Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VGUI_BITMAPPANEL_H
#define VGUI_BITMAPPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class KeyValues;
class BitmapImage;
struct Bitmap_t;
//-----------------------------------------------------------------------------
// This is a base class for a panel which always is rendered on top of an entity
//-----------------------------------------------------------------------------
class CBitmapPanel : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
// constructor
CBitmapPanel( );
CBitmapPanel( vgui::Panel *pParent, const char *pName );
~CBitmapPanel();
// initialization
bool Init( KeyValues* pInitData );
// initialization from build-mode dialog style .res files
virtual void ApplySettings(KeyValues *inResourceData);
virtual void Paint( void );
virtual void PaintBackground( void ) {}
virtual void OnCursorEntered();
virtual void OnCursorExited();
// Setup for panels that aren't created by the commander overlay factory (i.e. aren't parsed from a keyvalues file)
virtual void SetImage( BitmapImage *pImage );
/// Set bitmap data directly
virtual void SetBitmap( const Bitmap_t &bitmap );
const char *GetMouseOverText( void );
private:
enum
{
MAX_ENTITY_MOUSEOVER = 256
};
// The bitmap to render
BitmapImage *m_pImage;
int m_r, m_g, m_b, m_a;
bool m_bOwnsImage;
char m_szMouseOverText[ MAX_ENTITY_MOUSEOVER ];
};
#endif // VGUI_BITMAPPANEL_H