//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASEMODELPANEL_H #define BASEMODELPANEL_H #ifdef _WIN32 #pragma once #endif #include #include #include #include "GameEventListener.h" #include "KeyValues.h" class C_SceneEntity; class CModelPanelModel : public C_BaseFlex { public: CModelPanelModel(){} DECLARE_CLASS( CModelPanelModel, C_BaseFlex ); virtual bool IsMenuModel() const{ return true; } }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CModelPanelModelAnimation { public: CModelPanelModelAnimation() { m_pszName = NULL; m_pszSequence = NULL; m_pszActivity = NULL; m_pPoseParameters = NULL; m_bDefault = false; } ~CModelPanelModelAnimation() { if ( m_pszName && m_pszName[0] ) { delete [] m_pszName; m_pszName = NULL; } if ( m_pszSequence && m_pszSequence[0] ) { delete [] m_pszSequence; m_pszSequence = NULL; } if ( m_pszActivity && m_pszActivity[0] ) { delete [] m_pszActivity; m_pszActivity = NULL; } if ( m_pPoseParameters ) { m_pPoseParameters->deleteThis(); m_pPoseParameters = NULL; } } public: const char *m_pszName; const char *m_pszSequence; const char *m_pszActivity; KeyValues *m_pPoseParameters; bool m_bDefault; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CModelPanelAttachedModelInfo { public: CModelPanelAttachedModelInfo() { m_pszModelName = NULL; m_nSkin = 0; } ~CModelPanelAttachedModelInfo() { if ( m_pszModelName && m_pszModelName[0] ) { delete [] m_pszModelName; m_pszModelName = NULL; } } public: const char *m_pszModelName; int m_nSkin; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CModelPanelModelInfo { public: CModelPanelModelInfo() { m_pszModelName = NULL; m_pszModelName_HWM = NULL; m_nSkin = -1; m_vecAbsAngles.Init(); m_vecOriginOffset.Init(); m_vecFramedOriginOffset.Init(); m_bUseSpotlight = false; } ~CModelPanelModelInfo() { if ( m_pszModelName && m_pszModelName[0] ) { delete [] m_pszModelName; m_pszModelName = NULL; } if ( m_pszModelName_HWM && m_pszModelName_HWM[0] ) { delete [] m_pszModelName_HWM; m_pszModelName_HWM = NULL; } if ( m_pszVCD && m_pszVCD[0] ) { delete [] m_pszVCD; m_pszVCD = NULL; } m_Animations.PurgeAndDeleteElements(); m_AttachedModelsInfo.PurgeAndDeleteElements(); } public: const char *m_pszModelName; const char *m_pszModelName_HWM; int m_nSkin; const char *m_pszVCD; Vector m_vecAbsAngles; Vector m_vecOriginOffset; Vector2D m_vecViewportOffset; Vector m_vecFramedOriginOffset; bool m_bUseSpotlight; CUtlVector m_Animations; CUtlVector m_AttachedModelsInfo; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CModelPanel : public vgui::EditablePanel, public CGameEventListener { public: DECLARE_CLASS_SIMPLE( CModelPanel, vgui::EditablePanel ); CModelPanel( vgui::Panel *parent, const char *name ); virtual ~CModelPanel(); virtual void Paint(); virtual void ApplySettings( KeyValues *inResourceData ); virtual void DeleteVCDData( void ); virtual void DeleteModelData( void ); virtual void SetFOV( int nFOV ){ m_nFOV = nFOV; } virtual void SetPanelDirty( void ){ m_bPanelDirty = true; } virtual bool SetSequence( const char *pszSequence ); MESSAGE_FUNC_PARAMS( OnAddAnimation, "AddAnimation", data ); MESSAGE_FUNC_PARAMS( OnSetAnimation, "SetAnimation", data ); void SetDefaultAnimation( const char *pszName ); void SwapModel( const char *pszName, const char *pszAttached = NULL ); virtual void ParseModelInfo( KeyValues *inResourceData ); void ClearAttachedModelInfos( void ); void CalculateFrameDistance( void ); void ZoomToFrameDistance( void ); public: // IGameEventListener: virtual void FireGameEvent( IGameEvent * event ); protected: virtual void SetupModel( void ); virtual void SetupVCD( void ); virtual const char *GetModelName( void ); private: void InitCubeMaps(); int FindAnimByName( const char *pszName ); void CalculateFrameDistanceInternal( const model_t *pModel ); void UpdateIfDirty(); public: int m_nFOV; float m_flFrameDistance; bool m_bStartFramed; CModelPanelModelInfo *m_pModelInfo; CHandle m_hModel; CUtlVector > m_AttachedModels; CHandle m_hScene; private: bool m_bPanelDirty; int m_iDefaultAnimation; bool m_bAllowOffscreen; CTextureReference m_DefaultEnvCubemap; CTextureReference m_DefaultHDREnvCubemap; }; #endif // BASEMODELPANEL_H