Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "TGAImagePanel.h"
#include "bitmap/tgaloader.h"
#include "vgui/ISurface.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
CTGAImagePanel::CTGAImagePanel( vgui::Panel *parent, const char *name ) : BaseClass( parent, name )
{
m_iTextureID = -1;
m_bHasValidTexture = false;
m_bLoadedTexture = false;
m_szTGAName[0] = 0;
SetPaintBackgroundEnabled( false );
}
CTGAImagePanel::~CTGAImagePanel()
{
// release the texture memory
if ( vgui::surface() && m_iTextureID != -1 )
{
vgui::surface()->DestroyTextureID( m_iTextureID );
m_iTextureID = -1;
}
}
void CTGAImagePanel::SetTGA( const char *filename )
{
Q_snprintf( m_szTGAName, sizeof(m_szTGAName), "//MOD/%s", filename );
}
void CTGAImagePanel::SetTGANonMod( const char *filename )
{
V_strcpy_safe( m_szTGAName, filename );
}
void CTGAImagePanel::Paint()
{
if ( !m_bLoadedTexture )
{
m_bLoadedTexture = true;
// get a texture id, if we haven't already
if ( m_iTextureID == -1 )
{
m_iTextureID = vgui::surface()->CreateNewTextureID( true );
SetSize( 180, 100 );
}
// load the file
CUtlMemory<unsigned char> tga;
#ifndef _XBOX
if ( TGALoader::LoadRGBA8888( m_szTGAName, tga, m_iImageWidth, m_iImageHeight ) )
{
// set the textureID
surface()->DrawSetTextureRGBA( m_iTextureID, tga.Base(), m_iImageWidth, m_iImageHeight, false, true );
m_bHasValidTexture = true;
// set our size to be the size of the tga
SetSize( m_iImageWidth, m_iImageHeight );
}
else
#endif
{
m_bHasValidTexture = false;
}
}
// draw the image
int wide, tall;
if ( m_bHasValidTexture )
{
surface()->DrawGetTextureSize( m_iTextureID, wide, tall );
surface()->DrawSetTexture( m_iTextureID );
surface()->DrawSetColor( 255, 255, 255, 255 );
surface()->DrawTexturedRect( 0, 0, wide, tall );
}
else
{
// draw a black fill instead
wide = 180, tall = 100;
surface()->DrawSetColor( 0, 0, 0, 255 );
surface()->DrawFilledRect( 0, 0, wide, tall );
}
}