()->LoadSchemeFromFile( "Resource/ClientScheme.res", "ClientScheme" );
SetScheme( "ClientScheme" );
m_pFooter = new CFooterPanel( this, "MatchmakingFooterPanel" );
m_nGameType = GAMETYPE_STANDARD_MATCH;
}
CMatchmakingBasePanel::~CMatchmakingBasePanel()
{
if ( m_pFooter )
{
delete m_pFooter;
m_pFooter = NULL;
}
}
void CMatchmakingBasePanel::SetFooterButtons( CBaseDialog *pOwner, KeyValues *pKeyValues, int nButtonGap /* = -1 */ )
{
// Don't lay out the buttons if the dialog is not at the top of the stack
if ( m_DialogStack.Count() )
{
CBaseDialog *pDlg = m_DialogStack.Top();
if ( pDlg != pOwner )
return;
}
if ( m_pFooter )
{
m_pFooter->ClearButtons();
if ( pKeyValues )
{
for ( KeyValues *pButton = pKeyValues->GetFirstSubKey(); pButton != NULL; pButton = pButton->GetNextKey() )
{
if ( !Q_stricmp( pButton->GetName(), "button" ) )
{
// Add a button to the footer
const char *pText = pButton->GetString( "text", NULL );
const char *pIcon = pButton->GetString( "icon", NULL );
if ( pText && pIcon )
{
m_pFooter->AddNewButtonLabel( pText, pIcon );
}
}
}
}
else
{
// no data was passed so just setup the standard footer buttons
m_pFooter->SetStandardDialogButtons();
}
if ( nButtonGap > 0 )
{
m_pFooter->SetButtonGap( nButtonGap );
}
else
{
m_pFooter->UseDefaultButtonGap();
}
}
}
void CMatchmakingBasePanel::ShowFooter( bool bShown )
{
m_pFooter->SetVisible( bShown );
}
void CMatchmakingBasePanel::SetFooterButtonVisible( const char *pszText, bool bVisible )
{
if ( m_pFooter )
{
m_pFooter->ShowButtonLabel( pszText, bVisible );
}
}
void CMatchmakingBasePanel::Activate( void )
{
BaseClass::Activate();
// Close animation may have set this to zero
SetAlpha( 255 );
if ( !GameUI().IsInLevel() )
{
OnOpenWelcomeDialog();
}
else
{
OnOpenPauseDialog();
}
}
//-----------------------------------------------------------------------------
// Purpose: Handle commands from all matchmaking dialogs
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnCommand( const char *pCommand )
{
if ( !Q_stricmp( "OpenWelcomeDialog", pCommand ) )
{
OnOpenWelcomeDialog();
}
if ( !Q_stricmp( "OpenPauseDialog", pCommand ) )
{
OnOpenPauseDialog();
}
if ( !Q_stricmp( "OpenRankingsDialog", pCommand ) )
{
OnOpenRankingsDialog();
}
else if ( !Q_stricmp( "OpenSystemLinkDialog", pCommand ) )
{
OnOpenSystemLinkDialog();
}
else if ( !Q_stricmp( "OpenPlayerMatchDialog", pCommand ) )
{
OnOpenPlayerMatchDialog();
}
else if ( !Q_stricmp( "OpenRankedMatchDialog", pCommand ) )
{
OnOpenRankedMatchDialog();
}
else if ( !Q_stricmp( "OpenAchievementsDialog", pCommand ) )
{
OnOpenAchievementsDialog();
}
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
else if ( !Q_stricmp( "OpenCSAchievementsDialog", pCommand ) )
{
OnOpenCSAchievementsDialog();
}
//=============================================================================
// HPE_END
//=============================================================================
else if ( !Q_stricmp( "LevelLoadingStarted", pCommand ) )
{
OnLevelLoadingStarted();
}
else if ( !Q_stricmp( "LevelLoadingFinished", pCommand ) )
{
OnLevelLoadingFinished();
}
else if ( !Q_stricmp( "SessionOptions_Modify", pCommand ) )
{
OnOpenSessionOptionsDialog( pCommand );
}
else if ( !Q_stricmp( "ModifySession", pCommand ) )
{
matchmaking->ModifySession();
}
else if ( !Q_stricmp( "ChangeClass", pCommand ) )
{
engine->ClientCmd_Unrestricted( "changeclass" );
OnCommand( "ResumeGame" );
}
else if ( !Q_stricmp( "ChangeTeam", pCommand ) )
{
engine->ClientCmd_Unrestricted( "changeteam" );
OnCommand( "ResumeGame" );
}
else if ( !Q_stricmp( "ShowMapInfo", pCommand ) )
{
engine->ClientCmd_Unrestricted( "showmapinfo" );
OnCommand( "ResumeGame" );
}
else if ( !Q_stricmp( "StartHost", pCommand ) )
{
// Show progress dialog
GameUI().ShowMessageDialog( MD_CREATING_GAME, this );
// Send the host start command
matchmaking->StartHost();
}
else if ( !Q_stricmp( "StartSystemLinkHost", pCommand ) )
{
// Show progress dialog
GameUI().ShowMessageDialog( MD_CREATING_GAME, this );
m_nGameType = GAMETYPE_SYSTEMLINK_MATCH;
matchmaking->StartHost( true );
}
else if ( !Q_stricmp( "StartClient", pCommand ) )
{
// Show progress dialog
GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
// Tell matchmaking to start a client and search for games
matchmaking->StartClient( false );
}
else if ( !Q_stricmp( "StartSystemLinkClient", pCommand ) )
{
// Show progress dialog
GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
// Set the system link flag
matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_SYSTEMLINK", NULL, NULL );
// Tell matchmaking to start a client and search for games
m_nGameType = GAMETYPE_SYSTEMLINK_MATCH;
matchmaking->StartClient( true );
}
else if ( Q_stristr( pCommand, "StartQuickMatchClient_" ) )
{
// Show progress dialog
GameUI().ShowMessageDialog( MD_SEARCHING_FOR_GAMES, this );
if ( Q_stristr( pCommand, "_Ranked" ) )
{
// Set the basic flags
matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_MODE", "CONTEXT_GAME_MODE_MULTIPLAYER", NULL );
matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_TYPE", "CONTEXT_GAME_TYPE_RANKED", NULL );
matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_LIVE_MULTIPLAYER_RANKED", NULL, NULL );
m_nGameType = GAMETYPE_RANKED_MATCH;
}
else
{
// Set the standard match flag
matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_MODE", "CONTEXT_GAME_MODE_MULTIPLAYER", NULL );
matchmaking->AddSessionProperty( SESSION_CONTEXT, "CONTEXT_GAME_TYPE", "CONTEXT_GAME_TYPE_STANDARD", NULL );
matchmaking->AddSessionProperty( SESSION_FLAG, "SESSION_CREATE_LIVE_MULTIPLAYER_STANDARD", NULL, NULL );
m_nGameType = GAMETYPE_STANDARD_MATCH;
}
// Tell matchmaking to start a client and search for games
matchmaking->StartClient( false );
}
else if ( !Q_stricmp( "StartGame", pCommand ) )
{
// Tell matchmaking the host wants to start the game
matchmaking->StartGame();
}
else if ( Q_stristr( pCommand, "LeaderboardDialog_" ) )
{
// This covers LeaderboardDialog_[Ranked|Stats]
OnOpenLeaderboardDialog( pCommand );
}
else if ( Q_stristr( pCommand, "SessionOptions_" ) )
{
// This covers six command strings: *_Host[Standard|Ranked|Systemlink], *_Client[Standard|Ranked|Systemlink]
// Each command has a unique options menu - the command string is used as the name of the .res file.
OnOpenSessionOptionsDialog( pCommand );
}
else if ( !Q_stricmp( pCommand, "DialogClosing" ) )
{
PopDialog();
}
else if ( !Q_stricmp( pCommand, "AchievementsDialogClosing" ) )
{
PopDialog();
}
else if ( !Q_stricmp( pCommand, "show_achievements_dialog" ) )
{
OnOpenAchievementsDialog();
}
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
else if ( !Q_stricmp( pCommand, "show_csachievements_dialog" ) )
{
OnOpenCSAchievementsDialog();
}
//=============================================================================
// HPE_END
//=============================================================================
else if ( !Q_stricmp( pCommand, "ShowSessionOptionsDialog" ) )
{
// Need to close the client options dialog and open the host options equivalent
PopDialog();
switch( m_nGameType )
{
case GAMETYPE_STANDARD_MATCH:
OnOpenSessionOptionsDialog( "SessionOptions_HostStandard" );
break;
case GAMETYPE_RANKED_MATCH:
OnOpenSessionOptionsDialog( "SessionOptions_HostRanked" );
break;
case GAMETYPE_SYSTEMLINK_MATCH:
OnOpenSessionOptionsDialog( "SessionOptions_SystemLink" );
break;
}
}
else if ( !Q_stricmp( pCommand, "ReturnToMainMenu" ) )
{
CloseAllDialogs();
Activate();
}
else if ( !Q_stricmp( pCommand, "CancelOperation" ) )
{
GameUI().CloseMessageDialog();
PopDialog();
matchmaking->CancelCurrentOperation();
}
else if ( !Q_stricmp( pCommand, "StorageDeviceDenied" ) )
{
// Set us as declined
XBX_SetStorageDeviceId( XBX_STORAGE_DECLINED );
}
else
{
if ( !Q_stricmp( "ResumeGame", pCommand ) )
{
CloseAllDialogs();
}
CallParentFunction( new KeyValues( "Command", "command", pCommand ) );
}
// We should handle the case when user launched the game via invite,
// was prompted for a storage device and cancelled the picker.
// In this case whenever any command gets selected from the main menu
// we should cancel the wait for storage device selection.
BasePanel()->ValidateStorageDevice( NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Handle notifications from matchmaking in the engine.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::SessionNotification( const int notification, const int param )
{
switch( notification )
{
case SESSION_NOTIFY_FAIL_SEARCH:
GameUI().CloseMessageDialog();
GameUI().ShowMessageDialog( MD_SESSION_SEARCH_FAILED, this );
break;
case SESSION_NOTIFY_CONNECT_NOTAVAILABLE:
CloseAllDialogs();
GameUI().ShowMessageDialog( MD_SESSION_CONNECT_NOTAVAILABLE, this );
break;
case SESSION_NOTIFY_CONNECT_SESSIONFULL:
CloseAllDialogs();
GameUI().ShowMessageDialog( MD_SESSION_CONNECT_SESSIONFULL, this );
break;
case SESSION_NOTIFY_CONNECT_FAILED:
CloseAllDialogs();
GameUI().ShowMessageDialog( MD_SESSION_CONNECT_FAILED, this );
break;
case SESSION_NOTIFY_FAIL_CREATE:
CloseAllDialogs();
GameUI().ShowMessageDialog( MD_SESSION_CREATE_FAILED, this );
break;
case SESSION_NOTIFY_CLIENT_KICKED:
CloseAllDialogs();
GameUI().ShowMessageDialog( MD_CLIENT_KICKED, this );
break;
case SESSION_NOTIFY_LOST_HOST:
CloseBaseDialogs();
GameUI().ShowMessageDialog( MD_LOST_HOST, this );
break;
case SESSION_NOTIFY_LOST_SERVER:
CloseBaseDialogs();
GameUI().ShowMessageDialog( MD_LOST_SERVER, this );
break;
case SESSION_NOFIFY_MODIFYING_SESSION:
GameUI().ShowMessageDialog( MD_MODIFYING_SESSION, this );
break;
case SESSION_NOTIFY_SEARCH_COMPLETED:
GameUI().CloseMessageDialog();
LoadSessionProperties();
// Switch to the session browser
switch( m_nGameType )
{
case GAMETYPE_STANDARD_MATCH:
case GAMETYPE_RANKED_MATCH:
OnOpenSessionBrowserDialog( "SessionBrowser_Live" );
break;
case GAMETYPE_SYSTEMLINK_MATCH:
OnOpenSessionBrowserDialog( "SessionBrowser_SystemLink" );
break;
}
break;
case SESSION_NOTIFY_CREATED_HOST:
case SESSION_NOTIFY_MODIFYING_COMPLETED_HOST:
GameUI().CloseMessageDialog();
LoadSessionProperties();
// Switch to the Lobby
switch( m_nGameType )
{
case GAMETYPE_STANDARD_MATCH:
case GAMETYPE_RANKED_MATCH:
case GAMETYPE_SYSTEMLINK_MATCH:
OnOpenSessionLobbyDialog( "SessionLobby_Host" );
break;
}
break;
case SESSION_NOTIFY_CREATED_CLIENT:
GameUI().ShowMessageDialog( MD_SESSION_CONNECTING, this );
break;
case SESSION_NOTIFY_CONNECTED_TOSESSION:
case SESSION_NOTIFY_MODIFYING_COMPLETED_CLIENT:
GameUI().CloseMessageDialog();
LoadSessionProperties();
// Switch to the Lobby
switch( m_nGameType )
{
case GAMETYPE_STANDARD_MATCH:
case GAMETYPE_RANKED_MATCH:
case GAMETYPE_SYSTEMLINK_MATCH:
OnOpenSessionLobbyDialog( "SessionLobby_Client" );
break;
}
break;
case SESSION_NOTIFY_CONNECTED_TOSERVER:
CloseAllDialogs( false );
break;
case SESSION_NOTIFY_ENDGAME_RANKED:
// Return to the main menu
CloseAllDialogs();
break;
case SESSION_NOTIFY_ENDGAME_HOST:
CloseBaseDialogs();
OnOpenSessionLobbyDialog( "SessionLobby_Host" );
break;
case SESSION_NOTIFY_ENDGAME_CLIENT:
CloseBaseDialogs();
OnOpenSessionLobbyDialog( "SessionLobby_Client" );
break;
case SESSION_NOTIFY_COUNTDOWN:
{
CSessionLobbyDialog *pDlg = (CSessionLobbyDialog*)m_hSessionLobbyDialog.Get();
if ( pDlg )
{
pDlg->UpdateCountdown( param );
}
if ( param == 0 )
{
BasePanel()->RunAnimationWithCallback( this, "CloseMatchmakingUI", new KeyValues( "LoadMap" ) );
}
}
break;
case SESSION_NOTIFY_DUMPSTATS:
Msg( "[MM] %d open dialogs\n", m_DialogStack.Count() );
for ( int i = 0; i < m_DialogStack.Count(); ++i )
{
const char *pString = "NULL";
bool bVisible = false;
float fAlpha = 0.f;
CBaseDialog *pDlg = m_DialogStack[i];
if ( pDlg )
{
pString = pDlg->GetName();
bVisible = pDlg->IsVisible();
fAlpha = pDlg->GetAlpha();
}
const char *pVisible = bVisible ? "YES" : "NO";
Msg( "[MM] Dialog %d: %s, Visible %s, Alpha %f\n", i, pString, pVisible, fAlpha );
}
break;
case SESSION_NOTIFY_WELCOME:
CloseGameDialogs( false );
Activate();
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: System Notification
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::SystemNotification( const int notification )
{
switch( notification )
{
case SYSTEMNOTIFY_USER_SIGNEDOUT:
// See if this was us
#if defined( _X360 )
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() );
if ( state == eXUserSigninState_NotSignedIn )
{
matchmaking->KickPlayerFromSession( 0 );
CloseAllDialogs();
}
else if ( state != eXUserSigninState_SignedInToLive )
{
// User was signed out of live
if ( m_bPlayingOnline )
{
matchmaking->KickPlayerFromSession( 0 );
CloseAllDialogs();
}
}
#endif
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Check whether a player meets the signin requirements for a multiplayer game
//-----------------------------------------------------------------------------
bool CMatchmakingBasePanel::ValidateSigninAndStorage( bool bOnlineRequired, const char *pIssuingCommand )
{
// Check the signin state of the primary user
bool bSignedIn = false;
bool bOnlineEnabled = false;
bool bOnlineSignedIn = false;
#if defined( _X360 )
int userIdx = XBX_GetPrimaryUserId();
if ( userIdx != INVALID_USER_ID )
{
XUSER_SIGNIN_INFO info;
uint ret = XUserGetSigninInfo( userIdx, 0, &info );
if ( ret == ERROR_SUCCESS )
{
bSignedIn = true;
if ( info.dwInfoFlags & XUSER_INFO_FLAG_LIVE_ENABLED )
{
bOnlineEnabled = true;
uint state = XUserGetSigninState( XBX_GetPrimaryUserId() );
if ( state == eXUserSigninState_SignedInToLive )
{
bOnlineSignedIn = true;
// Check privileges
BOOL bPrivCheck = false;
DWORD dwPrivCheck = XUserCheckPrivilege( userIdx, XPRIVILEGE_MULTIPLAYER_SESSIONS, &bPrivCheck );
if ( ERROR_SUCCESS != dwPrivCheck ||
!bPrivCheck )
{
bOnlineEnabled = false;
}
}
}
}
}
#endif
if ( bOnlineRequired && !bOnlineEnabled )
{
// Player must sign in an online account
GameUI().ShowMessageDialog( MD_NOT_ONLINE_ENABLED );
return false;
}
else if ( bOnlineRequired && !bOnlineSignedIn )
{
// Player's live account isn't signed in to live
GameUI().ShowMessageDialog( MD_NOT_ONLINE_SIGNEDIN );
return false;
}
else if ( !bSignedIn )
{
// Eat the input and make the user sign in
xboxsystem->ShowSigninUI( 1, 0 ); // One user, no special flags
return false;
}
// Handle the storage device selection
if ( !BasePanel()->HandleStorageDeviceRequest( pIssuingCommand ) )
return false;
// If we succeeded, clear the command out
BasePanel()->ClearPostPromptCommand( pIssuingCommand );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Update player information in the lobby
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost )
{
CSessionLobbyDialog *pLobby = dynamic_cast< CSessionLobbyDialog* >( m_hSessionLobbyDialog.Get() );
if ( pLobby )
{
pLobby->UpdatePlayerInfo( nPlayerId, pName, nTeam, cVoiceState, nPlayersNeeded, bHost );
}
}
//-----------------------------------------------------------------------------
// Purpose: Add a search result to the browser dialog
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping )
{
CSessionBrowserDialog *pBrowser = dynamic_cast< CSessionBrowserDialog* >( m_hSessionBrowserDialog.Get() );
if ( pBrowser )
{
pBrowser->SessionSearchResult( searchIdx, pHostData, pResult, ping );
}
}
//-----------------------------------------------------------------------------
// Purpose: Pre level load ops
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnLevelLoadingStarted()
{
}
//-----------------------------------------------------------------------------
// Purpose: Post level load ops
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnLevelLoadingFinished()
{
}
//-----------------------------------------------------------------------------
// Purpose: Hide the current dialog, add a new one to the stack and activate it.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::PushDialog( vgui::DHANDLE< CBaseDialog > &hDialog )
{
if ( m_DialogStack.Count() )
{
if ( m_DialogStack.Top() )
{
m_DialogStack.Top()->Close();
}
else
{
m_DialogStack.Pop();
}
}
hDialog->Activate();
m_DialogStack.Push( hDialog );
}
//-----------------------------------------------------------------------------
// Purpose: Close the current dialog, pop it from the top of the stack, and activate the next one.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::PopDialog( bool bActivateNext )
{
if ( m_DialogStack.Count() > 1 )
{
if ( m_DialogStack.Top() )
{
m_DialogStack.Top()->SetDeleteSelfOnClose( true );
m_DialogStack.Top()->Close();
m_DialogStack.Pop();
}
// Drop down to the next available dialog
while ( m_DialogStack.Count() && !m_DialogStack.Top() )
{
m_DialogStack.Pop();
}
if ( bActivateNext && m_DialogStack.Count() && m_DialogStack.Top() )
{
m_DialogStack.Top()->Activate();
}
}
if ( m_DialogStack.Count() <= 1 )
{
// Back at the welcome menu
m_bPlayingOnline = false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Close all open dialogs down to the main menu
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::CloseGameDialogs( bool bActivateNext )
{
CloseBaseDialogs();
while ( m_DialogStack.Count() > 1 )
{
PopDialog( bActivateNext );
}
}
//-----------------------------------------------------------------------------
// Purpose: Close all open dialogs down to the main menu
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::CloseAllDialogs( bool bActivateNext )
{
GameUI().CloseMessageDialog();
CloseGameDialogs( bActivateNext );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::CloseBaseDialogs( void )
{
if ( BasePanel() )
{
BasePanel()->CloseBaseDialogs();
}
}
//-----------------------------------------------------------------------------
// Purpose: Get session property keyvalues from base panel and matchmaking
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::LoadSessionProperties()
{
// Grab the session property keys from XboxDialogs.res and from matchmaking
m_pSessionKeys = BasePanel()->GetConsoleControlSettings()->FindKey( "PropertyDisplayKeys" );
if ( m_pSessionKeys )
{
m_pSessionKeys->ChainKeyValue( matchmaking->GetSessionProperties() );
}
// Cache off the map name
const char *pDiskName = NULL;
KeyValues *pName = m_pSessionKeys->FindKey( "MapDiskNames" );
if ( pName )
{
KeyValues *pScenario = m_pSessionKeys->FindKey( "CONTEXT_SCENARIO" );
if ( pScenario )
{
pDiskName = pName->GetString( pScenario->GetString( "displaystring" ), NULL );
}
}
if ( pDiskName )
{
Q_strncpy( m_szMapLoadName, pDiskName, sizeof( m_szMapLoadName ) );
Msg( "Storing mapname %s\n", m_szMapLoadName );
if ( Q_strlen( m_szMapLoadName ) < 5 )
{
Warning( "Bad map name!\n" );
}
}
else
{
// X360TBD: Generate a create error
}
}
//-----------------------------------------------------------------------------
// Purpose: Open dialog functions.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::OnOpenWelcomeDialog()
{
if ( !m_hWelcomeDialog.Get() )
{
m_hWelcomeDialog = new CWelcomeDialog( this );
m_DialogStack.Push( m_hWelcomeDialog );
}
m_hWelcomeDialog->Activate();
m_bPlayingOnline = false;
}
void CMatchmakingBasePanel::OnOpenPauseDialog()
{
if ( !m_hPauseDialog.Get() )
{
m_hPauseDialog = new CPauseDialog( this );
}
PushDialog( m_hPauseDialog );
}
void CMatchmakingBasePanel::OnOpenRankingsDialog()
{
if ( !ValidateSigninAndStorage( true, "OpenRankingDialog" ) )
return;
if ( !m_hRankingsDialog.Get() )
{
m_hRankingsDialog = new CBaseDialog( this, "RankingsDialog" );
}
PushDialog( m_hRankingsDialog );
}
void CMatchmakingBasePanel::OnOpenSystemLinkDialog()
{
if ( !ValidateSigninAndStorage( false, "OpenSystemLinkDialog" ) )
return;
if ( !m_hSystemLinkDialog.Get() )
{
m_hSystemLinkDialog = new CBaseDialog( this, "SystemLinkDialog" );
}
PushDialog( m_hSystemLinkDialog );
}
void CMatchmakingBasePanel::OnOpenPlayerMatchDialog()
{
if ( !ValidateSigninAndStorage( true, "OpenPlayerMatchDialog" ) )
return;
if ( !m_hPlayerMatchDialog.Get() )
{
m_hPlayerMatchDialog = new CBaseDialog( this, "PlayerMatchDialog" );
}
PushDialog( m_hPlayerMatchDialog );
m_bPlayingOnline = true;
}
void CMatchmakingBasePanel::OnOpenRankedMatchDialog()
{
if ( !ValidateSigninAndStorage( true, "OpenRankedMatchDialog" ) )
return;
if ( !m_hRankedMatchDialog.Get() )
{
m_hRankedMatchDialog = new CBaseDialog( this, "RankedMatchDialog" );
}
PushDialog( m_hRankedMatchDialog );
m_bPlayingOnline = true;
}
void CMatchmakingBasePanel::OnOpenAchievementsDialog()
{
if ( !ValidateSigninAndStorage( false, "OpenAchievementsDialog" ) )
return;
if ( !m_hAchievementsDialog.Get() )
{
m_hAchievementsDialog = new CAchievementsDialog_XBox( this );
}
PushDialog( m_hAchievementsDialog );
}
//=============================================================================
// HPE_BEGIN:
// [dwenger] Specific code for CS Achievements Display
//=============================================================================
void CMatchmakingBasePanel::OnOpenCSAchievementsDialog()
{
if ( !ValidateSigninAndStorage( false, "OpenCSAchievementsDialog" ) )
return;
if ( !m_hAchievementsDialog.Get() )
{
// $TODO(HPE): m_hAchievementsDialog = new CAchievementsDialog_XBox( this );
}
PushDialog( m_hAchievementsDialog );
}
//=============================================================================
// HPE_END
//=============================================================================
void CMatchmakingBasePanel::OnOpenSessionOptionsDialog( const char *pResourceName )
{
if ( !m_hSessionOptionsDialog.Get() )
{
m_hSessionOptionsDialog = new CSessionOptionsDialog( this );
}
if ( Q_stristr( pResourceName, "Ranked" ) )
{
m_nGameType = GAMETYPE_RANKED_MATCH;
}
else if ( Q_stristr( pResourceName, "Standard" ) )
{
m_nGameType = GAMETYPE_STANDARD_MATCH;
}
else if ( Q_stristr( pResourceName, "SystemLink" ) )
{
m_nGameType = GAMETYPE_SYSTEMLINK_MATCH;
}
LoadSessionProperties();
CSessionOptionsDialog* pDlg = ((CSessionOptionsDialog*)m_hSessionOptionsDialog.Get());
pDlg->SetGameType( pResourceName );
pDlg->SetDialogKeys( m_pSessionKeys );
PushDialog( m_hSessionOptionsDialog );
}
void CMatchmakingBasePanel::OnOpenSessionLobbyDialog( const char *pResourceName )
{
if ( !m_hSessionLobbyDialog.Get() )
{
m_hSessionLobbyDialog = new CSessionLobbyDialog( this );
}
CSessionLobbyDialog *pDlg = (CSessionLobbyDialog*)m_hSessionLobbyDialog.Get();
pDlg->SetDialogKeys( m_pSessionKeys );
m_hSessionLobbyDialog->SetName( pResourceName );
PushDialog( m_hSessionLobbyDialog );
}
void CMatchmakingBasePanel::OnOpenSessionBrowserDialog( const char *pResourceName )
{
if ( !m_hSessionBrowserDialog.Get() )
{
m_hSessionBrowserDialog = new CSessionBrowserDialog( this, m_pSessionKeys );
m_hSessionBrowserDialog->SetName( pResourceName );
// Matchmaking will start adding results immediately, so prepare the dialog
SETUP_PANEL( m_hSessionBrowserDialog.Get() );
}
PushDialog( m_hSessionBrowserDialog );
}
void CMatchmakingBasePanel::OnOpenLeaderboardDialog( const char *pResourceName )
{
if ( !m_hLeaderboardDialog.Get() )
{
m_hLeaderboardDialog = new CLeaderboardDialog( this );
m_hLeaderboardDialog->SetName( pResourceName );
SETUP_PANEL( m_hLeaderboardDialog.Get() );
}
PushDialog( m_hLeaderboardDialog );
m_hLeaderboardDialog->OnCommand( "CenterOnPlayer" );
}
//-----------------------------------------------------------------------------
// Purpose: Callback function to start map load after ui fades out.
//-----------------------------------------------------------------------------
void CMatchmakingBasePanel::LoadMap( const char *mapname )
{
CloseAllDialogs( false );
char cmd[MAX_PATH];
Q_snprintf( cmd, sizeof( cmd ), "map %s", m_szMapLoadName );
BasePanel()->FadeToBlackAndRunEngineCommand( cmd );
}
//-------------------------------------------------------
// Keyboard input
//-------------------------------------------------------
void CMatchmakingBasePanel::OnKeyCodePressed( vgui::KeyCode code )
{
switch( code )
{
case KEY_XBUTTON_B:
// Can't close the matchmaking base panel
break;
default:
BaseClass::OnKeyCodePressed( code );
break;
}
}