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-rw-r--r--game/client/TeamBitmapImage.h80
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diff --git a/game/client/TeamBitmapImage.h b/game/client/TeamBitmapImage.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: This is a panel which is rendered image on top of an entity
+//
+// $Revision: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TEAMBITMAPIMAGE_H
+#define TEAMBITMAPIMAGE_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+//#include "tf_shareddefs.h"
+
+#include <vgui/VGUI.h>
+
+namespace vgui
+{
+ class Panel;
+}
+
+class BitmapImage;
+class C_BaseEntity;
+class KeyValues;
+
+//-----------------------------------------------------------------------------
+// A multiplexer bitmap that chooses a bitmap based on team
+//-----------------------------------------------------------------------------
+class CTeamBitmapImage
+{
+public:
+ // construction, destruction
+ CTeamBitmapImage();
+ ~CTeamBitmapImage();
+
+ // initialization
+ bool Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity );
+
+ // Alpha override...
+ void SetAlpha( float alpha );
+
+ // Paint the sucka. Paint it the size of the parent panel
+ void Paint( float yaw = 0.0f );
+
+protected:
+ // Wrapper so we can implement this with EHANDLES some day
+ C_BaseEntity *GetEntity() { return m_pEntity; }
+
+private:
+ enum
+ {
+ // NOTE: Was MAX_TF_TEAMS not 4, but I don't like the dependency here.
+ BITMAP_COUNT = 4 + 1
+ };
+
+ BitmapImage *m_ppImage[ BITMAP_COUNT ];
+ C_BaseEntity *m_pEntity;
+ float m_Alpha;
+ bool m_bRelativeTeams;
+};
+
+
+//-----------------------------------------------------------------------------
+// Helper method to initialize a team image from KeyValues data..
+// KeyValues contains the bitmap data. pSectionName, if it exists,
+// indicates which subsection of pInitData should be looked at to get at the
+// image data. The final argument is the bitmap image to initialize.
+// The function returns true if it succeeded.
+//
+// NOTE: This function looks for the key values 'material' and 'color'
+// and uses them to set up the material + modulation color of the image
+//-----------------------------------------------------------------------------
+bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName,
+ vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pBitmapImage );
+
+
+#endif // TEAMBITMAPIMAGE_H \ No newline at end of file