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wnsrc/gamemodes/terrortown/gamemode/vgui/sb_team.lua
lifestorm 6a58f406b1 Upload
2024-08-04 23:54:45 +03:00

201 lines
4.8 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
---- Unlike sandbox, we have teams to deal with, so here's an extra panel in the
---- hierarchy that handles a set of player rows belonging to its team.
include("sb_row.lua")
local PANEL = {}
function PANEL:Init()
self.name = "Unnamed"
self.color = COLOR_WHITE
self.rows = {}
self.rowcount = 0
self.rows_sorted = {}
self.group = "spec"
end
function PANEL:SetGroupInfo(name, color, group)
self.name = name
self.color = color
self.group = group
end
local bgcolor = Color(20,20,20, 150)
function PANEL:Paint()
-- Darkened background
draw.RoundedBox(8, 0, 0, self:GetWide(), self:GetTall(), bgcolor)
surface.SetFont("treb_small")
-- Header bg
local txt = self.name .. " (" .. self.rowcount .. ")"
local w, h = surface.GetTextSize(txt)
draw.RoundedBox(8, 0, 0, w + 24, 20, self.color)
-- Shadow
surface.SetTextPos(11, 11 - h/2)
surface.SetTextColor(0,0,0, 200)
surface.DrawText(txt)
-- Text
surface.SetTextPos(10, 10 - h/2)
surface.SetTextColor(255,255,255,255)
surface.DrawText(txt)
-- Alternating row background
local y = 24
for i, row in ipairs(self.rows_sorted) do
if (i % 2) != 0 then
surface.SetDrawColor(75,75,75, 100)
surface.DrawRect(0, y, self:GetWide(), row:GetTall())
end
y = y + row:GetTall() + 1
end
-- Column darkening
local scr = sboard_panel.ply_frame.scroll.Enabled and 16 or 0
surface.SetDrawColor(0,0,0, 80)
if sboard_panel.cols then
local cx = self:GetWide() - scr
for k,v in ipairs(sboard_panel.cols) do
cx = cx - v.Width
if k % 2 == 1 then -- Draw for odd numbered columns
surface.DrawRect(cx-v.Width/2, 0, v.Width, self:GetTall())
end
end
else
-- If columns are not setup yet, fall back to darkening the areas for the
-- default columns
surface.DrawRect(self:GetWide() - 175 - 25 - scr, 0, 50, self:GetTall())
surface.DrawRect(self:GetWide() - 75 - 25 - scr, 0, 50, self:GetTall())
end
end
function PANEL:AddPlayerRow(ply)
if ScoreGroup(ply) == self.group and not self.rows[ply] then
local row = vgui.Create("TTTScorePlayerRow", self)
row:SetPlayer(ply)
self.rows[ply] = row
self.rowcount = table.Count(self.rows)
-- must force layout immediately or it takes its sweet time to do so
self:PerformLayout()
end
end
function PANEL:HasPlayerRow(ply)
return self.rows[ply] != nil
end
function PANEL:HasRows()
return self.rowcount > 0
end
local strlower = string.lower
function PANEL:UpdateSortCache()
self.rows_sorted = {}
for _, row in pairs(self.rows) do
table.insert(self.rows_sorted, row)
end
table.sort(self.rows_sorted, function(rowa, rowb)
local plya = rowa:GetPlayer()
local plyb = rowb:GetPlayer()
if not IsValid(plya) then return false end
if not IsValid(plyb) then return true end
local sort_mode = GetConVar("ttt_scoreboard_sorting"):GetString()
local sort_func = sboard_sort[sort_mode]
local comp = 0
if sort_func != nil then
comp = sort_func(plya, plyb)
end
local ret = true
if comp != 0 then
ret = comp > 0
else
ret = strlower(plya:GetName()) > strlower(plyb:GetName())
end
if GetConVar("ttt_scoreboard_ascending"):GetBool() then
ret = not ret
end
return ret
end)
end
function PANEL:UpdatePlayerData()
local to_remove = {}
for k,v in pairs(self.rows) do
-- Player still belongs in this group?
if IsValid(v) and IsValid(v:GetPlayer()) and ScoreGroup(v:GetPlayer()) == self.group then
v:UpdatePlayerData()
else
-- can't remove now, will break pairs
table.insert(to_remove, k)
end
end
if #to_remove == 0 then return end
for k,ply in pairs(to_remove) do
local pnl = self.rows[ply]
if IsValid(pnl) then
pnl:Remove()
end
self.rows[ply] = nil
end
self.rowcount = table.Count(self.rows)
self:UpdateSortCache()
self:InvalidateLayout()
end
function PANEL:PerformLayout()
if self.rowcount < 1 then
self:SetVisible(false)
return
end
self:SetSize(self:GetWide(), 30 + self.rowcount + self.rowcount * SB_ROW_HEIGHT)
-- Sort and layout player rows
self:UpdateSortCache()
local y = 24
for k, v in ipairs(self.rows_sorted) do
v:SetPos(0, y)
v:SetSize(self:GetWide(), v:GetTall())
y = y + v:GetTall() + 1
end
self:SetSize(self:GetWide(), 30 + (y - 24))
end
vgui.Register("TTTScoreGroup", PANEL, "Panel")