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https://github.com/AquariaOSE/Aquaria.git
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58e9ba340e
Also ignore grid.z (used as worldmap alpha) by default because it's really only needed for the world map and ignoring it results in less GL calls.
164 lines
4.2 KiB
C++
164 lines
4.2 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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#ifndef BBGE_QUAD_H
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#define BBGE_QUAD_H
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#include "RenderObject.h"
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#include "DataStructures.h"
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class OutlineRect : public RenderObject
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{
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public:
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OutlineRect();
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void setWidthHeight(int w, int h);
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void setLineSize(int ls);
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protected:
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int w, h, w2, h2;
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int lineSize;
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void onRender(const RenderState& rs) const OVERRIDE;
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};
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class Quad : public RenderObject
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{
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public:
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Quad(const std::string &tex, const Vector &pos);
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Quad();
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void createGrid(int x, int y);
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void destroy();
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bool isCoordinateInside(Vector coord, int minSize=0) const;
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bool isCoordinateInsideWorld(const Vector &coord, int minSize=0) const;
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bool isCoordinateInsideWorldRect(const Vector &coord, int w, int h) const;
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void flipVertical();
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void flipHorizontal();
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void setWidthHeight(float w, float h=-1);
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void setWidth(float w);
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void setHeight(float h);
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unsigned int getWidth() const {return static_cast<unsigned int>(width);}
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unsigned int getHeight() const {return static_cast<unsigned int>(height);}
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void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
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void setDrawGridAlpha(size_t x, size_t y, float alpha);
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void repeatTextureToFill(bool on);
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void refreshRepeatTextureToFill();
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bool isRepeatingTextureToFill() const { return repeatTexture; }
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void setStripPoints(bool vert, const Vector *points, size_t n);
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Array2d<Vector>& getDrawGrid() { return drawGrid; }
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const Array2d<Vector>& getDrawGrid() const { return drawGrid; }
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void reloadDevice();
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void deleteGrid();
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InterpolatedVector upperLeftTextureCoordinates, lowerRightTextureCoordinates;
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enum GridDrawOrder
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{
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GRID_DRAW_WORLDMAP = -1, // LRTB order, uses grid.z as alpha
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GRID_DRAW_LRTB = 0, // the default. ignores grid.z
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GRID_DRAW_LRBT = 1, // Y axis inverted
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GRID_DRAW_DEFAULT = GRID_DRAW_LRTB
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};
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enum GridType
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{
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GRID_WAVY = 0,
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GRID_STRIP = 1, // quad is in strip mode
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GRID_INTERP = 2, // quad is in grid mode
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};
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unsigned char gridType; // unsigned char to save space
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char autoWidth, autoHeight; // char to save space
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bool renderQuad, renderCenter, renderBorder;
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Vector texOff;
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float borderAlpha;
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Vector renderBorderColor;
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Vector repeatToFillScale;
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static void ResetGrid(Vector *dst, size_t w, size_t h);
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static void ResetGridAndAlpha(Vector *dst, size_t w, size_t h, float alpha = 1.0f);
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protected:
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float gridTimer;
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Array2d<Vector> drawGrid;
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void resetGrid();
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void updateGrid(float dt);
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void renderGrid(const RenderState& rs) const;
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void renderGrid_LRTB(const RenderState& rs) const;
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void renderGrid_LRBT(const RenderState& rs) const;
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void renderGridWithAlpha(const RenderState& rs) const;
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float drawGridOffsetX;
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float drawGridOffsetY;
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float drawGridModX;
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float drawGridModY;
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float drawGridTimeMultiplier;
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bool drawGridOut;
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void onSetTexture();
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void onRender(const RenderState& rs) const OVERRIDE;
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void onUpdate(float dt);
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public:
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GridDrawOrder drawOrder;
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private:
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bool doUpdateGrid;
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void initQuad();
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void _renderBorder(const RenderState& rs, Vector color, float borderalpha) const;
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};
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class PauseQuad : public Quad
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{
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public:
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PauseQuad();
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virtual ~PauseQuad();
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int pauseLevel;
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void setPositionSnapTo(InterpolatedVector *positionSnapTo);
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protected:
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InterpolatedVector *positionSnapTo;
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void onUpdate(float dt);
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};
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class CollideQuad : public Quad
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{
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public:
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CollideQuad();
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virtual ~CollideQuad();
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virtual void renderCollision(const RenderState& rs) const OVERRIDE;
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float collideRadius;
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};
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#define QUAD(x) Quad *x = new Quad; addRenderObject(x);
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#endif
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