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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/tf/vgui/tf_particlepanel.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/tf/vgui/tf_particlepanel.h')
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diff --git a/game/client/tf/vgui/tf_particlepanel.h b/game/client/tf/vgui/tf_particlepanel.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A panel that display particle systems
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TF_PARTICLEPANEL_H
+#define TF_PARTICLEPANEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tier2/camerautils.h"
+
+class CTFParticlePanel : public vgui::EditablePanel
+{
+ DECLARE_CLASS_SIMPLE( CTFParticlePanel, vgui::EditablePanel );
+public:
+ // constructor, destructor
+ CTFParticlePanel( vgui::Panel *pParent, const char *pName );
+ virtual ~CTFParticlePanel();
+
+ virtual void OnTick();
+ virtual void ApplySettings( KeyValues *inResourceData );
+ virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
+ virtual void OnCommand( const char *command ) OVERRIDE;
+
+ void FireParticleEffect( const char *pszName, int xPos, int yPos, float flScale, bool bLoop, float flEndTime = FLT_MAX );
+private:
+
+ // paint it!
+ virtual void Paint() OVERRIDE;
+
+private:
+
+ // Class to contain all of the per-instance particle system data
+ struct ParticleEffect_t
+ {
+ ParticleEffect_t();
+
+ // Shutdown, startup particle collection
+ void StartupParticleCollection();
+ void ShutdownParticleCollection();
+
+ // Accessor for control point values
+ const Vector& GetControlPointValue( int nControlPoint ) const { return m_pControlPointValue[ nControlPoint ]; };
+ void SetControlPointValue( int nControlPoint, const Vector &value ) { m_pControlPointValue[ nControlPoint ] = value; }
+ // Set the particle system to draw
+ void SetParticleSystem( const char* pszParticleSystemName );
+
+ bool Update( float flTime );
+ void Paint( CMatRenderContextPtr& pRenderContext, int iXOffset, int iYOffset, float flXScale, float flYScale, int screenW, int screenH );
+
+ Vector m_pControlPointValue[MAX_PARTICLE_CONTROL_POINTS];
+ CParticleCollection *m_pParticleSystem;
+ CUtlString m_ParticleSystemName;
+ float m_flLastTime;
+ float m_flScale;
+ float m_flEndTime;
+ int m_nXPos;
+ int m_nYPos;
+ QAngle m_Angles;
+ bool m_bStartActivated; // Start the effect immediately?
+ bool m_bLoop; // Loop the effect?
+ bool m_bForceStopped;
+ bool m_bAutoDelete;
+ bool m_bStarted;
+
+ Panel* m_pParent;
+ };
+
+ CUtlVector< ParticleEffect_t* > m_vecParticleEffects;
+
+ // A texture to use for a lightmap
+ CTextureReference m_pLightmapTexture;
+
+ // The default env_cubemap
+ CTextureReference m_DefaultEnvCubemap;
+
+ Camera_t m_Camera;
+};
+
+#endif // TF_PARTICLEPANEL_H