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0ad/source/gui/CGUISprite.h
janwas b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00

159 lines
3.8 KiB
C++

/*
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
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "GUIbase.h"
#include "ps/Overlay.h"
#include "lib/res/graphics/ogl_tex.h"
//--------------------------------------------------------
// Macros
//--------------------------------------------------------
//--------------------------------------------------------
// Types
//--------------------------------------------------------
//--------------------------------------------------------
// Error declarations
//--------------------------------------------------------
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
struct SGUIImageEffects
{
SGUIImageEffects() : m_Greyscale(false) {}
CColor m_AddColor;
CColor m_MultiplyColor;
bool m_Greyscale;
};
/**
* A CGUISprite is actually a collage of several <b>real</b>
* sprites, this struct represents is such real sprite.
*/
struct SGUIImage
{
SGUIImage() : m_Effects(NULL), m_Border(false), m_DeltaZ(0.f) {}
// Filename of the texture
CStr 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;
// Visual effects (e.g. colour modulation)
SGUIImageEffects* m_Effects;
// Color
CColor m_BackColor;
CColor 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
{
public:
CGUISprite() {}
virtual ~CGUISprite() {}
/**
* Adds an image to the sprite collage.
*
* @param image Adds this image to the sprite collage.
*/
void AddImage(const SGUIImage &image) { m_Images.push_back(image); }
/// 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
{
public:
CGUISpriteInstance();
CGUISpriteInstance(const CStr& SpriteName);
CGUISpriteInstance(const CGUISpriteInstance &Sprite);
CGUISpriteInstance &operator=(const CStr& SpriteName);
void Draw(CRect Size, int CellID, std::map<CStr, CGUISprite> &Sprites);
void Invalidate();
bool IsEmpty() const;
const CStr& GetName() { return m_SpriteName; }
private:
CStr m_SpriteName;
// Stored drawing calls, for more efficient rendering
GUIRenderer::DrawCalls m_DrawCallCache;
// Relevant details of previously rendered sprite; the cache is invalidated
// whenever any of these values changes.
CRect m_CachedSize;
int m_CachedCellID;
};
#endif