Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef CL_DEMOSMOOTHERPANEL_H
#define CL_DEMOSMOOTHERPANEL_H
#ifdef _WIN32
#pragma once
#endif
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include <vgui_controls/Frame.h>
namespace vgui
{
class Button;
class Label;
class ListPanel;
class IScheme;
};
#include "demofile/demoformat.h"
#include "demofile.h"
struct demodirectory_t;
class CSmoothingTypeButton;
class CFixEdgeButton;
typedef float (*EASEFUNC)( float t );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CDemoSmootherPanel : public vgui::Frame
{
DECLARE_CLASS_SIMPLE( CDemoSmootherPanel, vgui::Frame );
public:
CDemoSmootherPanel( vgui::Panel *parent );
~CDemoSmootherPanel();
virtual void OnTick();
// Command issued
virtual void OnCommand(const char *command);
void OnVDMChanged( void );
void OnRefresh();
virtual bool OverrideView( democmdinfo_t& info, int tick );
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
virtual void DrawDebuggingInfo( int frame, float elapsed );
protected:
bool CanEdit();
void Reset( void );
demosmoothing_t *GetCurrent( void );
void DrawSmoothingSample( bool original, bool processed, int samplenumber, demosmoothing_t *sample, demosmoothing_t *next );
void DrawTargetSpline( void );
void DrawKeySpline( void );
int GetTickForFrame( int frame );
int GetFrameForTick( int tick );
bool GetInterpolatedViewPoint( Vector& origin, QAngle& angles );
bool GetInterpolatedOriginAndAngles( bool readonly, Vector& origin, QAngle& angles );
void DrawLegend( int startframe, int endframe );
void OnRevert();
void OnPreview( bool original );
void OnSave();
void OnReload();
void OnSelect();
void OnTogglePause();
void OnStep( bool forward );
void OnGotoFrame();
void OnToggleKeyFrame( void );
void OnToggleLookTarget( void );
void OnNextKey();
void OnPrevKey();
void OnNextTarget();
void OnPrevTarget();
void OnRevertPoint( void );
void PopulateMenuList();
int GetStartFrame();
int GetEndFrame();
void OnSaveKey();
void OnSetView();
void OnSmoothEdges( bool left, bool right );
void PerformLinearInterpolatedAngleSmoothing( int startframe, int endframe );
void OnSmoothSelectionAngles( void );
void OnSmoothSelectionOrigin( void );
void OnLinearInterpolateAnglesBasedOnEndpoints( void );
void OnLinearInterpolateOriginBasedOnEndpoints( void );
void OnSplineSampleOrigin( void );
void OnSplineSampleAngles( void );
void OnLookAtPoints( bool spline );
void OnSetKeys(float interval);
void OnOriginEaseCurve( EASEFUNC easefunc );
void SetLastFrame( bool jumptotarget, int frame );
void AddSamplePoints( bool usetarget, bool includeboundaries, CUtlVector< demosmoothing_t * >& points, int start, int end );
demosmoothing_t *GetBoundedSample( CUtlVector< demosmoothing_t * >& points, int sample );
void FindSpanningPoints( int tick, CUtlVector< demosmoothing_t * >& points, int& prev, int& next );
// Undo/Redo
void Undo( void );
void Redo( void );
// Do push before changes
void PushUndo( const char *description );
// Do this push after changes, must match pushundo 1for1
void PushRedo( const char *description );
void WipeUndo( void );
void WipeRedo( void );
const char *GetUndoDescription( void );
const char *GetRedoDescription( void );
bool CanUndo( void );
bool CanRedo( void );
void ParseSmoothingInfo( CDemoFile &demoFile, CSmoothingContext& smoothing );
void LoadSmoothingInfo( const char *filename, CSmoothingContext& smoothing );
void ClearSmoothingInfo( CSmoothingContext& smoothing );
void SaveSmoothingInfo( char const *filename, CSmoothingContext& smoothing );
CSmoothingTypeButton *m_pType;
vgui::Button *m_pRevert;
vgui::Button *m_pOK;
vgui::Button *m_pCancel;
vgui::Button *m_pSave;
vgui::Button *m_pReloadFromDisk;
vgui::TextEntry *m_pStartFrame;
vgui::TextEntry *m_pEndFrame;
vgui::Button *m_pPreviewOriginal;
vgui::Button *m_pPreviewProcessed;
vgui::CheckButton *m_pBackOff;
vgui::Label *m_pSelectionInfo;
vgui::CheckButton *m_pShowAllSamples;
vgui::Button *m_pSelectSamples;
vgui::Button *m_pPauseResume;
vgui::Button *m_pStepForward;
vgui::Button *m_pStepBackward;
vgui::CheckButton *m_pHideLegend;
vgui::CheckButton *m_pHideOriginal;
vgui::CheckButton *m_pHideProcessed;
vgui::Button *m_pToggleKeyFrame;
vgui::Button *m_pToggleLookTarget;
vgui::Button *m_pRevertPoint;
vgui::Button *m_pMoveCameraToPoint;
vgui::Button *m_pUndo;
vgui::Button *m_pRedo;
vgui::Button *m_pNextKey;
vgui::Button *m_pPrevKey;
vgui::Button *m_pNextTarget;
vgui::Button *m_pPrevTarget;
CFixEdgeButton *m_pFixEdges;
vgui::TextEntry *m_pFixEdgeFrames;
vgui::Button *m_pProcessKey;
vgui::TextEntry *m_pGotoFrame;
vgui::Button *m_pGoto;
bool m_bHasSelection;
int m_nSelection[2];
int m_iSelectionTicksSpan;
bool m_bPreviewing;
bool m_bPreviewOriginal;
int m_iPreviewStartTick;
float m_fPreviewCurrentTime;
int m_nPreviewLastFrame;
bool m_bPreviewPaused;
CSmoothingContext m_Smoothing;
bool m_bInputActive;
int m_nOldCursor[2];
struct DemoSmoothUndo
{
CSmoothingContext *undo;
CSmoothingContext *redo;
char *udescription;
char *rdescription;
};
CUtlVector< DemoSmoothUndo * > m_UndoStack;
int m_nUndoLevel;
bool m_bRedoPending;
bool m_bDirty;
Vector m_vecEyeOffset;
};
#endif // CL_DEMOSMOOTHERPANEL_H