Ejemplo n.º 1
0
//=============================================================================
void Video::Activate( bool bRecommendedSettings )
{
	BaseClass::Activate();

	if ( !bRecommendedSettings )
	{
		SetupActivateData();
	}
	else
	{
		if ( !SetupRecommendedActivateData() )
			return;
	}

	if ( m_drpAspectRatio )
	{
		switch ( m_iAspectRatio )
		{
		default:
		case 0:
			m_drpAspectRatio->SetCurrentSelection( "#GameUI_AspectNormal" );
			break;
		case 1:
			m_drpAspectRatio->SetCurrentSelection( "#GameUI_AspectWide16x9" );
			break;
		case 2:
			m_drpAspectRatio->SetCurrentSelection( "#GameUI_AspectWide16x10" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpAspectRatio->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpDisplayMode )
	{
		if ( m_bWindowed )
		{
			if ( m_bNoBorder )
			{
				m_drpDisplayMode->SetCurrentSelection( "#L4D360UI_VideoOptions_Windowed_NoBorder" );
			}
			else
			{
				m_drpDisplayMode->SetCurrentSelection( "#GameUI_Windowed" );
			}
		}
		else
		{
			m_drpDisplayMode->SetCurrentSelection( "#GameUI_Fullscreen" );
		}

		FlyoutMenu *pFlyout = m_drpDisplayMode->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpResolution )
	{
		FlyoutMenu *pFlyout = m_drpResolution->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpLockMouse )
	{
		if ( m_bLockMouse )
		{
			m_drpLockMouse->SetCurrentSelection( "#L4D360UI_Enabled" );
		}
		else
		{
			m_drpLockMouse->SetCurrentSelection( "#L4D360UI_Disabled" );
		}

		FlyoutMenu *pFlyout = m_drpLockMouse->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_sldFilmGrain )
	{
		if ( !bRecommendedSettings )
		{
			m_sldFilmGrain->Reset();
		}
		else
		{
			m_sldFilmGrain->SetCurrentValue( m_flFilmGrain );
			m_sldFilmGrain->ResetSliderPosAndDefaultMarkers();
		}
	}

	if ( m_drpModelDetail )
	{
		switch ( m_iModelTextureDetail )
		{
		case 0:
			m_drpModelDetail->SetCurrentSelection( "ModelDetailLow" );
			break;
		case 1:
			m_drpModelDetail->SetCurrentSelection( "ModelDetailMedium" );
			break;
		case 2:
			m_drpModelDetail->SetCurrentSelection( "ModelDetailHigh" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpModelDetail->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpPagedPoolMem )
	{
		switch ( m_iPagedPoolMem )
		{
		case 0:
			m_drpPagedPoolMem->SetCurrentSelection( "PagedPoolMemLow" );
			break;
		case 1:
			m_drpPagedPoolMem->SetCurrentSelection( "PagedPoolMemMedium" );
			break;
		case 2:
			m_drpPagedPoolMem->SetCurrentSelection( "PagedPoolMemHigh" );
			break;
		}
		
		m_drpPagedPoolMem->SetOpenCallback( PagedPoolMemOpenned );

		FlyoutMenu *pFlyout = m_drpPagedPoolMem->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpAntialias )
	{
		FlyoutMenu *pFlyout = m_drpAntialias->GetCurrentFlyout();
		if ( pFlyout )
		{
			char szCurrentButton[ 32 ];
			Q_strncpy( szCurrentButton, VIDEO_ANTIALIAS_COMMAND_PREFIX, sizeof( szCurrentButton ) );

			int iCommandNumberPosition = Q_strlen( szCurrentButton );
			szCurrentButton[ iCommandNumberPosition + 1 ] = '\0';

			// We start with no entries
			m_nNumAAModes = 0;

			// Always have the possibility of no AA
			Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
			szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
			SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_None" );

			m_nAAModes[m_nNumAAModes].m_nNumSamples = 1;
			m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
			m_nNumAAModes++;

			// Add other supported AA settings
			if ( materials->SupportsMSAAMode(2) )
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_2X" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 2;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
				m_nNumAAModes++;
			}

			if ( materials->SupportsMSAAMode(4) )
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_4X" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 4;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
				m_nNumAAModes++;
			}

			if ( materials->SupportsMSAAMode(6) )
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_6X" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 6;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
				m_nNumAAModes++;
			}

			if ( materials->SupportsCSAAMode(4, 2) )							// nVidia CSAA			"8x"
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_8X_CSAA" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 4;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2;
				m_nNumAAModes++;
			}

			if ( materials->SupportsCSAAMode(4, 4) )							// nVidia CSAA			"16x"
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_16X_CSAA" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 4;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 4;
				m_nNumAAModes++;
			}

			if ( materials->SupportsMSAAMode(8) )
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_8X" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 8;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 0;
				m_nNumAAModes++;
			}

			if ( materials->SupportsCSAAMode(8, 2) )							// nVidia CSAA			"16xQ"
			{
				Assert( m_nNumAAModes < MAX_DYNAMIC_AA_MODES );
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAAModes + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, "#GameUI_16XQ_CSAA" );

				m_nAAModes[m_nNumAAModes].m_nNumSamples = 8;
				m_nAAModes[m_nNumAAModes].m_nQualityLevel = 2;
				m_nNumAAModes++;
			}

			// Change the height to fit the active items
			pFlyout->SetBGTall( m_nNumAAModes * 20 + 5 );

			// Disable the remaining possible choices
			for ( int i = m_nNumAAModes; i <= 9; ++i )
			{
				szCurrentButton[ iCommandNumberPosition ] = i + '0';

				Button *pButton = pFlyout->FindChildButtonByCommand( szCurrentButton );
				if ( pButton )
				{
					pButton->SetVisible( false );
				}
			}

			// Select the currently set type
			m_iAntiAlias = FindMSAAMode( m_nAASamples, m_nAAQuality );
			szCurrentButton[ iCommandNumberPosition ] = m_iAntiAlias + '0';
			m_drpAntialias->SetCurrentSelection( szCurrentButton );

			pFlyout->SetListener( this );
		}
	}

	if ( m_drpFiltering )
	{
		switch ( m_iFiltering )
		{
		case 0:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Bilinear" );
			break;
		case 1:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Trilinear" );
			break;
		case 2:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Anisotropic2X" );
			break;
		case 4:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Anisotropic4X" );
			break;
		case 8:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Anisotropic8X" );
			break;
		case 16:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Anisotropic16X" );
			break;
		default:
			m_drpFiltering->SetCurrentSelection( "#GameUI_Trilinear" );
			m_iFiltering = 1;
			break;
		}

		FlyoutMenu *pFlyout = m_drpFiltering->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpVSync )
	{
		if ( m_bVSync )
		{
			if ( m_bTripleBuffered )
			{
				m_drpVSync->SetCurrentSelection( "VSyncTripleBuffered" );
			}
			else
			{
				m_drpVSync->SetCurrentSelection( "VSyncEnabled" );
			}
		}
		else
		{
			m_drpVSync->SetCurrentSelection( "VSyncDisabled" );
		}

		FlyoutMenu *pFlyout = m_drpVSync->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpQueuedMode )
	{
		// Only allow the options on multi-processor machines.
		if ( GetCPUInformation().m_nPhysicalProcessors >= 2 )
		{
			if ( m_iQueuedMode != 0 )
			{
				m_drpQueuedMode->SetCurrentSelection( "QueuedModeEnabled" );
			}
			else
			{
				m_drpQueuedMode->SetCurrentSelection( "QueuedModeDisabled" );
			}

			FlyoutMenu *pFlyout = m_drpQueuedMode->GetCurrentFlyout();
			if ( pFlyout )
			{
				pFlyout->SetListener( this );
			}
		}
		else
		{
			m_drpQueuedMode->SetEnabled( false );
		}
	}

	if ( m_drpShaderDetail )
	{
		switch ( m_iGPUDetail )
		{
		case 0:
			m_drpShaderDetail->SetCurrentSelection( "ShaderDetailLow" );
			break;
		case 1:
			m_drpShaderDetail->SetCurrentSelection( "ShaderDetailMedium" );
			break;
		case 2:
			m_drpShaderDetail->SetCurrentSelection( "ShaderDetailHigh" );
			break;
		case 3:
			m_drpShaderDetail->SetCurrentSelection( "ShaderDetailVeryHigh" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpShaderDetail->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpCPUDetail )
	{
		switch ( m_iCPUDetail )
		{
		case 0:
			m_drpCPUDetail->SetCurrentSelection( "CPUDetailLow" );
			break;
		case 1:
			m_drpCPUDetail->SetCurrentSelection( "CPUDetailMedium" );
			break;
		case 2:
			m_drpCPUDetail->SetCurrentSelection( "CPUDetailHigh" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpCPUDetail->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if( m_drpLighting )
	{
		if( deferred_lighting_enabled.GetBool() )
			m_drpLighting->SetCurrentSelection( "DeferredLighting" );
		else
			m_drpLighting->SetCurrentSelection( "StandardLighting" );
		
		FlyoutMenu *pFlyout = m_drpLighting->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	UpdateFooter();
	
	if ( !bRecommendedSettings )
	{
		if ( m_drpAspectRatio )
		{
			if ( m_ActiveControl )
				m_ActiveControl->NavigateFrom( );
			m_drpAspectRatio->NavigateTo();
			m_ActiveControl = m_drpAspectRatio;
		}
	}
}
Ejemplo n.º 2
0
//=============================================================================
void AudioVideo::Activate()
{
	BaseClass::Activate();

#ifdef _X360
	CGameUIConVarRef mat_xbox_ishidef( "mat_xbox_ishidef" );
	CGameUIConVarRef mat_xbox_iswidescreen( "mat_xbox_iswidescreen" );
#endif

	if ( m_sldBrightness )
	{
		m_sldBrightness->Reset();
		m_sldBrightness->NavigateTo();
	}

	if ( m_drpColorMode )
	{
		CGameUIConVarRef mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled" );

		if ( mat_monitorgamma_tv_enabled.GetBool() )
		{
			m_drpColorMode->SetCurrentSelection( "#L4D360UI_ColorMode_Television" );
		}
		else
		{
			m_drpColorMode->SetCurrentSelection( "#L4D360UI_ColorMode_LCD" );
		}

		FlyoutMenu *pFlyout = m_drpColorMode->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_sldFilmGrain )
	{
		m_sldFilmGrain->Reset();

#ifdef _X360
		if ( !mat_xbox_ishidef.GetBool() )
		{
			m_sldFilmGrain->SetEnabled( false );
		}
#endif
	}

	if ( m_drpSplitScreenDirection )
	{
		bool bWidescreen = false;
#ifdef _X360
		bWidescreen = mat_xbox_iswidescreen.GetBool();
#endif

		if ( !bWidescreen )
		{
			m_drpSplitScreenDirection->SetEnabled( false );
			m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Horizontal" );
		}
		else
		{
			CGameUIConVarRef ss_splitmode( "ss_splitmode" );
			int iSplitMode = ss_splitmode.GetInt();

			switch ( iSplitMode )
			{
			case 1:
				m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Horizontal" );
				break;
			case 2:
				m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Vertical" );
				break;
			default:
				m_drpSplitScreenDirection->SetCurrentSelection( "#L4D360UI_SplitScreenDirection_Default" );
			}
		}

		FlyoutMenu *pFlyout = m_drpSplitScreenDirection->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_sldGameVolume )
	{
		m_sldGameVolume->Reset();
	}

	if ( m_sldMusicVolume )
	{
		m_sldMusicVolume->Reset();
	}

	if ( m_drpCaptioning )
	{
		CGameUIConVarRef closecaption("closecaption");
		CGameUIConVarRef cc_subtitles("cc_subtitles");

		if ( !closecaption.GetBool() )
		{
			m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOff" );
		}
		else
		{
			if ( cc_subtitles.GetBool() )
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionSubtitles" );
			}
			else
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOn" );
			}
		}

		FlyoutMenu *pFlyout = m_drpCaptioning->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpLanguage )
	{
#if defined( _DEMO )
		// not allowing this for the demo, can't reboot to force english
		bool bIsLocalized = false;
#else
		bool bIsLocalized = XBX_IsAudioLocalized();
#endif
		if ( !bIsLocalized )
		{
			// hidden if we don't have an audio localization for our current non-english language
			// the audio is in english, there is no other choice for their audio
			m_drpLanguage->SetVisible( false );
		}
		else
		{
			// We're in a language other than english that has full audio localization (not all of them do)
			// let them select either their native language or english for thier audio if they're not in game
			m_drpLanguage->SetFlyout( "FlmLanguage" );

			char szLanguage[ 256 ];
			Q_snprintf( szLanguage, sizeof( szLanguage ), "#GameUI_Language_%s", XBX_GetLanguageString() );

			FlyoutMenu *pFlyout = m_drpLanguage->GetCurrentFlyout();
			if ( pFlyout )
			{
				Button *pCurrentLanguageButton = pFlyout->FindChildButtonByCommand( "CurrentXBXLanguage" );

				if ( pCurrentLanguageButton )
				{
					pCurrentLanguageButton->SetText( szLanguage );
					pCurrentLanguageButton->SetCommand( szLanguage );
					pFlyout->SetListener( this );
				}
			}

			m_drpLanguage->SetCurrentSelection( ( x360_audio_english.GetBool() ) ? ( "#GameUI_Language_English" ) : ( szLanguage ) );

			// Can't change language while in game
			m_drpLanguage->SetEnabled( !engine->IsInGame() || GameUI().IsInBackgroundLevel() );
		}
	}
	
	if ( m_drpGore )
	{
		CGameUIConVarRef z_wound_client_disabled ( "z_wound_client_disabled" );

		if ( z_wound_client_disabled.GetBool() )
		{
			m_drpGore->SetCurrentSelection( "#L4D360UI_Gore_Low" );
		}
		else
		{
			m_drpGore->SetCurrentSelection( "#L4D360UI_Gore_High" );
		}

		FlyoutMenu *pFlyout = m_drpGore->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	m_bDirtyVideoConfig = false;

	UpdateFooter();
}
Ejemplo n.º 3
0
//=============================================================================
void InGameChapterSelect::OnCommand(const char *command)
{
	if ( const char* szMissionItem = StringAfterPrefix( command, "cmd_campaign_" ) )
	{
		if ( !Q_stricmp( szMissionItem, m_chCampaign ) )
			return;	// Setting to same mission

		Q_strncpy( m_chCampaign, szMissionItem, ARRAYSIZE( m_chCampaign ) );

		// Determine current game settings
		KeyValues *pGameSettings = g_pMatchFramework->GetMatchNetworkMsgController()->GetActiveServerGameDetails( NULL );
		KeyValues::AutoDelete autodelete_pGameSettings( pGameSettings );
		if ( !pGameSettings )
			return;

		DropDownMenu *pMissionDropDown = dynamic_cast< DropDownMenu* >( FindChildByName( "DrpMission" ) );
		if( pMissionDropDown ) //we should become a listener for events pertaining to the mission flyout
		{
			FlyoutMenu* missionFlyout = pMissionDropDown->GetCurrentFlyout();
			if( missionFlyout )
			{
				missionFlyout->SetListener( this );
				if ( vgui::Button *pAddonBtn = missionFlyout->FindChildButtonByCommand( "cmd_addoncampaign" ) )
				{
					pAddonBtn->SetEnabled( false );
				}

				// Disable all other campaigns that cannot be used for a vote
				for ( int k = 0, kNum = missionFlyout->GetChildCount(); k < kNum; ++ k )
				{
					Panel *child = missionFlyout->GetChild( k );
					if ( BaseModHybridButton* button = dynamic_cast< BaseModHybridButton* >( child ) )
					{
						if ( const char* commandValue = button->GetCommand()->GetString( "command", NULL ) )
						{
							if ( char const *szMissionName = StringAfterPrefix( commandValue, "cmd_campaign_" ) )
							{
								pGameSettings->SetString( "game/campaign", szMissionName );
								pGameSettings->SetInt( "game/chapter", 1 );
								if ( !g_pMatchExtSwarm->GetMapInfo( pGameSettings ) )
								{
									button->SetEnabled( false );
								}
							}
						}
					}
				}
			}
		}

	}
	else if ( char const *szChapterSelected = StringAfterPrefix( command, "#L4D360UI_Chapter_" ) )
	{
		m_nChapter = atoi( szChapterSelected );
		UpdateChapterImage( m_chCampaign, m_nChapter );
	}
	else if ( !Q_stricmp( command, "Select" ) )
	{
		KeyValues *pGameSettings = g_pMatchFramework->GetMatchNetworkMsgController()->GetActiveServerGameDetails( NULL );
		KeyValues::AutoDelete autodelete_pGameSettings( pGameSettings );

		if ( !GameModeIsSingleChapter( pGameSettings->GetString( "game/mode" ) ) )
			m_nChapter = 1;

		pGameSettings->SetString( "game/campaign", m_chCampaign );
		pGameSettings->SetInt( "game/chapter", m_nChapter );

		char const *szVoteCommand = "ChangeChapter";

		int iUser = GetGameUIActiveSplitScreenPlayerSlot();
		GAMEUI_ACTIVE_SPLITSCREEN_PLAYER_GUARD( iUser );

		Panel *pDrpChapter = FindChildByName( "DrpChapter" );
		if ( !pDrpChapter || !pDrpChapter->IsEnabled() )
		{
			szVoteCommand = "ChangeMission";
			m_nChapter = 1;

			engine->ClientCmd( CFmtStr( "callvote %s %s;", szVoteCommand, m_chCampaign ) );
		}
		else if ( KeyValues *pInfoMap = g_pMatchExtSwarm->GetMapInfo( pGameSettings ) )
		{
			engine->ClientCmd( CFmtStr( "callvote %s %s;", szVoteCommand, pInfoMap->GetString( "map" ) ) );
		}

		GameUI().AllowEngineHideGameUI();
		engine->ClientCmd( "gameui_hide" );
		Close();
	}	
	else if ( !Q_strcmp( command, "Cancel" ) )
	{
		GameUI().AllowEngineHideGameUI();
		engine->ClientCmd("gameui_hide");
		Close();
	}
}
Ejemplo n.º 4
0
//=============================================================================
void Audio::Activate()
{
	BaseClass::Activate();

	if ( m_sldGameVolume )
	{
		m_sldGameVolume->Reset();
	}

	if ( m_sldMusicVolume )
	{
		m_sldMusicVolume->Reset();
	}

	if ( m_sldVoiceThreshold )
	{
		m_sldVoiceThreshold->Reset();
	}

	if ( m_drpSpeakerConfiguration )
	{
		CGameUIConVarRef snd_surround_speakers("Snd_Surround_Speakers");

		switch ( snd_surround_speakers.GetInt() )
		{
		case 2:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_2Speakers" );
			break;
		case 4:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_4Speakers" );
			break;
		case 5:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_5Speakers" );
			break;
		case 0:
		default:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_Headphones" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpSpeakerConfiguration->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpSoundQuality )
	{
		CGameUIConVarRef Snd_PitchQuality("Snd_PitchQuality");
		CGameUIConVarRef dsp_slow_cpu("dsp_slow_cpu");

		int quality = 0;
		if ( dsp_slow_cpu.GetBool() == false )
		{
			quality = 1;
		}
		if ( Snd_PitchQuality.GetBool() )
		{
			quality = 2;
		}

		switch ( quality )
		{
		case 1:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_Medium" );
			break;
		case 2:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_High" );
			break;
		case 0:
		default:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_Low" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpSoundQuality->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpCaptioning )
	{
		CGameUIConVarRef closecaption("closecaption");
		CGameUIConVarRef cc_subtitles("cc_subtitles");

		if ( !closecaption.GetBool() )
		{
			m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOff" );
		}
		else
		{
			if ( cc_subtitles.GetBool() )
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionSubtitles" );
			}
			else
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOn" );
			}
		}

		FlyoutMenu *pFlyout = m_drpCaptioning->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpLanguage )
	{
		char szCurrentLanguage[50] = "";
		char szAvailableLanguages[512] = "";
		szAvailableLanguages[0] = '\0';

		// Fallback to current engine language
		engine->GetUILanguage( szCurrentLanguage, sizeof( szCurrentLanguage ));

		// In a Steam environment we get the current language 
#if !defined( NO_STEAM )
		// When Steam isn't running we can't get the language info... 
		if ( steamapicontext->SteamApps() )
		{
			Q_strncpy( szCurrentLanguage, steamapicontext->SteamApps()->GetCurrentGameLanguage(), sizeof(szCurrentLanguage) );
			Q_strncpy( szAvailableLanguages, steamapicontext->SteamApps()->GetAvailableGameLanguages(), sizeof(szAvailableLanguages) );
		}
#endif

		// Get the spoken language and store it for comparison purposes
		m_nCurrentAudioLanguage = PchLanguageToELanguage( szCurrentLanguage );

		// Set up the base string for each button command
		char szCurrentButton[ 32 ];
		Q_strncpy( szCurrentButton, VIDEO_LANGUAGE_COMMAND_PREFIX, sizeof( szCurrentButton ) );

		int iCommandNumberPosition = Q_strlen( szCurrentButton );
		szCurrentButton[ iCommandNumberPosition + 1 ] = '\0';

		// Check to see if we have a list of languages from Steam
		if ( szAvailableLanguages[0] != '\0' )
		{
			int iSelectedLanguage = 0;

			FlyoutMenu *pLanguageFlyout = m_drpLanguage->GetCurrentFlyout();

			// Loop through all the languages
			CSplitString languagesList( szAvailableLanguages, "," );

			for ( m_nNumAudioLanguages = 0; m_nNumAudioLanguages < languagesList.Count() && m_nNumAudioLanguages < MAX_DYNAMIC_AUDIO_LANGUAGES; ++m_nNumAudioLanguages )
			{
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAudioLanguages + '0';
				m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode = PchLanguageToELanguage( languagesList[ m_nNumAudioLanguages ] );

				SetFlyoutButtonText( szCurrentButton, pLanguageFlyout, GetLanguageVGUILocalization( m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode ) );

				if ( m_nCurrentAudioLanguage == m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode )
				{
					iSelectedLanguage = m_nNumAudioLanguages;
				}
			}

			// Change the height to fit the active items
			pLanguageFlyout->SetBGTall( m_nNumAudioLanguages * 20 + 5 );

			// Disable the remaining possible choices
			for ( int i = m_nNumAudioLanguages; i < MAX_DYNAMIC_AUDIO_LANGUAGES; ++i )
			{
				szCurrentButton[ iCommandNumberPosition ] = i + '0';

				Button *pButton = pLanguageFlyout->FindChildButtonByCommand( szCurrentButton );
				if ( pButton )
				{
					pButton->SetVisible( false );
				}
			}

			// Set the current selection
			szCurrentButton[ iCommandNumberPosition ] = iSelectedLanguage + '0';

			m_drpLanguage->SetCurrentSelection( szCurrentButton );

			m_nSelectedAudioLanguage = m_nAudioLanguages[ iSelectedLanguage ].languageCode;
		}

		m_drpLanguage->SetVisible( m_nNumAudioLanguages > 1 );
	}

	if ( !m_pVoiceTweak )
	{
		SetControlVisible( "DrpVoiceCommunication", false );
		SetControlVisible( "SldVoiceTransmitVolume", false );
		SetControlVisible( "SldVoiceReceiveVolume", false );
		SetControlVisible( "DrpBoostMicrophone", false );
		SetControlVisible( "BtnTestMicrophone", false );
		SetControlVisible( "MicMeter", false );
		SetControlVisible( "MicMeter2", false );
	}
	else
	{
		CGameUIConVarRef voice_modenable("voice_modenable");
		CGameUIConVarRef voice_enable("voice_enable");

		bool bVoiceEnabled = voice_enable.GetBool() && voice_modenable.GetBool();

		if ( m_drpVoiceCommunication )
		{
			if ( bVoiceEnabled )
			{
				m_drpVoiceCommunication->SetCurrentSelection( "#L4D360UI_Enabled" );
			}
			else
			{
				m_drpVoiceCommunication->SetCurrentSelection( "#L4D360UI_Disabled" );
			}

			FlyoutMenu *pFlyout = m_drpVoiceCommunication->GetCurrentFlyout();
			if ( pFlyout )
			{
				pFlyout->SetListener( this );
			}
		}

		CGameUIConVarRef voice_vox("voice_vox");

		if ( m_drpVoiceCommunicationStyle )
		{
			m_drpVoiceCommunicationStyle->SetEnabled( bVoiceEnabled );

			if ( voice_vox.GetBool() )
			{
				m_drpVoiceCommunicationStyle->SetCurrentSelection( "#L4D360UI_OpenMic" );
				SetControlEnabled( "SldVoiceVoxThreshold", bVoiceEnabled );
			}
			else
			{
				m_drpVoiceCommunicationStyle->SetCurrentSelection( "#L4D360UI_PushToTalk" );
				SetControlEnabled( "SldVoiceVoxThreshold", false );
			}

			FlyoutMenu *pFlyout = m_drpVoiceCommunicationStyle->GetCurrentFlyout();
			if ( pFlyout )
			{
				pFlyout->SetListener( this );
			}
		}

		if ( m_sldTransmitVolume )
		{
			bool bMicVolumeFound = m_pVoiceTweak->IsControlFound( MicrophoneVolume );
			float micVolume = m_pVoiceTweak->GetControlFloat( MicrophoneVolume );
			m_sldTransmitVolume->SetCurrentValue( (int)( 100.0f * micVolume ) );
			m_sldTransmitVolume->ResetSliderPosAndDefaultMarkers();
			m_sldTransmitVolume->SetEnabled( bVoiceEnabled && bMicVolumeFound );
		}

		if ( m_sldRecieveVolume )
		{
			float flRecVolume = m_pVoiceTweak->GetControlFloat( OtherSpeakerScale );
			m_sldRecieveVolume->Reset();
			m_sldRecieveVolume->SetCurrentValue( flRecVolume );
			m_sldRecieveVolume->SetEnabled( bVoiceEnabled );
		}

		if ( m_drpBoostMicrophoneGain )
		{
			float fMicBoost = m_pVoiceTweak->GetControlFloat( MicBoost );

			if ( fMicBoost != 0.0f )
			{
				m_drpBoostMicrophoneGain->SetCurrentSelection( "#L4D360UI_Enabled" );
			}
			else
			{
				m_drpBoostMicrophoneGain->SetCurrentSelection( "#L4D360UI_Disabled" );
			}

			m_drpBoostMicrophoneGain->SetEnabled( bVoiceEnabled );

			FlyoutMenu *pFlyout = m_drpBoostMicrophoneGain->GetCurrentFlyout();
			if ( pFlyout )
			{
				pFlyout->SetListener( this );
			}
		}

		if ( m_pMicMeter )
		{
			m_pMicMeter->SetVisible( bVoiceEnabled );
		}

		if ( m_pMicMeter2 )
		{
			m_pMicMeter2->SetVisible( false );
		}

		if ( m_pMicMeterIndicator )
		{
			m_pMicMeterIndicator->SetVisible( false );
		}
	}

	UpdateFooter( true );

	if ( m_sldGameVolume )
	{
		if ( m_ActiveControl )
			m_ActiveControl->NavigateFrom( );
		m_sldGameVolume->NavigateTo();
		m_ActiveControl = m_sldGameVolume;
	}
}
Ejemplo n.º 5
0
//=============================================================================
void Audio::Activate()
{
	BaseClass::Activate();

	if ( m_sldGameVolume )
	{
		m_sldGameVolume->Reset();
	}

	if ( m_sldMusicVolume )
	{
		m_sldMusicVolume->Reset();
	}

	if ( m_drpSpeakerConfiguration )
	{
		CGameUIConVarRef snd_surround_speakers("Snd_Surround_Speakers");

		switch ( snd_surround_speakers.GetInt() )
		{
		case 2:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_2Speakers" );
			break;
		case 4:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_4Speakers" );
			break;
		case 5:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_5Speakers" );
			break;
		case 0:
		default:
			m_drpSpeakerConfiguration->SetCurrentSelection( "#GameUI_Headphones" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpSpeakerConfiguration->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpSoundQuality )
	{
		CGameUIConVarRef Snd_PitchQuality("Snd_PitchQuality");
		CGameUIConVarRef dsp_slow_cpu("dsp_slow_cpu");

		int quality = 0;
		if ( dsp_slow_cpu.GetBool() == false )
		{
			quality = 1;
		}
		if ( Snd_PitchQuality.GetBool() )
		{
			quality = 2;
		}

		switch ( quality )
		{
		case 1:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_Medium" );
			break;
		case 2:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_High" );
			break;
		case 0:
		default:
			m_drpSoundQuality->SetCurrentSelection( "#GameUI_Low" );
			break;
		}

		FlyoutMenu *pFlyout = m_drpSoundQuality->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpCaptioning )
	{
		CGameUIConVarRef closecaption("closecaption");
		CGameUIConVarRef cc_subtitles("cc_subtitles");

		if ( !closecaption.GetBool() )
		{
			m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOff" );
		}
		else
		{
			if ( cc_subtitles.GetBool() )
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionSubtitles" );
			}
			else
			{
				m_drpCaptioning->SetCurrentSelection( "#L4D360UI_AudioOptions_CaptionOn" );
			}
		}

		FlyoutMenu *pFlyout = m_drpCaptioning->GetCurrentFlyout();
		if ( pFlyout )
		{
			pFlyout->SetListener( this );
		}
	}

	if ( m_drpLanguage )
	{
		char szCurrentLanguage[50] = "";
		char szAvailableLanguages[512] = "";
		szAvailableLanguages[0] = '\0';

		// Fallback to current engine language
		engine->GetUILanguage( szCurrentLanguage, sizeof( szCurrentLanguage ));

		// In a Steam environment we get the current language 
#if !defined( NO_STEAM )
		// When Steam isn't running we can't get the language info... 
		if ( steamapicontext->SteamApps() )
		{
			Q_strncpy( szCurrentLanguage, steamapicontext->SteamApps()->GetCurrentGameLanguage(), sizeof(szCurrentLanguage) );
			Q_strncpy( szAvailableLanguages, steamapicontext->SteamApps()->GetAvailableGameLanguages(), sizeof(szAvailableLanguages) );
		}
#endif

		// Get the spoken language and store it for comparison purposes
		m_nCurrentAudioLanguage = PchLanguageToELanguage( szCurrentLanguage );

		// Set up the base string for each button command
		char szCurrentButton[ 32 ];
		Q_strncpy( szCurrentButton, VIDEO_LANGUAGE_COMMAND_PREFIX, sizeof( szCurrentButton ) );

		int iCommandNumberPosition = Q_strlen( szCurrentButton );
		szCurrentButton[ iCommandNumberPosition + 1 ] = '\0';

		// Check to see if we have a list of languages from Steam
		if ( szAvailableLanguages[0] != '\0' )
		{
			int iSelectedLanguage = 0;

			FlyoutMenu *pLanguageFlyout = m_drpLanguage->GetCurrentFlyout();

			// Loop through all the languages
			CSplitString languagesList( szAvailableLanguages, "," );

			for ( m_nNumAudioLanguages = 0; m_nNumAudioLanguages < languagesList.Count() && m_nNumAudioLanguages < MAX_DYNAMIC_AUDIO_LANGUAGES; ++m_nNumAudioLanguages )
			{
				szCurrentButton[ iCommandNumberPosition ] = m_nNumAudioLanguages + '0';
				m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode = PchLanguageToELanguage( languagesList[ m_nNumAudioLanguages ] );

				SetFlyoutButtonText( szCurrentButton, pLanguageFlyout, GetLanguageVGUILocalization( m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode ) );

				if ( m_nCurrentAudioLanguage == m_nAudioLanguages[ m_nNumAudioLanguages ].languageCode )
				{
					iSelectedLanguage = m_nNumAudioLanguages;
				}
			}

			// Change the height to fit the active items
			pLanguageFlyout->SetBGTall( m_nNumAudioLanguages * 20 + 5 );

			// Disable the remaining possible choices
			for ( int i = m_nNumAudioLanguages; i < MAX_DYNAMIC_AUDIO_LANGUAGES; ++i )
			{
				szCurrentButton[ iCommandNumberPosition ] = i + '0';

				Button *pButton = pLanguageFlyout->FindChildButtonByCommand( szCurrentButton );
				if ( pButton )
				{
					pButton->SetVisible( false );
				}
			}

			// Set the current selection
			szCurrentButton[ iCommandNumberPosition ] = iSelectedLanguage + '0';

			m_drpLanguage->SetCurrentSelection( szCurrentButton );

			m_nSelectedAudioLanguage = m_nAudioLanguages[ iSelectedLanguage ].languageCode;
		}

		m_drpLanguage->SetVisible( m_nNumAudioLanguages > 1 );
	}



	UpdateFooter( true );

	if ( m_sldGameVolume )
	{
		if ( m_ActiveControl )
			m_ActiveControl->NavigateFrom( );
		m_sldGameVolume->NavigateTo();
		m_ActiveControl = m_sldGameVolume;
	}
}
Ejemplo n.º 6
0
void Multiplayer::InitLogoList()
{
	if ( !m_drpSpraypaint )
	{
		return;
	}

	FlyoutMenu *pFlyout = m_drpSpraypaint->GetCurrentFlyout();

	char szCurrentButton[ 32 ];
	Q_strncpy( szCurrentButton, MULTIPLAYER_SPRAYPAINT_COMMAND_PREFIX, sizeof( szCurrentButton ) );

	int iCommandNumberPosition = Q_strlen( szCurrentButton );
	szCurrentButton[ iCommandNumberPosition + 1 ] = '\0';

	// Find our logos
	int initialItem = 0;

	CGameUIConVarRef cl_logofile( "cl_logofile", true );
	if ( !cl_logofile.IsValid() )
		return;

	const char *logofile = cl_logofile.GetString();

	m_nNumSpraypaintLogos = 0;

	KeyValues *pSpraysManifest = new KeyValues( "sprays_manifest" );
	KeyValues::AutoDelete autoDelete( pSpraysManifest );

	pSpraysManifest->LoadFromFile( g_pFullFileSystem, "scripts/sprays_manifest.txt", NULL );

	KeyValues *pSprayKey = pSpraysManifest->GetFirstSubKey();

	while ( m_nNumSpraypaintLogos < MAX_SPRAYPAINT_LOGOS - 1 && pSprayKey )
	{
		char filename[ MAX_PATH ];
		Q_snprintf( filename, sizeof(filename), MULTIPLAYER_SPRAY_FOLDER "%s", pSprayKey->GetString() );

		if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
		{
			Q_SetExtension( filename, ".vmt", sizeof( filename ) );

			if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
			{
				Q_strncpy( filename, pSprayKey->GetString(), sizeof(filename) );

				Q_StripExtension( filename, m_nSpraypaint[ m_nNumSpraypaintLogos ].m_szFilename, sizeof(m_nSpraypaint[ m_nNumSpraypaintLogos ].m_szFilename) );
				m_nSpraypaint[ m_nNumSpraypaintLogos ].m_bCustom = false;

				szCurrentButton[ iCommandNumberPosition ] = m_nNumSpraypaintLogos + '0';
				SetFlyoutButtonText( szCurrentButton, pFlyout, pSprayKey->GetName() );

				// check to see if this is the one we have set
				Q_snprintf( filename, sizeof(filename), MULTIPLAYER_SPRAY_FOLDER "%s", pSprayKey->GetString() );
				if (!Q_stricmp(filename, logofile))
				{
					initialItem = m_nNumSpraypaintLogos;
				}

				++m_nNumSpraypaintLogos;
			}
		}

		pSprayKey = pSprayKey->GetNextKey();
	}

	// Look for custom sprays
	char directory[ MAX_PATH ];
	Q_strncpy( directory, MULTIPLAYER_SPRAY_FOLDER MULTIPLAYER_CUSTOM_SPRAY_FOLDER "*.vtf", sizeof( directory ) );

	FileFindHandle_t fh;
	const char *fn = g_pFullFileSystem->FindFirst( directory, &fh );

	if ( fn )
	{
		char filename[ MAX_PATH ];
		Q_snprintf( filename, sizeof(filename), MULTIPLAYER_SPRAY_FOLDER MULTIPLAYER_CUSTOM_SPRAY_FOLDER "%s", fn );
		Q_SetExtension( filename, ".vmt", sizeof( filename ) );

		if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
		{
			// Found at least one custom logo
			szCurrentButton[ iCommandNumberPosition ] = m_nNumSpraypaintLogos + '0';
			SetFlyoutButtonText( szCurrentButton, pFlyout, "#L4D360UI_Multiplayer_Cutsom_Logo" );
			m_nSpraypaint[ m_nNumSpraypaintLogos ].m_szFilename[ 0 ] = '\0';
			m_nSpraypaint[ m_nNumSpraypaintLogos ].m_bCustom = true;

			++m_nNumSpraypaintLogos;

			Q_strncpy( filename, logofile, sizeof(filename) );
			Q_StripFilename( filename );
			Q_strncat( filename, "/", sizeof(filename) );

			// If their current spray is one of the custom ones
			if ( Q_stricmp( filename, MULTIPLAYER_SPRAY_FOLDER MULTIPLAYER_CUSTOM_SPRAY_FOLDER ) == 0 )
			{
				// Check if the file exists
				if ( g_pFullFileSystem->FileExists( logofile, "GAME" ) )
				{
					// Check if it has a matching VMT
					Q_strncpy( filename, logofile, sizeof( filename ) );
					Q_SetExtension( filename, ".vmt", sizeof( filename ) );

					if ( g_pFullFileSystem->FileExists( filename, "GAME" ) )
					{
						// Set this custom logo as our initial item
						const char *pchShortName = Q_UnqualifiedFileName( logofile );

						initialItem = m_nNumSpraypaintLogos - 1;
						Q_StripExtension( pchShortName, m_nSpraypaint[ initialItem ].m_szFilename, sizeof(m_nSpraypaint[ initialItem ].m_szFilename) );
					}
				}
			}
		}
	}

	g_pFullFileSystem->FindClose( fh );

	// Change the height to fit the active items
	pFlyout->SetBGTall( m_nNumSpraypaintLogos * 20 + 5 );

	// Disable the remaining possible choices
	for ( int i = m_nNumSpraypaintLogos; i < MAX_SPRAYPAINT_LOGOS; ++i )
	{
		szCurrentButton[ iCommandNumberPosition ] = i + '0';

		Button *pButton = pFlyout->FindChildButtonByCommand( szCurrentButton );
		if ( pButton )
		{
			pButton->SetVisible( false );
		}
	}

	szCurrentButton[ iCommandNumberPosition ] = initialItem + '0';
	m_drpSpraypaint->SetCurrentSelection( szCurrentButton );
}