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