Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

254 lines
8.2 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef VGUI_AVATARIMAGE_H
#define VGUI_AVATARIMAGE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/Image.h>
#include <vgui_controls/ImagePanel.h>
#include "steam/steam_api.h"
#include "c_baseplayer.h"
// size of the friend background frame (see texture ico_friend_indicator_avatar)
#define FRIEND_ICON_SIZE_X (55)
#define FRIEND_ICON_SIZE_Y (34)
// offset of avatar within the friend icon
#define FRIEND_ICON_AVATAR_INDENT_X (22)
#define FRIEND_ICON_AVATAR_INDENT_Y (1)
// size of the standard avatar icon (unless override by SetAvatarSize)
#define DEFAULT_AVATAR_SIZE (32)
//=============================================================================
// HPE_CHANGE:
// [pfreese] Refactored these classes so that the CAvatarImage supports a
// default image to be used whenever the Steam avatar is not set or fails to
// be retrieved.
//=============================================================================
struct AvatarImagePair_t
{
AvatarImagePair_t() { m_iAvatar = 0; }
AvatarImagePair_t( CSteamID steamID, int av ) { m_SteamID = steamID; m_iAvatar = av; }
bool operator<( const AvatarImagePair_t &rhs ) const
{
return m_SteamID.ConvertToUint64() < rhs.m_SteamID.ConvertToUint64() ||
( m_SteamID.ConvertToUint64() == rhs.m_SteamID.ConvertToUint64() && m_iAvatar < rhs.m_iAvatar );
}
CSteamID m_SteamID;
int m_iAvatar;
};
//-----------------------------------------------------------------------------
// Purpose: avatar sizes, formerly used in ISteamFriends, but now only used in game code
//-----------------------------------------------------------------------------
enum EAvatarSize
{
k_EAvatarSize32x32 = 0,
k_EAvatarSize64x64 = 1,
k_EAvatarSize184x184 = 2,
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CAvatarImage : public vgui::IImage
{
public:
CAvatarImage( void );
// Call this to set the steam ID associated with the avatar
//=============================================================================
// HPE_BEGIN:
// [tj] Added parameter to specify size. Default is 32x32.
//=============================================================================
bool SetAvatarSteamID( CSteamID steamIDUser, EAvatarSize avatarSize = k_EAvatarSize32x32 );
//=============================================================================
// HPE_END
//=============================================================================
void UpdateFriendStatus( void );
void ClearAvatarSteamID( void );
// Call to Paint the image
// Image will draw within the current panel context at the specified position
virtual void Paint( void );
// Set the position of the image
virtual void SetPos(int x, int y)
{
m_nX = x;
m_nY = y;
}
// Gets the size of the content
virtual void GetContentSize(int &wide, int &tall)
{
wide = m_wide;
tall = m_tall;
}
// Get the size the image will actually draw in (usually defaults to the content size)
virtual void GetSize(int &wide, int &tall)
{
GetContentSize( wide, tall );
}
// Sets the size of the image
virtual void SetSize(int wide, int tall);
void SetAvatarSize(int wide, int tall);
// Set the draw color
virtual void SetColor(Color col)
{
m_Color = col;
}
bool IsValid() { return m_bValid; }
int GetWide() { return m_wide; }
int GetTall() { return m_tall; }
int GetAvatarWide() { return m_avatarWide; }
int GetAvatarTall() { return m_avatarTall; }
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [tj] simple setter for drawing friend icon
void SetDrawFriend(bool drawFriend) { m_bDrawFriend = drawFriend; }
// [pmf] specify the default (fallback) image
void SetDefaultImage(vgui::IImage* pImage) { m_pDefaultImage = pImage; }
//=============================================================================
// HPE_END
//=============================================================================
virtual bool Evict();
virtual int GetNumFrames();
virtual void SetFrame( int nFrame );
virtual vgui::HTexture GetID();
virtual void SetRotation( int iRotation ) { return; }
protected:
void InitFromRGBA( int iAvatar, const byte *rgba, int width, int height );
private:
void LoadAvatarImage();
Color m_Color;
int m_iTextureID;
int m_nX, m_nY;
int m_wide, m_tall;
int m_avatarWide, m_avatarTall;
bool m_bValid;
bool m_bFriend;
bool m_bLoadPending;
float m_fNextLoadTime; // used to throttle load attempts
EAvatarSize m_AvatarSize;
CHudTexture *m_pFriendIcon;
CSteamID m_SteamID;
//=============================================================================
// HPE_BEGIN:
//=============================================================================
// [tj] Whether or not we should draw the friend icon
bool m_bDrawFriend;
// [pmf] image to use as a fallback when get from steam fails (or not called)
vgui::IImage* m_pDefaultImage;
//=============================================================================
// HPE_END
//=============================================================================
static CUtlMap< AvatarImagePair_t, int > s_AvatarImageCache;
static bool m_sbInitializedAvatarCache;
CCallback<CAvatarImage, PersonaStateChange_t, false> m_sPersonaStateChangedCallback;
void OnPersonaStateChanged( PersonaStateChange_t *info );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CAvatarImagePanel : public vgui::Panel
{
public:
DECLARE_CLASS_SIMPLE( CAvatarImagePanel, vgui::Panel );
CAvatarImagePanel( vgui::Panel *parent, const char *name );
// Set the player that this Avatar should display for
//=============================================================================
// HPE_BEGIN:
// [menglish] Added default variable of scalable to allow the avatar to be drawn at sizes other than 32, 32
// [tj] added a parameter for drawing the friend icon. Defaulted to true to maintain backward compatibility.
// [menglish] Added parameter to specify a default avatar
// [menglish] Added a function to set the avatar size of the AvatarImage
//=============================================================================
// reset the image to its default value, clearing any info retrieved from Steam
void ClearAvatar();
void SetPlayer( C_BasePlayer *pPlayer, EAvatarSize avatarSize = k_EAvatarSize32x32 );
// [tj] Overloaded function to go straight to entity index
void SetPlayer( int entityIndex, EAvatarSize avatarSize = k_EAvatarSize32x32 );
// [tj] lower level function that expects a steam ID instead of a player
void SetPlayer(CSteamID steamIDForPlayer, EAvatarSize avatarSize );
// sets whether or not the image should scale to fit the size of the ImagePanel (defaults to false)
void SetShouldScaleImage( bool bScaleImage );
// sets whether to automatically draw the friend icon behind the avatar for Steam friends
void SetShouldDrawFriendIcon( bool bDrawFriend );
// specify the size of the avatar portion of the image (the actual image may be larger than this
// when it incorporates the friend icon)
void SetAvatarSize( int width, int height);
// specify a fallback image to use
void SetDefaultAvatar(vgui::IImage* pDefaultAvatar);
virtual void OnSizeChanged(int newWide, int newTall);
//=============================================================================
// HPE_END
//=============================================================================
virtual void OnMousePressed(vgui::MouseCode code);
virtual void PaintBackground();
bool IsValid() { return (m_pImage->IsValid()); }
void SetClickable( bool bClickable ) { m_bClickable = bClickable; }
protected:
CPanelAnimationVar( Color, m_clrOutline, "color_outline", "Black" );
virtual void ApplySettings(KeyValues *inResourceData);
void UpdateSize();
private:
CAvatarImage *m_pImage;
bool m_bScaleImage;
bool m_bSizeDirty;
bool m_bClickable;
};
#endif // VGUI_AVATARIMAGE_H