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game/client/vgui_bitmapbutton.cpp
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120
game/client/vgui_bitmapbutton.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This is a panel which is rendered image on top of an entity
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//
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// $Revision: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#pragma warning (disable: 4514)
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#include "vgui_bitmapimage.h"
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#include "vgui_bitmapbutton.h"
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#include <KeyValues.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CBitmapButton::CBitmapButton( vgui::Panel *pParent, const char *pName, const char *pText ) :
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BaseClass( pParent, pName, pText )
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{
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SetPaintBackgroundEnabled( false );
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for ( int i = 0; i < BUTTON_STATE_COUNT; ++i )
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{
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m_bImageLoaded[i] = false;
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}
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}
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CBitmapButton::~CBitmapButton()
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{
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}
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//-----------------------------------------------------------------------------
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// initialization
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//-----------------------------------------------------------------------------
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bool CBitmapButton::Init( KeyValues* pInitData )
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{
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// Unimplemented
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Assert( 0 );
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return true;
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}
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//-----------------------------------------------------------------------------
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// initialization from build-mode dialog style .res files
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//-----------------------------------------------------------------------------
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void CBitmapButton::ApplySettings(KeyValues *pInitData)
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{
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BaseClass::ApplySettings(pInitData);
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COMPILE_TIME_ASSERT( BUTTON_STATE_COUNT == 4 );
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const char *pSectionName[BUTTON_STATE_COUNT] =
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{
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"enabledImage",
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"mouseOverImage",
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"pressedImage",
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"disabledImage"
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};
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for ( int i = 0; i < BUTTON_STATE_COUNT; ++i )
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{
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m_bImageLoaded[i] = InitializeImage(pInitData, pSectionName[i], this, &m_pImage[i] );
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}
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}
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//-----------------------------------------------------------------------------
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// Sets the image
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//-----------------------------------------------------------------------------
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void CBitmapButton::SetImage( ButtonImageType_t type, const char *pMaterialName, color32 color )
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{
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m_bImageLoaded[type] = m_pImage[type].Init( GetVPanel(), pMaterialName );
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if (m_bImageLoaded[type])
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{
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Color vcol( color.r, color.g, color.b, color.a );
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m_pImage[type].SetColor( vcol );
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}
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}
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bool CBitmapButton::IsImageLoaded( ButtonImageType_t type ) const
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{
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return m_bImageLoaded[type];
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}
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//-----------------------------------------------------------------------------
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// Draws the puppy
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//-----------------------------------------------------------------------------
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void CBitmapButton::Paint( void )
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{
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// Determine the image to use based on the state
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int nCurrentImage = BUTTON_ENABLED;
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if (IsArmed())
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{
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if (IsDepressed())
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{
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nCurrentImage = BUTTON_PRESSED;
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}
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else
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{
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nCurrentImage = BUTTON_ENABLED_MOUSE_OVER;
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}
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}
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else if (!IsEnabled())
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{
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nCurrentImage = BUTTON_DISABLED;
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}
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if (m_bImageLoaded[nCurrentImage])
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{
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m_pImage[nCurrentImage].DoPaint( GetVPanel() );
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}
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BaseClass::Paint();
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}
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