/**
* vim: set ts=4 :
* ================================================================
* SourceMod
* Copyright (C) 2004-2007 AlliedModders LLC. All rights reserved.
* ================================================================
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License,
* version 3.0, as published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* As a special exception, AlliedModders LLC gives you permission to
* link the code of this program (as well as its derivative works) to
* "Half-Life 2," the "Source Engine," the "SourcePawn JIT," and any
* Game MODs that run on software by the Valve Corporation. You must
* obey the GNU General Public License in all respects for all other
* code used. Additionally, AlliedModders LLC grants this exception
* to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version
* JULY-31-2007), or .
*
* Version: $Id$
*/
#include
#include
#include
#include "MenuManager.h"
#include "sm_stringutil.h"
#include "sourcemm_api.h"
#include "PlayerManager.h"
#include "MenuStyle_Valve.h"
#include "ShareSys.h"
#include "HandleSys.h"
#include "sourcemm_api.h"
MenuManager g_Menus;
ConVar sm_menu_sounds("sm_menu_sounds", "1", 0, "Sets whether SourceMod menus play trigger sounds");
/*******************************
*******************************
******** VOTE HANDLER *********
*******************************
*******************************/
unsigned int VoteMenuHandler::GetMenuAPIVersion2()
{
return m_pHandler->GetMenuAPIVersion2();
}
bool VoteMenuHandler::IsVoteInProgress()
{
return (m_pCurMenu != NULL);
}
void VoteMenuHandler::InitializeVoting(IBaseMenu *menu)
{
m_Items = menu->GetItemCount();
if (m_Votes.size() < (size_t)m_Items)
{
/* Only clear the items we need to... */
size_t size = m_Votes.size();
for (size_t i=0; iOnMenuStart(m_pCurMenu);
}
void VoteMenuHandler::StartVoting()
{
m_bStarted = true;
m_pHandler->OnMenuVoteStart(m_pCurMenu);
/* By now we know how many clients were set.
* If there are none, we should end IMMEDIATELY.
*/
if (m_Clients == 0)
{
EndVoting();
}
}
void VoteMenuHandler::DecrementPlayerCount()
{
assert(m_Clients > 0);
m_Clients--;
if (m_bStarted && m_Clients == 0)
{
EndVoting();
}
}
void VoteMenuHandler::EndVoting()
{
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;
InternalReset();
m_pHandler->OnMenuVoteCancel(menu);
m_pHandler->OnMenuEnd(menu, MenuEnd_VotingCancelled);
return;
}
unsigned int chosen = 0;
unsigned int highest = 0;
unsigned int dup_count = 0;
unsigned int total = m_Votes.size() ? m_Votes[0] : 0;
/* If we got zero votes, take a shortcut. */
if (m_NumVotes == 0)
{
/* Pick a random item and then jump far, far away. */
srand((unsigned int)(time(NULL)));
chosen = (unsigned int)rand() % m_Items;
goto picked_item;
}
/* We can't have more dups than this!
* This is the max number of players.
*/
unsigned int dup_array[256];
for (size_t i=1; i m_Votes[highest])
{
/* If we have a new highest count, mark it and trash the duplicate
* list by setting the total to 0.
*/
highest = i;
dup_count = 0;
} else if (m_Votes[i] == m_Votes[highest]) {
/* If they're equal, mark it in the duplicate list.
* We'll add in the original later.
*/
dup_array[dup_count++] = i;
}
total += m_Votes[i];
}
/* Check if we need to pick from the duplicate list */
if (dup_count)
{
/* Re-add the original to the list because it's not in there. */
dup_array[dup_count++] = highest;
/* Pick a random slot. */
srand((unsigned int)(time(NULL)));
unsigned int r = (unsigned int)rand() % dup_count;
/* Pick the item. */
chosen = dup_array[r];
} else {
chosen = highest;
}
picked_item:
m_pHandler->OnMenuVoteEnd(m_pCurMenu, chosen, m_Votes[highest], total);
m_pHandler->OnMenuEnd(m_pCurMenu, MenuEnd_VotingDone);
InternalReset();
}
void VoteMenuHandler::OnMenuStart(IBaseMenu *menu)
{
m_Clients++;
}
void VoteMenuHandler::OnMenuEnd(IBaseMenu *menu, MenuEndReason reason)
{
DecrementPlayerCount();
}
void VoteMenuHandler::OnMenuCancel(IBaseMenu *menu, int client, MenuCancelReason reason)
{
m_pHandler->OnMenuCancel(menu, client, reason);
}
void VoteMenuHandler::OnMenuDisplay(IBaseMenu *menu, int client, IMenuPanel *display)
{
m_pHandler->OnMenuDisplay(menu, client, display);
}
unsigned int VoteMenuHandler::OnMenuDisplayItem(IBaseMenu *menu, int client, IMenuPanel *panel, unsigned int item, const ItemDrawInfo &dr)
{
return m_pHandler->OnMenuDisplayItem(menu, client, panel, item, dr);
}
void VoteMenuHandler::OnMenuDrawItem(IBaseMenu *menu, int client, unsigned int item, unsigned int &style)
{
m_pHandler->OnMenuDrawItem(menu, client, item, style);
}
void VoteMenuHandler::OnMenuSelect(IBaseMenu *menu, int client, unsigned int item)
{
/* Check by our item count, NOT the vote array size */
if (item < m_Items)
{
m_Votes[item]++;
m_NumVotes++;
}
m_pHandler->OnMenuSelect(menu, client, item);
}
void VoteMenuHandler::Reset(IMenuHandler *mh)
{
m_pHandler = mh;
InternalReset();
}
void VoteMenuHandler::InternalReset()
{
m_Clients = 0;
m_Items = 0;
m_bStarted = false;
m_pCurMenu = NULL;
m_NumVotes = 0;
m_bCancelled = false;
}
void VoteMenuHandler::CancelVoting()
{
m_bCancelled = true;
}
/*******************************
*******************************
******** MENU MANAGER *********
*******************************
*******************************/
MenuManager::MenuManager()
{
m_Styles.push_back(&g_ValveMenuStyle);
SetDefaultStyle(&g_ValveMenuStyle);
}
void MenuManager::OnSourceModAllInitialized()
{
g_ShareSys.AddInterface(NULL, this);
HandleAccess access;
g_HandleSys.InitAccessDefaults(NULL, &access);
/* Deny cloning to menus */
access.access[HandleAccess_Clone] = HANDLE_RESTRICT_OWNER|HANDLE_RESTRICT_IDENTITY;
m_MenuType = g_HandleSys.CreateType("IBaseMenu", this, 0, NULL, &access, g_pCoreIdent, NULL);
/* Also deny deletion to styles */
access.access[HandleAccess_Delete] = HANDLE_RESTRICT_OWNER|HANDLE_RESTRICT_IDENTITY;
m_StyleType = g_HandleSys.CreateType("IMenuStyle", this, 0, NULL, &access, g_pCoreIdent, NULL);
}
void MenuManager::OnSourceModAllShutdown()
{
g_HandleSys.RemoveType(m_MenuType, g_pCoreIdent);
g_HandleSys.RemoveType(m_StyleType, g_pCoreIdent);
while (!m_VoteHandlers.empty())
{
delete m_VoteHandlers.front();
m_VoteHandlers.pop();
}
}
void MenuManager::OnHandleDestroy(HandleType_t type, void *object)
{
if (type == m_MenuType)
{
IBaseMenu *menu = (IBaseMenu *)object;
menu->Destroy(false);
} else if (type == m_StyleType) {
/* Do nothing */
}
}
Handle_t MenuManager::CreateMenuHandle(IBaseMenu *menu, IdentityToken_t *pOwner)
{
if (m_MenuType == NO_HANDLE_TYPE)
{
return BAD_HANDLE;
}
return g_HandleSys.CreateHandle(m_MenuType, menu, pOwner, g_pCoreIdent, NULL);
}
Handle_t MenuManager::CreateStyleHandle(IMenuStyle *style)
{
if (m_StyleType == NO_HANDLE_TYPE)
{
return BAD_HANDLE;
}
return g_HandleSys.CreateHandle(m_StyleType, style, g_pCoreIdent, g_pCoreIdent, NULL);
}
HandleError MenuManager::ReadMenuHandle(Handle_t handle, IBaseMenu **menu)
{
HandleSecurity sec;
sec.pIdentity = g_pCoreIdent;
sec.pOwner = NULL;
return g_HandleSys.ReadHandle(handle, m_MenuType, &sec, (void **)menu);
}
HandleError MenuManager::ReadStyleHandle(Handle_t handle, IMenuStyle **style)
{
HandleSecurity sec;
sec.pIdentity = g_pCoreIdent;
sec.pOwner = g_pCoreIdent;
return g_HandleSys.ReadHandle(handle, m_StyleType, &sec, (void **)style);
}
bool MenuManager::SetDefaultStyle(IMenuStyle *style)
{
if (!style)
{
return false;
}
m_pDefaultStyle = style;
return true;
}
IMenuStyle *MenuManager::GetStyle(unsigned int index)
{
if (index >= GetStyleCount())
{
return NULL;
}
return m_Styles[index];
}
void MenuManager::AddStyle(IMenuStyle *style)
{
m_Styles.push_back(style);
}
unsigned int MenuManager::GetStyleCount()
{
return (unsigned int)m_Styles.size();
}
IMenuStyle *MenuManager::FindStyleByName(const char *name)
{
unsigned int count = GetStyleCount();
for (unsigned int i=0; iGetStyleName(), name) == 0)
{
return ptr;
}
}
return NULL;
}
inline bool IsSlotItem(IMenuPanel *display,
unsigned int style)
{
if (!display->CanDrawItem(style))
{
return false;
}
if ((style & ITEMDRAW_IGNORE) == ITEMDRAW_IGNORE)
{
return false;
}
if (style & ITEMDRAW_RAWLINE)
{
return false;
}
return true;
}
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();
if (pgn != MENU_NO_PAGINATION)
{
maxItems = pgn;
}
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 *display = menu->CreatePanel();
IMenuHandler *mh = md.mh;
bool foundExtra = false;
unsigned int extraItem = 0;
/**
* 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 (true)
{
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(display, 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)
{
display->DeleteThis();
return NULL;
}
/* Check initial buttons */
bool displayPrev = false;
bool displayNext = false;
if (foundExtra)
{
if (order == ItemOrder_Descending)
{
displayPrev = true;
md.firstItem = extraItem;
} else if (order == ItemOrder_Ascending) {
displayNext = true;
md.lastItem = extraItem;
}
}
/**
* If we're paginated, we have to find if there is another page.
* Sadly, the only way to do this is to try drawing more items!
*/
if (pgn != MENU_NO_PAGINATION)
{
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(display, 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(display, 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 (order == ItemOrder_Ascending)
{
for (unsigned int i=0; iOnMenuDisplayItem(menu, client, display, drawItems[i].position, dr)) == 0)
{
position = display->DrawItem(dr);
}
if (position != 0)
{
slots[position].item = drawItems[i].position;
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.
*/
while (i--)
{
ItemDrawInfo &dr = drawItems[i].draw;
if ((position = mh->OnMenuDisplayItem(menu, client, display, drawItems[i].position, dr)) == 0)
{
position = display->DrawItem(dr);
}
if (position != 0)
{
slots[position].item = drawItems[i].position;
slots[position].type = ItemSel_Item;
}
}
}
/* Now, we need to check if we need to add anything extra */
if (pgn != MENU_NO_PAGINATION)
{
bool canDrawDisabled = display->CanDrawItem(ITEMDRAW_DISABLED|ITEMDRAW_CONTROL);
bool exitButton = menu->GetExitButton();
bool exitBackButton = menu->GetExitBackButton();
char text[50];
/* 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
/* 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; iDrawItem(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);
display->DrawItem(draw);
}
ItemDrawInfo dr(text, 0);
/**
* If we have one or the other, we need to have spacers for both.
*/
if (displayPrev || displayNext)
{
/* PREVIOUS */
ItemDrawInfo padCtrlItem(NULL, ITEMDRAW_SPACER|ITEMDRAW_CONTROL);
if (displayPrev || canDrawDisabled)
{
if (exitBackButton)
{
CorePlayerTranslate(client, text, sizeof(text), "Back", NULL);
dr.style = ITEMDRAW_CONTROL;
position = display->DrawItem(dr);
slots[position].type = ItemSel_ExitBack;
} else {
CorePlayerTranslate(client, text, sizeof(text), "Previous", NULL);
dr.style = (displayPrev ? 0 : ITEMDRAW_DISABLED)|ITEMDRAW_CONTROL;
position = display->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 = display->DrawItem(padCtrlItem);
slots[position].type = ItemSel_None;
}
/* NEXT */
if (displayNext || canDrawDisabled)
{
CorePlayerTranslate(client, text, sizeof(text), "Next", NULL);
dr.style = (displayNext ? 0 : ITEMDRAW_DISABLED)|ITEMDRAW_CONTROL;
position = display->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 = display->DrawItem(padCtrlItem);
slots[position].type = ItemSel_None;
}
} else {
/* Otherwise, bump to two slots! */
ItemDrawInfo numBump(NULL, ITEMDRAW_NOTEXT);
position = display->DrawItem(numBump);
slots[position].type = ItemSel_None;
position = display->DrawItem(numBump);
slots[position].type = ItemSel_None;
}
/* EXIT */
if (exitButton)
{
CorePlayerTranslate(client, text, sizeof(text), "Exit", NULL);
dr.style = ITEMDRAW_CONTROL;
position = display->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, display);
display->DrawTitle(menu->GetDefaultTitle(), true);
return display;
}
IMenuStyle *MenuManager::GetDefaultStyle()
{
return m_pDefaultStyle;
}
IVoteMenuHandler *MenuManager::CreateVoteWrapper(IMenuHandler *mh)
{
VoteMenuHandler *vh = NULL;
if (m_VoteHandlers.empty())
{
vh = new VoteMenuHandler;
} else {
vh = m_VoteHandlers.front();
m_VoteHandlers.pop();
}
vh->Reset(mh);
return vh;
}
void MenuManager::ReleaseVoteWrapper(IVoteMenuHandler *mh)
{
if (mh == NULL)
{
return;
}
m_VoteHandlers.push((VoteMenuHandler *)mh);
}
bool MenuManager::MenuSoundsEnabled()
{
return (sm_menu_sounds.GetInt() != 0);
}
ConfigResult MenuManager::OnSourceModConfigChanged(const char *key,
const char *value,
ConfigSource source,
char *error,
size_t maxlength)
{
if (strcmp(key, "MenuItemSound") == 0)
{
m_SelectSound.assign(value);
return ConfigResult_Accept;
} else if (strcmp(key, "MenuExitBackSound") == 0) {
m_ExitBackSound.assign(value);
return ConfigResult_Accept;
} else if (strcmp(key, "MenuExitSound") == 0) {
m_ExitSound.assign(value);
return ConfigResult_Accept;
}
return ConfigResult_Ignore;
}
const char *MenuManager::GetMenuSound(ItemSelection sel)
{
const char *sound = NULL;
switch (sel)
{
case ItemSel_Back:
case ItemSel_Next:
case ItemSel_Item:
{
if (m_SelectSound.size() > 0)
{
sound = m_SelectSound.c_str();
}
break;
}
case ItemSel_ExitBack:
{
if (m_ExitBackSound.size() > 0)
{
sound = m_ExitBackSound.c_str();
}
break;
}
case ItemSel_Exit:
{
if (m_ExitSound.size() > 0)
{
sound= m_ExitSound.c_str();
}
break;
}
default:
{
break;
}
}
return sound;
}
void MenuManager::OnSourceModLevelChange(const char *mapName)
{
if (m_SelectSound.size() > 0)
{
enginesound->PrecacheSound(m_SelectSound.c_str(), true);
}
if (m_ExitBackSound.size() > 0)
{
enginesound->PrecacheSound(m_ExitBackSound.c_str(), true);
}
if (m_ExitSound.size() > 0)
{
enginesound->PrecacheSound(m_ExitSound.c_str(), true);
}
}