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//========= Copyright 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(); }
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