//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Display a list of achievements for the current game // //=============================================================================// #include "achievementsdialog.h" #include "vgui_controls/Button.h" #include "vgui/ILocalize.h" #include "ixboxsystem.h" #include "iachievementmgr.h" #include "engineinterface.h" #include "GameUI_Interface.h" #include "MouseMessageForwardingPanel.h" #include "FileSystem.h" #include "vgui_controls\ImagePanel.h" #include "vgui_controls\ComboBox.h" #include "BasePanel.h" #include "fmtstr.h" using namespace vgui; // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Shared helper functions so xbox and pc can share as much code as possible while coming from different bases. //----------------------------------------------------------------------------- // Purpose: Sets the parameter pIconPanel to display the specified achievement's icon file. //----------------------------------------------------------------------------- bool LoadAchievementIcon( vgui::ImagePanel* pIconPanel, IAchievement *pAchievement, const char *pszExt /*= NULL*/ ) { char imagePath[_MAX_PATH]; Q_strncpy( imagePath, "achievements\\", sizeof(imagePath) ); Q_strncat( imagePath, pAchievement->GetName(), sizeof(imagePath), COPY_ALL_CHARACTERS ); if ( pszExt ) { Q_strncat( imagePath, pszExt, sizeof(imagePath), COPY_ALL_CHARACTERS ); } Q_strncat( imagePath, ".vtf", sizeof(imagePath), COPY_ALL_CHARACTERS ); char checkFile[_MAX_PATH]; Q_snprintf( checkFile, sizeof(checkFile), "materials\\vgui\\%s", imagePath ); if ( !g_pFullFileSystem->FileExists( checkFile ) ) { Q_snprintf( imagePath, sizeof(imagePath), "hud\\icon_locked.vtf" ); } pIconPanel->SetShouldScaleImage( true ); pIconPanel->SetImage( imagePath ); pIconPanel->SetVisible( true ); return pIconPanel->IsVisible(); } //----------------------------------------------------------------------------- // The bias is to ensure the percentage bar gets plenty orange before it reaches the text, // as the white-on-grey is hard to read. //----------------------------------------------------------------------------- Color LerpColors ( Color cStart, Color cEnd, float flPercent ) { float r = (float)((float)(cStart.r()) + (float)(cEnd.r() - cStart.r()) * Bias( flPercent, 0.75 ) ); float g = (float)((float)(cStart.g()) + (float)(cEnd.g() - cStart.g()) * Bias( flPercent, 0.75 ) ); float b = (float)((float)(cStart.b()) + (float)(cEnd.b() - cStart.b()) * Bias( flPercent, 0.75 ) ); float a = (float)((float)(cStart.a()) + (float)(cEnd.a() - cStart.a()) * Bias( flPercent, 0.75 ) ); return Color( r, g, b, a ); } //----------------------------------------------------------------------------- // Purpose: Shares common percentage bar calculations/color settings between xbox and pc. // Not really intended for robustness or reuse across many panels. // Input : pFrame - assumed to have certain child panels (see below) // *pAchievement - source achievement to poll for progress. Non progress achievements will not show a percentage bar. //----------------------------------------------------------------------------- void UpdateProgressBar( vgui::EditablePanel* pPanel, IAchievement *pAchievement, Color clrProgressBar ) { if ( pAchievement->GetGoal() > 1 ) { bool bShowProgress = true; // if this achievement gets saved with game and we're not in a level and have not achieved it, then we do not have any state // for this achievement, don't show progress if ( ( pAchievement->GetFlags() & ACH_SAVE_WITH_GAME ) && !GameUI().IsInLevel() && !pAchievement->IsAchieved() ) { bShowProgress = false; } float flCompletion = 0.0f; // Once achieved, we can't rely on count. If they've completed the achievement just set to 100%. int iCount = pAchievement->GetCount(); if ( pAchievement->IsAchieved() ) { flCompletion = 1.0f; iCount = pAchievement->GetGoal(); } else if ( bShowProgress ) { flCompletion = ( ((float)pAchievement->GetCount()) / ((float)pAchievement->GetGoal()) ); // In rare cases count can exceed goal and not be achieved (switch local storage on X360, take saved game from different user on PC). // These will self-correct with continued play, but if we're in that state don't show more than 100% achieved. flCompletion = min( flCompletion, 1.0 ); } char szPercentageText[ 256 ] = ""; if ( bShowProgress ) { Q_snprintf( szPercentageText, 256, "%d/%d", iCount, pAchievement->GetGoal() ); } pPanel->SetControlString( "PercentageText", szPercentageText ); pPanel->SetControlVisible( "PercentageText", true ); pPanel->SetControlVisible( "CompletionText", true ); vgui::ImagePanel *pPercentageBar = (vgui::ImagePanel*)pPanel->FindChildByName( "PercentageBar" ); vgui::ImagePanel *pPercentageBarBkg = (vgui::ImagePanel*)pPanel->FindChildByName( "PercentageBarBackground" ); if ( pPercentageBar && pPercentageBarBkg ) { pPercentageBar->SetFillColor( clrProgressBar ); pPercentageBar->SetWide( pPercentageBarBkg->GetWide() * flCompletion ); pPanel->SetControlVisible( "PercentageBarBackground", IsX360() ? bShowProgress : true ); pPanel->SetControlVisible( "PercentageBar", true ); } } } //---------------------------------------------------------- // CAchievementsDialog_XBox //---------------------------------------------------------- CAchievementsDialog_XBox::CAchievementsDialog_XBox( vgui::Panel *pParent ) : BaseClass( pParent, "AchievementsDialog" ) { m_nTotalAchievements = 0; m_nUnlocked = 0; m_iSelection = 0; m_iScroll = 0; m_iNumItems = 0; m_bCenterOnScreen = true; m_pProgressBg = new vgui::Panel( this, "ProgressBg" ); m_pProgressBar = new vgui::Panel( this, "ProgressBar" ); m_pProgressPercent = new vgui::Label( this, "ProgressPercent", "" ); m_pNumbering = new vgui::Label( this, "Numbering", "" ); m_pUpArrow = new vgui::Label( this, "UpArrow", "" ); m_pDownArrow = new vgui::Label( this, "DownArrow", "" ); SetDeleteSelfOnClose(true); SetSizeable( false ); m_pFooter = new CFooterPanel( pParent, "AchievementsFooter" ); } CAchievementsDialog_XBox::~CAchievementsDialog_XBox() { delete m_pProgressBg; delete m_pProgressBar; delete m_pProgressPercent; delete m_pNumbering; delete m_pUpArrow; delete m_pDownArrow; delete m_pFooter; } //---------------------------------------------------------- // Position the dialogs elements //---------------------------------------------------------- void CAchievementsDialog_XBox::PerformLayout( void ) { BaseClass::PerformLayout(); // Avoid division by zero if the achievements haven't been downloaded yet if ( m_nTotalAchievements ) { int x, y, wide, tall; m_pProgressBg->GetBounds( x, y, wide, tall ); int iBarX = GetWide() - wide - m_nBorderWidth; int iBarWide = wide * m_nUnlocked / m_nTotalAchievements; m_pProgressBg->SetBounds( iBarX, y, wide, tall ); m_pProgressBar->SetBounds( iBarX, y, iBarWide, tall ); wchar_t wszProgressText[64]; swprintf( wszProgressText, L"%d%% %s", (m_nUnlocked * 100) / m_nTotalAchievements, g_pVGuiLocalize->Find( "#GameUI_Achievement_Unlocked" ) ); m_pProgressPercent->SetText( wszProgressText ); m_pProgressPercent->SizeToContents(); m_pProgressPercent->SetPos( GetWide() - m_pProgressPercent->GetWide() - m_nBorderWidth, y + tall + 3 ); int menux, menuy; m_Menu.GetPos( menux, menuy ); // Do a perform layout on the menu so we get the correct height now m_Menu.InvalidateLayout( true, false ); int iBottomOfTable = menuy + m_Menu.GetTall() + 3; m_pNumbering->SizeToContents(); m_pNumbering->SetPos( m_nBorderWidth, iBottomOfTable ); m_pUpArrow->GetPos( x, y ); m_pUpArrow->SetPos( x, iBottomOfTable ); m_pDownArrow->GetPos( x, y ); m_pDownArrow->SetPos( x, iBottomOfTable ); wchar_t wszNumbering[64]; wchar_t *wzNumberingFmt = g_pVGuiLocalize->Find( "#GameUI_Achievement_Menu_Range" ); wchar_t wzActiveItem[8]; wchar_t wzTotal[8]; _itow_s( m_Menu.GetActiveItemIndex()+1, wzActiveItem, ARRAYSIZE( wzActiveItem ), 10 ); _itow_s( m_nTotalAchievements, wzTotal, ARRAYSIZE( wzTotal ), 10 ); g_pVGuiLocalize->ConstructString( wszNumbering, sizeof( wszNumbering ), wzNumberingFmt, 2, wzActiveItem, wzTotal ); m_pNumbering->SetText( wszNumbering ); m_pNumbering->SetWide( GetWide() ); } if ( m_bCenterOnScreen ) { MoveToCenterOfScreen(); } // Set the footer m_pFooter->ClearButtons(); if ( m_pFooterInfo && ( m_pFooterInfo->GetInt( "hide_regular_footer", 0 ) > 0 ) == false ) { for ( KeyValues *pButton = m_pFooterInfo->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" ); m_pFooter->AddNewButtonLabel( pText, pIcon ); } } } } //---------------------------------------------------------- // Query the system interface for this game's list of achievements //---------------------------------------------------------- void CAchievementsDialog_XBox::ApplySettings( KeyValues *pResourceData ) { BaseClass::ApplySettings( pResourceData ); m_bCenterOnScreen = pResourceData->GetInt( "center", 1 ) == 1; if ( !achievementmgr ) { AssertOnce( 0 && "No achievement manager interface in GameUI.dll" ); return; } achievementmgr->EnsureGlobalStateLoaded(); int iAllAchievements = achievementmgr->GetAchievementCount(); for ( int i = 0; i < iAllAchievements; ++i ) { IAchievement* pCurAchievement = (IAchievement*)achievementmgr->GetAchievementByIndex( i ); Assert ( pCurAchievement ); if ( pCurAchievement->IsAchieved() ) ++m_nUnlocked; // don't show hidden achievements if not achieved if ( pCurAchievement->ShouldHideUntilAchieved() && !pCurAchievement->IsAchieved() ) continue; CAchievementItem *pItem = m_Menu.AddAchievementItem( ACHIEVEMENT_LOCALIZED_NAME( pCurAchievement ), ACHIEVEMENT_LOCALIZED_DESC( pCurAchievement ), pCurAchievement->GetPointValue(), pCurAchievement->IsAchieved(), pCurAchievement ); SETUP_PANEL( pItem ); } m_nTotalAchievements = m_Menu.GetItemCount(); } //---------------------------------------------------------- // Add the progress bar and update the dialog layout //---------------------------------------------------------- void CAchievementsDialog_XBox::ApplySchemeSettings( vgui::IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); m_pProgressBg->SetBgColor( Color( 200, 184, 151, 255 ) ); m_pProgressBar->SetBgColor( Color( 179, 82, 22, 255 ) ); m_pProgressPercent->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) ); m_pNumbering->SetFgColor( pScheme->GetColor( "MatchmakingMenuItemDescriptionColor", Color( 64, 64, 64, 255 ) ) ); } //----------------------------------------------------------------------------- // Purpose: Scrolling up and down with up/down, exit to main menu with back button //----------------------------------------------------------------------------- void CAchievementsDialog_XBox::OnKeyCodePressed( vgui::KeyCode code ) { // Handle close here, CBasePanel parent doesn't support "DialogClosing" command if ( code == KEY_XBUTTON_B ) { OnCommand( "AchievementsDialogClosing" ); SetDeleteSelfOnClose( true ); } else { BaseClass::OnKeyCodePressed( code ); } InvalidateLayout(); } //----------------------------------------------------------------------------- // Purpose: catch key repeats //----------------------------------------------------------------------------- void CAchievementsDialog_XBox::HandleKeyRepeated( vgui::KeyCode code ) { BaseClass::HandleKeyRepeated( code ); InvalidateLayout(); } //----------------------------------------------------------------------------- // Purpose: Fade main menu back in when this dialog closes. //----------------------------------------------------------------------------- void CAchievementsDialog_XBox::OnClose() { BasePanel()->RunCloseAnimation( "CloseAchievementsDialog_OpenMainMenu" ); BaseClass::OnClose(); } ////////////////////////////////////////////////////////////////////////// // PC Implementation ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // Purpose: creates child panels, passes down name to pick up any settings from res files. //----------------------------------------------------------------------------- CAchievementsDialog::CAchievementsDialog(vgui::Panel *parent) : BaseClass(parent, "AchievementsDialog") { SetDeleteSelfOnClose(true); SetBounds(0, 0, 512, 384); SetMinimumSize( 256, 300 ); SetSizeable( true ); m_nUnlocked = 0; m_pAchievementsList = new vgui::PanelListPanel( this, "listpanel_achievements" ); m_pAchievementsList->SetFirstColumnWidth( 0 ); m_pListBG = new vgui::ImagePanel( this, "listpanel_background" ); m_pPercentageBarBackground = SETUP_PANEL( new ImagePanel( this, "PercentageBarBackground" ) ); m_pPercentageBar = SETUP_PANEL( new ImagePanel( this, "PercentageBar" ) ); m_pAchievementPackCombo = new ComboBox(this, "achievement_pack_combo", 10, false); // int that holds the highest number achievement id we've found int iHighestAchievementIDSeen = -1; int iNextGroupBoundary = 1000; Q_memset( m_AchievementGroups, 0, sizeof(m_AchievementGroups) ); m_iNumAchievementGroups = 0; // Base groups CreateNewAchievementGroup( 0, 16000 ); CreateNewAchievementGroup( 0, 999 ); Assert ( achievementmgr ); if ( achievementmgr ) { int iCount = achievementmgr->GetAchievementCount(); for ( int i = 0; i < iCount; ++i ) { IAchievement* pCur = achievementmgr->GetAchievementByIndex( i ); if ( !pCur ) continue; int iAchievementID = pCur->GetAchievementID(); if ( iAchievementID > iHighestAchievementIDSeen ) { // if its crossed the next group boundary, create a new group if ( iAchievementID >= iNextGroupBoundary ) { int iNewGroupBoundary = 100 * ( (int)( (float)iAchievementID / 100 ) ); CreateNewAchievementGroup( iNewGroupBoundary, iNewGroupBoundary+99 ); iNextGroupBoundary = iNewGroupBoundary + 100; } iHighestAchievementIDSeen = iAchievementID; } // don't show hidden achievements if not achieved if ( pCur->ShouldHideUntilAchieved() && !pCur->IsAchieved() ) continue; bool bAchieved = pCur->IsAchieved(); if ( bAchieved ) { ++m_nUnlocked; } for ( int j=0;j= m_AchievementGroups[j].m_iMinRange && iAchievementID <= m_AchievementGroups[j].m_iMaxRange ) { if ( bAchieved ) { m_AchievementGroups[j].m_iNumUnlocked++; } m_AchievementGroups[j].m_iNumAchievements++; } } CAchievementDialogItemPanel *achievementItemPanel = new CAchievementDialogItemPanel( m_pAchievementsList, "AchievementDialogItemPanel", i ); achievementItemPanel->SetAchievementInfo( pCur ); m_pAchievementsList->AddItem( NULL, achievementItemPanel ); } } for ( int i=0;iFind( buf ); if ( !wzGroupName ) { wzGroupName = L"Need Title ( %s1 of %s2 )"; } wchar_t wzGroupTitle[128]; if ( wzGroupName ) { wchar_t wzNumUnlocked[8]; _itow_s( m_AchievementGroups[i].m_iNumUnlocked, wzNumUnlocked, ARRAYSIZE( wzNumUnlocked ), 10 ); wchar_t wzNumAchievements[8]; _itow_s( m_AchievementGroups[i].m_iNumAchievements, wzNumAchievements, ARRAYSIZE( wzNumAchievements ), 10 ); g_pVGuiLocalize->ConstructString( wzGroupTitle, sizeof( wzGroupTitle ), wzGroupName, 2, wzNumUnlocked, wzNumAchievements ); } KeyValues *pKV = new KeyValues( "grp" ); pKV->SetInt( "minrange", m_AchievementGroups[i].m_iMinRange ); pKV->SetInt( "maxrange", m_AchievementGroups[i].m_iMaxRange ); m_pAchievementPackCombo->AddItem( wzGroupTitle, pKV ); } m_pAchievementPackCombo->ActivateItemByRow( 0 ); } CAchievementsDialog::~CAchievementsDialog() { m_pAchievementsList->DeleteAllItems(); delete m_pAchievementsList; delete m_pPercentageBarBackground; delete m_pPercentageBar; } void CAchievementsDialog::CreateNewAchievementGroup( int iMinRange, int iMaxRange ) { m_AchievementGroups[m_iNumAchievementGroups].m_iMinRange = iMinRange; m_AchievementGroups[m_iNumAchievementGroups].m_iMaxRange = iMaxRange; m_iNumAchievementGroups++; } //---------------------------------------------------------- // Get the width we're going to lock at //---------------------------------------------------------- void CAchievementsDialog::ApplySettings( KeyValues *pResourceData ) { m_iFixedWidth = pResourceData->GetInt( "wide", 512 ); BaseClass::ApplySettings( pResourceData ); } //---------------------------------------------------------- // Preserve our width to the one in the .res file //---------------------------------------------------------- void CAchievementsDialog::OnSizeChanged(int newWide, int newTall) { // Lock the width, but allow height scaling if ( newWide != m_iFixedWidth ) { SetSize( m_iFixedWidth, newTall ); return; } BaseClass::OnSizeChanged(newWide, newTall); } //---------------------------------------------------------- // New group was selected in the dropdown, recalc what achievements to show //---------------------------------------------------------- void CAchievementsDialog::OnTextChanged(KeyValues *data) { Panel *pPanel = (Panel *)data->GetPtr( "panel", NULL ); // first check which control had its text changed! if ( pPanel == m_pAchievementPackCombo ) { // Re-populate the achievement list with the selected group m_pAchievementsList->DeleteAllItems(); KeyValues *pData = m_pAchievementPackCombo->GetActiveItemUserData(); if ( pData ) { int iMinRange = pData->GetInt( "minrange" ); int iMaxRange = pData->GetInt( "maxrange" ); if ( achievementmgr ) { int iCount = achievementmgr->GetAchievementCount(); for ( int i = 0; i < iCount; ++i ) { IAchievement* pCur = achievementmgr->GetAchievementByIndex( i ); if ( !pCur ) continue; int iAchievementID = pCur->GetAchievementID(); if ( iAchievementID < iMinRange || iAchievementID > iMaxRange ) continue; // don't show hidden achievements if not achieved if ( pCur->ShouldHideUntilAchieved() && !pCur->IsAchieved() ) continue; CAchievementDialogItemPanel *achievementItemPanel = new CAchievementDialogItemPanel( m_pAchievementsList, "AchievementDialogItemPanel", i ); achievementItemPanel->SetAchievementInfo( pCur ); m_pAchievementsList->AddItem( NULL, achievementItemPanel ); } } } m_pAchievementsList->ScrollToItem( 0 ); } } //----------------------------------------------------------------------------- // Purpose: Loads settings from achievementsdialog.res in hl2/resource/ui/ // Sets up progress bar displaying total achievement unlocking progress by the user. //----------------------------------------------------------------------------- void CAchievementsDialog::ApplySchemeSettings( IScheme *pScheme ) { BaseClass::ApplySchemeSettings( pScheme ); LoadControlSettings("resource/ui/AchievementsDialog.res"); if ( !achievementmgr ) { AssertOnce( 0 && "No achievement manager interface in GameUI.dll" ); return; } // Set up total completion percentage bar float flCompletion = 0.0f; if ( achievementmgr->GetAchievementCount() > 0 ) { flCompletion = (((float)m_nUnlocked) / ((float)achievementmgr->GetAchievementCount())); } char szPercentageText[64]; Q_snprintf( szPercentageText, 256, "%d / %d ( %d%% )", m_nUnlocked, achievementmgr->GetAchievementCount(), (int)( flCompletion * 100.0f ) ); SetControlString( "PercentageText", szPercentageText ); SetControlVisible( "PercentageText", true ); SetControlVisible( "CompletionText", true ); Color clrHighlight = pScheme->GetColor( "NewGame.SelectionColor", Color(255, 255, 255, 255) ); Color clrWhite(255, 255, 255, 255); Color cProgressBar = Color( static_cast( clrHighlight.r() ) * ( 1.0f - flCompletion ) + static_cast( clrWhite.r() ) * flCompletion, static_cast( clrHighlight.g() ) * ( 1.0f - flCompletion ) + static_cast( clrWhite.g() ) * flCompletion, static_cast( clrHighlight.b() ) * ( 1.0f - flCompletion ) + static_cast( clrWhite.b() ) * flCompletion, static_cast( clrHighlight.a() ) * ( 1.0f - flCompletion ) + static_cast( clrWhite.a() ) * flCompletion ); m_pPercentageBar->SetFgColor( cProgressBar ); m_pPercentageBar->SetWide( m_pPercentageBarBackground->GetWide() * flCompletion ); SetControlVisible( "PercentageBarBackground", true ); SetControlVisible( "PercentageBar", true ); if ( m_iNumAchievementGroups <= 2 ) { // we have no achievement packs. Hide the combo and bump the achievement list up a bit m_pAchievementPackCombo->SetVisible( false ); // do some work to preserve the pincorner and resizing int comboX, comboY; m_pAchievementPackCombo->GetPos( comboX, comboY ); int x, y, w, h; m_pAchievementsList->GetBounds( x, y, w, h ); PinCorner_e corner = m_pAchievementsList->GetPinCorner(); int pinX, pinY; m_pAchievementsList->GetPinOffset( pinX, pinY ); int resizeOffsetX, resizeOffsetY; m_pAchievementsList->GetResizeOffset( resizeOffsetX, resizeOffsetY ); m_pAchievementsList->SetAutoResize( corner, AUTORESIZE_DOWN, pinX, comboY, resizeOffsetX, resizeOffsetY ); m_pAchievementsList->SetBounds( x, comboY, w, h + ( y - comboY ) ); m_pListBG->SetAutoResize( corner, AUTORESIZE_DOWN, pinX, comboY, resizeOffsetX, resizeOffsetY ); m_pListBG->SetBounds( x, comboY, w, h + ( y - comboY ) ); } MoveToCenterOfScreen(); } //----------------------------------------------------------------------------- // Purpose: Each sub-panel gets its data updated //----------------------------------------------------------------------------- void CAchievementsDialog::UpdateAchievementDialogInfo( void ) { for ( int i = 0; i < m_pAchievementsList->GetItemCount(); i++ ) { CAchievementDialogItemPanel *pPanel = (CAchievementDialogItemPanel*)m_pAchievementsList->GetItemPanel(i); if ( pPanel ) { pPanel->UpdateAchievementInfo(); } } } void CAchievementsDialog::OnCommand( const char *command ) { if ( !Q_strcasecmp( command, "ongameuiactivated" ) ) { Msg( "Updating achievement info\n" ); UpdateAchievementDialogInfo(); } BaseClass::OnCommand( command ); } //----------------------------------------------------------------------------- // Purpose: creates child panels, passes down name to pick up any settings from res files. //----------------------------------------------------------------------------- CAchievementDialogItemPanel::CAchievementDialogItemPanel( vgui::PanelListPanel *parent, const char* name, int iListItemID ) : BaseClass( parent, name ) { m_iListItemID = iListItemID; m_pParent = parent; m_pSchemeSettings = NULL; m_pAchievementIcon = SETUP_PANEL(new vgui::ImagePanel( this, "AchievementIcon" )); m_pAchievementNameLabel = new vgui::Label( this, "AchievementName", "name" ); m_pAchievementDescLabel = new vgui::Label( this, "AchievementDesc", "desc" ); m_pPercentageBar = SETUP_PANEL( new ImagePanel( this, "PercentageBar" ) ); m_pPercentageText = new vgui::Label( this, "PercentageText", "" ); CMouseMessageForwardingPanel *panel = new CMouseMessageForwardingPanel(this, NULL); panel->SetZPos(2); } CAchievementDialogItemPanel::~CAchievementDialogItemPanel() { delete m_pAchievementIcon; delete m_pAchievementNameLabel; delete m_pAchievementDescLabel; delete m_pPercentageBar; delete m_pPercentageText; } //----------------------------------------------------------------------------- // Purpose: Updates displayed achievement data. In applyschemesettings, and when gameui activates. //----------------------------------------------------------------------------- void CAchievementDialogItemPanel::UpdateAchievementInfo() { if ( m_pSourceAchievement && m_pSchemeSettings ) { // Set name, description and unlocked state text m_pAchievementNameLabel->SetText( ACHIEVEMENT_LOCALIZED_NAME( m_pSourceAchievement ) ); m_pAchievementDescLabel->SetText( ACHIEVEMENT_LOCALIZED_DESC( m_pSourceAchievement ) ); // Setup icon // get the vtfFilename from the path. // Display percentage completion for progressive achievements // Set up total completion percentage bar. Goal > 1 means its a progress achievement. UpdateProgressBar( this, m_pSourceAchievement, m_clrProgressBar ); if ( m_pSourceAchievement->IsAchieved() ) { LoadAchievementIcon( m_pAchievementIcon, m_pSourceAchievement ); } else { LoadAchievementIcon( m_pAchievementIcon, m_pSourceAchievement, "_bw" ); } } } //----------------------------------------------------------------------------- // Purpose: Makes a local copy of a pointer to the achievement entity stored on the client. //----------------------------------------------------------------------------- void CAchievementDialogItemPanel::SetAchievementInfo( IAchievement* pAchievement ) { if ( !pAchievement ) { Assert( 0 ); return; } m_pSourceAchievement = pAchievement; m_iSourceAchievementIndex = pAchievement->GetAchievementID(); } //----------------------------------------------------------------------------- // Purpose: Loads settings from hl2/resource/ui/achievementitem.res // Sets display info for this achievement item. //----------------------------------------------------------------------------- void CAchievementDialogItemPanel::ApplySchemeSettings( IScheme* pScheme ) { LoadControlSettings( "resource/ui/AchievementItem.res" ); m_pSchemeSettings = pScheme; if ( !m_pSourceAchievement ) { return; } BaseClass::ApplySchemeSettings( pScheme ); // m_pSchemeSettings must be set for this. UpdateAchievementInfo(); if ( m_pSourceAchievement->IsAchieved() ) { SetBgColor( pScheme->GetColor( "AchievementsLightGrey", Color(255, 0, 0, 255) ) ); m_pAchievementNameLabel->SetFgColor( pScheme->GetColor( "SteamLightGreen", Color(255, 255, 255, 255) ) ); } else { SetBgColor( pScheme->GetColor( "AchievementsDarkGrey", Color(255, 0, 0, 255) ) ); Color fgColor = pScheme->GetColor( "AchievementsInactiveFG", Color(255, 255, 255, 255) ); m_pAchievementNameLabel->SetFgColor( fgColor ); m_pAchievementDescLabel->SetFgColor( fgColor ); m_pPercentageText->SetFgColor( fgColor ); } }