ns/releases/3.1.1/source/ui/FadingImageLabel.h
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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@352 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-18 02:38:19 +00:00

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C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: FadingImageLabel.h $
// $Date: 2002/08/31 18:04:32 $
//
//-------------------------------------------------------------------------------
// $Log: FadingImageLabel.h,v $
// Revision 1.12 2002/08/31 18:04:32 Flayra
// - Work at VALVe
//
// Revision 1.11 2002/07/23 16:52:59 Flayra
// - Added support for multiple sprite frames (for pie nodes and max sprite problem), added document headers
//
//===============================================================================
#ifndef FADINGIMAGELABEL_H
#define FADINGIMAGELABEL_H
#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
#include "cl_dll/vgui_TeamFortressViewport.h"
#include "ui/ReloadableComponent.h"
#include "ui/FakeTextImage.h"
//class FadingImageLabel : public CImageLabel
class FadingImageLabel : public Panel, public ReloadableComponent
{
public:
// It's not an image label anymore until Valve fixes the setColor bug
//FadingImageLabel(const char* inImageName, int inX, int inY);//, int inWidth, int inHeight);
FadingImageLabel(int inX, int inY);//, int inWidth, int inHeight);
virtual ~FadingImageLabel();
virtual void FadedIn();
virtual void FadedOut();
//virtual vgui::Color GetColor() const;
virtual void getContentSize(int& wide,int& tall);
virtual bool GetDrawHighlighted() const;
virtual bool GetEnabled() const;
virtual bool GetFadeState() const;
virtual void getBgColor(int& r,int& g,int& b,int& a);
virtual void getBgColor(Color& color);
virtual void getTextSize(int& wide,int& tall);
virtual void GetVisibleSize(int& outWidth, int& outHeight);
void SetAlwaysDrawText(bool inState);
void SetBaseFadeTime(float inSeconds);
virtual void SetFadeState(bool inState);
virtual void SetSpriteName(const string& inSpriteName);
virtual void setFont(Scheme::SchemeFont schemeFont);
virtual void setFont(Font* font);
virtual void setPos(int x,int y);
virtual void setSize(int wide,int tall);
virtual void SetSizeKeepCenter(int wide, int tall);
virtual void setText(const char* text);
virtual void setVisible(bool inVisibility);
virtual void SetVisibleSize(int inVisWidth, int inVisHeight);
void setVisibleWithoutFading(bool state);
virtual void Update(float theCurrentTime);
virtual void VidInit(void);
protected:
virtual void DoPaint();
virtual int GetValveAlpha() const;
virtual void paint();
virtual void paintBackground();
virtual void RecalculateTextPosition();
private:
void Init();
FakeTextImage mTextImage;
string mImageName;
string mText;
bool mImageMode;
int mSprite;
int mSpriteWidth;
int mSpriteHeight;
float mMaxAlpha;
float mBaseFadeTime;
float mTimeVisChanged;
float mTimeToFade;
float mTimeScalar;
int mValveAlpha;
bool mFadeToVisibiltyState;
bool mAlwaysDrawText;
int mVisibleWidth;
int mVisibleHeight;
int mSpriteFrame;
};
#endif