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Aquaria/BBGE/Quad.h
fgenesis 4852eb533b update texcoords of quads which have AUTO_VIRTUAL* set properly
move auto size vars & handling to PauseQuad, since not every quad needs this.
2023-10-20 03:21:05 +02:00

142 lines
3.6 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.
*/
#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);
bool isRepeatingTextureToFill() const { return repeatTexture; }
void setRepeatScale(const Vector& repscale);
inline const Vector& getRepeatScale() const { return repeatToFillScale; }
void setRepeatOffset(const Vector& repoffs);
inline const Vector& getRepeatOffset() const { return texOff; }
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
bool renderQuad, renderCenter, renderBorder;
float borderAlpha;
Vector renderBorderColor;
protected:
void updateTexCoords();
Vector repeatToFillScale;
Vector texOff;
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;
char autoWidth, autoHeight;
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;
};
#endif