217 lines
6.4 KiB
C++
217 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 <stdio.h>
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#define PROTECTED_THINGS_DISABLE
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#include <vgui/IScheme.h>
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#include <vgui/ISurface.h>
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#include <vgui/ISystem.h>
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#include <vgui/IImage.h>
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#include <vgui/IVGui.h>
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#include <KeyValues.h>
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#include <vgui_controls/AnimatingImagePanel.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( AnimatingImagePanel );
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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AnimatingImagePanel::AnimatingImagePanel(Panel *parent, const char *name) : Panel(parent, name)
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{
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m_iCurrentImage = 0;
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m_iFrameTimeMillis = 100; // 10Hz frame rate
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m_iNextFrameTime = 0;
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m_pImageName = NULL;
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m_bFiltered = false;
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m_bScaleImage = false;
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m_bAnimating = false;
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ivgui()->AddTickSignal(GetVPanel());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Layout the panel for drawing.
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::PerformLayout()
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{
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Panel::PerformLayout();
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Repaint();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Add an image to the end of the list of animations
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::AddImage(IImage *image)
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{
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m_Frames.AddToTail(image);
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if ( !m_bScaleImage && image != NULL )
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{
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int wide,tall;
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image->GetSize(wide,tall);
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SetSize(wide,tall);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Load a set of animations by name.
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// Input:
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// baseName: is the name of the animations without their frame number or
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// file extension, (e.g. c1.tga becomes just c.)
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// framecount: number of frames in the animation
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::LoadAnimation(const char *baseName, int frameCount)
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{
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m_Frames.RemoveAll();
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for (int i = 1; i <= frameCount; i++)
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{
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char imageName[512];
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Q_snprintf(imageName, sizeof( imageName ), "%s%d", baseName, i);
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AddImage(scheme()->GetImage(imageName, m_bFiltered));
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Draw the current image
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::PaintBackground()
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{
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if ( m_Frames.IsValidIndex( m_iCurrentImage ) && m_Frames[m_iCurrentImage] != NULL )
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{
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IImage *pImage = m_Frames[m_iCurrentImage];
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surface()->DrawSetColor( 255, 255, 255, 255 );
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pImage->SetPos(0, 0);
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if ( m_bScaleImage )
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{
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// Image size is stored in the bitmap, so temporarily set its size
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// to our panel size and then restore after we draw it.
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int imageWide, imageTall;
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pImage->GetSize( imageWide, imageTall );
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int wide, tall;
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GetSize( wide, tall );
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pImage->SetSize( wide, tall );
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pImage->SetColor( Color( 255,255,255,255 ) );
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pImage->Paint();
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pImage->SetSize( imageWide, imageTall );
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}
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else
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{
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pImage->Paint();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called every frame the panel is visible
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::OnTick()
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{
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if (m_bAnimating && system()->GetTimeMillis() >= m_iNextFrameTime)
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{
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m_iNextFrameTime = system()->GetTimeMillis() + m_iFrameTimeMillis;
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m_iCurrentImage++;
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if (!m_Frames.IsValidIndex(m_iCurrentImage))
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{
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m_iCurrentImage = 0;
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}
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Repaint();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get control settings for editing
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// Output: outResourceData- a set of keyvalues of imagenames.
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::GetSettings(KeyValues *outResourceData)
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{
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BaseClass::GetSettings(outResourceData);
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if (m_pImageName)
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{
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outResourceData->SetString("image", m_pImageName);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Applies resource settings
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::ApplySettings(KeyValues *inResourceData)
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{
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BaseClass::ApplySettings(inResourceData);
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const char *imageName = inResourceData->GetString("image", NULL);
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if (imageName)
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{
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m_bScaleImage = ( inResourceData->GetInt( "scaleImage", 0 ) == 1 );
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delete [] m_pImageName;
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int len = Q_strlen(imageName) + 1;
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m_pImageName = new char[len];
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Q_strncpy(m_pImageName, imageName, len);
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// add in the command
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LoadAnimation(m_pImageName, inResourceData->GetInt("frames"));
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}
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m_iFrameTimeMillis = inResourceData->GetInt( "anim_framerate", 100 );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get editing details
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//-----------------------------------------------------------------------------
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const char *AnimatingImagePanel::GetDescription()
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{
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static char buf[1024];
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Q_snprintf(buf, sizeof(buf), "%s, string image", BaseClass::GetDescription());
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return buf;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Starts the image doing its animation
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::StartAnimation()
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{
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m_bAnimating = true;
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// ivgui()->AddTickSignal(GetVPanel());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Stops the images animation
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::StopAnimation()
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{
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m_bAnimating = false;
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// ivgui()->RemoveTickSignal(GetVPanel());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Resets the animation to the start of the sequence.
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//-----------------------------------------------------------------------------
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void AnimatingImagePanel::ResetAnimation(int frame)
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{
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if(m_Frames.IsValidIndex(frame))
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{
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m_iCurrentImage = frame;
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}
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else
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{
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m_iCurrentImage = 0;
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}
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Repaint();
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}
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