Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BITMAPIMAGEPANEL_H
#define BITMAPIMAGEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Label.h>
namespace vgui {
class CBitmapImagePanel : public vgui::Panel { public: CBitmapImagePanel( vgui::Panel *parent, char const *panelName, char const *filename = NULL ); ~CBitmapImagePanel();
virtual void PaintBackground();
virtual void setTexture( char const *filename, bool hardwareFiltered = true );
void setImageColor( Color color ) { m_bgColor = color; }
// Set how the image aligns itself within the panel
virtual void SetContentAlignment(Label::Alignment alignment);
protected: virtual void GetSettings(KeyValues *outResourceData); virtual void ApplySettings(KeyValues *inResourceData); virtual const char *GetDescription(); virtual void ApplySchemeSettings( IScheme *pScheme ); virtual void PaintBorder();
private: typedef vgui::Panel BaseClass;
virtual void ComputeImagePosition(int &x, int &y, int &w, int &h); Label::Alignment m_contentAlignment;
bool m_preserveAspectRatio; bool m_hardwareFiltered;
IImage *m_pImage; Color m_bgColor; char *m_pszImageName; char *m_pszColorName; };
};
#endif // BITMAPIMAGEPANEL_H
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