mirror of
https://github.com/nillerusr/source-engine.git
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303 lines
6.3 KiB
C++
303 lines
6.3 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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//=============================================================================
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#ifndef BUYPRESET_WEAPONSETLABEL_H
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#define BUYPRESET_WEAPONSETLABEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <vgui/VGUI.h>
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#include <vgui_controls/Panel.h>
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#include <vgui/IImage.h>
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namespace vgui
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{
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class TextImage;
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class TextEntry;
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};
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//--------------------------------------------------------------------------------------------------------------
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/// Helper function: draws a simple dashed line
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void DrawDashedLine(int x0, int y0, int x1, int y1, int dashLen, int gapLen);
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//--------------------------------------------------------------------------------------------------------------
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// Purpose: Wraps an IImage to perform resizes properly
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class BuyPresetImage : public vgui::IImage
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{
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public:
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BuyPresetImage( vgui::IImage *realImage )
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{
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m_image = realImage;
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if ( m_image )
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{
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m_image->GetSize( m_wide, m_tall );
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}
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else
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{
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m_wide = m_tall = 0;
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}
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}
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// Call to Paint the image
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// Image will draw within the current panel context at the specified position
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virtual void Paint()
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{
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if ( !m_image )
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return;
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m_image->Paint();
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}
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// Set the position of the image
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virtual void SetPos(int x, int y)
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{
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if ( !m_image )
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return;
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m_image->SetPos( x, y );
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}
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// Gets the size of the content
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virtual void GetContentSize(int &wide, int &tall)
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{
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if ( !m_image )
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return;
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m_image->GetSize( wide, tall );
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}
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// Get the size the image will actually draw in (usually defaults to the content size)
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virtual void GetSize(int &wide, int &tall)
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{
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if ( !m_image )
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{
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wide = tall = 0;
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return;
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}
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wide = m_wide;
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tall = m_tall;
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}
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// Sets the size of the image
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virtual void SetSize(int wide, int tall)
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{
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m_wide = wide;
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m_tall = tall;
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if ( !m_image )
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return;
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m_image->SetSize( wide, tall );
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}
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// Set the draw color
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virtual void SetColor(Color col)
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{
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if ( !m_image )
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return;
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m_image->SetColor( col );
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}
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virtual bool Evict()
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{
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return false;
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}
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virtual int GetNumFrames()
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{
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return 0;
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}
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virtual void SetFrame( int nFrame )
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{
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}
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virtual vgui::HTexture GetID()
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{
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return 0;
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}
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virtual void SetRotation( int iRotation )
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{
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return;
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}
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private:
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vgui::IImage *m_image;
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int m_wide, m_tall;
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};
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//--------------------------------------------------------------------------------------------------------------
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struct ImageInfo {
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vgui::IImage *image;
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int w;
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int h;
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int x;
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int y;
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int fullW;
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int fullH;
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void FitInBounds( int baseX, int baseY, int width, int height, bool center, int scaleAt1024, bool halfHeight = false );
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void Paint();
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};
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//--------------------------------------------------------------------------------------------------------------
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class WeaponImageInfo
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{
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public:
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WeaponImageInfo();
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~WeaponImageInfo();
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void SetBounds( int left, int top, int wide, int tall );
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void SetCentered( bool isCentered );
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void SetScaleAt1024( int weaponScale, int ammoScale );
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void SetWeapon( const BuyPresetWeapon *pWeapon, bool isPrimary, bool useCurrentAmmoType );
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void ApplyTextSettings( vgui::IScheme *pScheme, bool isProportional );
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void Paint();
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void PaintText();
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private:
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void PerformLayout();
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int m_left;
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int m_top;
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int m_wide;
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int m_tall;
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bool m_isPrimary;
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int m_weaponScale;
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int m_ammoScale;
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bool m_needLayout;
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bool m_isCentered;
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ImageInfo m_weapon;
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ImageInfo m_ammo;
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vgui::TextImage *m_pAmmoText;
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};
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//--------------------------------------------------------------------------------------------------------------
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class ItemImageInfo
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{
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public:
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ItemImageInfo();
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~ItemImageInfo();
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void SetBounds( int left, int top, int wide, int tall );
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void SetItem( const char *imageFname, int count );
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void ApplyTextSettings( vgui::IScheme *pScheme, bool isProportional );
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void Paint();
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void PaintText();
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private:
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void PerformLayout();
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int m_left;
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int m_top;
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int m_wide;
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int m_tall;
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int m_count;
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bool m_needLayout;
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ImageInfo m_image;
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vgui::TextImage *m_pText;
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};
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//--------------------------------------------------------------------------------------------------------------
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class WeaponLabel : public vgui::Panel
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{
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typedef vgui::Panel BaseClass;
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public:
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WeaponLabel(vgui::Panel *parent, const char *panelName);
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~WeaponLabel();
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void SetWeapon( const BuyPresetWeapon *pWeapon, bool isPrimary, bool showAmmo = false );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void PerformLayout();
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virtual void Paint();
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protected:
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WeaponImageInfo m_weapon;
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};
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//--------------------------------------------------------------------------------------------------------------
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class EquipmentLabel : public vgui::Panel
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{
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typedef vgui::Panel BaseClass;
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public:
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EquipmentLabel(vgui::Panel *parent, const char *panelName, const char *imageFname = NULL);
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~EquipmentLabel();
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void SetItem( const char *imageFname, int count );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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virtual void PerformLayout();
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virtual void Paint();
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protected:
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ItemImageInfo m_item;
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};
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//--------------------------------------------------------------------------------------------------------------
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/**
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* BuyPresetEditPanel is a panel displaying a graphical representation of a buy preset.
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*/
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class BuyPresetEditPanel : public vgui::EditablePanel
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{
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typedef vgui::EditablePanel BaseClass;
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public:
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BuyPresetEditPanel( vgui::Panel *parent, const char *panelName, const char *resourceFilename, int fallbackIndex, bool editableName );
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virtual ~BuyPresetEditPanel();
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void SetWeaponSet( const WeaponSet *pWeaponSet, bool current );
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virtual void SetText( const wchar_t *text );
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virtual void ApplySchemeSettings(vgui::IScheme *pScheme);
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void OnCommand( const char *command); ///< Handle command callbacks
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virtual void OnSizeChanged( int wide, int tall );
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void SetPanelBgColor( Color color ) { if (m_pBgPanel) m_pBgPanel->SetBgColor( color ); }
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protected:
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void Reset();
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vgui::Panel *m_pBgPanel;
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vgui::TextEntry *m_pTitleEntry;
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vgui::Label *m_pTitleLabel;
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vgui::Label *m_pCostLabel;
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WeaponLabel *m_pPrimaryWeapon;
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WeaponLabel *m_pSecondaryWeapon;
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EquipmentLabel *m_pHEGrenade;
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EquipmentLabel *m_pSmokeGrenade;
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EquipmentLabel *m_pFlashbangs;
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EquipmentLabel *m_pDefuser;
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EquipmentLabel *m_pNightvision;
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EquipmentLabel *m_pArmor;
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int m_baseWide;
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int m_baseTall;
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int m_fallbackIndex;
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};
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#endif // BUYPRESET_WEAPONSETLABEL_H
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