//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #ifndef __UIAVATARIMAGE_H__ #define __UIAVATARIMAGE_H__ #include "vgui/IImage.h" #ifdef _GAMECONSOLE typedef vgui::IImage CGameUiAvatarImage; #else #include "steam/steam_api.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CGameUiAvatarImage : public vgui::IImage { public: CGameUiAvatarImage( void ); // Call this to set the steam ID associated with the avatar bool SetAvatarSteamID( CSteamID steamIDUser ); void ClearAvatarSteamID( void ); // Call to Paint the image // Image will draw within the current panel context at the specified position virtual void Paint( void ); // Set the position of the image virtual void SetPos(int x, int y) { m_nX = x; m_nY = y; } // Gets the size of the content virtual void GetContentSize(int &wide, int &tall) { wide = m_nWide; tall = m_nTall; } // Get the size the image will actually draw in (usually defaults to the content size) virtual void GetSize(int &wide, int &tall) { GetContentSize( wide, tall ); } // Sets the size of the image virtual void SetSize(int wide, int tall) { m_nWide = wide; m_nTall = tall; } // Set the draw color virtual void SetColor(Color col) { m_Color = col; } virtual void SetRotation( int ) { ( void ) 0; // Not implemented } virtual bool Evict() { return false; } virtual int GetNumFrames() { return 0; } virtual void SetFrame( int nFrame ) {} virtual vgui::HTexture GetID() { return m_iTextureID; } bool IsValid( void ) { return m_bValid; } float GetFetchedTime() const { return m_flFetchedTime; } protected: void InitFromRGBA( const byte *rgba, int width, int height ); private: Color m_Color; int m_iTextureID; int m_nX, m_nY, m_nWide, m_nTall; bool m_bValid; float m_flFetchedTime; }; #endif // !_GAMECONSOLE #endif // __UIAVATARIMAGE_H__