//============================================================================= void InGameChapterSelect::ApplySchemeSettings(vgui::IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetPaintBackgroundEnabled( true ); // Determine current game settings KeyValues *pGameSettings = g_pMatchFramework->GetMatchNetworkMsgController()->GetActiveServerGameDetails( NULL ); KeyValues::AutoDelete autodelete_pGameSettings( pGameSettings ); char const *szGameMode = pGameSettings->GetString( "game/mode", "campaign" ); if ( !GameModeIsSingleChapter( szGameMode ) ) pGameSettings->SetInt( "game/chapter", 1 ); // Get mission and campaign info KeyValues *pInfoMission = NULL; KeyValues *pInfoChapter = g_pMatchExtSwarm->GetMapInfo( pGameSettings, &pInfoMission ); // Check if this is a custom mission? if ( pInfoMission && !pInfoMission->GetBool( "builtin" ) ) pInfoChapter = pInfoMission = NULL; // trigger to use another builtin mission if ( !pInfoMission || !pInfoChapter ) { KeyValues *pAllMissions = g_pMatchExtSwarm->GetAllMissions(); for ( pInfoMission = pAllMissions ? pAllMissions->GetFirstTrueSubKey() : NULL; pInfoMission; pInfoMission = pInfoMission->GetNextTrueSubKey() ) { if ( !pInfoMission->GetBool( "builtin" ) ) continue; pInfoChapter = pInfoMission->FindKey( CFmtStr( "modes/%s/1", szGameMode ) ); if ( pInfoChapter ) break; } } Assert( pInfoMission && pInfoChapter ); // set the dropdowns DropDownMenu *pMissionDropDown = dynamic_cast< DropDownMenu* >( FindChildByName( "DrpMission" ) ); DropDownMenu *pChapterDropDown = dynamic_cast< DropDownMenu* >( FindChildByName( "DrpChapter" ) ); if( pMissionDropDown && pChapterDropDown ) //missions change what the available campaigns are, we should listen on that flyout as well { pMissionDropDown->SetFlyout( CFmtStr( "FlmMission%s", szGameMode ) ); if ( pInfoMission && pInfoChapter ) { pMissionDropDown->SetCurrentSelection( CFmtStr( "cmd_campaign_%s", pInfoMission->GetString( "name" ) ) ); Q_strncpy( m_chCampaign, pInfoMission->GetString( "name" ), ARRAYSIZE( m_chCampaign ) ); // Set this after setting the mission dropdown, as that will default the chapter to the first in the campaign pChapterDropDown->SetCurrentSelection( CFmtStr( "#L4D360UI_Chapter_%d", pInfoChapter->GetInt( "chapter" ) ) ); m_nChapter = pInfoChapter->GetInt( "chapter" ); } FlyoutMenu *flyout = pMissionDropDown->GetCurrentFlyout(); if( flyout ) { flyout->CloseMenu( NULL ); } flyout = pChapterDropDown->GetCurrentFlyout(); if( flyout ) { flyout->CloseMenu( NULL ); } if ( m_ActiveControl ) { m_ActiveControl->NavigateFrom( ); } pMissionDropDown->NavigateTo(); m_ActiveControl = pMissionDropDown; // Chapters are directly selectable only in some game modes pChapterDropDown->SetEnabled( GameModeIsSingleChapter( szGameMode ) ); } SetPaintBackgroundEnabled( true ); SetupAsDialogStyle(); }
//============================================================================= 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(); } }