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Aquaria/BBGE/Quad.h
fgenesis 58e9ba340e Add skel/bone gridDrawOrder attrib to control the way the gris is drawn
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.
2022-09-25 04:30:38 +02:00

164 lines
4.2 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 Quad : public RenderObject
{
public:
Quad(const std::string &tex, const Vector &pos);
Quad();
void createGrid(int x, int y);
void destroy();
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 flipVertical();
void flipHorizontal();
void setWidthHeight(float w, float h=-1);
void setWidth(float w);
void setHeight(float h);
unsigned int getWidth() const {return static_cast<unsigned int>(width);}
unsigned int getHeight() const {return static_cast<unsigned int>(height);}
void 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);
void refreshRepeatTextureToFill();
bool isRepeatingTextureToFill() const { return repeatTexture; }
void setStripPoints(bool vert, const Vector *points, size_t n);
Array2d<Vector>& getDrawGrid() { return drawGrid; }
const Array2d<Vector>& getDrawGrid() const { return drawGrid; }
void reloadDevice();
void deleteGrid();
InterpolatedVector upperLeftTextureCoordinates, lowerRightTextureCoordinates;
enum GridDrawOrder
{
GRID_DRAW_WORLDMAP = -1, // LRTB order, uses grid.z as alpha
GRID_DRAW_LRTB = 0, // the default. ignores grid.z
GRID_DRAW_LRBT = 1, // Y axis inverted
GRID_DRAW_DEFAULT = GRID_DRAW_LRTB
};
enum GridType
{
GRID_WAVY = 0,
GRID_STRIP = 1, // quad is in strip mode
GRID_INTERP = 2, // quad is in grid mode
};
unsigned char gridType; // unsigned char to save space
char autoWidth, autoHeight; // char to save space
bool renderQuad, renderCenter, renderBorder;
Vector texOff;
float borderAlpha;
Vector renderBorderColor;
Vector repeatToFillScale;
static void ResetGrid(Vector *dst, size_t w, size_t h);
static void ResetGridAndAlpha(Vector *dst, size_t w, size_t h, float alpha = 1.0f);
protected:
float gridTimer;
Array2d<Vector> drawGrid;
void resetGrid();
void updateGrid(float dt);
void renderGrid(const RenderState& rs) const;
void renderGrid_LRTB(const RenderState& rs) const;
void renderGrid_LRBT(const RenderState& rs) const;
void renderGridWithAlpha(const RenderState& rs) const;
float drawGridOffsetX;
float drawGridOffsetY;
float drawGridModX;
float drawGridModY;
float drawGridTimeMultiplier;
bool drawGridOut;
void onSetTexture();
void onRender(const RenderState& rs) const OVERRIDE;
void onUpdate(float dt);
public:
GridDrawOrder drawOrder;
private:
bool doUpdateGrid;
void initQuad();
void _renderBorder(const RenderState& rs, Vector color, float borderalpha) const;
};
class PauseQuad : public Quad
{
public:
PauseQuad();
virtual ~PauseQuad();
int pauseLevel;
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;
};
#define QUAD(x) Quad *x = new Quad; addRenderObject(x);
#endif