Пример #1
0
static cell_t SetVoteResultCallback(IPluginContext *pContext, const cell_t *params)
{
    Handle_t hndl = (Handle_t)params[1];
    HandleError err;
    IBaseMenu *menu;

    if ((err=g_Menus.ReadMenuHandle(params[1], &menu)) != HandleError_None)
    {
        return pContext->ThrowNativeError("Menu handle %x is invalid (error %d)", hndl, err);
    }

    IPluginFunction *pFunction = pContext->GetFunctionById(params[2]);
    if (!pFunction)
    {
        return pContext->ThrowNativeError("Invalid function %x", params[2]);
    }

    void *array[2];
    array[0] = pFunction;
    array[1] = (void *)&params[2];

    IMenuHandler *pHandler = menu->GetHandler();
    if (!pHandler->OnSetHandlerOption("set_vote_results_handler", (const void *)array))
    {
        return pContext->ThrowNativeError("The given menu does not support this option");
    }

    return 1;
}
Пример #2
0
void BaseMenuStyle::_CancelClientMenu(int client, MenuCancelReason reason, bool bAutoIgnore/* =false */)
{
#if defined MENU_DEBUG
	g_Logger.LogMessage("[SM_MENU] _CancelClientMenu() (client %d) (bAutoIgnore %d) (reason %d)", client, bAutoIgnore, reason);
#endif
	CBaseMenuPlayer *player = GetMenuPlayer(client);
	menu_states_t &states = player->states;

	bool bOldIgnore = player->bAutoIgnore;
	if (bAutoIgnore)
	{
		player->bAutoIgnore = true;
	}

	/* Save states */
	IMenuHandler *mh = states.mh;
	IBaseMenu *menu = states.menu;

	/* Clear menu */
	player->bInMenu = false;
	if (player->menuHoldTime)
	{
		RemoveClientFromWatch(client);
	}

	/* Fire callbacks */
	mh->OnMenuCancel(menu, client, reason);
	
	/* Only fire end if there's a valid menu */
	if (menu)
	{
		mh->OnMenuEnd(menu, MenuEnd_Cancelled);
	}

	if (bAutoIgnore)
	{
		player->bAutoIgnore = bOldIgnore;
	}
}
Пример #3
0
void BaseMenuStyle::ClientPressedKey(int client, unsigned int key_press)
{
#if defined MENU_DEBUG
	g_Logger.LogMessage("[SM_MENU] ClientPressedKey() (client %d) (key_press %d)", client, key_press);
#endif
	CBaseMenuPlayer *player = GetMenuPlayer(client);

	/* First question: Are we in a menu? */
	if (!player->bInMenu)
	{
		return;
	}

	bool cancel = false;
	unsigned int item = 0;
	MenuCancelReason reason = MenuCancel_Exit;
	MenuEndReason end_reason = MenuEnd_Selected;
	menu_states_t &states = player->states;

	/* Save variables */
	IMenuHandler *mh = states.mh;
	IBaseMenu *menu = states.menu;

	unsigned int item_on_page = states.item_on_page;

	assert(mh != NULL);

	if (menu == NULL)
	{
		item = key_press;
	} else if (key_press < 1 || key_press > GetMaxPageItems()) {
		cancel = true;
	} else {
		ItemSelection type = states.slots[key_press].type;

		/* Check if we should play a sound about the type */
		if (g_Menus.MenuSoundsEnabled() && 
			(!menu || (menu->GetMenuOptionFlags() & MENUFLAG_NO_SOUND) != MENUFLAG_NO_SOUND))
		{
			CellRecipientFilter filter;
			cell_t clients[1];

			clients[0] = client;
			filter.Initialize(clients, 1);

			const char *sound = g_Menus.GetMenuSound(type);

			if (sound != NULL)
			{
				edict_t *pEdict = PEntityOfEntIndex(client);
				if (pEdict)
				{
					ICollideable *pCollideable = pEdict->GetCollideable();

					if (pCollideable)
					{
						const Vector & pos = pCollideable->GetCollisionOrigin();
						enginesound->EmitSound(filter, 
							client, 
							CHAN_AUTO, 
#if SOURCE_ENGINE >= SE_PORTAL2
							sound, 
							-1, 
#endif
							sound, 
							VOL_NORM, 
							ATTN_NORM, 
#if SOURCE_ENGINE >= SE_PORTAL2
							0, 
#endif
							0, 
							PITCH_NORM, 
#if SOURCE_ENGINE == SE_CSS || SOURCE_ENGINE == SE_HL2DM || SOURCE_ENGINE == SE_DODS \
	|| SOURCE_ENGINE == SE_SDK2013 || SOURCE_ENGINE == SE_BMS || SOURCE_ENGINE == SE_TF2
							0,
#endif
							&pos);
					}
				}
			}
		}

		/* For navigational items, we're going to redisplay */
		if (type == ItemSel_Back)
		{
			if (!RedoClientMenu(client, ItemOrder_Descending))
			{
				cancel = true;
				reason = MenuCancel_NoDisplay;
				end_reason = MenuEnd_Cancelled;
			} else {
				return;
			}
		} else if (type == ItemSel_Next) {
			if (!RedoClientMenu(client, ItemOrder_Ascending))
			{
				cancel = true;						/* I like Saltines. */
				reason = MenuCancel_NoDisplay;
				end_reason = MenuEnd_Cancelled;
			} else {
				return;
			}
		} else if (type == ItemSel_Exit || type == ItemSel_None) {
			cancel = true;
			reason = MenuCancel_Exit;
			end_reason = MenuEnd_Exit;
		} else if (type == ItemSel_ExitBack) {
			cancel = true;
			reason = MenuCancel_ExitBack;
			end_reason = MenuEnd_ExitBack;
		} else {
			item = states.slots[key_press].item;
		}
	}

	/* Clear states */
	player->bInMenu = false;
	if (player->menuHoldTime)
	{
		RemoveClientFromWatch(client);
	}

	Handle_t hndl = menu ? menu->GetHandle() : BAD_HANDLE;
	AutoHandleRooter ahr(hndl);

	if (cancel)
	{
		mh->OnMenuCancel(menu, client, reason);
	} else {
		mh->OnMenuSelect(menu, client, item);
		if (mh->GetMenuAPIVersion2() >= 13)
		{
			mh->OnMenuSelect2(menu, client, item, item_on_page);
		}
	}

	/* Only fire end for valid menus */
	if (menu)
	{
		mh->OnMenuEnd(menu, end_reason);
	}
}
Пример #4
0
void VoteMenuHandler::EndVoting()
{
	/* Set when the next delay ends.  We ignore cancellation because a menu
	 * was, at one point, displayed, which is all that counts.  However, we
	 * do re-calculate the time just in case the menu had no time limit.
	 */
	float fVoteDelay = sm_vote_delay.GetFloat();
	if (fVoteDelay < 1.0)
	{
		g_next_vote = 0.0;
	} else {
		g_next_vote = gpGlobals->curtime + fVoteDelay;
	}

	if (m_bCancelled)
	{
		/* If we were cancelled, don't bother tabulating anything.
		 * Reset just in case someone tries to redraw, which means
		 * we need to save our states.
		 */
		IBaseMenu *menu = m_pCurMenu;
		IMenuHandler *handler = m_pHandler;
		InternalReset();
		handler->OnMenuVoteCancel(menu, VoteCancel_Generic);
		handler->OnMenuEnd(menu, MenuEnd_VotingCancelled);
		return;
	}

	menu_vote_result_t vote;
	menu_vote_result_t::menu_client_vote_t client_vote[256];
	menu_vote_result_t::menu_item_vote_t item_vote[256];

	memset(&vote, 0, sizeof(vote));

	/* Build the item list */
	for (unsigned int i=0; i<m_Items; i++)
	{
		if (m_Votes[i] > 0)
		{
			item_vote[vote.num_items].count = m_Votes[i];
			item_vote[vote.num_items].item = i;
			vote.num_votes += m_Votes[i];
			vote.num_items++;
		}
	}
	vote.item_list = item_vote;

	if (!vote.num_votes)
	{
		IBaseMenu *menu = m_pCurMenu;
		IMenuHandler *handler = m_pHandler;
		InternalReset();
		handler->OnMenuVoteCancel(menu, VoteCancel_NoVotes);
		handler->OnMenuEnd(menu, MenuEnd_VotingCancelled);
		return;
	}

	/* Build the client list */
	for (int i=1; i<=gpGlobals->maxClients; i++)
	{
		if (m_ClientVotes[i] >= -1)
		{
			client_vote[vote.num_clients].client = i;
			client_vote[vote.num_clients].item = m_ClientVotes[i];
			vote.num_clients++;
		}
	}
	vote.client_list = client_vote;

	/* Sort the item list descending like we promised */
	qsort(item_vote,
		vote.num_items,
		sizeof(menu_vote_result_t::menu_item_vote_t),
		SortVoteItems);

	/* Save states, then clear what we've saved.
	 * This makes us re-entrant, which is always the safe way to go.
	 */
	IBaseMenu *menu = m_pCurMenu;
	IMenuHandler *handler = m_pHandler;
	InternalReset();

	/* Send vote info */
	handler->OnMenuVoteResults(menu, &vote);
	handler->OnMenuEnd(menu, MenuEnd_VotingDone);
}
Пример #5
0
IMenuPanel *MenuManager::RenderMenu(int client, menu_states_t &md, ItemOrder order)
{
	IBaseMenu *menu = md.menu;

	if (!menu)
	{
		return NULL;
	}

	struct
	{
		unsigned int position;
		ItemDrawInfo draw;
	} drawItems[10];

	/* Figure out how many items to draw */
	IMenuStyle *style = menu->GetDrawStyle();
	unsigned int pgn = menu->GetPagination();
	unsigned int maxItems = style->GetMaxPageItems();
	bool exitButton = (menu->GetMenuOptionFlags() & MENUFLAG_BUTTON_EXIT) == MENUFLAG_BUTTON_EXIT;
	bool novoteButton = (menu->GetMenuOptionFlags() & MENUFLAG_BUTTON_NOVOTE) == MENUFLAG_BUTTON_NOVOTE;

	if (pgn != MENU_NO_PAGINATION)
	{
		maxItems = pgn;
	}
	else if (exitButton)
	{
		maxItems--;
	}

	if (novoteButton)
	{
		maxItems--;
	}

	/* This is very not allowed! */
	if (maxItems < 2)
	{
		return NULL;
	}

	unsigned int totalItems = menu->GetItemCount();
	unsigned int startItem = 0;

	/* For pagination, find the starting point. */
	if (pgn != MENU_NO_PAGINATION)
	{
		if (order == ItemOrder_Ascending)
		{
			startItem = md.lastItem;
			/* This shouldn't happen with well-coded menus.
			 * If the item is out of bounds, switch the order to
			 * Items_Descending and make us start from the top.
			 */
			if (startItem >= totalItems)
			{
				startItem = totalItems - 1;
				order = ItemOrder_Descending;
			}
		}
		else if (order == ItemOrder_Descending)
		{
			startItem = md.firstItem;
			/* This shouldn't happen with well-coded menus.
			 * If searching backwards doesn't give us enough room,
			 * start from the beginning and change to ascending.
			 */
			if (startItem <= maxItems)
			{
				startItem = 0;
				order = ItemOrder_Ascending;
			}
		}
	}

	/* Get our Display pointer and initialize some crap */
	IMenuPanel *panel = menu->CreatePanel();
	IMenuHandler *mh = md.mh;
	bool foundExtra = false;
	unsigned int extraItem = 0;

	if (panel == NULL)
	{
		return NULL;
	}

	/**
	 * We keep searching until:
	 * 1) There are no more items
	 * 2) We reach one OVER the maximum number of slot items
	 * 3) We have reached maxItems and pagination is MENU_NO_PAGINATION
	 */
	unsigned int i = startItem;
	unsigned int foundItems = 0;
	while (totalItems)
	{
		ItemDrawInfo &dr = drawItems[foundItems].draw;
		/* Is the item valid? */
		if (menu->GetItemInfo(i, &dr) != NULL)
		{
			/* Ask the user to change the style, if necessary */
			mh->OnMenuDrawItem(menu, client, i, dr.style);
			/* Check if it's renderable */
			if (IsSlotItem(panel, dr.style))
			{
				/* If we've already found the max number of items,
				 * This means we should just cancel out and log our
				 * "last item."
				 */
				if (foundItems >= maxItems)
				{
					foundExtra = true;
					extraItem = i;
					break;
				}
				drawItems[foundItems++].position = i;
			}
		}
		/* If there's no pagination, stop once the menu is full. */
		if (pgn == MENU_NO_PAGINATION)
		{
			/* If we've filled up, then stop */
			if (foundItems >= maxItems)
			{
				break;
			}
		}
		/* If we're descending and this is the first item, stop */
		if (order == ItemOrder_Descending)
		{
			if (i == 0)
			{
				break;
			}
			i--;
		} 
		/* If we're ascending and this is the last item, stop */
		else if (order == ItemOrder_Ascending)
		{
			if (i >= totalItems - 1)
			{
				break;
			}
			i++;
		}
	}

	/* There were no items to draw! */
	if (!foundItems)
	{
		panel->DeleteThis();
		return NULL;
	}

	bool displayPrev = false;
	bool displayNext = false;

	/* This is an annoying process.
	 * Skip it for non-paginated menus, which get special treatment.
	 */
	if (pgn != MENU_NO_PAGINATION)
	{
		if (foundExtra)
		{
			if (order == ItemOrder_Descending)
			{
				displayPrev = true;
				md.firstItem = extraItem;
			}
			else if (order == ItemOrder_Ascending)
			{
				displayNext = true;
				md.lastItem = extraItem;
			}
		}

		unsigned int lastItem = 0;
		ItemDrawInfo dr;
		/* Find the last feasible item to search from. */
		if (order == ItemOrder_Descending)
		{
			lastItem = drawItems[0].position;
			if (lastItem >= totalItems - 1)
			{
				goto skip_search;
			}
			while (++lastItem < totalItems)
			{
				if (menu->GetItemInfo(lastItem, &dr) != NULL)
				{
					mh->OnMenuDrawItem(menu, client, lastItem, dr.style);
					if (IsSlotItem(panel, dr.style))
					{
						displayNext = true;
						md.lastItem = lastItem;
						break;
					}
				}
			}
		}
		else if (order == ItemOrder_Ascending)
		{
			lastItem = drawItems[0].position;
			if (lastItem == 0)
			{
				goto skip_search;
			}
			lastItem--;
			while (lastItem != 0)
			{
				if (menu->GetItemInfo(lastItem, &dr) != NULL)
				{
					mh->OnMenuDrawItem(menu, client, lastItem, dr.style);
					if (IsSlotItem(panel, dr.style))
					{
						displayPrev = true;
						md.firstItem = lastItem;
						break;
					}
				}
				lastItem--;
			}
		}
	}

skip_search:

	/* Draw the item according to the order */
	menu_slots_t *slots = md.slots;
	unsigned int position = 0;			/* Keep track of the last position */

	if (novoteButton)
	{
		char text[50];
		if (!logicore.CoreTranslate(text, sizeof(text), "%T", 2, NULL, "No Vote", &client))
		{
			UTIL_Format(text, sizeof(text), "No Vote");
		}
		ItemDrawInfo dr(text, 0);
		position = panel->DrawItem(dr);
		slots[position].type = ItemSel_Exit;
		position++;
	}

	if (order == ItemOrder_Ascending)
	{
		md.item_on_page = drawItems[0].position;
		for (unsigned int i = 0; i < foundItems; i++)
		{
			ItemDrawInfo &dr = drawItems[i].draw;
			if ((position = mh->OnMenuDisplayItem(menu, client, panel, drawItems[i].position, dr)) == 0)
			{
				position = panel->DrawItem(dr);
			}
			if (position != 0)
			{
				slots[position].item = drawItems[i].position;
				if ((dr.style & ITEMDRAW_DISABLED) == ITEMDRAW_DISABLED)
				{
					slots[position].type = ItemSel_None;
				}
				else
				{
					slots[position].type = ItemSel_Item;
				}
			}
		}
	}
	else if (order == ItemOrder_Descending)
	{
		unsigned int i = foundItems;
		/* NOTE: There will always be at least one item because
		 * of the check earlier.
		 */
		md.item_on_page = drawItems[foundItems - 1].position;
		while (i--)
		{
			ItemDrawInfo &dr = drawItems[i].draw;
			if ((position = mh->OnMenuDisplayItem(menu, client, panel, drawItems[i].position, dr)) == 0)
			{
				position = panel->DrawItem(dr);
			}
			if (position != 0)
			{
				slots[position].item = drawItems[i].position;
				if ((dr.style & ITEMDRAW_DISABLED) == ITEMDRAW_DISABLED)
				{
					slots[position].type = ItemSel_None;
				}
				else
				{
					slots[position].type = ItemSel_Item;
				}
			}
		}
	}

	/* Now, we need to check if we need to add anything extra */
	if (pgn != MENU_NO_PAGINATION || exitButton)
	{
		bool canDrawDisabled = panel->CanDrawItem(ITEMDRAW_DISABLED|ITEMDRAW_CONTROL);
		bool exitBackButton = false;
		char text[50];

		if (pgn != MENU_NO_PAGINATION
			&& (menu->GetMenuOptionFlags() & MENUFLAG_BUTTON_EXITBACK) == MENUFLAG_BUTTON_EXITBACK)
		{
			exitBackButton = true;
		}

		/* Calculate how many items we are allowed for control stuff */
		unsigned int padding = style->GetMaxPageItems() - maxItems;
		
		/* Add the number of available slots */
		padding += (maxItems - foundItems);

		/* Someday, if we are able to re-enable this, we will be very lucky men. */
#if 0
		if (!style->FeatureExists(MenuStyleFeature_ImplicitExit))
		{
#endif
		/* Even if we don't draw an exit button, we invalidate the slot. */
		padding--;
#if 0
		} else {
			/* Otherwise, we don't draw anything and leave the slot available */
			exitButton = false;
		}
#endif

		if (pgn != MENU_NO_PAGINATION)
		{
			/* Subtract two slots for the displayNext/displayPrev padding */
			padding -= 2;
		}

		/* If we have an "Exit Back" button and the space to draw it, do so. */
		if (exitBackButton)
		{
			if (!displayPrev)
			{
				displayPrev = true;
			}
			else
			{
				exitBackButton = false;
			}
		}

		/**
		 * We allow next/prev to be undrawn if neither exists.
		 * Thus, we only need padding if one of them will be drawn,
		 * or the exit button will be drawn.
		 */
		ItemDrawInfo padItem(NULL, ITEMDRAW_SPACER);
		if (exitButton || (displayNext || displayPrev))
		{
			/* If there are no control options,
			 * Instead just pad with invisible slots.
			 */
			if (!displayPrev && !displayPrev)
			{
				padItem.style = ITEMDRAW_NOTEXT;
			}
			/* Add spacers so we can pad to the end */
			for (unsigned int i=0; i<padding; i++)
			{
				position = panel->DrawItem(padItem);
				slots[position].type = ItemSel_None;
			}
		}

		/* Put a fake spacer before control stuff, if possible */
		if ((displayPrev || displayNext) || exitButton)
		{
			ItemDrawInfo draw("", ITEMDRAW_RAWLINE|ITEMDRAW_SPACER);
			panel->DrawItem(draw);
		}

		ItemDrawInfo dr(text, 0);

		/**
		 * If we have one or the other, we need to have spacers for both.
		 */
		if (pgn != MENU_NO_PAGINATION)
		{
			if (displayPrev || displayNext)
			{
				/* PREVIOUS */
				ItemDrawInfo padCtrlItem(NULL, ITEMDRAW_SPACER|ITEMDRAW_CONTROL);
				if (displayPrev || canDrawDisabled)
				{
					if (exitBackButton)
					{
						if (!logicore.CoreTranslate(text, sizeof(text), "%T", 2, NULL, "Back", &client))
						{
							UTIL_Format(text, sizeof(text), "Back");
						}
						dr.style = ITEMDRAW_CONTROL;
						position = panel->DrawItem(dr);
						slots[position].type = ItemSel_ExitBack;
					}
					else
					{
						if (!logicore.CoreTranslate(text, sizeof(text), "%T", 2, NULL, "Previous", &client))
						{
							UTIL_Format(text, sizeof(text), "Previous");
						}
						dr.style = (displayPrev ? 0 : ITEMDRAW_DISABLED)|ITEMDRAW_CONTROL;
						position = panel->DrawItem(dr);
						slots[position].type = ItemSel_Back;
					}
				}
				else if (displayNext || exitButton)
				{
					/* If we can't display this, and there is an exit button,
					 * we need to pad!
					 */
					position = panel->DrawItem(padCtrlItem);
					slots[position].type = ItemSel_None;
				}

				/* NEXT */
				if (displayNext || canDrawDisabled)
				{
					if (!logicore.CoreTranslate(text, sizeof(text), "%T", 2, NULL, "Next", &client))
					{
						UTIL_Format(text, sizeof(text), "Next");
					}
					dr.style = (displayNext ? 0 : ITEMDRAW_DISABLED)|ITEMDRAW_CONTROL;
					position = panel->DrawItem(dr);
					slots[position].type = ItemSel_Next;
				}
				else if (exitButton)
				{
					/* If we can't display this,
					 * but there is an "exit" button, we need to pad!
					 */
					position = panel->DrawItem(padCtrlItem);
					slots[position].type = ItemSel_None;
				}
			}
			else
			{
				/* Otherwise, bump to two slots! */
				ItemDrawInfo numBump(NULL, ITEMDRAW_NOTEXT);
				position = panel->DrawItem(numBump);
				slots[position].type = ItemSel_None;
				position = panel->DrawItem(numBump);
				slots[position].type = ItemSel_None;
			}
		}

		/* EXIT */
		if (exitButton)
		{
			if (!logicore.CoreTranslate(text, sizeof(text), "%T", 2, NULL, "Exit", &client))
			{
				UTIL_Format(text, sizeof(text), "Exit");
			}
			dr.style = ITEMDRAW_CONTROL;
			position = panel->DrawItem(dr);
			slots[position].type = ItemSel_Exit;
		}
	}

	/* Lastly, fill in any slots we could have missed */
	for (unsigned int i = position + 1; i < 10; i++)
	{
		slots[i].type = ItemSel_None;
	}

	/* Do title stuff */
	mh->OnMenuDisplay(menu, client, panel);
	panel->DrawTitle(menu->GetDefaultTitle(), true);

	return panel;
}