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hl2sdk/game/client/vgui_avatarimage.cpp

147 lines
4.4 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include <vgui_controls/Controls.h>
#include <vgui_controls/Panel.h>
#include <vgui/ISurface.h>
#include "vgui_avatarimage.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#include "steam/steam_api.h"
DECLARE_BUILD_FACTORY( CAvatarImagePanel );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAvatarImage::CAvatarImage( void )
{
ClearAvatarSteamID();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CAvatarImage::SetAvatarSteamID( CSteamID steamIDUser )
{
ClearAvatarSteamID();
if ( steamapicontext->SteamFriends() && steamapicontext->SteamUtils() )
{
int iAvatar = steamapicontext->SteamFriends()->GetFriendAvatar( steamIDUser );
/*
// See if it's in our list already
*/
uint32 wide, tall;
if ( steamapicontext->SteamUtils()->GetImageSize( iAvatar, &wide, &tall ) )
{
int cubImage = wide * tall * 4;
byte *rgubDest = (byte*)_alloca( cubImage );
steamapicontext->SteamUtils()->GetImageRGBA( iAvatar, rgubDest, cubImage );
InitFromRGBA( rgubDest, wide, tall );
/*
// put it in the list
RGBAImage *pRGBAImage = new RGBAImage( rgubDest, wide, tall );
int iImageList = m_pImageList->AddImage( pRGBAImage );
m_mapAvatarToIImageList.Insert( iAvatar, iImageList );
*/
}
}
return m_bValid;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAvatarImage::InitFromRGBA( const byte *rgba, int width, int height )
{
m_iTextureID = vgui::surface()->CreateNewTextureID( true );
vgui::surface()->DrawSetTextureRGBA( m_iTextureID, rgba, width, height, false, false );
m_nWide = XRES(width);
m_nTall = YRES(height);
m_Color = Color( 255, 255, 255, 255 );
m_bValid = true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAvatarImage::Paint( void )
{
if ( m_bValid )
{
vgui::surface()->DrawSetColor( m_Color );
vgui::surface()->DrawSetTexture( m_iTextureID );
vgui::surface()->DrawTexturedRect( m_nX, m_nY, m_nX + m_nWide, m_nY + m_nTall );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAvatarImagePanel::CAvatarImagePanel( vgui::Panel *parent, const char *name ) : vgui::ImagePanel( parent, name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAvatarImagePanel::SetPlayer( C_BasePlayer *pPlayer )
{
if ( GetImage() )
{
((CAvatarImage*)GetImage())->ClearAvatarSteamID();
}
if ( pPlayer && steamapicontext->SteamUtils() )
{
int iIndex = pPlayer->entindex();
player_info_t pi;
if ( engine->GetPlayerInfo(iIndex, &pi) )
{
if ( pi.friendsID )
{
CSteamID steamIDForPlayer( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual );
if ( !GetImage() )
{
CAvatarImage *pImage = new CAvatarImage();
SetImage( pImage );
}
((CAvatarImage*)GetImage())->SetAvatarSteamID( steamIDForPlayer );
// Indent the image. These are deliberately non-resolution-scaling.
int iIndent = 2;
GetImage()->SetPos( iIndent, iIndent );
GetImage()->SetSize( GetWide()-(iIndent*2), GetTall()-(iIndent*2) );
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAvatarImagePanel::PaintBackground( void )
{
// Paint the outline
vgui::surface()->DrawSetColor( m_clrOutline );
vgui::surface()->DrawFilledRect( 0, 0, GetWide(), GetTall() );
if ( GetImage() )
{
GetImage()->Paint();
}
}