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https://github.com/AquariaOSE/Aquaria.git
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140 lines
3.4 KiB
C++
140 lines
3.4 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 DynamicRenderGrid;
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/*class QuadRepeatData
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{
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DynamicRenderGrid grid; // need this here because a repeating tile WITH a grid-based tile effect is a special and annoying case to handle
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// set by user
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float texscaleX, texscaleY;
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float texOffX, texOffY;
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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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virtual ~Quad();
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DynamicRenderGrid *createGrid(int x, int y);
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void destroy() OVERRIDE;
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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 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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float getWidth() const {return width;}
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float getHeight() const {return height;}
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DynamicRenderGrid *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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DynamicRenderGrid *getGrid() { return grid; }
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const DynamicRenderGrid *getGrid() const { return grid; }
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void reloadDevice() OVERRIDE;
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void deleteGrid();
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TexCoordBox texcoords;
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// TODO: this should be a bitmask
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char autoWidth, autoHeight;
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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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protected:
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DynamicRenderGrid *grid;
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void resetGrid();
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void renderGrid(const RenderState& rs) const;
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void onSetTexture() OVERRIDE;
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void onRender(const RenderState& rs) const OVERRIDE;
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void onUpdate(float dt) OVERRIDE;
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private:
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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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