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