sqwarmed/sdk_src/game/client/vgui_entityimagepanel.h

79 lines
2.2 KiB
C++

//========= Copyright © 1996-2005, 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 "vgui_EntityPanel.h"
#include "shareddefs.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