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174 lines
5.4 KiB
174 lines
5.4 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "dynamicrect.h"
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// To handle scaling
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#include "materialsystem/imaterialsystem.h"
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#include "animdata.h"
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#include "Color.h"
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#include "gameuisystemmgr.h"
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#include "gameuidefinition.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Class factory for scripting.
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class CDynamicRectClassFactory : IGameUIGraphicClassFactory
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{
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public:
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CDynamicRectClassFactory()
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{
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Assert( g_pGameUISystemMgrImpl );
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g_pGameUISystemMgrImpl->RegisterGraphicClassFactory( "rect", this );
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}
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// Returns an instance of a graphic interface (keyvalues owned by caller)
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virtual CGameGraphic *CreateNewGraphicClass( KeyValues *kvRequest, CGameUIDefinition *pMenu )
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{
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Assert( pMenu );
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CDynamicRect *pNewGraphic = NULL;
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const char *pName = kvRequest->GetString( "name", NULL );
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if ( pName )
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{
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pNewGraphic = new CDynamicRect( pName );
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// Rects are normally 0,0, doing this so we can see script created rects.
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pNewGraphic->SetScale( 100, 100 );
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pMenu->AddGraphicToLayer( pNewGraphic, SUBLAYER_DYNAMIC );
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// Now set the attributes.
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for ( KeyValues *arg = kvRequest->GetFirstSubKey(); arg != NULL; arg = arg->GetNextKey() )
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{
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pNewGraphic->HandleScriptCommand( arg );
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}
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}
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return pNewGraphic;
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}
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};
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static CDynamicRectClassFactory g_CDynamicRectClassFactory;
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BEGIN_DMXELEMENT_UNPACK ( CDynamicRect )
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DMXELEMENT_UNPACK_FIELD_UTLSTRING( "imagealias", "", m_ImageAlias )
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END_DMXELEMENT_UNPACK( CDynamicRect, s_GameDynamicRectUnpack )
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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CDynamicRect::CDynamicRect( const char *pName ) : CGameRect( pName )
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{
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// The default maps to white pixel.
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m_ImageAlias = "defaultImageAlias";
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}
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CDynamicRect::~CDynamicRect()
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{
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g_pGameUISystemMgrImpl->ReleaseImageAlias( m_ImageAlias );
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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bool CDynamicRect::Unserialize( CDmxElement *pGraphic )
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{
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CGameRect::Unserialize( pGraphic );
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pGraphic->UnpackIntoStructure( this, s_GameDynamicRectUnpack );
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m_CurrentState = -1;
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g_pGameUISystemMgrImpl->InitImageAlias( m_ImageAlias );
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g_pGameUISystemMgrImpl->LoadImageAliasTexture( m_ImageAlias, "vguiedit/pixel" );
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return true;
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}
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void CDynamicRect::UpdateRenderData( color32 parentColor, CUtlVector< RenderGeometryList_t > &renderGeometryLists, int firstListIndex )
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{
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if ( !m_Geometry.m_bVisible )
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return;
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m_Geometry.SetResultantColor( parentColor );
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int i = renderGeometryLists[firstListIndex].AddToTail();
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CRenderGeometry &renderGeometry = renderGeometryLists[firstListIndex][i];
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// Now transform our array of positions into local graphic coord system.
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int nCount = m_Geometry.m_RelativePositions.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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// Position
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Vector relativePosition( m_Geometry.m_RelativePositions[i].x, m_Geometry.m_RelativePositions[i].y, 0 );
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Vector screenpos;
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VectorTransform( relativePosition, m_Geometry.m_RenderToScreen, screenpos );
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renderGeometry.m_Positions.AddToTail( Vector2D( screenpos.x, screenpos.y ) );;
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// TexCoord
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Vector2D sheetTexCoords;
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g_pGameUISystemMgrImpl->TexCoordsToSheetTexCoords( m_ImageAlias, m_Geometry.m_TextureCoords[i], sheetTexCoords );
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renderGeometry.m_TextureCoords.AddToTail( sheetTexCoords );
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// Vertex Color
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renderGeometry.m_VertexColors.AddToTail( m_Geometry.m_VertexColors[i] );
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}
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// Triangles
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nCount = m_Geometry.m_Triangles.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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renderGeometry.m_Triangles.AddToTail( m_Geometry.m_Triangles[i] );
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}
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// Anim Info
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renderGeometry.m_SheetSequenceNumber = m_Geometry.m_SheetSequenceNumber;
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renderGeometry.m_AnimationRate = m_Geometry.m_AnimationRate;
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renderGeometry.m_bAnimate = m_Geometry.m_bAnimate;
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renderGeometry.m_AnimStartTime = m_Geometry.m_AnimStartTime;
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// Set the image alias. This is so we can adjust texture coords if needed if
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// This rect's texture gets placed in a sheet.
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renderGeometry.m_pImageAlias = m_ImageAlias;
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// Now transform our array of positions into local graphic coord system.
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nCount = m_Geometry.m_RelativePositions.Count();
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m_ScreenPositions.RemoveAll();
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for ( int i = 0; i < nCount; ++i )
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{
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// Position
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Vector relativePosition( m_Geometry.m_RelativePositions[i].x, m_Geometry.m_RelativePositions[i].y, 0 );
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Vector screenpos;
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VectorTransform( relativePosition, m_Geometry.m_RenderToScreen, screenpos );
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m_ScreenPositions.AddToTail( Vector2D( screenpos.x, screenpos.y ) );
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}
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}
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KeyValues *CDynamicRect::HandleScriptCommand( KeyValues *args )
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{
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char const *szCommand = args->GetName();
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if ( !Q_stricmp( "SetAlias", szCommand ) )
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{
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g_pGameUISystemMgrImpl->ReleaseImageAlias( m_ImageAlias );
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m_ImageAlias = args->GetString( "alias", "defaultImageAlias" );
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g_pGameUISystemMgrImpl->InitImageAlias( m_ImageAlias );
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return NULL;
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}
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return CGameRect::HandleScriptCommand( args );
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}
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