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 <vgui/VGUI.h>
#include <Color.h>
#include <vgui_controls/ImageList.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: blank image, intentially draws nothing
//-----------------------------------------------------------------------------
class BlankImage : public IImage
{
public:
virtual void Paint() {}
virtual void SetPos(int x, int y) {}
virtual void GetContentSize(int &wide, int &tall) { wide = 0; tall = 0; }
virtual void GetSize(int &wide, int &tall) { wide = 0; tall = 0; }
virtual void SetSize(int wide, int tall) {}
virtual void SetColor(Color col) {}
virtual bool Evict() { return false; }
virtual int GetNumFrames() { return 0; }
virtual void SetFrame( int nFrame ) {}
virtual HTexture GetID() { return 0; }
virtual void SetRotation( int iRotation ) { return; };
};
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
ImageList::ImageList(bool deleteImagesWhenDone)
{
m_bDeleteImagesWhenDone = deleteImagesWhenDone;
AddImage(new BlankImage());
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
ImageList::~ImageList()
{
if (m_bDeleteImagesWhenDone)
{
// delete all the images, except for the first image (which is always the blank image)
for (int i = 1; i < m_Images.Count(); i++)
{
delete m_Images[i];
}
}
}
//-----------------------------------------------------------------------------
// Purpose: adds a new image to the list, returning the index it was placed at
//-----------------------------------------------------------------------------
int ImageList::AddImage(vgui::IImage *image)
{
return m_Images.AddToTail(image);
}
//-----------------------------------------------------------------------------
// Purpose: sets an image at a specified index, growing and adding NULL images if necessary
//-----------------------------------------------------------------------------
void ImageList::SetImageAtIndex(int index, vgui::IImage *image)
{
// allocate more images if necessary
while (m_Images.Count() <= index)
{
m_Images.AddToTail(NULL);
}
m_Images[index] = image;
}
//-----------------------------------------------------------------------------
// Purpose: returns the number of images
//-----------------------------------------------------------------------------
int ImageList::GetImageCount()
{
return m_Images.Count();
}
//-----------------------------------------------------------------------------
// Purpose: gets an image, imageIndex is of range [0, GetImageCount)
//-----------------------------------------------------------------------------
vgui::IImage *ImageList::GetImage(int imageIndex)
{
return m_Images[imageIndex];
}
//-----------------------------------------------------------------------------
// Purpose: returns true if an index is valid
//-----------------------------------------------------------------------------
bool ImageList::IsValidIndex(int imageIndex)
{
return m_Images.IsValidIndex(imageIndex);
}