UITextureWidget.cpp 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164
  1. //
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include <TurboBadger/tb_widgets.h>
  23. #include <TurboBadger/tb_widgets_common.h>
  24. #include <Atomic/IO/Log.h>
  25. #include <Atomic/UI/UIView.h>
  26. #include <Atomic/Graphics/Texture.h>
  27. #include "UIEvents.h"
  28. #include "UI.h"
  29. #include "UIRenderer.h"
  30. #include "UITextureWidget.h"
  31. using namespace tb;
  32. namespace Atomic
  33. {
  34. // internal wiget, as we need to override paint
  35. class TBTextureWidget : public tb::TBWidget
  36. {
  37. friend class UITextureWidget;
  38. public:
  39. // For safe typecasting
  40. TBOBJECT_SUBCLASS(UITextureWidget, tb::TBWidget);
  41. TBTextureWidget();
  42. virtual void OnPaint(const PaintProps &paint_props);
  43. private:
  44. WeakPtr<UITextureWidget> uiTextureWidget_;
  45. PODVector<float> vertexData_;
  46. };
  47. UITextureWidget::UITextureWidget(Context* context, bool createWidget) : UIWidget(context, false)
  48. {
  49. UI* ui = GetSubsystem<UI>();
  50. if (createWidget)
  51. {
  52. widget_ = new TBTextureWidget();
  53. ((TBTextureWidget*)widget_)->uiTextureWidget_ = this;
  54. widget_->SetDelegate(this);
  55. ui->WrapWidget(this, widget_);
  56. }
  57. renderer_ = ui->GetRenderer();
  58. }
  59. UITextureWidget::~UITextureWidget()
  60. {
  61. }
  62. void UITextureWidget::SetTexture(Texture *texture)
  63. {
  64. texture_ = texture;
  65. }
  66. Texture* UITextureWidget::GetTexture()
  67. {
  68. return texture_;
  69. }
  70. bool UITextureWidget::OnEvent(const tb::TBWidgetEvent &ev)
  71. {
  72. return UIWidget::OnEvent(ev);
  73. }
  74. TBTextureWidget::TBTextureWidget()
  75. {
  76. vertexData_.Resize(6 * UI_VERTEX_SIZE);
  77. float color;
  78. ((unsigned&)color) = 0xFFFFFFFF;
  79. float* data = &vertexData_[0];
  80. data[2] = 0; data[3] = color; data[4] = 0; data[5] = 0;
  81. data[8] = 0; data[9] = color; data[10] = 1; data[11] = 0;
  82. data[14] = 0; data[15] = color; data[16] = 1; data[17] = 1;
  83. data[20] = 0; data[21] = color; data[22] = 0; data[23] = 0;
  84. data[26] = 0; data[27] = color; data[28] = 1; data[29] = 1;
  85. data[32] = 0; data[33] = color; data[34] = 0; data[35] = 1;
  86. }
  87. void TBTextureWidget::OnPaint(const PaintProps &paint_props)
  88. {
  89. if (uiTextureWidget_.Null() || !uiTextureWidget_->GetTexture())
  90. return;
  91. TBRect rect = GetRect();
  92. rect.x = rect.y = 0;
  93. ConvertToRoot(rect.x, rect.y);
  94. float* data = &vertexData_[0];
  95. float color;
  96. float fopacity = GetOpacity() * uiTextureWidget_->renderer_->GetOpacity();
  97. unsigned char opacity = (unsigned char) (fopacity* 255.0f);
  98. ((unsigned&)color) = (0x00FFFFFF + (((uint32)opacity) << 24));
  99. data[3] = color;
  100. data[9] = color;
  101. data[15] = color;
  102. data[21] = color;
  103. data[27] = color;
  104. data[33] = color;
  105. data[0] = rect.x;
  106. data[1] = rect.y;
  107. data[6] = rect.x + rect.w;
  108. data[7] = rect.y;
  109. data[12] = rect.x + rect.w;
  110. data[13] = rect.y + rect.h;
  111. data[18] = rect.x;
  112. data[19] = rect.y;
  113. data[24] = rect.x + rect.w;
  114. data[25] = rect.y + rect.h;
  115. data[30] = rect.x;
  116. data[31] = rect.y + rect.h;
  117. UIView *view = uiTextureWidget_->GetView();
  118. if (view)
  119. {
  120. view->SubmitBatchVertexData(uiTextureWidget_->GetTexture(), vertexData_);
  121. }
  122. }
  123. }