diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/vgui2/vgui_controls/CircularProgressBar.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/vgui2/vgui_controls/CircularProgressBar.cpp')
| -rw-r--r-- | mp/src/vgui2/vgui_controls/CircularProgressBar.cpp | 582 |
1 files changed, 291 insertions, 291 deletions
diff --git a/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp b/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp index 47ae6d20..545db716 100644 --- a/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp +++ b/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp @@ -1,292 +1,292 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include <assert.h>
-#include <math.h>
-#include <stdio.h>
-
-#include <vgui_controls/CircularProgressBar.h>
-#include <vgui_controls/Controls.h>
-
-#include <vgui/ILocalize.h>
-#include <vgui/IScheme.h>
-#include <vgui/ISurface.h>
-#include <KeyValues.h>
-
-#include "mathlib/mathlib.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include <tier0/memdbgon.h>
-
-using namespace vgui;
-
-DECLARE_BUILD_FACTORY( CircularProgressBar );
-
-//-----------------------------------------------------------------------------
-// Purpose: Constructor
-//-----------------------------------------------------------------------------
-CircularProgressBar::CircularProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName)
-{
- m_iProgressDirection = CircularProgressBar::PROGRESS_CCW;
-
- for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
- {
- m_nTextureId[i] = -1;
- m_pszImageName[i] = NULL;
- m_lenImageName[i] = 0;
- }
-
- m_iStartSegment = 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Destructor
-//-----------------------------------------------------------------------------
-CircularProgressBar::~CircularProgressBar()
-{
- for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
- {
- if ( vgui::surface() && m_nTextureId[i] )
- {
- vgui::surface()->DestroyTextureID( m_nTextureId[i] );
- m_nTextureId[i] = -1;
- }
-
- delete [] m_pszImageName[i];
- m_lenImageName[i] = 0;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CircularProgressBar::ApplySettings(KeyValues *inResourceData)
-{
- for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
- {
- delete [] m_pszImageName[i];
- m_pszImageName[i] = NULL;
- m_lenImageName[i] = 0;
- }
-
- const char *imageName = inResourceData->GetString("fg_image", "");
- if (*imageName)
- {
- SetFgImage( imageName );
- }
- imageName = inResourceData->GetString("bg_image", "");
- if (*imageName)
- {
- SetBgImage( imageName );
- }
-
- BaseClass::ApplySettings( inResourceData );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CircularProgressBar::ApplySchemeSettings(IScheme *pScheme)
-{
- BaseClass::ApplySchemeSettings(pScheme);
-
- SetFgColor(GetSchemeColor("CircularProgressBar.FgColor", pScheme));
- SetBgColor(GetSchemeColor("CircularProgressBar.BgColor", pScheme));
- SetBorder(NULL);
-
- for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ )
- {
- if ( m_pszImageName[i] && strlen( m_pszImageName[i] ) > 0 )
- {
- if ( m_nTextureId[i] == -1 )
- {
- m_nTextureId[i] = surface()->CreateNewTextureID();
- }
-
- surface()->DrawSetTextureFile( m_nTextureId[i], m_pszImageName[i], true, false);
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: sets an image by file name
-//-----------------------------------------------------------------------------
-void CircularProgressBar::SetImage(const char *imageName, progress_textures_t iPos)
-{
- const char *pszDir = "vgui/";
- int len = Q_strlen(imageName) + 1;
- len += strlen(pszDir);
-
- if ( m_pszImageName[iPos] && ( m_lenImageName[iPos] < len ) )
- {
- // If we already have a buffer, but it is too short, then free the buffer
- delete [] m_pszImageName[iPos];
- m_pszImageName[iPos] = NULL;
- m_lenImageName[iPos] = 0;
- }
-
- if ( !m_pszImageName[iPos] )
- {
- m_pszImageName[iPos] = new char[ len ];
- m_lenImageName[iPos] = len;
- }
-
- Q_snprintf( m_pszImageName[iPos], len, "%s%s", pszDir, imageName );
- InvalidateLayout(false, true); // force applyschemesettings to run
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CircularProgressBar::PaintBackground()
-{
- // If we don't have a Bg image, use the foreground
- int iTextureID = m_nTextureId[PROGRESS_TEXTURE_BG] != -1 ? m_nTextureId[PROGRESS_TEXTURE_BG] : m_nTextureId[PROGRESS_TEXTURE_FG];
- vgui::surface()->DrawSetTexture( iTextureID );
- vgui::surface()->DrawSetColor( GetBgColor() );
-
- int wide, tall;
- GetSize(wide, tall);
-
- vgui::surface()->DrawTexturedRect( 0, 0, wide, tall );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CircularProgressBar::Paint()
-{
- float flProgress = GetProgress();
- float flEndAngle;
-
- if ( m_iProgressDirection == PROGRESS_CW )
- {
- flEndAngle = flProgress;
- }
- else
- {
- flEndAngle = ( 1.0 - flProgress );
- }
-
- DrawCircleSegment( GetFgColor(), flEndAngle, ( m_iProgressDirection == PROGRESS_CW ) );
-}
-
-typedef struct
-{
- float minProgressRadians;
-
- float vert1x;
- float vert1y;
- float vert2x;
- float vert2y;
-
- int swipe_dir_x;
- int swipe_dir_y;
-} circular_progress_segment_t;
-
-namespace vgui
-{
-// This defines the properties of the 8 circle segments
-// in the circular progress bar.
-circular_progress_segment_t Segments[8] =
-{
- { 0.0, 0.5, 0.0, 1.0, 0.0, 1, 0 },
- { M_PI * 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 },
- { M_PI * 0.5, 1.0, 0.5, 1.0, 1.0, 0, 1 },
- { M_PI * 0.75, 1.0, 1.0, 0.5, 1.0, -1, 0 },
- { M_PI, 0.5, 1.0, 0.0, 1.0, -1, 0 },
- { M_PI * 1.25, 0.0, 1.0, 0.0, 0.5, 0, -1 },
- { M_PI * 1.5, 0.0, 0.5, 0.0, 0.0, 0, -1 },
- { M_PI * 1.75, 0.0, 0.0, 0.5, 0.0, 1, 0 },
-};
-
-};
-
-#define SEGMENT_ANGLE ( M_PI / 4 )
-
-// function to draw from A to B degrees, with a direction
-// we draw starting from the top ( 0 progress )
-void CircularProgressBar::DrawCircleSegment( Color c, float flEndProgress, bool bClockwise )
-{
- if ( m_nTextureId[PROGRESS_TEXTURE_FG] == -1 )
- return;
-
- int wide, tall;
- GetSize(wide, tall);
-
- float flWide = (float)wide;
- float flTall = (float)tall;
-
- float flHalfWide = (float)wide / 2;
- float flHalfTall = (float)tall / 2;
-
- vgui::surface()->DrawSetTexture( m_nTextureId[PROGRESS_TEXTURE_FG] );
- vgui::surface()->DrawSetColor( c );
-
- // TODO - if we want to progress CCW, reverse a few things
-
- float flEndProgressRadians = flEndProgress * M_PI * 2;
-
- int cur_wedge = m_iStartSegment;
- for ( int i=0;i<8;i++ )
- {
- if ( flEndProgressRadians > Segments[cur_wedge].minProgressRadians)
- {
- vgui::Vertex_t v[3];
-
- // vert 0 is ( 0.5, 0.5 )
- v[0].m_Position.Init( flHalfWide, flHalfTall );
- v[0].m_TexCoord.Init( 0.5f, 0.5f );
-
- float flInternalProgress = flEndProgressRadians - Segments[cur_wedge].minProgressRadians;
-
- if ( flInternalProgress < SEGMENT_ANGLE )
- {
- // Calc how much of this slice we should be drawing
-
- if ( i % 2 == 1 )
- {
- flInternalProgress = SEGMENT_ANGLE - flInternalProgress;
- }
-
- float flTan = tan(flInternalProgress);
-
- float flDeltaX, flDeltaY;
-
- if ( i % 2 == 1 )
- {
- flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x;
- flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y;
- }
- else
- {
- flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x;
- flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y;
- }
-
- v[2].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY );
- v[2].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 );
- }
- else
- {
- // full segment, easy calculation
- v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) );
- v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y );
- }
-
- // vert 2 is ( Segments[i].vert1x, Segments[i].vert1y )
- v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) );
- v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y );
-
- vgui::surface()->DrawTexturedPolygon( 3, v );
- }
-
- cur_wedge++;
- if ( cur_wedge >= 8)
- cur_wedge = 0;
- }
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include <assert.h> +#include <math.h> +#include <stdio.h> + +#include <vgui_controls/CircularProgressBar.h> +#include <vgui_controls/Controls.h> + +#include <vgui/ILocalize.h> +#include <vgui/IScheme.h> +#include <vgui/ISurface.h> +#include <KeyValues.h> + +#include "mathlib/mathlib.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include <tier0/memdbgon.h> + +using namespace vgui; + +DECLARE_BUILD_FACTORY( CircularProgressBar ); + +//----------------------------------------------------------------------------- +// Purpose: Constructor +//----------------------------------------------------------------------------- +CircularProgressBar::CircularProgressBar(Panel *parent, const char *panelName) : ProgressBar(parent, panelName) +{ + m_iProgressDirection = CircularProgressBar::PROGRESS_CCW; + + for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) + { + m_nTextureId[i] = -1; + m_pszImageName[i] = NULL; + m_lenImageName[i] = 0; + } + + m_iStartSegment = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: Destructor +//----------------------------------------------------------------------------- +CircularProgressBar::~CircularProgressBar() +{ + for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) + { + if ( vgui::surface() && m_nTextureId[i] ) + { + vgui::surface()->DestroyTextureID( m_nTextureId[i] ); + m_nTextureId[i] = -1; + } + + delete [] m_pszImageName[i]; + m_lenImageName[i] = 0; + } +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CircularProgressBar::ApplySettings(KeyValues *inResourceData) +{ + for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) + { + delete [] m_pszImageName[i]; + m_pszImageName[i] = NULL; + m_lenImageName[i] = 0; + } + + const char *imageName = inResourceData->GetString("fg_image", ""); + if (*imageName) + { + SetFgImage( imageName ); + } + imageName = inResourceData->GetString("bg_image", ""); + if (*imageName) + { + SetBgImage( imageName ); + } + + BaseClass::ApplySettings( inResourceData ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CircularProgressBar::ApplySchemeSettings(IScheme *pScheme) +{ + BaseClass::ApplySchemeSettings(pScheme); + + SetFgColor(GetSchemeColor("CircularProgressBar.FgColor", pScheme)); + SetBgColor(GetSchemeColor("CircularProgressBar.BgColor", pScheme)); + SetBorder(NULL); + + for ( int i = 0; i < NUM_PROGRESS_TEXTURES; i++ ) + { + if ( m_pszImageName[i] && strlen( m_pszImageName[i] ) > 0 ) + { + if ( m_nTextureId[i] == -1 ) + { + m_nTextureId[i] = surface()->CreateNewTextureID(); + } + + surface()->DrawSetTextureFile( m_nTextureId[i], m_pszImageName[i], true, false); + } + } +} + +//----------------------------------------------------------------------------- +// Purpose: sets an image by file name +//----------------------------------------------------------------------------- +void CircularProgressBar::SetImage(const char *imageName, progress_textures_t iPos) +{ + const char *pszDir = "vgui/"; + int len = Q_strlen(imageName) + 1; + len += strlen(pszDir); + + if ( m_pszImageName[iPos] && ( m_lenImageName[iPos] < len ) ) + { + // If we already have a buffer, but it is too short, then free the buffer + delete [] m_pszImageName[iPos]; + m_pszImageName[iPos] = NULL; + m_lenImageName[iPos] = 0; + } + + if ( !m_pszImageName[iPos] ) + { + m_pszImageName[iPos] = new char[ len ]; + m_lenImageName[iPos] = len; + } + + Q_snprintf( m_pszImageName[iPos], len, "%s%s", pszDir, imageName ); + InvalidateLayout(false, true); // force applyschemesettings to run +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CircularProgressBar::PaintBackground() +{ + // If we don't have a Bg image, use the foreground + int iTextureID = m_nTextureId[PROGRESS_TEXTURE_BG] != -1 ? m_nTextureId[PROGRESS_TEXTURE_BG] : m_nTextureId[PROGRESS_TEXTURE_FG]; + vgui::surface()->DrawSetTexture( iTextureID ); + vgui::surface()->DrawSetColor( GetBgColor() ); + + int wide, tall; + GetSize(wide, tall); + + vgui::surface()->DrawTexturedRect( 0, 0, wide, tall ); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CircularProgressBar::Paint() +{ + float flProgress = GetProgress(); + float flEndAngle; + + if ( m_iProgressDirection == PROGRESS_CW ) + { + flEndAngle = flProgress; + } + else + { + flEndAngle = ( 1.0 - flProgress ); + } + + DrawCircleSegment( GetFgColor(), flEndAngle, ( m_iProgressDirection == PROGRESS_CW ) ); +} + +typedef struct +{ + float minProgressRadians; + + float vert1x; + float vert1y; + float vert2x; + float vert2y; + + int swipe_dir_x; + int swipe_dir_y; +} circular_progress_segment_t; + +namespace vgui +{ +// This defines the properties of the 8 circle segments +// in the circular progress bar. +circular_progress_segment_t Segments[8] = +{ + { 0.0, 0.5, 0.0, 1.0, 0.0, 1, 0 }, + { M_PI * 0.25, 1.0, 0.0, 1.0, 0.5, 0, 1 }, + { M_PI * 0.5, 1.0, 0.5, 1.0, 1.0, 0, 1 }, + { M_PI * 0.75, 1.0, 1.0, 0.5, 1.0, -1, 0 }, + { M_PI, 0.5, 1.0, 0.0, 1.0, -1, 0 }, + { M_PI * 1.25, 0.0, 1.0, 0.0, 0.5, 0, -1 }, + { M_PI * 1.5, 0.0, 0.5, 0.0, 0.0, 0, -1 }, + { M_PI * 1.75, 0.0, 0.0, 0.5, 0.0, 1, 0 }, +}; + +}; + +#define SEGMENT_ANGLE ( M_PI / 4 ) + +// function to draw from A to B degrees, with a direction +// we draw starting from the top ( 0 progress ) +void CircularProgressBar::DrawCircleSegment( Color c, float flEndProgress, bool bClockwise ) +{ + if ( m_nTextureId[PROGRESS_TEXTURE_FG] == -1 ) + return; + + int wide, tall; + GetSize(wide, tall); + + float flWide = (float)wide; + float flTall = (float)tall; + + float flHalfWide = (float)wide / 2; + float flHalfTall = (float)tall / 2; + + vgui::surface()->DrawSetTexture( m_nTextureId[PROGRESS_TEXTURE_FG] ); + vgui::surface()->DrawSetColor( c ); + + // TODO - if we want to progress CCW, reverse a few things + + float flEndProgressRadians = flEndProgress * M_PI * 2; + + int cur_wedge = m_iStartSegment; + for ( int i=0;i<8;i++ ) + { + if ( flEndProgressRadians > Segments[cur_wedge].minProgressRadians) + { + vgui::Vertex_t v[3]; + + // vert 0 is ( 0.5, 0.5 ) + v[0].m_Position.Init( flHalfWide, flHalfTall ); + v[0].m_TexCoord.Init( 0.5f, 0.5f ); + + float flInternalProgress = flEndProgressRadians - Segments[cur_wedge].minProgressRadians; + + if ( flInternalProgress < SEGMENT_ANGLE ) + { + // Calc how much of this slice we should be drawing + + if ( i % 2 == 1 ) + { + flInternalProgress = SEGMENT_ANGLE - flInternalProgress; + } + + float flTan = tan(flInternalProgress); + + float flDeltaX, flDeltaY; + + if ( i % 2 == 1 ) + { + flDeltaX = ( flHalfWide - flHalfTall * flTan ) * Segments[i].swipe_dir_x; + flDeltaY = ( flHalfTall - flHalfWide * flTan ) * Segments[i].swipe_dir_y; + } + else + { + flDeltaX = flHalfTall * flTan * Segments[i].swipe_dir_x; + flDeltaY = flHalfWide * flTan * Segments[i].swipe_dir_y; + } + + v[2].m_Position.Init( Segments[i].vert1x * flWide + flDeltaX, Segments[i].vert1y * flTall + flDeltaY ); + v[2].m_TexCoord.Init( Segments[i].vert1x + ( flDeltaX / flHalfWide ) * 0.5, Segments[i].vert1y + ( flDeltaY / flHalfTall ) * 0.5 ); + } + else + { + // full segment, easy calculation + v[2].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert2x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert2y - 0.5 ) ); + v[2].m_TexCoord.Init( Segments[i].vert2x, Segments[i].vert2y ); + } + + // vert 2 is ( Segments[i].vert1x, Segments[i].vert1y ) + v[1].m_Position.Init( flHalfWide + flWide * ( Segments[i].vert1x - 0.5 ), flHalfTall + flTall * ( Segments[i].vert1y - 0.5 ) ); + v[1].m_TexCoord.Init( Segments[i].vert1x, Segments[i].vert1y ); + + vgui::surface()->DrawTexturedPolygon( 3, v ); + } + + cur_wedge++; + if ( cur_wedge >= 8) + cur_wedge = 0; + } }
\ No newline at end of file |