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158 lines
4.7 KiB
C++
158 lines
4.7 KiB
C++
#pragma once
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#include <d3d9.h>
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#include <d3dx9.h>
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#include <dxerr.h>
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#include "videoosd.h"
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#include "videooutput.h"
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#include "resource.h"
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extern HWND hMainWindow;
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class IVideoD3DOSD :
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public IVideoOSD
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{
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public:
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IVideoD3DOSD(void);
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~IVideoD3DOSD(void);
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enum UI_ELEM
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{
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NO_BUTTON,
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PREV_BUTTON,
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PLAY_BUTTON,
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PAUSE_BUTTON,
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STOP_BUTTON,
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NEXT_BUTTON,
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ENDFS_BUTTON,
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MUTE_BUTTON,
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PROGRESS_FRAME,
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VOLUME_FRAME,
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PROGRESS_SLIDER,
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VOLUME_SLIDER
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};
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enum BUTTON_STATE
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{
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NORMAL,
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CLICKED,
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HILITE,
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DISABLED
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};
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void CreateOSD(IDirect3DDevice9 * device);
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void UpdateOSD(HWND hWnd, VideoOutput *adjuster);
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void DrawOSD(IDirect3DDevice9 * device);
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void LostOSD();
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void ResetOSD(IDirect3DDevice9 *device);
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UI_ELEM HitTest(float x, float y);
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bool MouseDown(int xpt, int ypt, WPARAM wParam);
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bool MouseMove(int xpt, int ypt, WPARAM wParam);
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bool MouseUp(int xpt, int ypt, WPARAM wParam);
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void SetScalingFactor(float x, float y);
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bool isOSDInited(){return isInited;}
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bool isOSDReadyToDraw(){return isReadyToDraw;};
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protected:
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ID3DXSprite *osdSprite;
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IDirect3DTexture9 *osdAtlasTexture;
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ID3DXFont *osdTimeFont;
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ID3DXFont *osdTitleFont;
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// Texture Src Coordinates for sprite images
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// Right and Bottom (last two) excluded from image
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RECT osdPrevButtonNormalSrcCoords;
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RECT osdPlayButtonNormalSrcCoords;
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RECT osdPauseButtonNormalSrcCoords;
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RECT osdStopButtonNormalSrcCoords;
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RECT osdNextButtonNormalSrcCoords;
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RECT osdProgressFrameNormalSrcCoords;
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RECT osdVolumeFrameNormalSrcCoords;
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RECT osdEndFSButtonNormalSrcCoords;
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RECT osdMuteButtonNormalSrcCoords;
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RECT osdProgressSliderNormalSrcCoords;
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RECT osdVolumeSliderNormalSrcCoords;
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RECT osdProgressProgressSrcCoords;
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RECT osdVolumeProgressSrcCoords;
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RECT osdPrevButtonClickSrcCoords;
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RECT osdPlayButtonClickSrcCoords;
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RECT osdPauseButtonClickSrcCoords;
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RECT osdStopButtonClickSrcCoords;
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RECT osdNextButtonClickSrcCoords;
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RECT osdEndFSButtonClickSrcCoords;
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RECT osdProgressSliderClickSrcCoords;
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RECT osdVolumeSliderClickSrcCoords;
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RECT osdPrevButtonDisabledSrcCoords;
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RECT osdNextButtonDisabledSrcCoords;
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// RECT osdProgressFrameDisabledSrcCoords;
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// RECT osdProgressSliderDisabledSrcCoords;
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RECT osdPrevButtonHiliteSrcCoords;
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RECT osdPlayButtonHiliteSrcCoords;
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RECT osdPauseButtonHiliteSrcCoords;
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RECT osdStopButtonHiliteSrcCoords;
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RECT osdNextButtonHiliteSrcCoords;
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// RECT osdProgressFrameHiliteSrcCoords;
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// RECT osdVolumeFrameHiliteSrcCoords;
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RECT osdEndFSButtonHiliteSrcCoords;
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RECT osdProgressSliderHiliteSrcCoords;
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RECT osdVolumeSliderHiliteSrcCoords;
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RECT osdBkgrndTextSrcCoords;
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RECT osdTimeRect;
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RECT osdTitleRect;
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// Position of sprites in screen coordinates
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// Center of sprite (where the position is mapped) is left to default to upper left corner
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// except for progress and volume sliders, which are mapped to their center
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// Note the Bkgrnd is positioned and then all other sprites are relative to that
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D3DXVECTOR3 osdBkgrndPosition;
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D3DXVECTOR3 osdPrevButtonPosition;
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D3DXVECTOR3 osdPlayButtonPosition;
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D3DXVECTOR3 osdPauseButtonPosition;
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D3DXVECTOR3 osdStopButtonPosition;
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D3DXVECTOR3 osdNextButtonPosition;
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D3DXVECTOR3 osdProgressFramePosition;
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D3DXVECTOR3 osdVolumeFramePosition;
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D3DXVECTOR3 osdEndFSButtonPosition;
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D3DXVECTOR3 osdMuteButtonPosition;
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D3DXVECTOR3 osdProgressSliderPosition;
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D3DXVECTOR3 osdVolumeSliderPosition;
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// Hit test rects for buttons
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RECT osdPrevButtonHit;
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RECT osdPlayButtonHit;
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RECT osdPauseButtonHit;
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RECT osdStopButtonHit;
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RECT osdNextButtonHit;
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RECT osdEndFSButtonHit;
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RECT osdProgressFrameHit;
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RECT osdVolumeFrameHit;
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RECT osdProgressSliderHit;
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RECT osdVolumeSliderHit;
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float xScalingFactor;
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float yScalingFactor;
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BUTTON_STATE bState[12]; // bState[0] is for NO_BUTTON
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bool streaming;
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wchar_t *displayTitle; // title displayed in osd UI
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wchar_t *marqueeTitleSrc; // temp string used to create displayTitle if title does not fit.
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size_t titleRestart; // location in title to loop back to for marquee effect
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bool titleFits; // indicates whether the title will fit in the UI title field
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DWORD dtFormat; // format of title text rect based on title size, i.e., center or left justified
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UI_ELEM mouseOver;
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UI_ELEM mouseLastOver;
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UI_ELEM mousePressed;
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UI_ELEM mouseLastPressed; // used to verify that the LMouse up event matches the LMouse down
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bool mouseDragging; // whether dragging is in progress to decide to update from winamp info
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bool isInited; // has run CreateOSD to create all the d3d objects
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bool isReadyToDraw; // has run UpdateOSD to init OSD for drawing, i.e., positioning the UI elements
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bool PointInRect(float x, float y, RECT testRect);
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RECT BuildHitRect(D3DXVECTOR3 position, RECT size);
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RECT * GetTextCoords(UI_ELEM item);
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};
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