Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <stdio.h>
#define PROTECTED_THINGS_DISABLE
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <vgui/ISystem.h>
#include <vgui/IImage.h>
#include <vgui/IVGui.h>
#include <keyvalues.h>
#include <vgui_controls/AnimatingImagePanel.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
DECLARE_BUILD_FACTORY( AnimatingImagePanel );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
AnimatingImagePanel::AnimatingImagePanel(Panel *parent, const char *name) : Panel(parent, name)
{
m_iCurrentImage = 0;
m_iFrameTimeMillis = 100; // 10Hz frame rate
m_iNextFrameTime = 0;
m_pImageName = NULL;
m_bFiltered = false;
m_bScaleImage = false;
m_bAnimating = false;
ivgui()->AddTickSignal(GetVPanel());
}
//-----------------------------------------------------------------------------
// Purpose: Layout the panel for drawing.
//-----------------------------------------------------------------------------
void AnimatingImagePanel::PerformLayout()
{
Panel::PerformLayout();
Repaint();
}
//-----------------------------------------------------------------------------
// Purpose: Add an image to the end of the list of animations
//-----------------------------------------------------------------------------
void AnimatingImagePanel::AddImage(IImage *image)
{
m_Frames.AddToTail(image);
if ( !m_bScaleImage && image != NULL )
{
int wide,tall;
image->GetSize(wide,tall);
SetSize(wide,tall);
}
}
//-----------------------------------------------------------------------------
// Purpose: Load a set of animations by name.
// Input:
// baseName: is the name of the animations without their frame number or
// file extension, (e.g. c1.tga becomes just c.)
// framecount: number of frames in the animation
//-----------------------------------------------------------------------------
void AnimatingImagePanel::LoadAnimation(const char *baseName, int frameCount)
{
m_Frames.RemoveAll();
for (int i = 1; i <= frameCount; i++)
{
char imageName[512];
Q_snprintf(imageName, sizeof( imageName ), "%s%d", baseName, i);
AddImage(scheme()->GetImage(imageName, m_bFiltered));
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw the current image
//-----------------------------------------------------------------------------
void AnimatingImagePanel::PaintBackground()
{
if ( m_Frames.IsValidIndex( m_iCurrentImage ) && m_Frames[m_iCurrentImage] != NULL )
{
IImage *pImage = m_Frames[m_iCurrentImage];
surface()->DrawSetColor( 255, 255, 255, 255 );
pImage->SetPos(0, 0);
if ( m_bScaleImage )
{
// Image size is stored in the bitmap, so temporarily set its size
// to our panel size and then restore after we draw it.
int imageWide, imageTall;
pImage->GetSize( imageWide, imageTall );
int wide, tall;
GetSize( wide, tall );
pImage->SetSize( wide, tall );
pImage->SetColor( Color( 255,255,255,255 ) );
pImage->Paint();
pImage->SetSize( imageWide, imageTall );
}
else
{
pImage->Paint();
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Called every frame the panel is visible
//-----------------------------------------------------------------------------
void AnimatingImagePanel::OnTick()
{
if (m_bAnimating && system()->GetTimeMillis() >= m_iNextFrameTime)
{
m_iNextFrameTime = system()->GetTimeMillis() + m_iFrameTimeMillis;
m_iCurrentImage++;
if (!m_Frames.IsValidIndex(m_iCurrentImage))
{
m_iCurrentImage = 0;
}
Repaint();
}
}
//-----------------------------------------------------------------------------
// Purpose: Get control settings for editing
// Output: outResourceData- a set of keyvalues of imagenames.
//-----------------------------------------------------------------------------
void AnimatingImagePanel::GetSettings(KeyValues *outResourceData)
{
BaseClass::GetSettings(outResourceData);
if (m_pImageName)
{
outResourceData->SetString("image", m_pImageName);
}
}
//-----------------------------------------------------------------------------
// Purpose: Applies resource settings
//-----------------------------------------------------------------------------
void AnimatingImagePanel::ApplySettings(KeyValues *inResourceData)
{
BaseClass::ApplySettings(inResourceData);
const char *imageName = inResourceData->GetString("image", NULL);
if (imageName)
{
m_bScaleImage = ( inResourceData->GetInt( "scaleImage", 0 ) == 1 );
delete [] m_pImageName;
int len = Q_strlen(imageName) + 1;
m_pImageName = new char[len];
Q_strncpy(m_pImageName, imageName, len);
// add in the command
LoadAnimation(m_pImageName, inResourceData->GetInt("frames"));
}
m_iFrameTimeMillis = inResourceData->GetInt( "anim_framerate", 100 );
}
//-----------------------------------------------------------------------------
// Purpose: Get editing details
//-----------------------------------------------------------------------------
const char *AnimatingImagePanel::GetDescription()
{
static char buf[1024];
Q_snprintf(buf, sizeof(buf), "%s, string image", BaseClass::GetDescription());
return buf;
}
//-----------------------------------------------------------------------------
// Purpose: Starts the image doing its animation
//-----------------------------------------------------------------------------
void AnimatingImagePanel::StartAnimation()
{
m_bAnimating = true;
// ivgui()->AddTickSignal(GetVPanel());
}
//-----------------------------------------------------------------------------
// Purpose: Stops the images animation
//-----------------------------------------------------------------------------
void AnimatingImagePanel::StopAnimation()
{
m_bAnimating = false;
// ivgui()->RemoveTickSignal(GetVPanel());
}
//-----------------------------------------------------------------------------
// Purpose: Resets the animation to the start of the sequence.
//-----------------------------------------------------------------------------
void AnimatingImagePanel::ResetAnimation(int frame)
{
if(m_Frames.IsValidIndex(frame))
{
m_iCurrentImage = frame;
}
else
{
m_iCurrentImage = 0;
}
Repaint();
}