source-engine/game/client/vgui_bitmapbutton.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#pragma warning (disable: 4514)
#include "vgui_bitmapimage.h"
#include "vgui_bitmapbutton.h"
#include <KeyValues.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CBitmapButton::CBitmapButton( vgui::Panel *pParent, const char *pName, const char *pText ) :
BaseClass( pParent, pName, pText )
{
SetPaintBackgroundEnabled( false );
for ( int i = 0; i < BUTTON_STATE_COUNT; ++i )
{
m_bImageLoaded[i] = false;
}
}
CBitmapButton::~CBitmapButton()
{
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
bool CBitmapButton::Init( KeyValues* pInitData )
{
// Unimplemented
Assert( 0 );
return true;
}
//-----------------------------------------------------------------------------
// initialization from build-mode dialog style .res files
//-----------------------------------------------------------------------------
void CBitmapButton::ApplySettings(KeyValues *pInitData)
{
BaseClass::ApplySettings(pInitData);
COMPILE_TIME_ASSERT( BUTTON_STATE_COUNT == 4 );
const char *pSectionName[BUTTON_STATE_COUNT] =
{
"enabledImage",
"mouseOverImage",
"pressedImage",
"disabledImage"
};
for ( int i = 0; i < BUTTON_STATE_COUNT; ++i )
{
m_bImageLoaded[i] = InitializeImage(pInitData, pSectionName[i], this, &m_pImage[i] );
}
}
//-----------------------------------------------------------------------------
// Sets the image
//-----------------------------------------------------------------------------
void CBitmapButton::SetImage( ButtonImageType_t type, const char *pMaterialName, color32 color )
{
m_bImageLoaded[type] = m_pImage[type].Init( GetVPanel(), pMaterialName );
if (m_bImageLoaded[type])
{
Color vcol( color.r, color.g, color.b, color.a );
m_pImage[type].SetColor( vcol );
}
}
bool CBitmapButton::IsImageLoaded( ButtonImageType_t type ) const
{
return m_bImageLoaded[type];
}
//-----------------------------------------------------------------------------
// Draws the puppy
//-----------------------------------------------------------------------------
void CBitmapButton::Paint( void )
{
// Determine the image to use based on the state
int nCurrentImage = BUTTON_ENABLED;
if (IsArmed())
{
if (IsDepressed())
{
nCurrentImage = BUTTON_PRESSED;
}
else
{
nCurrentImage = BUTTON_ENABLED_MOUSE_OVER;
}
}
else if (!IsEnabled())
{
nCurrentImage = BUTTON_DISABLED;
}
if (m_bImageLoaded[nCurrentImage])
{
m_pImage[nCurrentImage].DoPaint( GetVPanel() );
}
BaseClass::Paint();
}