Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEMODELPANEL_H
#define BASEMODELPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/IScheme.h>
#include <vgui_controls/ImagePanel.h>
#include <vgui_controls/EditablePanel.h>
#include "GameEventListener.h"
#include "KeyValues.h"
class C_SceneEntity;
class CModelPanelModel : public C_BaseFlex
{
public:
CModelPanelModel(){}
DECLARE_CLASS( CModelPanelModel, C_BaseFlex );
virtual bool IsMenuModel() const{ return true; }
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CModelPanelModelAnimation
{
public:
CModelPanelModelAnimation()
{
m_pszName = NULL;
m_pszSequence = NULL;
m_pszActivity = NULL;
m_pPoseParameters = NULL;
m_bDefault = false;
}
~CModelPanelModelAnimation()
{
if ( m_pszName && m_pszName[0] )
{
delete [] m_pszName;
m_pszName = NULL;
}
if ( m_pszSequence && m_pszSequence[0] )
{
delete [] m_pszSequence;
m_pszSequence = NULL;
}
if ( m_pszActivity && m_pszActivity[0] )
{
delete [] m_pszActivity;
m_pszActivity = NULL;
}
if ( m_pPoseParameters )
{
m_pPoseParameters->deleteThis();
m_pPoseParameters = NULL;
}
}
public:
const char *m_pszName;
const char *m_pszSequence;
const char *m_pszActivity;
KeyValues *m_pPoseParameters;
bool m_bDefault;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CModelPanelAttachedModelInfo
{
public:
CModelPanelAttachedModelInfo()
{
m_pszModelName = NULL;
m_nSkin = 0;
}
~CModelPanelAttachedModelInfo()
{
if ( m_pszModelName && m_pszModelName[0] )
{
delete [] m_pszModelName;
m_pszModelName = NULL;
}
}
public:
const char *m_pszModelName;
int m_nSkin;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CModelPanelModelInfo
{
public:
CModelPanelModelInfo()
: m_mapBodygroupValues( DefLessFunc( int ) )
{
m_pszModelName = NULL;
m_pszModelName_HWM = NULL;
m_nSkin = -1;
m_vecAbsAngles.Init();
m_vecOriginOffset.Init();
m_vecFramedOriginOffset.Init();
m_bUseSpotlight = false;
}
~CModelPanelModelInfo()
{
if ( m_pszModelName && m_pszModelName[0] )
{
delete [] m_pszModelName;
m_pszModelName = NULL;
}
if ( m_pszModelName_HWM && m_pszModelName_HWM[0] )
{
delete [] m_pszModelName_HWM;
m_pszModelName_HWM = NULL;
}
if ( m_pszVCD && m_pszVCD[0] )
{
delete [] m_pszVCD;
m_pszVCD = NULL;
}
m_Animations.PurgeAndDeleteElements();
m_AttachedModelsInfo.PurgeAndDeleteElements();
}
public:
const char *m_pszModelName;
const char *m_pszModelName_HWM;
int m_nSkin;
const char *m_pszVCD;
Vector m_vecAbsAngles;
Vector m_vecOriginOffset;
Vector2D m_vecViewportOffset;
Vector m_vecFramedOriginOffset;
bool m_bUseSpotlight;
CUtlMap< int, int > m_mapBodygroupValues;
CUtlVector<CModelPanelModelAnimation*> m_Animations;
CUtlVector<CModelPanelAttachedModelInfo*> m_AttachedModelsInfo;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CModelPanel : public vgui::EditablePanel, public CGameEventListener
{
public:
DECLARE_CLASS_SIMPLE( CModelPanel, vgui::EditablePanel );
CModelPanel( vgui::Panel *parent, const char *name );
virtual ~CModelPanel();
virtual void Paint();
virtual void ApplySettings( KeyValues *inResourceData );
virtual void OnCommand( const char *command ) OVERRIDE;
virtual void DeleteVCDData( void );
virtual void DeleteModelData( void );
virtual void SetFOV( int nFOV ){ m_nFOV = nFOV; }
virtual void SetPanelDirty( void ){ m_bPanelDirty = true; }
virtual bool SetSequence( const char *pszSequence );
virtual void SetSkin( int nSkin );
void SetBodyGroup( const char* pszBodyGroupName, int nGroup );
MESSAGE_FUNC_PARAMS( OnAddAnimation, "AddAnimation", data );
MESSAGE_FUNC_PARAMS( OnSetAnimation, "SetAnimation", data );
void SetDefaultAnimation( const char *pszName );
void SwapModel( const char *pszName, const char *pszAttached = NULL );
virtual void ParseModelInfo( KeyValues *inResourceData );
void ClearAttachedModelInfos( void );
void CalculateFrameDistance( void );
void ZoomToFrameDistance( void );
void UpdateModel();
public: // IGameEventListener:
virtual void FireGameEvent( IGameEvent * event );
protected:
virtual void SetupModel( void );
virtual void SetupVCD( void );
virtual const char *GetModelName( void );
private:
void InitCubeMaps();
int FindAnimByName( const char *pszName );
void CalculateFrameDistanceInternal( const model_t *pModel );
public:
int m_nFOV;
float m_flFrameDistance;
bool m_bStartFramed;
CModelPanelModelInfo *m_pModelInfo;
CHandle<CModelPanelModel> m_hModel;
CUtlVector<CHandle<C_BaseAnimating> > m_AttachedModels;
CHandle<C_SceneEntity> m_hScene;
private:
bool m_bPanelDirty;
int m_iDefaultAnimation;
bool m_bAllowOffscreen;
CTextureReference m_DefaultEnvCubemap;
CTextureReference m_DefaultHDREnvCubemap;
};
#endif // BASEMODELPANEL_H