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129 lines
3.5 KiB
C
129 lines
3.5 KiB
C
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//======== (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: FadingImageLabel.h $
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// $Date: 2002/08/31 18:04:32 $
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//
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//-------------------------------------------------------------------------------
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// $Log: FadingImageLabel.h,v $
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// Revision 1.12 2002/08/31 18:04:32 Flayra
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// - Work at VALVe
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//
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// Revision 1.11 2002/07/23 16:52:59 Flayra
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// - Added support for multiple sprite frames (for pie nodes and max sprite problem), added document headers
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//
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//===============================================================================
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#ifndef FADINGIMAGELABEL_H
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#define FADINGIMAGELABEL_H
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "cl_dll/vgui_TeamFortressViewport.h"
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#include "ui/ReloadableComponent.h"
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#include "ui/FakeTextImage.h"
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//class FadingImageLabel : public CImageLabel
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class FadingImageLabel : public Panel, public ReloadableComponent
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{
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public:
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// It's not an image label anymore until Valve fixes the setColor bug
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//FadingImageLabel(const char* inImageName, int inX, int inY);//, int inWidth, int inHeight);
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FadingImageLabel(int inX, int inY);//, int inWidth, int inHeight);
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virtual ~FadingImageLabel();
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virtual void FadedIn();
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virtual void FadedOut();
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//virtual vgui::Color GetColor() const;
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virtual void getContentSize(int& wide,int& tall);
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virtual bool GetDrawHighlighted() const;
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virtual bool GetEnabled() const;
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virtual bool GetFadeState() const;
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virtual void getBgColor(int& r,int& g,int& b,int& a);
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virtual void getBgColor(Color& color);
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virtual void getTextSize(int& wide,int& tall);
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virtual void GetVisibleSize(int& outWidth, int& outHeight);
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void SetAlwaysDrawText(bool inState);
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void SetBaseFadeTime(float inSeconds);
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virtual void SetFadeState(bool inState);
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virtual void SetSpriteName(const string& inSpriteName);
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virtual void setFont(Scheme::SchemeFont schemeFont);
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virtual void setFont(Font* font);
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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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virtual void SetSizeKeepCenter(int wide, int tall);
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virtual void setText(const char* text);
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virtual void setVisible(bool inVisibility);
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virtual void SetVisibleSize(int inVisWidth, int inVisHeight);
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void setVisibleWithoutFading(bool state);
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virtual void Update(float theCurrentTime);
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virtual void VidInit(void);
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protected:
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virtual void DoPaint();
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virtual int GetValveAlpha() const;
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virtual void paint();
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virtual void paintBackground();
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virtual void RecalculateTextPosition();
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private:
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void Init();
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FakeTextImage mTextImage;
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string mImageName;
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string mText;
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bool mImageMode;
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int mSprite;
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int mSpriteWidth;
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int mSpriteHeight;
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float mMaxAlpha;
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float mBaseFadeTime;
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float mTimeVisChanged;
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float mTimeToFade;
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float mTimeScalar;
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int mValveAlpha;
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bool mFadeToVisibiltyState;
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bool mAlwaysDrawText;
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int mVisibleWidth;
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int mVisibleHeight;
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int mSpriteFrame;
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};
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#endif
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