//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include #include #include #include #include #include #include #include #include #include "mathlib/mathlib.h" // memdbgon must be the last include file in a .cpp file!!! #include using namespace vgui; DECLARE_BUILD_FACTORY( CircularProgressBar ); //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CircularProgressBar::CircularProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName) { m_iProgressDirection = CircularProgressBar::PROGRESS_CCW; for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) { m_nTextureId[i] = -1; m_pszImageName[i] = NULL; m_lenImageName[i] = 0; } } //----------------------------------------------------------------------------- // Purpose: Destructor //----------------------------------------------------------------------------- CircularProgressBar::~CircularProgressBar() { for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) { delete [] m_pszImageName[i]; m_lenImageName[i] = 0; } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CircularProgressBar::ApplySettings(KeyValues *inResourceData) { for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) { delete [] m_pszImageName[i]; m_pszImageName[i] = NULL; m_lenImageName[i] = 0; } const char *imageName = inResourceData->GetString("fg_image", ""); if (*imageName) { SetFgImage( imageName ); } imageName = inResourceData->GetString("bg_image", ""); if (*imageName) { SetBgImage( imageName ); } BaseClass::ApplySettings( inResourceData ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CircularProgressBar::ApplySchemeSettings(IScheme *pScheme) { BaseClass::ApplySchemeSettings(pScheme); SetFgColor(GetSchemeColor("CircularProgressBar.FgColor", pScheme)); SetBgColor(GetSchemeColor("CircularProgressBar.BgColor", pScheme)); SetBorder(NULL); for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) { if ( m_pszImageName[i] && strlen( m_pszImageName[i] ) > 0 ) { if ( m_nTextureId[i] == -1 ) { m_nTextureId[i] = surface()->CreateNewTextureID(); } surface()->DrawSetTextureFile( m_nTextureId[i], m_pszImageName[i], true, false); } } } //----------------------------------------------------------------------------- // Purpose: sets an image by file name //----------------------------------------------------------------------------- void CircularProgressBar::SetImage(const char *imageName, progress_textures_t iPos) { const char *pszDir = "vgui/"; int len = Q_strlen(imageName) + 1; len += strlen(pszDir); if ( m_pszImageName[iPos] && ( m_lenImageName[iPos] < len ) ) { // If we already have a buffer, but it is too short, then free the buffer delete [] m_pszImageName[iPos]; m_pszImageName[iPos] = NULL; m_lenImageName[iPos] = 0; } if ( !m_pszImageName[iPos] ) { m_pszImageName[iPos] = new char[ len ]; m_lenImageName[iPos] = len; } Q_snprintf( m_pszImageName[iPos], len, "%s%s", pszDir, imageName ); InvalidateLayout(false, true); // force applyschemesettings to run } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CircularProgressBar::PaintBackground() { // If we don't have a Bg image, use the foreground int iTextureID = m_nTextureId[PROGRESS_TEXTURE_BG] != -1 ? m_nTextureId[PROGRESS_TEXTURE_BG] : m_nTextureId[PROGRESS_TEXTURE_FG]; vgui::surface()->DrawSetTexture( iTextureID ); vgui::surface()->DrawSetColor( GetBgColor() ); int wide, tall; GetSize(wide, tall); vgui::surface()->DrawTexturedRect( 0, 0, wide, tall ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CircularProgressBar::Paint() { float flProgress = GetProgress(); float flEndAngle; if ( m_iProgressDirection == PROGRESS_CW ) { flEndAngle = flProgress; } else { flEndAngle = ( 1.0 - flProgress ); } DrawCircleSegment( GetFgColor(), flEndAngle, ( m_iProgressDirection == PROGRESS_CW ) ); } typedef struct { float minProgressRadians; float vert1x; float vert1y; float vert2x; float vert2y; int swipe_dir_x; int swipe_dir_y; } circular_progress_segment_t; namespace vgui { // This defines the properties of the 8 circle segments // in the circular progress bar. circular_progress_segment_t Segments[8] = { { 0.0, 0.5, 0.0, 1.0, 0.0, 1, 0 }, { M_PI * 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 }, { M_PI * 0.5, 1.0, 0.5, 1.0, 1.0, 0, 1 }, { M_PI * 0.75, 1.0, 1.0, 0.5, 1.0, -1, 0 }, { M_PI, 0.5, 1.0, 0.0, 1.0, -1, 0 }, { M_PI * 1.25, 0.0, 1.0, 0.0, 0.5, 0, -1 }, { M_PI * 1.5, 0.0, 0.5, 0.0, 0.0, 0, -1 }, { M_PI * 1.75, 0.0, 0.0, 0.5, 0.0, 1, 0 }, }; }; #define SEGMENT_ANGLE ( M_PI / 4 ) // function to draw from A to B degrees, with a direction // we draw starting from the top ( 0 progress ) void CircularProgressBar::DrawCircleSegment( Color c, float flEndProgress, bool bClockwise ) { if ( m_nTextureId[PROGRESS_TEXTURE_FG] == -1 ) return; int wide, tall; GetSize(wide, tall); float flWide = (float)wide; float flTall = (float)tall; float flHalfWide = (float)wide / 2; float flHalfTall = (float)tall / 2; vgui::surface()->DrawSetTexture( m_nTextureId[PROGRESS_TEXTURE_FG] ); vgui::surface()->DrawSetColor( c ); // if we want to progress CCW, reverse a few things if ( !bClockwise ) { float flEndProgressRadians = flEndProgress * M_PI * 2; int i; for ( i=0;i<8;i++ ) { float segmentRadiansMin = Segments[i].minProgressRadians; float segmentRadiansMax = segmentRadiansMin + SEGMENT_ANGLE; if ( flEndProgressRadians < segmentRadiansMax ) { vgui::Vertex_t v[3]; // vert 0 is ( 0.5, 0.5 ) v[0].m_Position.Init( flHalfWide, flHalfTall ); v[0].m_TexCoord.Init( 0.5f, 0.5f ); float flInternalProgress = segmentRadiansMax - flEndProgressRadians; if ( flInternalProgress < SEGMENT_ANGLE ) { // Calc how much of this slice we should be drawing flInternalProgress = SEGMENT_ANGLE - flInternalProgress; if ( i % 2 == 1 ) { flInternalProgress = SEGMENT_ANGLE - flInternalProgress; } float flTan = tan(flInternalProgress); float flDeltaX, flDeltaY; if ( i % 2 == 1 ) { flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x; flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y; } else { flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x; flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y; } v[1].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY ); v[1].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 ); } else { // full segment, easy calculation v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) ); v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y ); } // vert 2 is ( Segments[i].vert1x, Segments[i].vert1y ) v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) ); v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y ); vgui::surface()->DrawTexturedPolygon( 3, v ); } } return; } float flEndProgressRadians = flEndProgress * M_PI * 2; int i; for ( i=0;i<8;i++ ) { if ( flEndProgressRadians > Segments[i].minProgressRadians ) { vgui::Vertex_t v[3]; // vert 0 is ( 0.5, 0.5 ) v[0].m_Position.Init( flHalfWide, flHalfTall ); v[0].m_TexCoord.Init( 0.5f, 0.5f ); float flInternalProgress = flEndProgressRadians - Segments[i].minProgressRadians; if ( flInternalProgress < SEGMENT_ANGLE ) { // Calc how much of this slice we should be drawing if ( i % 2 == 1 ) { flInternalProgress = SEGMENT_ANGLE - flInternalProgress; } float flTan = tan(flInternalProgress); float flDeltaX, flDeltaY; if ( i % 2 == 1 ) { flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x; flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y; } else { flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x; flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y; } v[2].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY ); v[2].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 ); } else { // full segment, easy calculation v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) ); v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y ); } // vert 2 is ( Segments[i].vert1x, Segments[i].vert1y ) v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) ); v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y ); vgui::surface()->DrawTexturedPolygon( 3, v ); } } }