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Aquaria/BBGE/RoundedRect.cpp
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

290 lines
6 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 "RenderBase.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)
{
moving = 0;
}
}
}
}
void RoundedRect::onRender()
{
int w2 = width/2;
int h2 = height/2;
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();
}
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 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();
}
}