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