janwas
167a077bc2
this came up due to header change - some unnecessary stuff isn't included by default anymore. This was SVN commit r1152.
141 lines
3.1 KiB
C++
Executable File
141 lines
3.1 KiB
C++
Executable File
/*
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A GUI Sprite
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by Gustav Larsson
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gee@pyro.nu
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--Overview--
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A GUI Sprite, which is actually a collage of several
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sprites.
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--Usage--
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Used internally and declared in XML files, read documentations
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on how.
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--More info--
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Check GUI.h
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*/
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#ifndef CGUISprite_H
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#define CGUISprite_H
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//--------------------------------------------------------
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// Includes / Compiler directives
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//--------------------------------------------------------
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#include "GUI.h"
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#include "Overlay.h"
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#include "lib/res/ogl_tex.h"
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//--------------------------------------------------------
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// Macros
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Types
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Error declarations
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//--------------------------------------------------------
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//--------------------------------------------------------
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// Declarations
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//--------------------------------------------------------
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/**
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* @author Gustav Larsson
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*
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* A CGUISprite is actually a collage of several <b>real</b>
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* sprites, this struct represents is such real sprite.
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*/
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struct SGUIImage
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{
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SGUIImage() : m_Texture(0), m_Border(false), m_DeltaZ(0.f), m_TexturePlacementInFile() {}
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~SGUIImage() {
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if (m_Texture)
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tex_free(m_Texture);
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}
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// Copy constructor, which increments the refcount of the texture.
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// Slightly inefficient, but makes sure things get destructed
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// at the right times.
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SGUIImage(const SGUIImage& s)
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{
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#define C(x) m_##x = s.m_##x
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C(TextureName); C(Texture);
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C(Size); C(TextureSize);
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C(BackColor); C(BorderColor);
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C(Border); C(DeltaZ);
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C(TexturePlacementInFile);
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#undef C
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// 'Load' the texture (but don't do any work because it's cached)
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if (m_Texture)
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tex_load(m_TextureName);
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}
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CStr m_TextureName;
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Handle m_Texture;
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// Image placement
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CClientArea m_Size;
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// Texture placement
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CClientArea m_TextureSize;
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// Because OpenGL wants textures in squares with a power of 2 (64x64, 256x256)
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// it's sometimes tediuos to adjust this. So this value simulates which area
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// is the real texture
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CRect m_TexturePlacementInFile;
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// Color
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CColor m_BackColor;
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CColor m_BorderColor;
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// 0 or 1 pixel border is the only option
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bool m_Border;
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/**
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* Z value modification of the image.
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* Inputted in XML as x-level, although it just an easier and safer
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* way of declaring delta-z.
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*/
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float m_DeltaZ;
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};
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/**
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* @author Gustav Larsson
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*
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* The GUI sprite, is actually several real sprites (images)
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* like a collage. View the section <sprites> in the GUI
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* TDD for more information.
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*
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* Drawing routine is located in CGUI
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*
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* @see CGUI#DrawSprite
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*/
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class CGUISprite
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{
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// For CGUI::DrawSprite()
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friend class CGUI;
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public:
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CGUISprite() {}
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virtual ~CGUISprite() {}
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/**
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* Adds an image to the sprite collage.
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*
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* @param image Adds this image to the sprite collage.
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*/
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void AddImage(const SGUIImage &image) { m_Images.push_back(image); }
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private:
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/// List of images
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std::vector<SGUIImage> m_Images;
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};
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#endif
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