forked from 0ad/0ad
165 lines
3.8 KiB
C++
Executable File
165 lines
3.8 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 "GUIutil.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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struct SGUIImageEffects
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{
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SGUIImageEffects() : m_Greyscale(false) {}
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CColor m_AddColor;
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CColor m_MultiplyColor;
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bool m_Greyscale;
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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_Effects(NULL), m_Border(false), m_DeltaZ(0.f) {}
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// Filename of the texture
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CStr m_TextureName;
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// Image placement (relative to object)
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CClientArea m_Size;
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// Texture placement (relative to image 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 tedious 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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// For textures that contain a collection of icons (e.g. unit portraits), this
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// will be set to the size of one icon. An object's cell-id will determine
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// which part of the texture is used.
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// Equal to CSize(0,0) for non-celled textures.
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CSize m_CellSize;
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// Visual effects (e.g. colour modulation)
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SGUIImageEffects* m_Effects;
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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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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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/// List of images
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std::vector<SGUIImage> m_Images;
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};
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#include "GUIRenderer.h"
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// An instance of a sprite, usually stored in IGUIObjects - basically a string
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// giving the sprite's name, but with some extra data to cache rendering
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// calculations between draw calls.
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class CGUISpriteInstance
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{
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public:
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CGUISpriteInstance();
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CGUISpriteInstance(CStr SpriteName);
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CGUISpriteInstance(const CGUISpriteInstance &Sprite);
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CGUISpriteInstance &operator=(CStr SpriteName);
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void Draw(CRect Size, int CellID, std::map<CStr, CGUISprite> &Sprites);
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void Invalidate();
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bool IsEmpty() const;
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CStr GetName() { return m_SpriteName; }
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private:
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CStr m_SpriteName;
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// Stored drawing calls, for more efficient rendering
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GUIRenderer::DrawCalls m_DrawCallCache;
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// Relevant details of previously rendered sprite; the cache is invalidated
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// whenever any of these values changes.
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CRect m_CachedSize;
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int m_CachedCellID;
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};
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#endif
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