Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <vgui_controls/CircularProgressBar.h>
#include <vgui_controls/Controls.h>
#include <vgui/ILocalize.h>
#include <vgui/IScheme.h>
#include <vgui/ISurface.h>
#include <KeyValues.h>
#include "mathlib/mathlib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
DECLARE_BUILD_FACTORY( CircularProgressBar );
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CircularProgressBar::CircularProgressBar(Panel *parent, const char *panelName)
: ProgressBar(parent, panelName)
, m_bReverseProgress( false )
{
m_iProgressDirection = CircularProgressBar::PROGRESS_CW;
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
m_nTextureId[i] = -1;
m_pszImageName[i] = NULL;
m_lenImageName[i] = 0;
}
m_iStartSegment = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CircularProgressBar::~CircularProgressBar()
{
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
if ( vgui::surface() && m_nTextureId[i] )
{
vgui::surface()->DestroyTextureID( m_nTextureId[i] );
m_nTextureId[i] = -1;
}
delete [] m_pszImageName[i];
m_lenImageName[i] = 0;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::ApplySettings(KeyValues *inResourceData)
{
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
delete [] m_pszImageName[i];
m_pszImageName[i] = NULL;
m_lenImageName[i] = 0;
}
const char *imageName = inResourceData->GetString("fg_image", "");
if (*imageName)
{
SetFgImage( imageName );
}
imageName = inResourceData->GetString("bg_image", "");
if (*imageName)
{
SetBgImage( imageName );
}
BaseClass::ApplySettings( inResourceData );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::ApplySchemeSettings(IScheme *pScheme)
{
BaseClass::ApplySchemeSettings(pScheme);
SetFgColor(GetSchemeColor("CircularProgressBar.FgColor", pScheme));
SetBgColor(GetSchemeColor("CircularProgressBar.BgColor", pScheme));
SetBorder(NULL);
for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
{
if ( m_pszImageName[i] && strlen( m_pszImageName[i] ) > 0 )
{
if ( m_nTextureId[i] == -1 )
{
m_nTextureId[i] = surface()->CreateNewTextureID();
}
surface()->DrawSetTextureFile( m_nTextureId[i], m_pszImageName[i], true, false);
}
}
}
//-----------------------------------------------------------------------------
// Purpose: sets an image by file name
//-----------------------------------------------------------------------------
void CircularProgressBar::SetImage(const char *imageName, progress_textures_t iPos)
{
const char *pszDir = "vgui/";
int len = Q_strlen(imageName) + 1;
len += strlen(pszDir);
if ( m_pszImageName[iPos] && ( m_lenImageName[iPos] < len ) )
{
// If we already have a buffer, but it is too short, then free the buffer
delete [] m_pszImageName[iPos];
m_pszImageName[iPos] = NULL;
m_lenImageName[iPos] = 0;
}
if ( !m_pszImageName[iPos] )
{
m_pszImageName[iPos] = new char[ len ];
m_lenImageName[iPos] = len;
}
Q_snprintf( m_pszImageName[iPos], len, "%s%s", pszDir, imageName );
InvalidateLayout(false, true); // force applyschemesettings to run
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::PaintBackground()
{
// If we don't have a Bg image, use the foreground
int iTextureID = m_nTextureId[PROGRESS_TEXTURE_BG] != -1 ? m_nTextureId[PROGRESS_TEXTURE_BG] : m_nTextureId[PROGRESS_TEXTURE_FG];
vgui::surface()->DrawSetTexture( iTextureID );
vgui::surface()->DrawSetColor( GetBgColor() );
int wide, tall;
GetSize(wide, tall);
vgui::surface()->DrawTexturedRect( 0, 0, wide, tall );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CircularProgressBar::Paint()
{
float flProgress = GetProgress();
float flEndAngle;
flEndAngle = m_bReverseProgress ? ( 1.0 - flProgress ) : flProgress;
flEndAngle = m_iProgressDirection == PROGRESS_CCW ? ( 1.0 - flEndAngle ) : flEndAngle;
DrawCircleSegment( GetFgColor(), flEndAngle, ( m_iProgressDirection == PROGRESS_CW ) );
}
typedef struct
{
float minProgressRadians;
float vert1x;
float vert1y;
float vert2x;
float vert2y;
int swipe_dir_x;
int swipe_dir_y;
} circular_progress_segment_t;
namespace vgui
{
// This defines the properties of the 8 circle segments
// in the circular progress bar.
circular_progress_segment_t Segments[8] =
{
{ 0.0, 0.5, 0.0, 1.0, 0.0, 1, 0 },
{ M_PI * 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 },
{ M_PI * 0.5, 1.0, 0.5, 1.0, 1.0, 0, 1 },
{ M_PI * 0.75, 1.0, 1.0, 0.5, 1.0, -1, 0 },
{ M_PI, 0.5, 1.0, 0.0, 1.0, -1, 0 },
{ M_PI * 1.25, 0.0, 1.0, 0.0, 0.5, 0, -1 },
{ M_PI * 1.5, 0.0, 0.5, 0.0, 0.0, 0, -1 },
{ M_PI * 1.75, 0.0, 0.0, 0.5, 0.0, 1, 0 },
};
};
#define SEGMENT_ANGLE ( M_PI / 4 )
// function to draw from A to B degrees, with a direction
// we draw starting from the top ( 0 progress )
void CircularProgressBar::DrawCircleSegment( Color c, float flEndProgress, bool bClockwise )
{
if ( m_nTextureId[PROGRESS_TEXTURE_FG] == -1 )
return;
int wide, tall;
GetSize(wide, tall);
float flWide = (float)wide;
float flTall = (float)tall;
float flHalfWide = (float)wide / 2;
float flHalfTall = (float)tall / 2;
vgui::surface()->DrawSetTexture( m_nTextureId[PROGRESS_TEXTURE_FG] );
vgui::surface()->DrawSetColor( c );
// if we want to progress CCW, reverse a few things
if ( !bClockwise )
{
float flEndProgressRadians = flEndProgress * M_PI * 2;
int i;
for ( i=0;i<8;i++ )
{
float segmentRadiansMin = Segments[i].minProgressRadians;
float segmentRadiansMax = segmentRadiansMin + SEGMENT_ANGLE;
if ( flEndProgressRadians < segmentRadiansMax )
{
vgui::Vertex_t v[3];
// vert 0 is ( 0.5, 0.5 )
v[0].m_Position.Init( flHalfWide, flHalfTall );
v[0].m_TexCoord.Init( 0.5f, 0.5f );
float flInternalProgress = segmentRadiansMax - flEndProgressRadians;
if ( flInternalProgress < SEGMENT_ANGLE )
{
// Calc how much of this slice we should be drawing
flInternalProgress = SEGMENT_ANGLE - flInternalProgress;
if ( i % 2 == 1 )
{
flInternalProgress = SEGMENT_ANGLE - flInternalProgress;
}
float flTan = tan(flInternalProgress);
float flDeltaX, flDeltaY;
if ( i % 2 == 1 )
{
flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x;
flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y;
}
else
{
flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x;
flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y;
}
v[1].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY );
v[1].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 );
}
else
{
// full segment, easy calculation
v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) );
v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y );
}
// vert 2 is ( Segments[i].vert1x, Segments[i].vert1y )
v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) );
v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y );
vgui::surface()->DrawTexturedPolygon( 3, v );
}
}
return;
}
float flEndProgressRadians = flEndProgress * M_PI * 2;
int cur_wedge = m_iStartSegment;
for ( int i=0;i<8;i++ )
{
if ( flEndProgressRadians > Segments[cur_wedge].minProgressRadians)
{
vgui::Vertex_t v[3];
// vert 0 is ( 0.5, 0.5 )
v[0].m_Position.Init( flHalfWide, flHalfTall );
v[0].m_TexCoord.Init( 0.5f, 0.5f );
float flInternalProgress = flEndProgressRadians - Segments[cur_wedge].minProgressRadians;
if ( flInternalProgress < SEGMENT_ANGLE )
{
// Calc how much of this slice we should be drawing
if ( i % 2 == 1 )
{
flInternalProgress = SEGMENT_ANGLE - flInternalProgress;
}
float flTan = tan(flInternalProgress);
float flDeltaX, flDeltaY;
if ( i % 2 == 1 )
{
flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x;
flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y;
}
else
{
flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x;
flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y;
}
v[2].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY );
v[2].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 );
}
else
{
// full segment, easy calculation
v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) );
v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y );
}
// vert 2 is ( Segments[i].vert1x, Segments[i].vert1y )
v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) );
v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y );
vgui::surface()->DrawTexturedPolygon( 3, v );
}
cur_wedge++;
if ( cur_wedge >= 8)
cur_wedge = 0;
}
}