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https://github.com/AquariaOSE/Aquaria.git
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12ea97f051
GL_CULL_FACE is effectively always disabled, except for quad strip rendering, and keeping GL_CULL_FACE disabled there does not seem to cause any visual artifacts. Instead, it enhances skeletal animation possibilities (e.g. flipping bone strips over without it disappearing)
289 lines
6.1 KiB
C++
289 lines
6.1 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "RoundedRect.h"
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#include "Core.h"
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#include "TTFFont.h"
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#include <assert.h>
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RoundedRect *RoundedRect::moving=0;
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RoundedRect::RoundedRect() : RenderObject()
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{
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alphaMod = 0.75;
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color = 0;
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width = 100;
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height = 100;
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radius = 20;
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cull = false;
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canMove = false;
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moving = 0;
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followCamera = 1;
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}
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void RoundedRect::setWidthHeight(int w, int h, int radius)
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{
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this->radius = radius;
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width = w-radius*2;
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height = h-radius*2;
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}
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void RoundedRect::setCanMove(bool on)
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{
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canMove = on;
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}
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void RoundedRect::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (canMove)
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{
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if (core->mouse.buttons.left)
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{
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if (moving == this)
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{
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position = core->mouse.position + d;
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if (position.x + ((width/2)+radius) > (core->getVirtualWidth() - core->getVirtualOffX()))
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position.x = (core->getVirtualWidth()- core->getVirtualOffX()) - ((width/2)+radius);
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if (position.y + ((height/2)+radius) > core->getVirtualHeight())
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position.y = core->getVirtualHeight() - ((height/2)+radius);
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if (position.x - ((width/2)+radius) < 0 - core->getVirtualOffX())
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position.x = -core->getVirtualOffX() + ((width/2)+radius);
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if (position.y - ((height/2)+radius) < 0 - core->getVirtualOffY())
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position.y = -core->getVirtualOffY() + ((height/2)+radius);
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}
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else if (moving == 0)
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{
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Vector p = core->mouse.position;
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if ((p.x >= (position.x - (width/2 + radius))) && (p.y >= (position.y - (height/2 + radius)))
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&& (p.x <= (position.x + (width/2 + radius)) && (p.y <= (position.y - height/2))))
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{
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d = position - core->mouse.position;
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moving = this;
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}
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}
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}
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else
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{
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if (moving == this)
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{
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// do stuff
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moving = 0;
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}
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}
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}
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}
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void RoundedRect::onRender()
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{
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//glBindTexture(GL_TEXTURE_2D, 0);
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int w2 = width/2;
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int h2 = height/2;
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//glDisable(GL_CULL_FACE);
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float iter = 0.1f;
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glBegin(GL_QUADS);
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for (float angle = 0; angle < PI_HALF - iter; angle+=iter)
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{
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// top right
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{
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float x1 = sinf(angle)*radius, y1 = -cosf(angle)*radius;
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float x2 = sinf(angle+iter)*radius, y2 = -cosf(angle+iter)*radius;
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glVertex3f(w2 + x1, -h2 + y1, 0);
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glVertex3f(w2 + x2, -h2 + y2, 0);
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glVertex3f(w2 + x2, -h2 + 0, 0);
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glVertex3f(w2 + x1, -h2 + 0, 0);
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}
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// top left
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{
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float x1 = -sinf(angle)*radius, y1 = -cosf(angle)*radius;
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float x2 = -sinf(angle+iter)*radius, y2 = -cosf(angle+iter)*radius;
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glVertex3f(-w2 + x1, -h2 + y1, 0);
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glVertex3f(-w2 + x2, -h2 + y2, 0);
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glVertex3f(-w2 + x2, -h2 + 0, 0);
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glVertex3f(-w2 + x1, -h2 + 0, 0);
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}
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{
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float x1 = sinf(angle)*radius, y1 = cosf(angle)*radius;
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float x2 = sinf(angle+iter)*radius, y2 = cosf(angle+iter)*radius;
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glVertex3f(w2 + x1, h2 + y1, 0);
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glVertex3f(w2 + x2, h2 + y2, 0);
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glVertex3f(w2 + x2, h2 + 0, 0);
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glVertex3f(w2 + x1, h2 + 0, 0);
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}
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{
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float x1 = -sinf(angle)*radius, y1 = cosf(angle)*radius;
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float x2 = -sinf(angle+iter)*radius, y2 = cosf(angle+iter)*radius;
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glVertex3f(-w2 + x1, h2 + y1, 0);
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glVertex3f(-w2 + x2, h2 + y2, 0);
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glVertex3f(-w2 + x2, h2 + 0, 0);
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glVertex3f(-w2 + x1, h2 + 0, 0);
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}
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}
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//middle, top, btm
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glVertex3f(-w2, -h2 - radius, 0);
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glVertex3f(w2, -h2 - radius, 0);
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glVertex3f(w2, h2 + radius, 0);
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glVertex3f(-w2, h2 + radius, 0);
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// left
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glVertex3f(-w2 - radius, -h2, 0);
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glVertex3f(-w2, -h2, 0);
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glVertex3f(-w2, h2, 0);
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glVertex3f(-w2 - radius, h2, 0);
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// right
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glVertex3f(w2 + radius, -h2, 0);
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glVertex3f(w2, -h2, 0);
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glVertex3f(w2, h2, 0);
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glVertex3f(w2 + radius, h2, 0);
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glEnd();
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//glEnable(GL_CULL_FACE);
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}
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void RoundedRect::show()
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{
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if (alpha.x == 0)
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{
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const float t = 0.1;
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alpha = 0;
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alpha.interpolateTo(1, t);
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scale = Vector(0.5, 0.5);
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scale.interpolateTo(Vector(1,1), t);
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}
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}
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void RoundedRect::hide()
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{
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const float t = 0.1;
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alpha = 1.0;
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alpha.interpolateTo(0, t);
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scale = Vector(1, 1);
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scale.interpolateTo(Vector(0.5,0.5), t);
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}
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RoundButton::RoundButton(const std::string &labelText, TTFFont *font) : RenderObject()
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{
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//label = new
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label = new TTFText(font);
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label->setAlign(ALIGN_CENTER);
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label->offset += Vector(0, 3);
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label->setText(labelText);
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addChild(label, PM_POINTER);
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width = 80;
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height = 20;
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mbd = false;
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noNested = true;
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}
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void RoundButton::setWidthHeight(int w, int h, int radius)
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{
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width = w;
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height = h;
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}
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void RoundButton::onUpdate(float dt)
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{
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if (noNested && core->isNested()) return;
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RenderObject::onUpdate(dt);
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RenderObject *top = getTopParent();
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if (alpha.x == 1 && top->alpha.x == 1)
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{
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Vector p = core->mouse.position;
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Vector c = getWorldPosition();
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int w2 = width/2;
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int h2 = height/2;
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if ((p.x > (c.x - w2)) && (p.x < (c.x + w2)) && (p.y > (c.y - h2)) && (p.y < (c.y + h2)))
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{
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if (core->mouse.buttons.left && !mbd)
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{
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mbd = true;
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}
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else if (!core->mouse.buttons.left && mbd)
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{
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mbd = false;
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event.call();
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}
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}
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else
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{
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mbd = false;
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}
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if (!core->mouse.buttons.left && mbd)
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{
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mbd = false;
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}
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}
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else
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{
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mbd = false;
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}
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}
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void RoundButton::onRender()
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{
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int w2 = width/2, h2 = height/2;
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glLineWidth(1);
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glBegin(GL_LINES);
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glVertex3f(-w2, -h2, 0);
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glVertex3f(w2, -h2, 0);
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glVertex3f(w2, -h2, 0);
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glVertex3f(w2, h2, 0);
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glVertex3f(w2, h2, 0);
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glVertex3f(-w2, h2, 0);
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glVertex3f(-w2, h2, 0);
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glVertex3f(-w2, -h2, 0);
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glEnd();
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if (mbd)
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{
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glColor4f(1,1,1,0.5);
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glBegin(GL_QUADS);
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glVertex3f(-w2, h2, 0);
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glVertex3f(w2, h2, 0);
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glVertex3f(w2, -h2, 0);
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glVertex3f(-w2, -h2, 0);
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glEnd();
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}
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}
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