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Aquaria/BBGE/RoundedRect.cpp
fgenesis 12ea97f051 Disable all glEnable/glDisable() calls for GL_CULL_FACE, except one glDisable() during renderer init.
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)
2013-05-02 04:31:07 +02:00

289 lines
6.1 KiB
C++

/*
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.
*/
#include "RoundedRect.h"
#include "Core.h"
#include "TTFFont.h"
#include <assert.h>
RoundedRect *RoundedRect::moving=0;
RoundedRect::RoundedRect() : RenderObject()
{
alphaMod = 0.75;
color = 0;
width = 100;
height = 100;
radius = 20;
cull = false;
canMove = false;
moving = 0;
followCamera = 1;
}
void RoundedRect::setWidthHeight(int w, int h, int radius)
{
this->radius = radius;
width = w-radius*2;
height = h-radius*2;
}
void RoundedRect::setCanMove(bool on)
{
canMove = on;
}
void RoundedRect::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
if (canMove)
{
if (core->mouse.buttons.left)
{
if (moving == this)
{
position = core->mouse.position + d;
if (position.x + ((width/2)+radius) > (core->getVirtualWidth() - core->getVirtualOffX()))
position.x = (core->getVirtualWidth()- core->getVirtualOffX()) - ((width/2)+radius);
if (position.y + ((height/2)+radius) > core->getVirtualHeight())
position.y = core->getVirtualHeight() - ((height/2)+radius);
if (position.x - ((width/2)+radius) < 0 - core->getVirtualOffX())
position.x = -core->getVirtualOffX() + ((width/2)+radius);
if (position.y - ((height/2)+radius) < 0 - core->getVirtualOffY())
position.y = -core->getVirtualOffY() + ((height/2)+radius);
}
else if (moving == 0)
{
Vector p = core->mouse.position;
if ((p.x >= (position.x - (width/2 + radius))) && (p.y >= (position.y - (height/2 + radius)))
&& (p.x <= (position.x + (width/2 + radius)) && (p.y <= (position.y - height/2))))
{
d = position - core->mouse.position;
moving = this;
}
}
}
else
{
if (moving == this)
{
// do stuff
moving = 0;
}
}
}
}
void RoundedRect::onRender()
{
//glBindTexture(GL_TEXTURE_2D, 0);
int w2 = width/2;
int h2 = height/2;
//glDisable(GL_CULL_FACE);
float iter = 0.1f;
glBegin(GL_QUADS);
for (float angle = 0; angle < PI_HALF - iter; angle+=iter)
{
// top right
{
float x1 = sinf(angle)*radius, y1 = -cosf(angle)*radius;
float x2 = sinf(angle+iter)*radius, y2 = -cosf(angle+iter)*radius;
glVertex3f(w2 + x1, -h2 + y1, 0);
glVertex3f(w2 + x2, -h2 + y2, 0);
glVertex3f(w2 + x2, -h2 + 0, 0);
glVertex3f(w2 + x1, -h2 + 0, 0);
}
// top left
{
float x1 = -sinf(angle)*radius, y1 = -cosf(angle)*radius;
float x2 = -sinf(angle+iter)*radius, y2 = -cosf(angle+iter)*radius;
glVertex3f(-w2 + x1, -h2 + y1, 0);
glVertex3f(-w2 + x2, -h2 + y2, 0);
glVertex3f(-w2 + x2, -h2 + 0, 0);
glVertex3f(-w2 + x1, -h2 + 0, 0);
}
{
float x1 = sinf(angle)*radius, y1 = cosf(angle)*radius;
float x2 = sinf(angle+iter)*radius, y2 = cosf(angle+iter)*radius;
glVertex3f(w2 + x1, h2 + y1, 0);
glVertex3f(w2 + x2, h2 + y2, 0);
glVertex3f(w2 + x2, h2 + 0, 0);
glVertex3f(w2 + x1, h2 + 0, 0);
}
{
float x1 = -sinf(angle)*radius, y1 = cosf(angle)*radius;
float x2 = -sinf(angle+iter)*radius, y2 = cosf(angle+iter)*radius;
glVertex3f(-w2 + x1, h2 + y1, 0);
glVertex3f(-w2 + x2, h2 + y2, 0);
glVertex3f(-w2 + x2, h2 + 0, 0);
glVertex3f(-w2 + x1, h2 + 0, 0);
}
}
//middle, top, btm
glVertex3f(-w2, -h2 - radius, 0);
glVertex3f(w2, -h2 - radius, 0);
glVertex3f(w2, h2 + radius, 0);
glVertex3f(-w2, h2 + radius, 0);
// left
glVertex3f(-w2 - radius, -h2, 0);
glVertex3f(-w2, -h2, 0);
glVertex3f(-w2, h2, 0);
glVertex3f(-w2 - radius, h2, 0);
// right
glVertex3f(w2 + radius, -h2, 0);
glVertex3f(w2, -h2, 0);
glVertex3f(w2, h2, 0);
glVertex3f(w2 + radius, h2, 0);
glEnd();
//glEnable(GL_CULL_FACE);
}
void RoundedRect::show()
{
if (alpha.x == 0)
{
const float t = 0.1;
alpha = 0;
alpha.interpolateTo(1, t);
scale = Vector(0.5, 0.5);
scale.interpolateTo(Vector(1,1), t);
}
}
void RoundedRect::hide()
{
const float t = 0.1;
alpha = 1.0;
alpha.interpolateTo(0, t);
scale = Vector(1, 1);
scale.interpolateTo(Vector(0.5,0.5), t);
}
RoundButton::RoundButton(const std::string &labelText, TTFFont *font) : RenderObject()
{
//label = new
label = new TTFText(font);
label->setAlign(ALIGN_CENTER);
label->offset += Vector(0, 3);
label->setText(labelText);
addChild(label, PM_POINTER);
width = 80;
height = 20;
mbd = false;
noNested = true;
}
void RoundButton::setWidthHeight(int w, int h, int radius)
{
width = w;
height = h;
}
void RoundButton::onUpdate(float dt)
{
if (noNested && core->isNested()) return;
RenderObject::onUpdate(dt);
RenderObject *top = getTopParent();
if (alpha.x == 1 && top->alpha.x == 1)
{
Vector p = core->mouse.position;
Vector c = getWorldPosition();
int w2 = width/2;
int h2 = height/2;
if ((p.x > (c.x - w2)) && (p.x < (c.x + w2)) && (p.y > (c.y - h2)) && (p.y < (c.y + h2)))
{
if (core->mouse.buttons.left && !mbd)
{
mbd = true;
}
else if (!core->mouse.buttons.left && mbd)
{
mbd = false;
event.call();
}
}
else
{
mbd = false;
}
if (!core->mouse.buttons.left && mbd)
{
mbd = false;
}
}
else
{
mbd = false;
}
}
void RoundButton::onRender()
{
int w2 = width/2, h2 = height/2;
glLineWidth(1);
glBegin(GL_LINES);
glVertex3f(-w2, -h2, 0);
glVertex3f(w2, -h2, 0);
glVertex3f(w2, -h2, 0);
glVertex3f(w2, h2, 0);
glVertex3f(w2, h2, 0);
glVertex3f(-w2, h2, 0);
glVertex3f(-w2, h2, 0);
glVertex3f(-w2, -h2, 0);
glEnd();
if (mbd)
{
glColor4f(1,1,1,0.5);
glBegin(GL_QUADS);
glVertex3f(-w2, h2, 0);
glVertex3f(w2, h2, 0);
glVertex3f(w2, -h2, 0);
glVertex3f(-w2, -h2, 0);
glEnd();
}
}