forked from 0ad/0ad
Ykkrosh
1f5b8f1c9a
Remove support for unused GUI sprite effects. Use vertex arrays for bounding box rendering. This was SVN commit r11039.
86 lines
2.0 KiB
C++
86 lines
2.0 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef GUIRenderer_h
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#define GUIRenderer_h
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#include "graphics/ShaderTechnique.h"
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#include "graphics/Texture.h"
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#include "lib/res/handle.h"
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#include "ps/Overlay.h"
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#include "ps/CStr.h"
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#include <vector>
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struct SGUIImageEffects;
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struct SGUIImage;
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namespace GUIRenderer
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{
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class IGLState
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{
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public:
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virtual ~IGLState() {};
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virtual void Set(const CTexturePtr& tex)=0;
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virtual void Unset()=0;
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};
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struct SDrawCall
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{
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SDrawCall(const SGUIImage* image) : m_Image(image) {}
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CRect ComputeTexCoords() const;
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const SGUIImage* m_Image;
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bool m_HasTexture;
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CTexturePtr m_Texture;
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CRect m_ObjectSize;
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int m_CellID;
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bool m_EnableBlending;
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CShaderTechniquePtr m_Shader;
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CColor m_ShaderColorParameter;
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CRect m_Vertices;
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float m_DeltaZ;
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CColor m_BorderColor; // == CColor() for no border
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CColor m_BackColor;
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};
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class DrawCalls : public std::vector<SDrawCall>
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{
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public:
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DrawCalls();
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// Copy/assignment results in an empty list, not an actual copy
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DrawCalls(const DrawCalls&);
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const DrawCalls& operator=(const DrawCalls&);
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};
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}
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#include "gui/CGUISprite.h"
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namespace GUIRenderer
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{
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void UpdateDrawCallCache(DrawCalls &Calls, const CStr& SpriteName, const CRect& Size, int CellID, std::map<CStr, CGUISprite> &Sprites);
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void Draw(DrawCalls &Calls, float Z);
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}
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#endif // GUIRenderer_h
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