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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "vgui_entityimagepanel.h"
#include <KeyValues.h>
#include "c_BaseTFPlayer.h"
#include <vgui/IVGui.h>
#include "vgui_BitmapImage.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
DECLARE_OVERLAY_FACTORY( CEntityImagePanel, "image" );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CEntityImagePanel::CEntityImagePanel( vgui::Panel *pParent, const char *panelName ) : BaseClass( pParent, panelName ), m_pImage(0) { SetPaintBackgroundEnabled( false ); }
CEntityImagePanel::~CEntityImagePanel() { if (m_pImage) delete m_pImage; }
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CEntityImagePanel::Init( KeyValues* pInitData, C_BaseEntity* pEntity ) { if (!BaseClass::Init( pInitData, pEntity)) return false;
// modulation color
if (!ParseRGBA( pInitData, "color", m_r, m_g, m_b, m_a )) return false;
// get the size...
int w, h; if (!ParseCoord( pInitData, "offset", m_OffsetX, m_OffsetY )) return false;
if (!ParseCoord( pInitData, "size", w, h )) return false;
char const* pClassImage = pInitData->GetString( "material" ); if ( !pClassImage || !pClassImage[ 0 ] ) return false;
const char *mouseover = pInitData->GetString( "mousehint", "" ); if ( mouseover && mouseover[ 0 ] ) { Q_strncpy( m_szMouseOverText, mouseover, sizeof( m_szMouseOverText ) ); }
// hook in the bitmap
m_pImage = new BitmapImage( GetVPanel(), pClassImage );
// Set the size...
SetSize( w, h );
m_iOrgWidth = w; m_iOrgHeight = h; m_iOrgOffsetX = m_OffsetX; m_iOrgOffsetY = m_OffsetY;
// we need updating
vgui::ivgui()->AddTickSignal( GetVPanel() );
OnTick(); return true; }
//-----------------------------------------------------------------------------
// Should we draw?.
//-----------------------------------------------------------------------------
bool CEntityImagePanel::ShouldDraw() { return ( IsLocalPlayerInTactical() || m_bShowInNormal ); }
//-----------------------------------------------------------------------------
// Draws the puppy
//-----------------------------------------------------------------------------
void CEntityImagePanel::Paint( void ) { // Don't draw if I'm not visible in the tactical map
if ( MapData().IsEntityVisibleToTactical( GetEntity() ) == false ) return;
vgui::surface()->DrawSetColor( m_r, m_g, m_b, m_a );
if ( !m_pImage ) return;
Color color; color.SetColor( m_r, m_g, m_b, m_a ); m_pImage->SetColor( color ); m_pImage->DoPaint( GetVPanel() ); }
//-----------------------------------------------------------------------------
// Class factory CEntityTeamImagePanel
//-----------------------------------------------------------------------------
DECLARE_OVERLAY_FACTORY( CEntityTeamImagePanel, "team_image" );
//-----------------------------------------------------------------------------
// Purpose:
// Constructor: Same as image panel, except can handle team specific colors/images
// Input : pEntity -
//-----------------------------------------------------------------------------
CEntityTeamImagePanel::CEntityTeamImagePanel( vgui::Panel *pParent, const char *panelName ) : BaseClass( pParent, panelName ) { SetPaintBackgroundEnabled( false ); memset( m_Images, 0, sizeof( m_Images ) ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEntityTeamImagePanel::~CEntityTeamImagePanel( void ) { for ( int i = 0 ; i < MAX_TEAMS; i++ ) { if ( m_Images[i].m_pImage ) { delete m_Images[ i ].m_pImage; } } memset( m_Images, 0, sizeof( m_Images ) ); }
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CEntityTeamImagePanel::Init( KeyValues* pInitData, C_BaseEntity* pEntity ) { if (!BaseClass::Init( pInitData, pEntity)) return false;
if ( pInitData->GetInt( "showinnormalmode", 0 ) ) { m_bShowInNormal = true; }
// get the size...
int w, h; if (!ParseCoord( pInitData, "offset", m_OffsetX, m_OffsetY )) return false;
if (!ParseCoord( pInitData, "size", w, h )) return false;
// Set the size...
SetSize( w, h );
m_iOrgWidth = w; m_iOrgHeight = h; m_iOrgOffsetX = m_OffsetX; m_iOrgOffsetY = m_OffsetY;
const char *mouseover = pInitData->GetString( "mousehint", "" ); if ( mouseover && mouseover[ 0 ] ) { Q_strncpy( m_szMouseOverText, mouseover, sizeof( m_szMouseOverText ) ); }
for ( int i = 0 ; i < MAX_TEAMS; i++ ) { char teamname[ 32 ]; Q_snprintf( teamname, sizeof( teamname ), "Team%i", i );
memset( &m_Images[ i ], 0, sizeof( m_Images[ i ] ) );
// Look for team section
KeyValues *pTeamKV = pInitData->FindKey( teamname ); if ( !pTeamKV ) continue;
// modulation color
if (!ParseRGBA( pTeamKV, "color", m_Images[i].m_r, m_Images[i].m_g, m_Images[i].m_b, m_Images[i].m_a )) return false;
char const* pClassImage = pTeamKV->GetString( "material" ); if ( !pClassImage || !pClassImage[ 0 ] ) return false;
// hook in the bitmap
m_Images[ i ].m_pImage = new BitmapImage( GetVPanel(), pClassImage ); }
// we need updating
vgui::ivgui()->AddTickSignal( GetVPanel() ); return true; }
//-----------------------------------------------------------------------------
// Draws the puppy
//-----------------------------------------------------------------------------
void CEntityTeamImagePanel::Paint( void ) { // Determine team index of underlying entity
int teamnumber = GetEntity()->GetTeamNumber(); if ( teamnumber < 0 || teamnumber >= MAX_TEAMS ) { Assert( 0 ); return; }
if ( !m_Images[ teamnumber ].m_pImage ) return;
// Don't draw if I'm not visible in the tactical map
if ( MapData().IsEntityVisibleToTactical( GetEntity() ) == false ) return;
ComputeAndSetSize();
vgui::surface()->DrawSetColor( m_Images[ teamnumber ].m_r, m_Images[ teamnumber ].m_g, m_Images[ teamnumber ].m_b, m_Images[ teamnumber ].m_b ); Color color; color.SetColor( m_Images[ teamnumber ].m_r, m_Images[ teamnumber ].m_g, m_Images[ teamnumber ].m_b, m_Images[ teamnumber ].m_b ); m_Images[ teamnumber ].m_pImage->SetColor( color ); m_Images[ teamnumber ].m_pImage->DoPaint( GetVPanel() ); }
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