Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IMAGEPANEL_H
#define IMAGEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/vgui.h>
#include <vgui_controls/Panel.h>
namespace vgui {
class IImage;
//-----------------------------------------------------------------------------
// Purpose: Panel that holds a single image
//-----------------------------------------------------------------------------
class ImagePanel : public Panel { DECLARE_CLASS_SIMPLE( ImagePanel, Panel ); public: ImagePanel(Panel *parent, const char *name); ~ImagePanel();
virtual void SetImage(IImage *image); virtual void SetImage(const char *imageName); virtual IImage *GetImage(); char *GetImageName();
// sets whether or not the image should scale to fit the size of the ImagePanel (defaults to false)
void SetShouldScaleImage( bool state ); bool GetShouldScaleImage(); void SetScaleAmount( float scale ); float GetScaleAmount( void );
// set the color to fill with, if no image is specified
void SetFillColor( Color col ); Color GetFillColor();
virtual Color GetDrawColor( void ); virtual void SetDrawColor( Color color );
virtual void ApplySettings(KeyValues *inResourceData);
// unhooks and evicts image if possible, caller must re-establish
bool EvictImage(); int GetNumFrames(); void SetFrame( int nFrame ); int GetFrame() const;
void SetRotation( int iRotation ) { m_iRotation = iRotation; }
protected: virtual void PaintBackground(); virtual void GetSettings(KeyValues *outResourceData); virtual const char *GetDescription(); virtual void OnSizeChanged(int newWide, int newTall); virtual void ApplySchemeSettings( IScheme *pScheme );
private: IImage *m_pImage; char *m_pszImageName; char *m_pszFillColorName; char *m_pszDrawColorName; bool m_bScaleImage; bool m_bTileImage; bool m_bTileHorizontally; bool m_bTileVertically; float m_fScaleAmount; Color m_FillColor; Color m_DrawColor; int m_iRotation;
bool m_bFrameImage; int m_iFrame;
// To do correct tiling, we need floating point proportional tile sizes
int m_iTileHorizontalOverride; int m_iTileVerticalOverride; float m_flTileHorizontalOverride; float m_flTileVerticalOverride; };
} // namespace vgui
#endif // IMAGEPANEL_H
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