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 "cbase.h"
#include "c_tf2rootpanel.h"
#include <vgui_controls/Controls.h>
#include <vgui/IVGui.h>
#include "paneleffect.h"
#include "itfhintitem.h"
#include "clientmode_commander.h"
#include "commanderoverlaypanel.h"
//-----------------------------------------------------------------------------
// Purpose:
// Input : *parent -
//-----------------------------------------------------------------------------
C_TF2RootPanel::C_TF2RootPanel( vgui::VPANEL parent )
: BaseClass( NULL, "TF2 Root Panel" )
{
SetParent( parent );
SetPaintEnabled( false );
SetPaintBorderEnabled( false );
SetPaintBackgroundEnabled( false );
// This panel does post child painting
SetPostChildPaintEnabled( true );
// Make it screen sized
SetBounds( 0, 0, ScreenWidth(), ScreenHeight() );
// Ask for OnTick messages
vgui::ivgui()->AddTickSignal( GetVPanel() );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TF2RootPanel::~C_TF2RootPanel( void )
{
ClearAllEffects();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TF2RootPanel::PostChildPaint()
{
BaseClass::PostChildPaint();
// Draw all panel effects
RenderPanelEffects();
}
//-----------------------------------------------------------------------------
// Purpose: For each panel effect, check if it wants to draw and draw it on
// this panel/surface if so
//-----------------------------------------------------------------------------
void C_TF2RootPanel::RenderPanelEffects( void )
{
for ( int i = 0; i < m_Effects.Size(); i++ )
{
CPanelEffect *e = m_Effects[ i ];
Assert( e );
ITFHintItem *owner = e->GetOwner();
if ( owner && !owner->ShouldRenderPanelEffects() )
continue;
if ( e->GetVisible() )
{
e->doPaint( this );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Add effect to list
// Input : *effect -
//-----------------------------------------------------------------------------
EFFECT_HANDLE C_TF2RootPanel::AddEffect( CPanelEffect *effect )
{
Assert( effect );
m_Effects.AddToTail( effect );
return effect->GetHandle();
}
//-----------------------------------------------------------------------------
// Purpose: Remove effect from list
// Input : *effect -
//-----------------------------------------------------------------------------
void C_TF2RootPanel::RemoveEffect( EFFECT_HANDLE handle )
{
for ( int i = m_Effects.Size() - 1; i >= 0; i-- )
{
CPanelEffect *e = m_Effects[ i ];
if ( e->GetHandle() == handle )
{
m_Effects.Remove( i );
delete e;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Find effect by handle
// Input : handle -
// Output : CPanelEffect
//-----------------------------------------------------------------------------
CPanelEffect *C_TF2RootPanel::FindEffect( EFFECT_HANDLE handle )
{
for ( int i = 0; i < m_Effects.Size(); i++ )
{
CPanelEffect *e = m_Effects[ i ];
if ( e->GetHandle() == handle )
{
return e;
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Delete all effects
//-----------------------------------------------------------------------------
void C_TF2RootPanel::ClearAllEffects( void )
{
while ( m_Effects.Size() > 0 )
{
CPanelEffect *e = m_Effects[ 0 ];
m_Effects.Remove( 0 );
delete e;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TF2RootPanel::OnTick( void )
{
// Go backards
for ( int i = m_Effects.Size() - 1; i >= 0; i-- )
{
CPanelEffect *e = m_Effects[ i ];
Assert( e );
// Allow panel to think
e->Think();
// See if panel should disappear
if ( e->ShouldRemove() )
{
m_Effects.Remove( i );
delete e;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Reset effects on level load/shutdown
//-----------------------------------------------------------------------------
void C_TF2RootPanel::LevelInit( void )
{
ClearAllEffects();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TF2RootPanel::LevelShutdown( void )
{
ClearAllEffects();
}
//-----------------------------------------------------------------------------
// Purpose: Delete any panel effects owned by owner
// Input : *owner -
//-----------------------------------------------------------------------------
void C_TF2RootPanel::DestroyPanelEffects( ITFHintItem *owner )
{
for ( int i = m_Effects.Size() - 1; i >= 0; i-- )
{
CPanelEffect *e = m_Effects[ i ];
if ( e->GetOwner() == owner )
{
m_Effects.Remove( i );
delete e;
}
}
}