Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ATTRIBUTESLIDER_H
#define ATTRIBUTESLIDER_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include "dme_controls/AnimSetAttributeValue.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "datamodel/dmehandle.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CBaseAnimSetAttributeSliderPanel;
class CDmElement;
class CAttributeSliderTextEntry;
class CSubRectImage;
//-----------------------------------------------------------------------------
// CAttributeSlider
//-----------------------------------------------------------------------------
// THIS CODE IS KIND OF A MESS WRT THE VARIOUS STATES WE CAN BE IN:
// we can be driven by the preset pane or by dragging on any individual control
// we can also be driven by ctrl hovering over the preset pane or an individual control
// if we move from control to control in the preset or here, we need to be able to decay into/out of the various individual sliders
class CAttributeSlider : public EditablePanel
{
DECLARE_CLASS_SIMPLE( CAttributeSlider, EditablePanel );
// Overridden methods of EditablePanel
public:
virtual void Paint();
virtual void PaintBackground();
virtual void ApplySchemeSettings( IScheme *scheme );
virtual void PerformLayout();
virtual void OnCursorMoved(int x, int y);
virtual void OnMousePressed(MouseCode code);
virtual void OnMouseDoublePressed(MouseCode code);
virtual void OnMouseReleased(MouseCode code);
virtual void OnCursorEntered();
virtual void OnCursorExited();
virtual void OnKeyCodeTyped( KeyCode code );
// Other public methods
public:
CAttributeSlider( CBaseAnimSetAttributeSliderPanel *parent, const char *panelName, CDmElement *control );
virtual ~CAttributeSlider();
// Returns the control we're modifying
CDmElement *GetControl();
// Activates/deactivates a slider control
// NOTE: Slider control 'value' defaults to active, 'balance' and 'multilevel' defaults to inactive
void ActivateControl( AnimationControlType_t type, bool bActive );
bool IsControlActive( AnimationControlType_t type );
// Gets/sets the slider value.
// NOTE: This may not match the value pushed into the control because of fading
void SetValue( AnimationControlType_t type, float flValue );
float GetValue( AnimationControlType_t type ) const;
void SetValue( const AttributeValue_t& value );
const AttributeValue_t& GetValue() const;
// Is this slider manipulating a transform control?
// [NOTE: This is a utility method; the control contains these states]
bool IsTransform() const;
// Returns the default value for a control
// [NOTE: These is a utility method; the control contains these states]
float GetControlDefaultValue( AnimationControlType_t type ) const;
// Are we dragging? If so, what control is being dragged?
bool IsDragging() const;
AnimationControlType_t GetDragControl() const;
// Are we in text entry mode? If so, what control is having text entered?
bool IsInTextEntry() const;
AnimationControlType_t GetTextEntryControl() const;
// Estimates the value of the control given a local coordinate
float EstimateValueAtPos( int nLocalX, int nLocalY ) const;
void SetPreview( const AttributeValue_t &value, const AttributeValue_t &full, bool instantaneous, bool startfromcurrent );
float GetPreview( AnimationControlType_t type ) const;
const AttributeValue_t &GetPreview() const;
void EnablePreview( bool state, bool simple, bool faderdrag );
bool IsPreviewEnabled() const;
bool IsSimplePreview() const;
void UpdateTime( float dt );
void UpdateFaderAmount( float amount );
bool IsRampingTowardPreview() const;
void RampDown();
bool IsFaderBeingDragged();
void SetIsLogPreviewControl( bool state );
void SetSelected( bool state );
bool IsSelected() const;
private:
// Various slider modes
enum SliderMode_t
{
SLIDER_MODE_FIRST_DRAG_MODE = 0x0,
SLIDER_MODE_FIRST_TEXT_MODE = 0x4,
SLIDER_MODE_LAST_DRAG_MODE = SLIDER_MODE_FIRST_DRAG_MODE + ANIM_CONTROL_COUNT - 1,
SLIDER_MODE_LAST_TEXT_MODE = SLIDER_MODE_FIRST_TEXT_MODE + ANIM_CONTROL_COUNT - 1,
SLIDER_MODE_NONE = -1,
SLIDER_MODE_DRAG_VALUE = SLIDER_MODE_FIRST_DRAG_MODE + ANIM_CONTROL_VALUE,
SLIDER_MODE_DRAG_BALANCE = SLIDER_MODE_FIRST_DRAG_MODE + ANIM_CONTROL_BALANCE,
SLIDER_MODE_DRAG_MULTILEVEL = SLIDER_MODE_FIRST_DRAG_MODE + ANIM_CONTROL_MULTILEVEL,
SLIDER_MODE_TEXT_VALUE = SLIDER_MODE_FIRST_TEXT_MODE + ANIM_CONTROL_VALUE,
SLIDER_MODE_TEXT_BALANCE = SLIDER_MODE_FIRST_TEXT_MODE + ANIM_CONTROL_BALANCE,
SLIDER_MODE_TEXT_MULTILEVEL = SLIDER_MODE_FIRST_TEXT_MODE + ANIM_CONTROL_MULTILEVEL,
};
struct Preview_t
{
AttributeValue_t m_Current;
AttributeValue_t m_Full;
};
private:
// Returns the location of a particular control
void GetControlRect( Rect_t *pRect, AnimationControlType_t type ) const;
// Given a mouse position in (x,y) in local coordinates, which animation control is it over?
AnimationControlType_t DetermineControl( int x, int y );
// Draws a tick on a circular control
void DrawCircularTick( const Color& clr, float flValue, int nCenterX, int nCenterY, float flRadius );
// Draws a preview of a circular control
void DrawCircularPreview( AnimationControlType_t type, bool bMainTick, float flRadius );
// Paints the a circular control
void PaintCircularControl( float flValue, const Rect_t& rect );
// Called by the text entry code to enter the value into the logs
void StampValueIntoLogs( AnimationControlType_t type, float flValue );
// Methods related to rendering
void DrawMidpoint( int x, int ty, int ttall );
void DrawPreviewTick( bool mainTick );
void DrawTick( const Color& clr, float frac, int width, int inset );
void DrawNameLabel();
void DrawValueLabel( float flValue );
float GetPreviewAlphaScale() const;
// Methods related to text entry mode
void EnterTextEntryMode( AnimationControlType_t type, bool bRelatchValues );
void AcceptTextEntryValue();
void DiscardTextEntryValue();
private:
CBaseAnimSetAttributeSliderPanel *m_pParent;
TextImage *m_pName;
TextImage *m_pValues[ 3 ];
CSubRectImage *m_pCircleImage; // The background for the balance + multilevel controls
// This is the control we're modifying
CDmeHandle< CDmElement > m_hControl;
// White material used for drawing non-textured things
CMaterialReference m_pWhite;
// The current mode of the slider
SliderMode_t m_SliderMode;
// The slider value; it may not match the control attribute value due to blending
AttributeValue_t m_Control;
// Is the slider control active?
bool m_bIsControlActive[ANIM_CONTROL_COUNT];
// Info used when in text entry mode
AttributeValue_t m_InitialTextEntryValue;
CAttributeSliderTextEntry *m_pTextField; // if this is a stereo control, then this will be the left text field
CAttributeSliderTextEntry *m_pRightTextField;
Preview_t m_Next;
Preview_t m_Previous;
Preview_t m_Preview;
float m_flPreviewGoalTime;
float m_flFaderAmount;
// Fields used to help with drag
int m_nDragStartPosition[2]; // Where was the mouse clicked?
int m_nAccum[2]; // What's the total mouse movement during the drag?
float m_flDragStartValue; // What was the value of the slider before the drag started?
float m_flDragStartBalance; // What was the balance of the slider before the drag started?
bool m_bCursorInsidePanel : 1; // Used to
bool m_bRampUp : 1;
bool m_bPreviewEnabled : 1;
bool m_bSimplePreviewOnly : 1;
bool m_bFaderBeingDragged : 1;
bool m_bIsLogPreviewControl : 1;
bool m_bTransform : 1;
bool m_bSelected : 1;
friend class CAttributeSliderTextEntry;
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Returns the control
//-----------------------------------------------------------------------------
inline CDmElement *CAttributeSlider::GetControl()
{
return m_hControl;
}
//-----------------------------------------------------------------------------
// Returns information about the control
//-----------------------------------------------------------------------------
inline bool CAttributeSlider::IsTransform() const
{
// NOTE: We may well not wish to cache this off in the constructor.
// It's done purely for efficiency reasons.
// Uncomment the line to make it read from the control.
// return m_hControl->GetValue< bool >( "transform" )
return m_bTransform;
}
//-----------------------------------------------------------------------------
// Are we dragging?
//-----------------------------------------------------------------------------
inline bool CAttributeSlider::IsDragging() const
{
COMPILE_TIME_ASSERT( ANIM_CONTROL_COUNT < 4 );
return ( m_SliderMode >= SLIDER_MODE_FIRST_DRAG_MODE && m_SliderMode <= SLIDER_MODE_LAST_DRAG_MODE );
}
inline AnimationControlType_t CAttributeSlider::GetDragControl() const
{
if ( IsDragging() )
return (AnimationControlType_t)( m_SliderMode - SLIDER_MODE_FIRST_DRAG_MODE );
return ANIM_CONTROL_INVALID;
}
//-----------------------------------------------------------------------------
// Are we in text entry mode?
//-----------------------------------------------------------------------------
inline bool CAttributeSlider::IsInTextEntry() const
{
COMPILE_TIME_ASSERT( ANIM_CONTROL_COUNT < 4 );
return ( m_SliderMode >= SLIDER_MODE_FIRST_TEXT_MODE && m_SliderMode <= SLIDER_MODE_LAST_TEXT_MODE );
}
inline AnimationControlType_t CAttributeSlider::GetTextEntryControl() const
{
if ( IsInTextEntry() )
return (AnimationControlType_t)( m_SliderMode - SLIDER_MODE_FIRST_TEXT_MODE );
return ANIM_CONTROL_INVALID;
}
#endif // ATTRIBUTESLIDER_H