Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef PROCEDURALTEXTUREPANEL_H
#define PROCEDURALTEXTUREPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/itexture.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "vgui_controls/EditablePanel.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct BGRA8888_t;
//-----------------------------------------------------------------------------
//
// Procedural texture image panel
//
//-----------------------------------------------------------------------------
class CProceduralTexturePanel : public vgui::EditablePanel, public ITextureRegenerator
{
DECLARE_CLASS_SIMPLE( CProceduralTexturePanel, vgui::EditablePanel );
public:
// constructor
CProceduralTexturePanel( vgui::Panel *pParent, const char *pName );
~CProceduralTexturePanel();
// Methods of ITextureRegenerator
virtual void Release() {}
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect );
// initialization, shutdown
virtual bool Init( int nWidth, int nHeight, bool bAllocateImageBuffer );
virtual void Shutdown();
// Returns the image buffer + dimensions
BGRA8888_t *GetImageBuffer();
int GetImageWidth() const;
int GetImageHeight() const;
// Redownloads the procedural texture
void DownloadTexture();
// Sets the rectangle to paint. Use null to fill the entire panel
void SetPaintRect( const Rect_t *pPaintRect = NULL );
// Sets the texcoords to use with the procedural texture
void SetTextureSubRect( const Rect_t &subRect );
// Maintain proportions when drawing
void MaintainProportions( bool bEnable );
virtual void Paint( void );
virtual void PaintBackground( void ) {}
private:
void CleanUp();
protected:
// Image buffer
BGRA8888_t *m_pImageBuffer;
int m_nWidth;
int m_nHeight;
// Paint rectangle
Rect_t m_PaintRect;
// Texture coordinate rectangle
Rect_t m_TextureSubRect;
CTextureReference m_ProceduralTexture;
CMaterialReference m_ProceduralMaterial;
int m_nTextureID;
bool m_bMaintainProportions;
bool m_bUsePaintRect;
};
#endif // PROCEDURALTEXTUREPANEL_H