Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef DRAWING_PANEL_H
#define DRAWING_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Panel.h>
#define DRAWN_LINE_SOLID_TIME 15.0f
#define DRAWN_LINE_FADE_TIME 3.0f
class MapLine
{
public:
MapLine()
{
worldpos.Init( 0, 0 );
linkpos.Init( 0, 0 );
created_time = 0;
bSetLinkBlipCentre = false;
bSetBlipCentre = false;
blipcentre.Init( 0, 0 );
linkblipcentre.Init( 0, 0 );
bLink = false;
}
Vector2D worldpos; // blip in world space
Vector2D blipcentre; // blip in map texture space
Vector2D linkpos; // link blip in world space
Vector2D linkblipcentre; // link blip in map texture space
bool bLink;
bool bSetBlipCentre; // have we calculated the blip in map texture space yet?
bool bSetLinkBlipCentre; // have we calculated the link blip in map texture space yet?
float created_time;
};
class CDrawingPanel : public vgui::Panel, public CGameEventListener
{
DECLARE_CLASS_SIMPLE( CDrawingPanel, vgui::Panel );
public:
CDrawingPanel( Panel *parent, const char *name );
virtual void ApplySettings( KeyValues *inResourceData ) OVERRIDE;
void SendMapLine( int x, int y, bool bInitial );
virtual void OnMouseReleased( vgui::MouseCode code );
virtual void OnMousePressed( vgui::MouseCode code );
virtual void OnCursorExited();
virtual void OnCursorMoved( int x, int y );
virtual void Paint();
virtual void OnThink();
virtual void SetVisible( bool bState ) OVERRIDE;
void ClearLines( int iIndex );
void ClearAllLines();
const CUtlVector<MapLine>& GetLines( int iIndex ) const { return m_vecDrawnLines[iIndex]; }
void SetType( int iPanelType ){ m_iPanelType = iPanelType; }
virtual void FireGameEvent( IGameEvent *event );
private:
void ReadColor( const char* pszToken, Color& color );
bool m_bDrawingLines;
float m_fLastMapLine;
int m_iMouseX, m_iMouseY;
int m_nWhiteTexture;
Color m_colorLine;
CUtlVector<MapLine> m_vecDrawnLines[MAX_PLAYERS+1];
int m_iPanelType;
bool m_bTeamColors;
};
#endif // DRAWING_PANEL_H