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80 lines
2.2 KiB
80 lines
2.2 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: This is a panel which is rendered image on top of an entity |
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// |
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// $Revision: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef TEAMBITMAPIMAGE_H |
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#define TEAMBITMAPIMAGE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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//#include "tf_shareddefs.h" |
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#include <vgui/VGUI.h> |
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namespace vgui |
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{ |
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class Panel; |
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} |
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class BitmapImage; |
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class C_BaseEntity; |
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class KeyValues; |
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//----------------------------------------------------------------------------- |
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// A multiplexer bitmap that chooses a bitmap based on team |
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//----------------------------------------------------------------------------- |
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class CTeamBitmapImage |
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{ |
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public: |
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// construction, destruction |
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CTeamBitmapImage(); |
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~CTeamBitmapImage(); |
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// initialization |
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bool Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity ); |
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// Alpha override... |
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void SetAlpha( float alpha ); |
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// Paint the sucka. Paint it the size of the parent panel |
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void Paint( float yaw = 0.0f ); |
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protected: |
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// Wrapper so we can implement this with EHANDLES some day |
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C_BaseEntity *GetEntity() { return m_pEntity; } |
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private: |
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enum |
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{ |
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// NOTE: Was MAX_TF_TEAMS not 4, but I don't like the dependency here. |
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BITMAP_COUNT = 4 + 1 |
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}; |
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BitmapImage *m_ppImage[ BITMAP_COUNT ]; |
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C_BaseEntity *m_pEntity; |
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float m_Alpha; |
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bool m_bRelativeTeams; |
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}; |
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//----------------------------------------------------------------------------- |
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// Helper method to initialize a team image from KeyValues data.. |
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// KeyValues contains the bitmap data. pSectionName, if it exists, |
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// indicates which subsection of pInitData should be looked at to get at the |
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// image data. The final argument is the bitmap image to initialize. |
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// The function returns true if it succeeded. |
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// |
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// NOTE: This function looks for the key values 'material' and 'color' |
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// and uses them to set up the material + modulation color of the image |
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//----------------------------------------------------------------------------- |
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bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName, |
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vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pBitmapImage ); |
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#endif // TEAMBITMAPIMAGE_H
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