Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BitmapImagePanel.h"
#include <vgui/ISurface.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
CBitmapImagePanel::CBitmapImagePanel( Panel *parent, char const *panelName,
char const *filename /*= NULL*/ ) : Panel( parent, panelName )
{
m_szTexture[ 0 ] = 0;
m_bUploaded = false;
m_nTextureId = -1;
SetBounds( 0, 0, 100, 100 );
if ( filename && filename[ 0 ] )
{
Q_strncpy( m_szTexture, filename, sizeof( m_szTexture ) );
}
}
void CBitmapImagePanel::PaintBackground()
{
if (!m_szTexture[0])
return;
if ( !m_bUploaded )
forceUpload();
int w, h;
GetSize( w, h );
surface()->DrawSetColor( Color( 255, 255, 255, 255 ) );
surface()->DrawSetTexture( m_nTextureId );
surface()->DrawTexturedRect( 0, 0, w, h );
}
void CBitmapImagePanel::setTexture( char const *filename )
{
Q_strncpy( m_szTexture, filename, sizeof( m_szTexture ) );
if ( m_bUploaded )
{
forceReload();
}
else
{
forceUpload();
}
}
void CBitmapImagePanel::forceUpload()
{
if ( !m_szTexture[ 0 ] )
return;
m_bUploaded = true;
m_nTextureId = surface()->CreateNewTextureID();
surface()->DrawSetTextureFile( m_nTextureId, m_szTexture, false, true);
}
void CBitmapImagePanel::forceReload( void )
{
if ( !m_bUploaded )
return;
// Force texture to re-upload to video card
surface()->DrawSetTextureFile( m_nTextureId, m_szTexture, false, true);
}