sqwarmed/sdk_src/public/vgui_controls/ProgressBar.h

120 lines
3.2 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PROGRESSBAR_H
#define PROGRESSBAR_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui_controls/Panel.h>
enum progress_textures_t
{
PROGRESS_TEXTURE_FG,
PROGRESS_TEXTURE_BG,
NUM_PROGRESS_TEXTURES,
};
namespace vgui
{
//-----------------------------------------------------------------------------
// Purpose: Status bar that visually displays discrete progress in the form
// of a segmented strip
//-----------------------------------------------------------------------------
class ProgressBar : public Panel
{
DECLARE_CLASS_SIMPLE( ProgressBar, Panel );
public:
ProgressBar(Panel *parent, const char *panelName);
~ProgressBar();
// 'progress' is in the range [0.0f, 1.0f]
MESSAGE_FUNC_FLOAT( SetProgress, "SetProgress", progress );
float GetProgress();
virtual void SetSegmentInfo( int gap, int width );
// utility function for calculating a time remaining string
static bool ConstructTimeRemainingString(wchar_t *output, int outputBufferSizeInBytes, float startTime, float currentTime, float currentProgress, float lastProgressUpdateTime, bool addRemainingSuffix);
void SetBarInset( int pixels );
int GetBarInset( void );
virtual void ApplySettings(KeyValues *inResourceData);
virtual void GetSettings(KeyValues *outResourceData);
virtual const char *GetDescription();
// returns the number of segment blocks drawn
int GetDrawnSegmentCount();
enum ProgressDir_e
{
PROGRESS_EAST,
PROGRESS_WEST,
PROGRESS_NORTH,
PROGRESS_SOUTH
};
int GetProgressDirection() const { return m_iProgressDirection; }
void SetProgressDirection( int val ) { m_iProgressDirection = val; }
protected:
virtual void Paint();
void PaintSegment( int &x, int &y, int tall, int wide );
virtual void PaintBackground();
virtual void ApplySchemeSettings(IScheme *pScheme);
MESSAGE_FUNC_PARAMS( OnDialogVariablesChanged, "DialogVariables", dialogVariables );
/* CUSTOM MESSAGE HANDLING
"SetProgress"
input: "progress" - float value of the progress to set
*/
protected:
int m_iProgressDirection;
float _progress;
private:
int _segmentCount;
int _segmentGap;
int _segmentWide;
int m_iBarInset;
char *m_pszDialogVar;
};
#define NUM_CONTINUOUS_PROGRESS_BAR_TEXTURES 2
//-----------------------------------------------------------------------------
// Purpose: Non-segmented progress bar
//-----------------------------------------------------------------------------
class ContinuousProgressBar : public ProgressBar
{
DECLARE_CLASS_SIMPLE( ContinuousProgressBar, ProgressBar );
public:
ContinuousProgressBar(Panel *parent, const char *panelName);
virtual void Paint();
virtual void PaintBackground();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
void SetImage(const char *imageName, progress_textures_t iPos);
private:
int m_nTextureId[NUM_PROGRESS_TEXTURES];
char *m_pszImageName[NUM_PROGRESS_TEXTURES];
int m_lenImageName[NUM_PROGRESS_TEXTURES];
};
} // namespace vgui
#endif // PROGRESSBAR_H