Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CIRCULARPROGRESSBAR_H
#define CIRCULARPROGRESSBAR_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui_controls/Panel.h>
#include <vgui_controls/ProgressBar.h>
enum progress_textures_t
{
PROGRESS_TEXTURE_FG,
PROGRESS_TEXTURE_BG,
NUM_PROGRESS_TEXTURES,
};
namespace vgui
{
//-----------------------------------------------------------------------------
// Purpose: Progress Bar in the shape of a pie graph
//-----------------------------------------------------------------------------
class CircularProgressBar : public ProgressBar
{
DECLARE_CLASS_SIMPLE( CircularProgressBar, ProgressBar );
public:
CircularProgressBar(Panel *parent, const char *panelName);
~CircularProgressBar();
virtual void ApplySettings(KeyValues *inResourceData);
virtual void ApplySchemeSettings(IScheme *pScheme);
void SetFgImage(const char *imageName) { SetImage( imageName, PROGRESS_TEXTURE_FG ); }
void SetBgImage(const char *imageName) { SetImage( imageName, PROGRESS_TEXTURE_BG ); }
enum CircularProgressDir_e
{
PROGRESS_CW,
PROGRESS_CCW
};
int GetProgressDirection() const { return m_iProgressDirection; }
void SetProgressDirection( int val ) { m_iProgressDirection = val; }
void SetStartSegment( int val ) { m_iStartSegment = val; }
void SetReverseProgress( bool bReverse ) { m_bReverseProgress = bReverse; }
protected:
virtual void Paint();
virtual void PaintBackground();
void DrawCircleSegment( Color c, float flEndDegrees, bool clockwise /* = true */ );
void SetImage(const char *imageName, progress_textures_t iPos);
private:
int m_iProgressDirection;
int m_iStartSegment;
bool m_bReverseProgress;
int m_nTextureId[NUM_PROGRESS_TEXTURES];
char *m_pszImageName[NUM_PROGRESS_TEXTURES];
int m_lenImageName[NUM_PROGRESS_TEXTURES];
};
} // namespace vgui
#endif // CIRCULARPROGRESSBAR_H