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forked from 0ad/0ad
0ad/source/gui/CGUISprite.h
elexis 0a7d0ecdde CGUISpriteInstance non-copyable and FromJSVal / ToJSVal.
Make CGUISpriteInstance non-copyable to further harden Philips
protection from 8f4f8e240f against unintentional copies of its DrawCall
cache such as in c19f3608a5.
Remove its copy constructor from 849f50a500, make it movable, and until
it becomes otherwise necessary, force move assignment when sprites are
assigned.
Improves the fixes of the compiler warnings about deprecated implicit
copy constructors in 8a32b0b3d4 by avoiding the copies instead of
copying explicitly.
Add ToJSVal, FromJSVal for CGUISprinteInstance to make
JSI_IGUIObject::getProperty and setProperty more consistent.
Rename Sprite operator= to SetName to reduce ambiguity.
Pass CRect by reference in CGUISpriteInstance::Draw.

Differential Revision: https://code.wildfiregames.com/D2133
Comments By: wraitii
This was SVN commit r22570.
2019-07-28 22:40:58 +00:00

186 lines
4.5 KiB
C++

/* Copyright (C) 2019 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
--Overview--
A GUI Sprite, which is actually a collage of several
sprites.
--Usage--
Used internally and declared in XML files, read documentations
on how.
--More info--
Check GUI.h
*/
#ifndef INCLUDED_CGUISPRITE
#define INCLUDED_CGUISPRITE
#include "GUIbase.h"
#include "lib/res/graphics/ogl_tex.h"
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_WrapMode(GL_REPEAT),
m_Effects(NULL), m_Border(false), m_DeltaZ(0.f)
{
}
~SGUIImage()
{
delete m_Effects;
}
// Filename of the texture
VfsPath m_TextureName;
// Image placement (relative to object)
CClientArea m_Size;
// Texture placement (relative to image placement)
CClientArea 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;
// For textures that contain a collection of icons (e.g. unit portraits), this
// will be set to the size of one icon. An object's cell-id will determine
// which part of the texture is used.
// Equal to CSize(0,0) for non-celled textures.
CSize m_CellSize;
/**
* 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 wrapping mode (GL_REPEAT, GL_CLAMP_TO_EDGE, etc)
*/
GLint m_WrapMode;
// Visual effects (e.g. color modulation)
SGUIImageEffects* m_Effects;
// Color
CGUIColor m_BackColor;
CGUIColor m_BorderColor;
// 0 or 1 pixel border is the only option
bool m_Border;
/**
* Z value modification of the image.
* Inputted in XML as x-level, although it just an easier and safer
* way of declaring delta-z.
*/
float m_DeltaZ;
};
/**
* 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(SGUIImage*);
/// List of images
std::vector<SGUIImage*> m_Images;
};
#include "GUIRenderer.h"
// 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
{
NONCOPYABLE(CGUISpriteInstance);
public:
CGUISpriteInstance();
CGUISpriteInstance(const CStr& SpriteName);
CGUISpriteInstance(CGUISpriteInstance&&) = default;
CGUISpriteInstance& operator=(CGUISpriteInstance&&) = default;
void Draw(const CRect& Size, int CellID, std::map<CStr, CGUISprite*>& Sprites, float Z) const;
bool IsEmpty() const;
const CStr& GetName() const { return m_SpriteName; }
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;
mutable int m_CachedCellID;
};
#endif // INCLUDED_CGUISPRITE