0ad/source/ps/Overlay.h
notpete 99b785b75e *** empty log message ***
This was SVN commit r232.
2004-05-15 17:57:41 +00:00

142 lines
3.0 KiB
C++
Executable File

/*
COverlay
by Rich Cross, rich@0ad.wildfiregames.com
--Overview--
Class representing 2D screen overlays; includes functionality for overlay
position, color, texture and borders.
*/
#ifndef COVERLAY_H
#define COVERLAY_H
struct CColor
{
CColor() {}
CColor(float cr,float cg,float cb,float ca) : r(cr), g(cg), b(cb), a(ca) {}
float r, g, b, a;
};
// yuck - MFC already defines a CRect class...
#define CRect PS_CRect
struct CRect
{
CRect() {}
CRect(int _l, int _t, int _r, int _b) :
left(_l),
top(_t),
right(_r),
bottom(_b) {}
int bottom, top, left, right;
bool operator ==(const CRect &rect) const
{
return (bottom==rect.bottom) &&
(top==rect.top) &&
(left==rect.left) &&
(right==rect.right);
}
bool operator !=(const CRect &rect) const
{
return !(*this==rect);
}
};
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "terrain/Texture.h"
//--------------------------------------------------------
// Macros
//--------------------------------------------------------
//--------------------------------------------------------
// Types
//--------------------------------------------------------
//--------------------------------------------------------
// Error declarations
//--------------------------------------------------------
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
/**
* @author Rich Cross
*
* Overlay class definition.
*/
class COverlay
{
public:
/**
* Default constructor; creates an overlay that won't actually be renderable
*/
COverlay();
/**
* Constructor with setup for more common parameters
*/
COverlay(const CRect& rect,int z,const CColor& color,const char* texturename="",bool hasBorder=false,
const CColor& bordercolor=CColor(0,0,0,0));
/**
* Destructor
*/
~COverlay();
/**
* Get coordinates
*/
const CRect& GetRect() const { return m_Rect; }
/**
* Get depth
*/
int GetZ() const { return m_Z; }
/**
* Get texture (not const as Renderer need to modify texture to store handle)
*/
CTexture& GetTexture() { return m_Texture; }
/**
* Get color
*/
const CColor& GetColor() const { return m_Color; }
/**
* Get border flag
*/
bool HasBorder() const { return m_HasBorder; }
/**
* Get border color
*/
const CColor& GetBorderColor() const { return m_BorderColor; }
private:
/// screen space coordinates of overlay
CRect m_Rect;
/// depth of overlay, for correctly overlapping overlays; higher z implies in-front-of behaviour
int m_Z;
/// texture to use in rendering overlay; can be a null texture
CTexture m_Texture;
/// overlay color
CColor m_Color;
// flag indicating whether to render overlay using a border
bool m_HasBorder;
/// border color
CColor m_BorderColor;
};
#endif