7de717f9e2
Added PCH support to NeL GUI
437 lines
14 KiB
C++
437 lines
14 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "nel/gui/ctrl_quad.h"
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#include "nel/gui/interface_group.h"
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#include "nel/gui/widget_manager.h"
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#include "nel/misc/polygon.h"
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using namespace NLMISC;
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namespace NLGUI
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{
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// *********************************************************************************
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CCtrlQuad::CCtrlQuad( const TCtorParam ¶m ) : CCtrlBase( param ), _Color(CRGBA::White),
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_Additif(false),
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_Filtered(true),
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_UMin(0.f),
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_UMax(1.f),
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_WrapMode(Repeat)
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{
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setQuad(CQuad(CVector::Null, CVector::Null, CVector::Null, CVector::Null));
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// preset uvs for real quad
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_RealQuad.Uv0.set(0.f, 0.f);
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_RealQuad.Uv1.set(1.f, 0.f);
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_RealQuad.Uv2.set(1.f, 1.f);
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_RealQuad.Uv3.set(0.f, 1.f);
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}
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// *********************************************************************************
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bool CCtrlQuad::parse(xmlNodePtr /* cur */, CInterfaceGroup * /* parentGroup */)
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{
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nlassert(0); // NOT IMPLEMENTED (only created dynamically at this time)
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return false;
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}
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// *********************************************************************************
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void CCtrlQuad::updateCoords()
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{
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H_AUTO(Rz_CCtrlQuad_updateCoords)
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CViewBase::updateCoords();
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nlassert(_Parent);
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// don't use _XReal && _YReal, because coords are given relative to parent
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CVector delta((float) _Parent->getXReal(), (float) _Parent->getYReal(), 0.f);
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_RealQuad.set(_Quad.V0 + delta, _Quad.V1 + delta, _Quad.V2 + delta, _Quad.V3 + delta);
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}
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// *********************************************************************************
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void CCtrlQuad::draw()
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{
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H_AUTO(Rz_CCtrlQuad_draw)
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nlassert(_Parent);
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CViewRenderer &rVR = *CViewRenderer::getInstance();
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CRGBA col;
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if(getModulateGlobalColor())
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{
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col.modulateFromColor (_Color, CWidgetManager::getInstance()->getGlobalColorForContent());
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}
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else
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{
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col= _Color;
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col.A = (uint8)(((sint32)col.A*((sint32)CWidgetManager::getInstance()->getGlobalColorForContent().A+1))>>8);
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}
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/*if (_InheritGCAlpha)
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{
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// search a parent container
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CInterfaceGroup *gr = getParent();
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while (gr)
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{
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if (gr->isGroupContainer())
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{
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CGroupContainer *gc = static_cast<CGroupContainer *>(gr);
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col.A = (uint8)(((sint32)col.A*((sint32)gc->getCurrentContainerAlpha()+1))>>8);
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break;
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}
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gr = gr->getParent();
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}
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}*/
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if (_UMin == 0.f && _UMax == 1.f && _WrapMode != CustomUVs)
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{
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// no pattern applied, can draw the quad in a single piece
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rVR.drawQuad(_RenderLayer, _RealQuad, _TextureId, col, _Additif, _Filtered);
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}
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else
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{
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NLMISC::CQuadUV quv;
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if (_WrapMode == Repeat)
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{
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if (_UMax == _UMin)
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{
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(CQuad &) quv = _RealQuad; // copy CQuad part
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float u = fmodf(_UMin, 1.f);
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quv.Uv0.set(u, 0.f);
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quv.Uv1.set(u, 0.f);
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quv.Uv2.set(u, 1.f);
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quv.Uv3.set(u, 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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else
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{
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// reverse corners if needed to handle case where _UVMin < _UVmax
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NLMISC::CQuad srcQuad;
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float umin, umax;
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if (_UMax < _UMin)
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{
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umin = _UMax;
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umax = _UMin;
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srcQuad.V0 = _RealQuad.V1;
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srcQuad.V1 = _RealQuad.V0;
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srcQuad.V2 = _RealQuad.V3;
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srcQuad.V3 = _RealQuad.V2;
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}
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else
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{
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umin = _UMin;
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umax = _UMax;
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srcQuad = _RealQuad;
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}
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float unitRatio = 1.f / fabsf(umax - umin); // ratio of the real quad delta x in screen for du = 1
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// texture is stretched, mutiple parts needed
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float ceilUMin = ceilf(umin);
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float firstDeltaU = ceilUMin - umin;
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if (firstDeltaU != 0.f)
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{
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// start quad
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quv.V0 = srcQuad.V0;
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quv.V1 = blend(srcQuad.V0, srcQuad.V1, std::min(1.f, (firstDeltaU * unitRatio)));
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quv.V2 = blend(srcQuad.V3, srcQuad.V2, std::min(1.f, (firstDeltaU * unitRatio)));
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quv.V3 = srcQuad.V3;
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float lastU = std::min(umax + 1.f - ceilUMin, 1.f);
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quv.Uv0.set(1.f - firstDeltaU, 0.f);
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quv.Uv1.set(lastU, 0.f);
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quv.Uv2.set(lastU, 1.f);
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quv.Uv3.set(1.f - firstDeltaU, 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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if (firstDeltaU * unitRatio >= 1.f) return;
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}
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// TODO optim: reuse of previous uv & pos ... (prb is that they are not always computed)
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// intermediate quads
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sint numQuads = (sint) (floorf(umax) - ceilf(umin));
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for(sint k = 0; k < numQuads; ++k)
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{
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float deltaU = firstDeltaU + k;
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// start quad
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quv.V0 = blend(srcQuad.V0, srcQuad.V1, deltaU * unitRatio);
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quv.V1 = blend(srcQuad.V0, srcQuad.V1, (deltaU + 1.f) * unitRatio);
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quv.V2 = blend(srcQuad.V3, srcQuad.V2, (deltaU + 1.f) * unitRatio);
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quv.V3 = blend(srcQuad.V3, srcQuad.V2, deltaU * unitRatio);
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quv.Uv0.set(0.f, 0.f);
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quv.Uv1.set(1.f, 0.f);
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quv.Uv2.set(1.f, 1.f);
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quv.Uv3.set(0.f, 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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// end quad
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float lastDeltaU = umax - floorf(umax);
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if (lastDeltaU != 0.f)
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{
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// start quad
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quv.V0 = blend(srcQuad.V1, srcQuad.V0, lastDeltaU * unitRatio);
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quv.V1 = srcQuad.V1;
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quv.V2 = srcQuad.V2;
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quv.V3 = blend(srcQuad.V2, srcQuad.V3, lastDeltaU * unitRatio);
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quv.Uv0.set(0.f, 0.f);
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quv.Uv1.set(lastDeltaU, 0.f);
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quv.Uv2.set(lastDeltaU, 1.f);
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quv.Uv3.set(0.f, 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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}
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}
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else if (_WrapMode == Clamp)
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{
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if (_UMin == _UMax)
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{
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(CQuad &) quv = _RealQuad; // copy CQuad part
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// special case
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float u = _UMin;
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clamp(u, 0.f, 1.f);
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quv.Uv0.set(u, 0.f);
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quv.Uv1.set(u, 1.f);
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quv.Uv2.set(u, 1.f);
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quv.Uv3.set(u, 0.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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else
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{
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NLMISC::CQuad srcQuad;
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float umin, umax;
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if (_UMax < _UMin)
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{
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umin = _UMax;
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umax = _UMin;
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srcQuad.V0 = _RealQuad.V1;
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srcQuad.V1 = _RealQuad.V0;
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srcQuad.V2 = _RealQuad.V3;
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srcQuad.V3 = _RealQuad.V2;
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}
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else
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{
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umin = _UMin;
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umax = _UMax;
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srcQuad = _RealQuad;
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}
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float startRatio = - umin / (umax - umin); // start of unclamped u (actually (0.f - umin) / (umax - umin) )
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if (umin < 0.f)
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{
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quv.V0 = srcQuad.V0;
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quv.V1 = blend(srcQuad.V0, srcQuad.V1, std::min(1.f ,startRatio));
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quv.V2 = blend(srcQuad.V3, srcQuad.V2, std::min(1.f ,startRatio));
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quv.V3 = srcQuad.V3;
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// draw first clamped part
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quv.Uv0.set(0.f, 0.f);
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quv.Uv1.set(0.f, 0.f);
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quv.Uv2.set(0.f, 1.f);
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quv.Uv3.set(0.f, 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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if (startRatio >= 1.f) return;
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float endRatio = (1.f - umin) / (umax - umin);
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if (endRatio > 0.f)
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{
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// draw middle part if visible
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// TODO optim: reuse of previous uv & pos ... (prb is that they are not always computed)
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quv.V0 = blend(srcQuad.V0, srcQuad.V1, std::max(0.f , startRatio));
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quv.V1 = blend(srcQuad.V0, srcQuad.V1, std::min(1.f , endRatio));
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quv.V2 = blend(srcQuad.V3, srcQuad.V2, std::min(1.f , endRatio));
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quv.V3 = blend(srcQuad.V3, srcQuad.V2, std::max(0.f , startRatio));
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// draw first clamped part
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quv.Uv0.set(std::max(0.f, umin), 0.f);
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quv.Uv1.set(std::min(1.f, umax), 0.f);
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quv.Uv2.set(std::min(1.f, umax), 1.f);
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quv.Uv3.set(std::max(0.f, umin), 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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if (endRatio >= 1.f) return;
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// draw end part
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quv.V0 = blend(srcQuad.V0, srcQuad.V1, std::max(0.f , endRatio));
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quv.V1 = srcQuad.V1;
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quv.V2 = srcQuad.V2;
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quv.V3 = blend(srcQuad.V3, srcQuad.V2, std::max(0.f , endRatio));
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// draw end clamped part
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quv.Uv0.set(1.f, 0.f);
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quv.Uv1.set(1.f, 0.f);
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quv.Uv2.set(1.f, 1.f);
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quv.Uv3.set(1.f, 1.f);
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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}
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else
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{
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nlassert(_WrapMode == CustomUVs);
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quv.V0 = _RealQuad.V0;
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quv.V1 = _RealQuad.V1;
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quv.V2 = _RealQuad.V2;
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quv.V3 = _RealQuad.V3;
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quv.Uv0 = _CustomUVs[0];
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quv.Uv1 = _CustomUVs[1];
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quv.Uv2 = _CustomUVs[2];
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quv.Uv3 = _CustomUVs[3];
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rVR.drawQuad(_RenderLayer, quv, _TextureId, col, _Additif, _Filtered);
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}
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}
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}
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// *********************************************************************************
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void CCtrlQuad::setAlpha(sint32 a)
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{
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H_AUTO(Rz_CCtrlQuad_setAlpha)
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_Color.A = (uint8) a;
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}
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// *********************************************************************************
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void CCtrlQuad::setTexture(const std::string &texName)
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{
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H_AUTO(Rz_CCtrlQuad_setTexture)
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// CInterfaceManager *pIM = CInterfaceManager::getInstance();
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// CViewRenderer &rVR = *CViewRenderer::getInstance();
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_TextureId.setTexture(texName.c_str());
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}
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// *********************************************************************************
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std::string CCtrlQuad::getTexture() const
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{
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H_AUTO(Rz_CCtrlQuad_getTexture)
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CViewRenderer &rVR = *CViewRenderer::getInstance();
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return rVR.getTextureNameFromId (_TextureId);
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}
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// *********************************************************************************
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void CCtrlQuad::setQuad(const CQuad &quad)
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{
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H_AUTO(Rz_CCtrlQuad_setQuad)
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float qXMin = minof(quad.V0.x, quad.V1.x, quad.V2.x, quad.V3.x);
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float qXMax = maxof(quad.V0.x, quad.V1.x, quad.V2.x, quad.V3.x);
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float qYMin = minof(quad.V0.y, quad.V1.y, quad.V2.y, quad.V3.y);
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float qYMax = maxof(quad.V0.y, quad.V1.y, quad.V2.y, quad.V3.y);
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setPosRef(Hotspot_BL);
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setX((sint32) floorf(qXMin));
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setY((sint32) floorf(qYMin));
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setW((sint32) ceilf(qXMax) - getX());
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setH((sint32) ceilf(qYMax) - getY());
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_Quad = quad;
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}
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// *********************************************************************************
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void CCtrlQuad::setQuad(const NLMISC::CVector &start, const NLMISC::CVector &end, float thickness)
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{
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H_AUTO(Rz_CCtrlQuad_setQuad)
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CVector right = end - start;
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CVector up(-right.y, right.x, 0.f);
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up = thickness * up.normed();
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setQuad(CQuad(start + up, end + up, end - up, start - up));
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}
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// *********************************************************************************
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void CCtrlQuad::setQuad(const NLMISC::CVector &pos, float radius, float angle /*=0.f*/)
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{
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H_AUTO(Rz_CCtrlQuad_setQuad)
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if (angle == 0.f)
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{
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setQuad(pos - radius * CVector::I, pos + radius * CVector::I, radius);
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}
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else
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{
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CVector right(radius * cosf(angle), radius * sinf(angle), 0.f);
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setQuad(pos - right, pos + right, radius);
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}
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}
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// *********************************************************************************
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void CCtrlQuad::setQuad(const std::string &texName, const NLMISC::CVector &srcPos, float angle /*= 0.f*/, float offCenter /* = 0.f*/)
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{
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H_AUTO(Rz_CCtrlQuad_setQuad)
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NLMISC::CVector pos = srcPos;
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CViewRenderer &rVR = *CViewRenderer::getInstance();
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sint32 w, h;
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rVR.getTextureSizeFromId(rVR.getTextureIdFromName(texName), w, h);
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if (angle == 0.f)
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{
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if (offCenter != 0.f)
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{
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pos.x += offCenter;
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}
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setQuad(pos - 0.5f * w * CVector::I, pos + 0.5f * w * CVector::I, 0.5f * h);
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}
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else
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{
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CVector unitRadius(cosf(angle), sinf(angle), 0.f);
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CVector radius = 0.5f * w * unitRadius;
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pos += offCenter * unitRadius;
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setQuad(pos - radius, pos + radius, 0.5f * h);
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}
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}
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// *********************************************************************************
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void CCtrlQuad::setAdditif(bool additif)
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{
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H_AUTO(Rz_CCtrlQuad_setAdditif)
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_Additif = additif;
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}
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// *********************************************************************************
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void CCtrlQuad::setFiltered(bool filtered)
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{
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H_AUTO(Rz_CCtrlQuad_setFiltered)
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_Filtered = filtered;
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}
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// *********************************************************************************
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void CCtrlQuad::setPattern(float umin, float umax, TWrapMode wrapMode)
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{
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H_AUTO(Rz_CCtrlQuad_setPattern)
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nlassert((uint) wrapMode < CustomUVs);
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_UMin = umin;
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_UMax = umax;
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_WrapMode = wrapMode;
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}
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// *********************************************************************************
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void CCtrlQuad::setCustomUVs(const CUV uvs[4])
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{
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H_AUTO(Rz_CCtrlQuad_setCustomUVs)
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std::copy(uvs, uvs + 4, _CustomUVs );
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_WrapMode = CustomUVs;
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}
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// *********************************************************************************
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bool CCtrlQuad::handleEvent(const NLGUI::CEventDescriptor &/* event */)
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{
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H_AUTO(Rz_CCtrlQuad_handleEvent)
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return false;
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}
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// *********************************************************************************
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bool CCtrlQuad::contains(const NLMISC::CVector2f &pos) const
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{
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H_AUTO(Rz_CCtrlQuad_contains)
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static NLMISC::CPolygon2D poly;
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poly.Vertices.resize(4);
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poly.Vertices[0] = _Quad.V0;
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poly.Vertices[1] = _Quad.V1;
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poly.Vertices[2] = _Quad.V2;
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poly.Vertices[3] = _Quad.V3;
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return poly.contains(pos, false);
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}
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}
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