mirror of
https://github.com/alliedmodders/hl2sdk.git
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107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include <vgui/VGUI.h>
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#include <Color.h>
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#include <vgui_controls/ImageList.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: blank image, intentially draws nothing
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//-----------------------------------------------------------------------------
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class BlankImage : public IImage
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{
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public:
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virtual void Paint() {}
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virtual void SetPos(int x, int y) {}
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virtual void GetContentSize(int &wide, int &tall) { wide = 0; tall = 0; }
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virtual void GetSize(int &wide, int &tall) { wide = 0; tall = 0; }
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virtual void SetSize(int wide, int tall) {}
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virtual void SetColor(Color col) {}
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virtual bool Evict() { return false; }
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virtual int GetNumFrames() { return 0; }
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virtual void SetFrame( int nFrame ) {}
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virtual HTexture GetID() { return 0; }
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virtual void SetRotation( int iRotation ) { return; };
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};
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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ImageList::ImageList(bool deleteImagesWhenDone)
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{
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m_bDeleteImagesWhenDone = deleteImagesWhenDone;
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AddImage(new BlankImage());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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ImageList::~ImageList()
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{
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if (m_bDeleteImagesWhenDone)
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{
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// delete all the images, except for the first image (which is always the blank image)
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for (int i = 1; i < m_Images.Count(); i++)
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{
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delete m_Images[i];
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: adds a new image to the list, returning the index it was placed at
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//-----------------------------------------------------------------------------
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int ImageList::AddImage(vgui::IImage *image)
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{
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return m_Images.AddToTail(image);
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets an image at a specified index, growing and adding NULL images if necessary
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//-----------------------------------------------------------------------------
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void ImageList::SetImageAtIndex(int index, vgui::IImage *image)
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{
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// allocate more images if necessary
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while (m_Images.Count() <= index)
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{
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m_Images.AddToTail(NULL);
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}
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m_Images[index] = image;
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns the number of images
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//-----------------------------------------------------------------------------
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int ImageList::GetImageCount()
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{
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return m_Images.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: gets an image, imageIndex is of range [0, GetImageCount)
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//-----------------------------------------------------------------------------
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vgui::IImage *ImageList::GetImage(int imageIndex)
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{
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return m_Images[imageIndex];
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}
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//-----------------------------------------------------------------------------
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// Purpose: returns true if an index is valid
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//-----------------------------------------------------------------------------
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bool ImageList::IsValidIndex(int imageIndex)
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{
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return m_Images.IsValidIndex(imageIndex);
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}
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