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8ab1a69972
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp - clear framebuffer between frames to fix visual bugs outside map - remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader - additional visual preset config updates
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: PieMenu.h $
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// $Date: 2002/08/16 02:29:19 $
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//
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//-------------------------------------------------------------------------------
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// $Log: PieMenu.h,v $
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// Revision 1.10 2002/08/16 02:29:19 Flayra
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// - Added document headers
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// - Started to add support for pie nodes with both images and text
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//
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//===============================================================================
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#ifndef PIEMENU_H
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#define PIEMENU_H
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#include "VGUI_Panel.h"
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#include "VGUI_Font.h"
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#include "vector"
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#include "string"
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#include "cl_dll/chud.h"
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#include "ui/FadingImageLabel.h"
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#include "ui/PieNode.h"
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//#include "ui/GammaAwareComponent.h"
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#include "ui/ReloadableComponent.h"
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using std::string;
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using vgui::Font;
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class PieMenu : public vgui::Panel, public ReloadableComponent//, public GammaAwareComponent
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{
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public:
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PieMenu(const string& inRootName, int x, int y, int wide, int tall);
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virtual ~PieMenu();
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// Adds an input signal to our nodes, not ourself. Use this method to find out
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// when the mouse has been released over a node. After calling this, the input signal
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// functions should only be called passing PieNodes as parameters, so cast them and
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// call GetNodeName() to determine action to perform.
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void AddInputSignalForNodes(InputSignal* s);
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bool AddNode(const string& inNodeString);
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void ChangeNode(int inMessageID, int inNewMessageID, const string& inNewText);
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void DisableNodesWhoseChildrenAreDisabled();
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PieNode* GetRootNode(void);
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bool GetSelectedNode(PieNode*& outNode);
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// Called when mouse released over one of our child image labels. This
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// is how it determines which item was selected.
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virtual void mouseReleased(MouseCode code, Panel* panel);
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//virtual void NotifyGammaChange(float inGammaSlope);
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void RecomputeVisibleSize(void);
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void ResetToDefaults();
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void SetConnectorName(const string& inConnectorName);
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void SetConstructionComplete();
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void SetDefaultImage(const string& inDefaultImage);
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void SetFont(Font* inFont);
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void SetNodeDistance(float inNewXDistance, float inNewYDistance);
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// Looks for node and sets its enabled state. It changes how it draws accordingly.
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bool SetNodeEnabled(const string& inNodeName, bool inNewState);
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void SetNodeTargaName(const string& inTarga);
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virtual void setPos(int x,int y);
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virtual void setSize(int wide,int tall);
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void SetTolerance(int inPercentage);
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// Override so we can determine how long it has been open
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virtual void SetFadeState(bool state);
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void Update(float theCurrentTime);
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void UpdateMenuFromTech(const AvHTechTree& inMenuCosts, int inPurchaselevel);
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void VidInit();
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protected:
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// Override these to do nothing. The only thing to be drawn is our pie nodes.
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//virtual void paint();
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virtual void paintBackground();
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private:
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PieNodeList* mNodeList;
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Font* mFont;
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string mDefaultImage;
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};
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#endif
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