1
0
Fork 0
mirror of https://github.com/OpenMW/openmw.git synced 2025-02-03 00:15:33 +00:00
openmw/extern/mygui_3.0.1/MyGUIEngine/src/MyGUI_RawRect.cpp
2010-07-08 00:23:28 +02:00

183 lines
5.8 KiB
C++

/*!
@file
@author Albert Semenov
@date 03/2008
@module
*/
/*
This file is part of MyGUI.
MyGUI is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
MyGUI 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with MyGUI. If not, see <http://www.gnu.org/licenses/>.
*/
#include "MyGUI_Precompiled.h"
#include "MyGUI_RawRect.h"
#include "MyGUI_RenderItem.h"
#include "MyGUI_RenderManager.h"
#include "MyGUI_SkinManager.h"
#include "MyGUI_LanguageManager.h"
#include "MyGUI_CommonStateInfo.h"
namespace MyGUI
{
MYGUI_FORCEINLINE void ConvertColour(uint32& _colour, VertexColourType _format)
{
if (_format == VertexColourType::ColourABGR)
_colour = ((_colour & 0x00FF0000) >> 16) | ((_colour & 0x000000FF) << 16) | (_colour & 0xFF00FF00);
}
RawRect::RawRect() :
SubSkin(),
mRectTextureLT(FloatPoint(0, 0)),
mRectTextureRT(FloatPoint(1, 0)),
mRectTextureLB(FloatPoint(0, 1)),
mRectTextureRB(FloatPoint(1, 1)),
mColourLT(Colour::White),
mColourRT(Colour::White),
mColourLB(Colour::White),
mColourRB(Colour::White),
mRenderColourLT(0xFFFFFFFF),
mRenderColourRT(0xFFFFFFFF),
mRenderColourLB(0xFFFFFFFF),
mRenderColourRB(0xFFFFFFFF)
{
mVertexFormat = RenderManager::getInstance().getVertexFormat();
}
RawRect::~RawRect()
{
}
void RawRect::setAlpha(float _alpha)
{
mCurrentColour = ((uint8)(_alpha*255) << 24);
mRenderColourLT = mCurrentColour | (mRenderColourLT & 0x00FFFFFF);
mRenderColourRT = mCurrentColour | (mRenderColourRT & 0x00FFFFFF);
mRenderColourLB = mCurrentColour | (mRenderColourLB & 0x00FFFFFF);
mRenderColourRB = mCurrentColour | (mRenderColourRB & 0x00FFFFFF);
if (nullptr != mNode) mNode->outOfDate(mRenderItem);
}
void RawRect::setRectColour(const Colour& _colourLT, const Colour& _colourRT, const Colour& _colourLB, const Colour& _colourRB)
{
mColourLT = _colourLT;
mRenderColourLT = texture_utility::toColourARGB(mColourLT);
ConvertColour(mRenderColourLT, mVertexFormat);
mRenderColourLT = mCurrentColour | (mRenderColourLT & 0x00FFFFFF);
mColourRT = _colourRT;
mRenderColourRT = texture_utility::toColourARGB(mColourRT);
ConvertColour(mRenderColourRT, mVertexFormat);
mRenderColourRT = mCurrentColour | (mRenderColourRT & 0x00FFFFFF);
mColourLB = _colourLB;
mRenderColourLB = texture_utility::toColourARGB(mColourLB);
ConvertColour(mRenderColourLB, mVertexFormat);
mRenderColourLB = mCurrentColour | (mRenderColourLB & 0x00FFFFFF);
mColourRB = _colourRB;
mRenderColourRB = texture_utility::toColourARGB(mColourRB);
ConvertColour(mRenderColourRB, mVertexFormat);
mRenderColourRB = mCurrentColour | (mRenderColourRB & 0x00FFFFFF);
if (nullptr != mNode) mNode->outOfDate(mRenderItem);
}
void RawRect::setRectTexture(const FloatPoint& _pointLT, const FloatPoint& _pointRT, const FloatPoint& _pointLB, const FloatPoint& _pointRB)
{
mRectTextureLT = _pointLT;
mRectTextureRT = _pointRT;
mRectTextureLB = _pointLB;
mRectTextureRB = _pointRB;
}
void RawRect::doRender()
{
if (!mVisible || mEmptyView) return;
Vertex* _vertex = mRenderItem->getCurrentVertextBuffer();
const RenderTargetInfo& info = mRenderItem->getRenderTarget()->getInfo();
float vertex_z = info.maximumDepth;
float vertex_left = ((info.pixScaleX * (float)(mCurrentCoord.left + mCroppedParent->getAbsoluteLeft() - info.leftOffset) + info.hOffset) * 2) - 1;
float vertex_right = vertex_left + (info.pixScaleX * (float)mCurrentCoord.width * 2);
float vertex_top = -(((info.pixScaleY * (float)(mCurrentCoord.top + mCroppedParent->getAbsoluteTop() - info.topOffset) + info.vOffset) * 2) - 1);
float vertex_bottom = vertex_top - (info.pixScaleY * (float)mCurrentCoord.height * 2);
// first triangle - left top
_vertex[0].x = vertex_left;
_vertex[0].y = vertex_top;
_vertex[0].z = vertex_z;
_vertex[0].colour = mRenderColourLT;
_vertex[0].u = mRectTextureLT.left;
_vertex[0].v = mRectTextureLT.top;
// first triangle - left bottom
_vertex[1].x = vertex_left;
_vertex[1].y = vertex_bottom;
_vertex[1].z = vertex_z;
_vertex[1].colour = mRenderColourLB;
_vertex[1].u = mRectTextureLB.left;
_vertex[1].v = mRectTextureLB.top;
// first triangle - right top
_vertex[2].x = vertex_right;
_vertex[2].y = vertex_top;
_vertex[2].z = vertex_z;
_vertex[2].colour = mRenderColourRT;
_vertex[2].u = mRectTextureRT.left;
_vertex[2].v = mRectTextureRT.top;
// second triangle - right top
_vertex[3].x = vertex_right;
_vertex[3].y = vertex_top;
_vertex[3].z = vertex_z;
_vertex[3].colour = mRenderColourRT;
_vertex[3].u = mRectTextureRT.left;
_vertex[3].v = mRectTextureRT.top;
// second triangle = left bottom
_vertex[4].x = vertex_left;
_vertex[4].y = vertex_bottom;
_vertex[4].z = vertex_z;
_vertex[4].colour = mRenderColourLB;
_vertex[4].u = mRectTextureLB.left;
_vertex[4].v = mRectTextureLB.top;
// second triangle - right botton
_vertex[5].x = vertex_right;
_vertex[5].y = vertex_bottom;
_vertex[5].z = vertex_z;
_vertex[5].colour = mRenderColourRB;
_vertex[5].u = mRectTextureRB.left;
_vertex[5].v = mRectTextureRB.top;
mRenderItem->setLastVertexCount(VertexQuad::VertexCount);
}
void RawRect::setStateData(IStateInfo * _data)
{
SubSkinStateInfo* data = _data->castType<SubSkinStateInfo>();
const FloatRect& rect = data->getRect();
mRectTextureLT.set(rect.left, rect.top);
mRectTextureRT.set(rect.right, rect.top);
mRectTextureLB.set(rect.left, rect.bottom);
mRectTextureRB.set(rect.right, rect.bottom);
}
} // namespace MyGUI