Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ANIMATINGIMAGEPANEL_H
#define ANIMATINGIMAGEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <utlvector.h>
#include <vgui_controls/Panel.h>
namespace vgui
{
//-----------------------------------------------------------------------------
// Purpose: Animating image
//-----------------------------------------------------------------------------
class AnimatingImagePanel : public Panel
{
DECLARE_CLASS_SIMPLE( AnimatingImagePanel, Panel );
public:
AnimatingImagePanel(Panel *parent, const char *name);
// Add an image to the end of the list of animations
// image - pointer to the image to add to the end of the list
virtual void AddImage(IImage *image);
// Load a set of animations by name.
// baseName - The name of the animations without their frame number or file extension, (e.g. c1.tga becomes just c.)
// framecount: number of frames in the animation
virtual void LoadAnimation(const char *baseName, int frameCount);
virtual void StartAnimation();
virtual void StopAnimation();
virtual void ResetAnimation(int frame = 0);
protected:
virtual void OnTick();
virtual void PerformLayout();
virtual void PaintBackground();
virtual void GetSettings(KeyValues *outResourceData);
virtual void ApplySettings(KeyValues *inResourceData);
virtual const char *GetDescription();
private:
int m_iCurrentImage;
int m_iNextFrameTime;
int m_iFrameTimeMillis;
CUtlVector<IImage *> m_Frames;
char *m_pImageName;
bool m_bAnimating;
bool m_bFiltered;
bool m_bScaleImage;
};
}; // namespace vgui
#endif // ANIMATINGIMAGEPANEL_H