Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef ANIMATED_IMAGE_STRIP_H
#define ANIMATED_IMAGE_STRIP_H
#ifdef _WIN32
#pragma once
#endif
#include "image.h"
namespace panorama { //-----------------------------------------------------------------------------
// Purpose: Animated Image Strip
//
// Takes an image that has multiple sub-frames and animates displaying them.
// Accepts strips in either horizontal or vertical orientation.
//-----------------------------------------------------------------------------
class CAnimatedImageStrip : public CImagePanel { DECLARE_PANEL2D( CAnimatedImageStrip, CImagePanel );
public: CAnimatedImageStrip( CPanel2D *parent, const char * pchPanelID ); virtual ~CAnimatedImageStrip();
virtual bool BSetProperty( CPanoramaSymbol symName, const char *pchValue ) OVERRIDE;
virtual void Paint() OVERRIDE;
void StartAnimating(); void StopAnimating(); void StopAnimatingAtFrame( int nFrame );
int GetDefaultFrame() const { return m_nDefaultFrame; } void SetDefaultFrame( int nFrame ) { m_nDefaultFrame = nFrame; }
float GetFrameTime() const { return m_flFrameTime; } void SetFrameTime( float flFrameTime ) { m_flFrameTime = flFrameTime; }
void SetCurrentFrame( int nFrame ); int GetCurrentFrame() const { return m_nCurrentFrameIndex; }
int GetFrameCount();
private: void AdvanceFrame(); int GetFrameIndex( int nFrame );
bool EventPanelLoaded( const CPanelPtr< IUIPanel > &panelPtr ); bool EventAdvanceFrame();
int m_nDefaultFrame; float m_flFrameTime; int m_nCurrentFrameIndex; int m_nStopAtFrameIndex; bool m_bAnimating; bool m_bCurrentFramePainted; };
} // namespace panorama
#endif // PANORAMA_BUTTON_H
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