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nekohook/modules/source2013/sdk/game/client/vgui_entityimagepanel.h
2020-08-04 13:13:01 -04:00

75 lines
2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VGUI_ENTITYIMAGEPANEL_H
#define VGUI_ENTITYIMAGEPANEL_H
#include "shareddefs.h"
#include "vgui_EntityPanel.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class C_BaseEntity;
class KeyValues;
class BitmapImage;
//-----------------------------------------------------------------------------
// This is a base class for a panel which always is rendered on top of an entity
//-----------------------------------------------------------------------------
class CEntityImagePanel : public CEntityPanel {
DECLARE_CLASS(CEntityImagePanel, CEntityPanel);
public:
// constructor
CEntityImagePanel(vgui::Panel* pParent, const char* panelName);
~CEntityImagePanel();
// initialization
virtual bool Init(KeyValues* pInitData, C_BaseEntity* pEntity);
bool ShouldDraw();
virtual void Paint(void);
virtual void PaintBackground(void) {}
private:
// The bitmap to render
BitmapImage* m_pImage;
protected:
int m_r, m_g, m_b, m_a;
};
//-----------------------------------------------------------------------------
// Purpose: Same as above, but understands how to parse color/material out of
// Team1/Team2 sections
//-----------------------------------------------------------------------------
class CEntityTeamImagePanel : public CEntityImagePanel {
DECLARE_CLASS(CEntityTeamImagePanel, CEntityImagePanel);
public:
CEntityTeamImagePanel(vgui::Panel* pParent, const char* panelName);
~CEntityTeamImagePanel(void);
// initialization
virtual bool Init(KeyValues* pInitData, C_BaseEntity* pEntity);
virtual void Paint(void);
private:
struct TEAMIMAGE {
BitmapImage* m_pImage;
int m_r, m_g, m_b, m_a;
};
TEAMIMAGE m_Images[MAX_TEAMS];
};
#endif // VGUI_ENTITYIMAGEPANEL_H