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forked from 0ad/0ad
0ad/source/gui/CGUISprite.h
wraitii f6348b9617 Clean up header includes, add new forward declarations.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.

No major compilation time change here, though this does reduce depencies
in some headers.

Also fix up old MacOS STL-include fixes that are no longer relevant.

Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
2020-11-21 11:20:29 +00:00

199 lines
4.9 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, 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/ogl.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include <map>
#include <memory>
#include <vector>
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(),
m_Border(false),
m_DeltaZ(0.f),
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;
// 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)
std::shared_ptr<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;
};
// 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, const CRect& Size, int CellID, std::map<CStr, const CGUISprite*>& Sprites, float Z) const;
/**
* Whether this Sprite has no texture name set.
*/
operator bool() const { return !m_SpriteName.empty(); };
/**
* Returns this sprite if it has been set, otherwise the given fallback sprite.
*/
const CGUISpriteInstance& operator||(const CGUISpriteInstance& fallback) const
{
if (*this)
return *this;
return fallback;
}
/**
* 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;
mutable int m_CachedCellID;
};
#endif // INCLUDED_CGUISPRITE