200 lines
6.4 KiB
C++
200 lines
6.4 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 <assert.h>
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#include <math.h>
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#include <stdio.h>
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#include <vgui_controls/RotatingProgressBar.h>
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#include <vgui/IVGui.h>
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#include <vgui/ILocalize.h>
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <KeyValues.h>
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#include "mathlib/mathlib.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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DECLARE_BUILD_FACTORY( RotatingProgressBar );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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RotatingProgressBar::RotatingProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName)
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{
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m_flStartRadians = 0;
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m_flEndRadians = 0;
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m_flLastAngle = 0;
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m_nTextureId = -1;
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m_pszImageName = NULL;
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m_flTickDelay = 30;
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ivgui()->AddTickSignal(GetVPanel(), m_flTickDelay );
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SetPaintBorderEnabled(false);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor
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//-----------------------------------------------------------------------------
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RotatingProgressBar::~RotatingProgressBar()
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{
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if ( vgui::surface() && m_nTextureId != -1 )
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{
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vgui::surface()->DestroyTextureID( m_nTextureId );
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m_nTextureId = -1;
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}
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delete [] m_pszImageName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void RotatingProgressBar::ApplySettings(KeyValues *inResourceData)
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{
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const char *imageName = inResourceData->GetString("image", "");
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if (*imageName)
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{
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SetImage( imageName );
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}
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// Find min and max rotations in radians
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m_flStartRadians = DEG2RAD(inResourceData->GetFloat( "start_degrees", 0 ) );
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m_flEndRadians = DEG2RAD( inResourceData->GetFloat( "end_degrees", 0 ) );
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// Start at 0 progress
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m_flLastAngle = m_flStartRadians;
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// approach speed is specified in degrees per second.
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// convert to radians per 1/30th of a second
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float flDegressPerSecond = DEG2RAD( inResourceData->GetFloat( "approach_speed", 360.0 ) ); // default is super fast
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m_flApproachSpeed = flDegressPerSecond * ( m_flTickDelay / 1000.0f ); // divide by number of frames in a second
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m_flRotOriginX = inResourceData->GetFloat( "rot_origin_x_percent", 0.5f );
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m_flRotOriginY = inResourceData->GetFloat( "rot_origin_y_percent", 0.5f );
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m_flRotatingX = inResourceData->GetFloat( "rotating_x", 0 );
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m_flRotatingY = inResourceData->GetFloat( "rotating_y", 0 );
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m_flRotatingWide = inResourceData->GetFloat( "rotating_wide", 0 );
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m_flRotatingTall = inResourceData->GetFloat( "rotating_tall", 0 );
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BaseClass::ApplySettings( inResourceData );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void RotatingProgressBar::ApplySchemeSettings(IScheme *pScheme)
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{
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BaseClass::ApplySchemeSettings(pScheme);
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if ( m_pszImageName && strlen( m_pszImageName ) > 0 )
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{
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if ( m_nTextureId == -1 )
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{
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m_nTextureId = surface()->CreateNewTextureID();
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}
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surface()->DrawSetTextureFile( m_nTextureId, m_pszImageName, true, false);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: sets an image by file name
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//-----------------------------------------------------------------------------
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void RotatingProgressBar::SetImage(const char *imageName)
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{
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if ( m_pszImageName )
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{
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delete [] m_pszImageName;
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m_pszImageName = NULL;
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}
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const char *pszDir = "vgui/";
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int len = Q_strlen(imageName) + 1;
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len += strlen(pszDir);
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m_pszImageName = new char[ len ];
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Q_snprintf( m_pszImageName, len, "%s%s", pszDir, imageName );
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InvalidateLayout(false, true); // force applyschemesettings to run
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void RotatingProgressBar::PaintBackground()
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{
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// No background
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}
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//-----------------------------------------------------------------------------
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// Purpose: Update event when we aren't drawing so we don't get huge sweeps
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// when we start drawing it
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//-----------------------------------------------------------------------------
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void RotatingProgressBar::OnTick( void )
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{
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float flDesiredAngle = RemapVal( GetProgress(), 0.0, 1.0, m_flStartRadians, m_flEndRadians );
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m_flLastAngle = Approach( flDesiredAngle, m_flLastAngle, m_flApproachSpeed );
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BaseClass::OnTick();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void RotatingProgressBar::Paint()
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{
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// we have an image that we rotate based on the progress,
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// where '0' is not rotated,'90' is rotated 90 degrees to the right.
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// Image is rotated around its center.
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// desired rotation is GetProgress() ( 0.0 -> 1.0 ) mapped into
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// ( m_flStartDegrees -> m_flEndDegrees )
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vgui::surface()->DrawSetTexture( m_nTextureId );
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vgui::surface()->DrawSetColor( Color(255,255,255,255) );
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int wide, tall;
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GetSize( wide, tall );
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float mid_x = m_flRotatingX + m_flRotOriginX * m_flRotatingWide;
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float mid_y = m_flRotatingY + m_flRotOriginY * m_flRotatingTall;
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Vertex_t vert[4];
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vert[0].Init( Vector2D( m_flRotatingX, m_flRotatingY ), Vector2D(0,0) );
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vert[1].Init( Vector2D( m_flRotatingX+m_flRotatingWide, m_flRotatingY ), Vector2D(1,0) );
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vert[2].Init( Vector2D( m_flRotatingX+m_flRotatingWide, m_flRotatingY+m_flRotatingTall ), Vector2D(1,1) );
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vert[3].Init( Vector2D( m_flRotatingX, m_flRotatingY+m_flRotatingTall ), Vector2D(0,1) );
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float flCosA = cos(m_flLastAngle);
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float flSinA = sin(m_flLastAngle);
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// rotate each point around (mid_x, mid_y) by flAngle radians
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for ( int i=0;i<4;i++ )
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{
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Vector2D result;
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// subtract the (x,y) we're rotating around, we'll add it on at the end.
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vert[i].m_Position.x -= mid_x;
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vert[i].m_Position.y -= mid_y;
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result.x = ( vert[i].m_Position.x * flCosA - vert[i].m_Position.y * flSinA ) + mid_x;
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result.y = ( vert[i].m_Position.x * flSinA + vert[i].m_Position.y * flCosA ) + mid_y;
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vert[i].m_Position = result;
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}
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vgui::surface()->DrawTexturedPolygon( 4, vert );
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} |