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: $
//=============================================================================//
#include "DemoPage.h"
#include <VGUI/IVGui.h>
#include <vgui/ISystem.h>
#include <vgui_controls/Controls.h>
#include <vgui_controls/ProgressBar.h>
using namespace vgui;
static const int TIMEOUT = 5000; // 5 second timeout
//-----------------------------------------------------------------------------
// Progress bars are used to illustrate a waiting period (such as
// connecting to a server.
// Here we create a progress bar that fills up every 5 seconds.
//-----------------------------------------------------------------------------
class ProgressBarDemo: public DemoPage
{
public:
ProgressBarDemo(Panel *parent, const char *name);
~ProgressBarDemo();
void OnTick();
void SetVisible(bool status);
private:
ProgressBar *m_pProgressBar;
int m_iTimeoutTime;
};
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
ProgressBarDemo::ProgressBarDemo(Panel *parent, const char *name) : DemoPage(parent, name)
{
m_pProgressBar = new ProgressBar(this, "AProgressBar");
m_pProgressBar->SetPos(100, 100);
m_pProgressBar->SetWide(300);
// This makes panel receive a 'Tick' message every frame
// (~50ms, depending on sleep times/framerate)
// Panel is automatically removed from tick signal list when it's deleted
ivgui()->AddTickSignal(this->GetVPanel());
m_iTimeoutTime = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
ProgressBarDemo::~ProgressBarDemo()
{
}
//-----------------------------------------------------------------------------
// Purpose: When the page is shown, initialize the progress bar.
//-----------------------------------------------------------------------------
void ProgressBarDemo::SetVisible(bool status)
{
if (status)
{
// Set the timeout time.
m_iTimeoutTime = system()->GetTimeMillis() + TIMEOUT;
// Set progress bar to be none of the way done
m_pProgressBar->SetProgress(0);
}
DemoPage::SetVisible(status);
}
//-----------------------------------------------------------------------------
// Purpose: Advances the status bar to the end, then starts over
//-----------------------------------------------------------------------------
void ProgressBarDemo::OnTick()
{
if (m_iTimeoutTime)
{
int currentTime = system()->GetTimeMillis();
// Check for timeout
if (currentTime > m_iTimeoutTime)
{
// Timed out, make a new timeout time
m_iTimeoutTime = system()->GetTimeMillis() + TIMEOUT;
}
else
{
// Advance the status bar, in the range 0% to 100%
float timePassedPercentage = (float)(currentTime - m_iTimeoutTime + TIMEOUT) / (float)TIMEOUT;
m_pProgressBar->SetProgress(timePassedPercentage);
}
}
}
Panel* ProgressBarDemo_Create(Panel *parent)
{
return new ProgressBarDemo(parent, "ProgressBarDemo");
}