Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef CURVEEDITORPANEL_H
#define CURVEEDITORPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/Panel.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct BGRA8888_t;
//-----------------------------------------------------------------------------
//
// Curve editor image panel
//
//-----------------------------------------------------------------------------
class CCurveEditorPanel : public vgui::Panel { DECLARE_CLASS_SIMPLE( CCurveEditorPanel, vgui::Panel );
public: // constructor
CCurveEditorPanel( vgui::Panel *pParent, const char *pName ); ~CCurveEditorPanel();
virtual void Paint( void ); virtual void PaintBackground( void );
virtual void OnCursorMoved( int x,int y ); virtual void OnMousePressed( vgui::MouseCode code ); virtual void OnMouseReleased( vgui::MouseCode code ); virtual void OnKeyCodePressed( vgui::KeyCode code );
protected: // Control points + values...
virtual int FindOrAddControlPoint( float flIn, float flTolerance, float flOut ) = 0; virtual int FindControlPoint( float flIn, float flTolerance ) = 0; virtual int ModifyControlPoint( int nPoint, float flIn, float flOut ) = 0; virtual void RemoveControlPoint( int nPoint ) = 0; virtual float GetValue( float flIn ) = 0; virtual int ControlPointCount() = 0; virtual void GetControlPoint( int nPoint, float *pIn, float *pOut ) = 0;
private: // Converts screen location to normalized values and back
void ScreenToValue( int x, int y, float *pIn, float *pOut ); void ValueToScreen( float flIn, float flOut, int *x, int *y );
int m_nSelectedPoint; int m_nHighlightedPoint; // Used when not selecting
};
#endif // CURVEEDITORPANEL_H
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