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: $
//=============================================================================//
#include "cbase.h"
#include "vgui_entityimagepanel.h"
#include <KeyValues.h>
#include "c_BaseTFPlayer.h"
#include <vgui/IVGui.h>
#include "vgui_bitmapimage.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
DECLARE_OVERLAY_FACTORY( CEntityImagePanel, "image" );
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CEntityImagePanel::CEntityImagePanel( vgui::Panel *pParent, const char *panelName ) :
BaseClass( pParent, panelName ), m_pImage(0)
{
SetPaintBackgroundEnabled( false );
}
CEntityImagePanel::~CEntityImagePanel()
{
if (m_pImage)
delete m_pImage;
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CEntityImagePanel::Init( KeyValues* pInitData, C_BaseEntity* pEntity )
{
if (!BaseClass::Init( pInitData, pEntity))
return false;
// modulation color
if (!ParseRGBA( pInitData, "color", m_r, m_g, m_b, m_a ))
return false;
// get the size...
int w, h;
if (!ParseCoord( pInitData, "offset", m_OffsetX, m_OffsetY ))
return false;
if (!ParseCoord( pInitData, "size", w, h ))
return false;
char const* pClassImage = pInitData->GetString( "material" );
if ( !pClassImage || !pClassImage[ 0 ] )
return false;
const char *mouseover = pInitData->GetString( "mousehint", "" );
if ( mouseover && mouseover[ 0 ] )
{
Q_strncpy( m_szMouseOverText, mouseover, sizeof( m_szMouseOverText ) );
}
// hook in the bitmap
m_pImage = new BitmapImage( GetVPanel(), pClassImage );
// Set the size...
SetSize( w, h );
m_iOrgWidth = w;
m_iOrgHeight = h;
m_iOrgOffsetX = m_OffsetX;
m_iOrgOffsetY = m_OffsetY;
// we need updating
vgui::ivgui()->AddTickSignal( GetVPanel() );
OnTick();
return true;
}
//-----------------------------------------------------------------------------
// Should we draw?.
//-----------------------------------------------------------------------------
bool CEntityImagePanel::ShouldDraw()
{
return ( IsLocalPlayerInTactical() || m_bShowInNormal );
}
//-----------------------------------------------------------------------------
// Draws the puppy
//-----------------------------------------------------------------------------
void CEntityImagePanel::Paint( void )
{
// Don't draw if I'm not visible in the tactical map
if ( MapData().IsEntityVisibleToTactical( GetEntity() ) == false )
return;
vgui::surface()->DrawSetColor( m_r, m_g, m_b, m_a );
if ( !m_pImage )
return;
Color color;
color.SetColor( m_r, m_g, m_b, m_a );
m_pImage->SetColor( color );
m_pImage->DoPaint( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Class factory CEntityTeamImagePanel
//-----------------------------------------------------------------------------
DECLARE_OVERLAY_FACTORY( CEntityTeamImagePanel, "team_image" );
//-----------------------------------------------------------------------------
// Purpose:
// Constructor: Same as image panel, except can handle team specific colors/images
// Input : pEntity -
//-----------------------------------------------------------------------------
CEntityTeamImagePanel::CEntityTeamImagePanel( vgui::Panel *pParent, const char *panelName ) :
BaseClass( pParent, panelName )
{
SetPaintBackgroundEnabled( false );
memset( m_Images, 0, sizeof( m_Images ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEntityTeamImagePanel::~CEntityTeamImagePanel( void )
{
for ( int i = 0 ; i < MAX_TEAMS; i++ )
{
if ( m_Images[i].m_pImage )
{
delete m_Images[ i ].m_pImage;
}
}
memset( m_Images, 0, sizeof( m_Images ) );
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CEntityTeamImagePanel::Init( KeyValues* pInitData, C_BaseEntity* pEntity )
{
if (!BaseClass::Init( pInitData, pEntity))
return false;
if ( pInitData->GetInt( "showinnormalmode", 0 ) )
{
m_bShowInNormal = true;
}
// get the size...
int w, h;
if (!ParseCoord( pInitData, "offset", m_OffsetX, m_OffsetY ))
return false;
if (!ParseCoord( pInitData, "size", w, h ))
return false;
// Set the size...
SetSize( w, h );
m_iOrgWidth = w;
m_iOrgHeight = h;
m_iOrgOffsetX = m_OffsetX;
m_iOrgOffsetY = m_OffsetY;
const char *mouseover = pInitData->GetString( "mousehint", "" );
if ( mouseover && mouseover[ 0 ] )
{
Q_strncpy( m_szMouseOverText, mouseover, sizeof( m_szMouseOverText ) );
}
for ( int i = 0 ; i < MAX_TEAMS; i++ )
{
char teamname[ 32 ];
Q_snprintf( teamname, sizeof( teamname ), "Team%i", i );
memset( &m_Images[ i ], 0, sizeof( m_Images[ i ] ) );
// Look for team section
KeyValues *pTeamKV = pInitData->FindKey( teamname );
if ( !pTeamKV )
continue;
// modulation color
if (!ParseRGBA( pTeamKV, "color", m_Images[i].m_r, m_Images[i].m_g, m_Images[i].m_b, m_Images[i].m_a ))
return false;
char const* pClassImage = pTeamKV->GetString( "material" );
if ( !pClassImage || !pClassImage[ 0 ] )
return false;
// hook in the bitmap
m_Images[ i ].m_pImage = new BitmapImage( GetVPanel(), pClassImage );
}
// we need updating
vgui::ivgui()->AddTickSignal( GetVPanel() );
return true;
}
//-----------------------------------------------------------------------------
// Draws the puppy
//-----------------------------------------------------------------------------
void CEntityTeamImagePanel::Paint( void )
{
// Determine team index of underlying entity
int teamnumber = GetEntity()->GetTeamNumber();
if ( teamnumber < 0 || teamnumber >= MAX_TEAMS )
{
Assert( 0 );
return;
}
if ( !m_Images[ teamnumber ].m_pImage )
return;
// Don't draw if I'm not visible in the tactical map
if ( MapData().IsEntityVisibleToTactical( GetEntity() ) == false )
return;
ComputeAndSetSize();
vgui::surface()->DrawSetColor( m_Images[ teamnumber ].m_r, m_Images[ teamnumber ].m_g, m_Images[ teamnumber ].m_b, m_Images[ teamnumber ].m_b );
Color color;
color.SetColor( m_Images[ teamnumber ].m_r, m_Images[ teamnumber ].m_g, m_Images[ teamnumber ].m_b, m_Images[ teamnumber ].m_b );
m_Images[ teamnumber ].m_pImage->SetColor( color );
m_Images[ teamnumber ].m_pImage->DoPaint( GetVPanel() );
}