UISceneView.cpp 5.3 KB

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  1. // Portions Copyright (c) 2008-2015 the Urho3D project.
  2. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  3. // Please see LICENSE.md in repository root for license information
  4. // https://github.com/AtomicGameEngine/AtomicGameEngine
  5. #include "AtomicEditor.h"
  6. #include <Atomic/UI/UI.h>
  7. #include <Atomic/UI/UIBatch.h>
  8. #include <Atomic/IO/Log.h>
  9. #include <Atomic/Engine/Engine.h>
  10. #include <Atomic/Graphics/Graphics.h>
  11. #include <Atomic/Graphics/Camera.h>
  12. #include <Atomic/Graphics/RenderPath.h>
  13. #include <Atomic/Graphics/Renderer.h>
  14. #include <Atomic/Core/CoreEvents.h>
  15. #include "UISceneView.h"
  16. using namespace tb;
  17. namespace Atomic
  18. {
  19. UISceneView::UISceneView(Context* context, bool createWidget) : UIWidget(context, false),
  20. rttFormat_(Graphics::GetRGBFormat()),
  21. autoUpdate_(false),
  22. size_(-1, -1),
  23. resizeRequired_(false)
  24. {
  25. if (createWidget)
  26. {
  27. renderTexture_ = new Texture2D(context_);
  28. depthTexture_ = new Texture2D(context_);
  29. viewport_ = new Viewport(context_);
  30. widget_ = new SceneViewWidget();
  31. widget_->SetDelegate(this);
  32. widget_->SetGravity(WIDGET_GRAVITY_ALL);
  33. ((SceneViewWidget*)widget_)->sceneView_ = this;
  34. GetSubsystem<UI>()->WrapWidget(this, widget_);
  35. }
  36. SubscribeToEvent(E_ENDFRAME, HANDLER(UISceneView, HandleEndFrame));
  37. }
  38. UISceneView::~UISceneView()
  39. {
  40. // FIXME: need to refactor Light2D viewport handling
  41. if (viewport_.NotNull())
  42. {
  43. RenderPath* renderpath = viewport_->GetRenderPath();
  44. if (renderpath)
  45. renderpath->RemoveCommands("Light2D");
  46. }
  47. }
  48. bool UISceneView::OnEvent(const TBWidgetEvent &ev)
  49. {
  50. return false;
  51. }
  52. void UISceneView::HandleEndFrame(StringHash eventType, VariantMap& eventData)
  53. {
  54. if (resizeRequired_)
  55. {
  56. TBRect rect = widget_->GetRect();
  57. OnResize(IntVector2(rect.w, rect.h));
  58. resizeRequired_ = false;
  59. }
  60. }
  61. void UISceneView::OnResize(const IntVector2 &newSize)
  62. {
  63. if (newSize.x_ == size_.x_ && newSize.y_ == size_.y_)
  64. return;
  65. int width = newSize.x_;
  66. int height = newSize.y_;
  67. if (width > 0 && height > 0)
  68. {
  69. viewport_->SetRect(IntRect(0, 0, width, height));
  70. renderTexture_->SetSize(width, height, rttFormat_, TEXTURE_RENDERTARGET);
  71. depthTexture_->SetSize(width, height, Graphics::GetDepthStencilFormat(), TEXTURE_DEPTHSTENCIL);
  72. RenderSurface* surface = renderTexture_->GetRenderSurface();
  73. surface->SetViewport(0, viewport_);
  74. surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
  75. surface->SetLinkedDepthStencil(depthTexture_->GetRenderSurface());
  76. size_ = newSize;
  77. }
  78. }
  79. void UISceneView::SetView(Scene* scene, Camera* camera)
  80. {
  81. scene_ = scene;
  82. cameraNode_ = camera ? camera->GetNode() : 0;
  83. viewport_->SetScene(scene_);
  84. viewport_->SetCamera(camera);
  85. QueueUpdate();
  86. }
  87. void UISceneView::SetFormat(unsigned format)
  88. {
  89. if (format != rttFormat_)
  90. {
  91. rttFormat_ = format;
  92. }
  93. }
  94. void UISceneView::SetAutoUpdate(bool enable)
  95. {
  96. if (enable != autoUpdate_)
  97. {
  98. autoUpdate_ = enable;
  99. RenderSurface* surface = renderTexture_->GetRenderSurface();
  100. if (surface)
  101. surface->SetUpdateMode(autoUpdate_ ? SURFACE_UPDATEALWAYS : SURFACE_MANUALUPDATE);
  102. }
  103. }
  104. void UISceneView::QueueUpdate()
  105. {
  106. if (!autoUpdate_)
  107. {
  108. RenderSurface* surface = renderTexture_->GetRenderSurface();
  109. if (surface)
  110. surface->QueueUpdate();
  111. }
  112. }
  113. Scene* UISceneView::GetScene() const
  114. {
  115. return scene_;
  116. }
  117. Node* UISceneView::GetCameraNode() const
  118. {
  119. return cameraNode_;
  120. }
  121. Texture2D* UISceneView::GetRenderTexture() const
  122. {
  123. return renderTexture_;
  124. }
  125. Texture2D* UISceneView::GetDepthTexture() const
  126. {
  127. return depthTexture_;
  128. }
  129. Viewport* UISceneView::GetViewport() const
  130. {
  131. return viewport_;
  132. }
  133. SceneViewWidget::SceneViewWidget()
  134. {
  135. vertexData_.Resize(6 * UI_VERTEX_SIZE);
  136. float color;
  137. ((unsigned&)color) = 0xFFFFFFFF;
  138. float* data = &vertexData_[0];
  139. data[2] = 0; data[3] = color; data[4] = 0; data[5] = 0;
  140. data[8] = 0; data[9] = color; data[10] = 1; data[11] = 0;
  141. data[14] = 0; data[15] = color; data[16] = 1; data[17] = 1;
  142. data[20] = 0; data[21] = color; data[22] = 0; data[23] = 0;
  143. data[26] = 0; data[27] = color; data[28] = 1; data[29] = 1;
  144. data[32] = 0; data[33] = color; data[34] = 0; data[35] = 1;
  145. }
  146. void SceneViewWidget::OnPaint(const PaintProps &paint_props)
  147. {
  148. if (sceneView_.Null())
  149. return;
  150. TBRect rect = GetRect();
  151. rect.x = rect.y = 0;
  152. ConvertToRoot(rect.x, rect.y);
  153. IntVector2 size = sceneView_->GetSize();
  154. if (size.x_ != rect.w || size.y_ != rect.h)
  155. {
  156. size.x_ = rect.w;
  157. size.y_ = rect.h;
  158. sceneView_->SetResizeRequired();
  159. return;
  160. }
  161. float* data = &vertexData_[0];
  162. data[0] = rect.x;
  163. data[1] = rect.y;
  164. data[6] = rect.x + rect.w;
  165. data[7] = rect.y;
  166. data[12] = rect.x + rect.w;
  167. data[13] = rect.y + rect.h;
  168. data[18] = rect.x;
  169. data[19] = rect.y;
  170. data[24] = rect.x + rect.w;
  171. data[25] = rect.y + rect.h;
  172. data[30] = rect.x;
  173. data[31] = rect.y + rect.h;
  174. sceneView_->GetSubsystem<UI>()->SubmitBatchVertexData(sceneView_->GetRenderTexture(), vertexData_);
  175. }
  176. }