/* Copyright (C) 2007, 2010 - Bit-Blot This file is part of Aquaria. Aquaria is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program 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 General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef BBGE_QUAD_H #define BBGE_QUAD_H #include "RenderObject.h" #include "DataStructures.h" class OutlineRect : public RenderObject { public: OutlineRect(); void setWidthHeight(int w, int h); void setLineSize(int ls); protected: int w, h, w2, h2; int lineSize; void onRender(const RenderState& rs) const OVERRIDE; }; class DynamicRenderGrid; /*class QuadRepeatData { DynamicRenderGrid grid; // need this here because a repeating tile WITH a grid-based tile effect is a special and annoying case to handle // set by user float texscaleX, texscaleY; float texOffX, texOffY; };*/ class Quad : public RenderObject { public: Quad(const std::string &tex, const Vector &pos); Quad(); virtual ~Quad(); DynamicRenderGrid *createGrid(int x, int y); void destroy() OVERRIDE; bool isCoordinateInside(Vector coord, int minSize=0) const; bool isCoordinateInsideWorld(const Vector &coord, int minSize=0) const; bool isCoordinateInsideWorldRect(const Vector &coord, int w, int h) const; void setWidthHeight(float w, float h=-1); void setWidth(float w); void setHeight(float h); float getWidth() const {return width;} float getHeight() const {return height;} DynamicRenderGrid *setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo); void setDrawGridAlpha(size_t x, size_t y, float alpha); void repeatTextureToFill(bool on); void refreshRepeatTextureToFill(); bool isRepeatingTextureToFill() const { return repeatTexture; } void setStripPoints(bool vert, const Vector *points, size_t n); DynamicRenderGrid *getGrid() { return grid; } const DynamicRenderGrid *getGrid() const { return grid; } void reloadDevice() OVERRIDE; void deleteGrid(); TexCoordBox texcoords; // TODO: this should be a bitmask char autoWidth, autoHeight; bool renderQuad, renderCenter, renderBorder; Vector texOff; float borderAlpha; Vector renderBorderColor; Vector repeatToFillScale; protected: DynamicRenderGrid *grid; void resetGrid(); void renderGrid(const RenderState& rs) const; void onSetTexture() OVERRIDE; void onRender(const RenderState& rs) const OVERRIDE; void onUpdate(float dt) OVERRIDE; private: void initQuad(); void _renderBorder(const RenderState& rs, Vector color, float borderalpha) const; }; class PauseQuad : public Quad { public: PauseQuad(); virtual ~PauseQuad(); int pauseLevel; void setPositionSnapTo(InterpolatedVector *positionSnapTo); protected: InterpolatedVector *positionSnapTo; void onUpdate(float dt); }; class CollideQuad : public Quad { public: CollideQuad(); virtual ~CollideQuad(); virtual void renderCollision(const RenderState& rs) const OVERRIDE; float collideRadius; }; #define QUAD(x) Quad *x = new Quad; addRenderObject(x); #endif