From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- mp/src/vgui2/vgui_controls/CircularProgressBar.cpp | 292 +++++++++++++++++++++ 1 file changed, 292 insertions(+) create mode 100644 mp/src/vgui2/vgui_controls/CircularProgressBar.cpp (limited to 'mp/src/vgui2/vgui_controls/CircularProgressBar.cpp') diff --git a/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp b/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp new file mode 100644 index 00000000..47ae6d20 --- /dev/null +++ b/mp/src/vgui2/vgui_controls/CircularProgressBar.cpp @@ -0,0 +1,292 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include +#include +#include + +#include +#include + +#include +#include +#include +#include + +#include "mathlib/mathlib.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include + +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 -- cgit v1.2.3