0ad/source/gui/CGUISprite.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

171 lines
4.2 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
A GUI Sprite, which is actually a collage of several
sprites.
*/
#ifndef INCLUDED_CGUISPRITE
#define INCLUDED_CGUISPRITE
#include "gui/GUIRenderer.h"
#include "gui/SettingTypes/CGUISize.h"
#include "gui/SettingTypes/CGUIColor.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "renderer/backend/Sampler.h"
#include <map>
#include <memory>
#include <vector>
class CCanvas2D;
struct SGUIImageEffects
{
SGUIImageEffects() : m_Greyscale(false) {}
CGUIColor m_AddColor;
CGUIColor m_SolidColor;
bool m_Greyscale;
};
/**
* A CGUISprite is actually a collage of several <b>real</b>
* sprites, this struct represents is such real sprite.
*/
struct SGUIImage
{
NONCOPYABLE(SGUIImage);
public:
SGUIImage() :
m_FixedHAspectRatio(0.f),
m_RoundCoordinates(true),
m_AddressMode(Renderer::Backend::Sampler::AddressMode::REPEAT),
m_Effects(),
m_Size(CGUISize::Full()),
m_TextureSize(CGUISize::Full())
{
}
// Filename of the texture
VfsPath m_TextureName;
// Image placement (relative to object)
CGUISize m_Size;
// Texture placement (relative to image placement)
CGUISize m_TextureSize;
// Because OpenGL wants textures in squares with a power of 2 (64x64, 256x256)
// it's sometimes tedious to adjust this. So this value simulates which area
// is the real texture
CRect m_TexturePlacementInFile;
/**
* If non-zero, then the image's width will be adjusted when rendering so that
* the width:height ratio equals this value.
*/
float m_FixedHAspectRatio;
/**
* If true, the image's coordinates will be rounded to integer pixels when
* rendering, to avoid blurry filtering.
*/
bool m_RoundCoordinates;
/**
* Texture address mode (REPEAT, CLAMP_TO_EDGE, etc).
*/
Renderer::Backend::Sampler::AddressMode m_AddressMode;
// Visual effects (e.g. color modulation)
std::shared_ptr<SGUIImageEffects> m_Effects;
// Color
CGUIColor m_BackColor;
};
/**
* The GUI sprite, is actually several real sprites (images)
* like a collage. View the section \<sprites\> in the GUI
* TDD for more information.
*
* Drawing routine is located in CGUI
*
* @see CGUI#DrawSprite
*/
class CGUISprite
{
NONCOPYABLE(CGUISprite);
public:
CGUISprite() {}
virtual ~CGUISprite();
/**
* Adds an image to the sprite collage.
*
* @param image Adds this image to the sprite collage.
*/
void AddImage(std::unique_ptr<SGUIImage> image);
/// List of images
std::vector<std::unique_ptr<SGUIImage>> m_Images;
};
// An instance of a sprite, usually stored in IGUIObjects - basically a string
// giving the sprite's name, but with some extra data to cache rendering
// calculations between draw calls.
class CGUISpriteInstance
{
public:
NONCOPYABLE(CGUISpriteInstance);
MOVABLE(CGUISpriteInstance);
CGUISpriteInstance();
CGUISpriteInstance(const CStr& SpriteName);
void Draw(CGUI& pGUI, CCanvas2D& canvas, const CRect& Size, std::map<CStr, std::unique_ptr<const CGUISprite>>& Sprites) const;
/**
* Whether this Sprite has no texture name set.
*/
operator bool() const { return !m_SpriteName.empty(); };
/**
* Returns the sprite texture name.
*/
const CStr& GetName() const { return m_SpriteName; }
/**
* Changes the texture name.
* Use as rarely as possible, because it clears the draw cache.
*/
void SetName(const CStr& SpriteName);
private:
CStr m_SpriteName;
// Stored drawing calls, for more efficient rendering
mutable GUIRenderer::DrawCalls m_DrawCallCache;
// Relevant details of previously rendered sprite; the cache is invalidated
// whenever any of these values changes.
mutable CRect m_CachedSize;
};
#endif // INCLUDED_CGUISPRITE