Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <vgui_controls/RotatingProgressBar.h>
#include <vgui/IVGui.h>
#include <vgui/ILocalize.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <keyvalues.h>
#include "mathlib/mathlib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
DECLARE_BUILD_FACTORY( RotatingProgressBar );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
RotatingProgressBar::RotatingProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName)
{
m_flStartRadians = 0;
m_flEndRadians = 0;
m_flLastAngle = 0;
m_nTextureId = -1;
m_pszImageName = NULL;
m_flTickDelay = 30;
ivgui()->AddTickSignal(GetVPanel(), m_flTickDelay );
SetPaintBorderEnabled(false);
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
RotatingProgressBar::~RotatingProgressBar()
{
delete [] m_pszImageName;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void RotatingProgressBar::ApplySettings(KeyValues *inResourceData)
{
const char *imageName = inResourceData->GetString("image", "");
if (*imageName)
{
SetImage( imageName );
}
// Find min and max rotations in radians
m_flStartRadians = DEG2RAD(inResourceData->GetFloat( "start_degrees", 0 ) );
m_flEndRadians = DEG2RAD( inResourceData->GetFloat( "end_degrees", 0 ) );
// Start at 0 progress
m_flLastAngle = m_flStartRadians;
// approach speed is specified in degrees per second.
// convert to radians per 1/30th of a second
float flDegressPerSecond = DEG2RAD( inResourceData->GetFloat( "approach_speed", 360.0 ) ); // default is super fast
m_flApproachSpeed = flDegressPerSecond * ( m_flTickDelay / 1000.0f ); // divide by number of frames in a second
m_flRotOriginX = inResourceData->GetFloat( "rot_origin_x_percent", 0.5f );
m_flRotOriginY = inResourceData->GetFloat( "rot_origin_y_percent", 0.5f );
m_flRotatingX = inResourceData->GetFloat( "rotating_x", 0 );
m_flRotatingY = inResourceData->GetFloat( "rotating_y", 0 );
m_flRotatingWide = inResourceData->GetFloat( "rotating_wide", 0 );
m_flRotatingTall = inResourceData->GetFloat( "rotating_tall", 0 );
BaseClass::ApplySettings( inResourceData );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void RotatingProgressBar::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
if ( m_pszImageName && strlen( m_pszImageName ) > 0 )
{
if ( m_nTextureId == -1 )
{
m_nTextureId = surface()->CreateNewTextureID();
}
surface()->DrawSetTextureFile( m_nTextureId, m_pszImageName, true, false);
}
}
//-----------------------------------------------------------------------------
// Purpose: sets an image by file name
//-----------------------------------------------------------------------------
void RotatingProgressBar::SetImage(const char *imageName)
{
if ( m_pszImageName )
{
delete [] m_pszImageName;
m_pszImageName = NULL;
}
const char *pszDir = "vgui/";
int len = Q_strlen(imageName) + 1;
len += strlen(pszDir);
m_pszImageName = new char[ len ];
Q_snprintf( m_pszImageName, len, "%s%s", pszDir, imageName );
InvalidateLayout(false, true); // force applyschemesettings to run
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void RotatingProgressBar::PaintBackground()
{
// No background
}
//-----------------------------------------------------------------------------
// Purpose: Update event when we aren't drawing so we don't get huge sweeps
// when we start drawing it
//-----------------------------------------------------------------------------
void RotatingProgressBar::OnTick( void )
{
float flDesiredAngle = RemapVal( GetProgress(), 0.0, 1.0, m_flStartRadians, m_flEndRadians );
m_flLastAngle = Approach( flDesiredAngle, m_flLastAngle, m_flApproachSpeed );
BaseClass::OnTick();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void RotatingProgressBar::Paint()
{
// we have an image that we rotate based on the progress,
// where '0' is not rotated,'90' is rotated 90 degrees to the right.
// Image is rotated around its center.
// desired rotation is GetProgress() ( 0.0 -> 1.0 ) mapped into
// ( m_flStartDegrees -> m_flEndDegrees )
vgui::surface()->DrawSetTexture( m_nTextureId );
vgui::surface()->DrawSetColor( Color(255,255,255,255) );
int wide, tall;
GetSize( wide, tall );
float mid_x = m_flRotatingX + m_flRotOriginX * m_flRotatingWide;
float mid_y = m_flRotatingY + m_flRotOriginY * m_flRotatingTall;
Vertex_t vert[4];
vert[0].Init( Vector2D( m_flRotatingX, m_flRotatingY ), Vector2D(0,0) );
vert[1].Init( Vector2D( m_flRotatingX+m_flRotatingWide, m_flRotatingY ), Vector2D(1,0) );
vert[2].Init( Vector2D( m_flRotatingX+m_flRotatingWide, m_flRotatingY+m_flRotatingTall ), Vector2D(1,1) );
vert[3].Init( Vector2D( m_flRotatingX, m_flRotatingY+m_flRotatingTall ), Vector2D(0,1) );
float flCosA = cos(m_flLastAngle);
float flSinA = sin(m_flLastAngle);
// rotate each point around (mid_x, mid_y) by flAngle radians
for ( int i=0;i<4;i++ )
{
Vector2D result;
// subtract the (x,y) we're rotating around, we'll add it on at the end.
vert[i].m_Position.x -= mid_x;
vert[i].m_Position.y -= mid_y;
result.x = ( vert[i].m_Position.x * flCosA - vert[i].m_Position.y * flSinA ) + mid_x;
result.y = ( vert[i].m_Position.x * flSinA + vert[i].m_Position.y * flCosA ) + mid_y;
vert[i].m_Position = result;
}
vgui::surface()->DrawTexturedPolygon( 4, vert );
}