/* * This source file is part of libRocket, the HTML/CSS Interface Middleware * * For the latest information, see http://www.librocket.com * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #include "DecoratorStarfield.h" #include #include #include #include #include "GameDetails.h" float last_update_time = 0.0f; DecoratorStarfield::~DecoratorStarfield() { } bool DecoratorStarfield::Initialise(int _num_layers, const Rocket::Core::Colourb& _top_colour, const Rocket::Core::Colourb& _bottom_colour, float _top_speed, float _bottom_speed, int _top_density, int _bottom_density) { num_layers = _num_layers; top_colour = _top_colour; bottom_colour = _bottom_colour; top_speed = _top_speed; bottom_speed = _bottom_speed; top_density = _top_density; bottom_density = _bottom_density; return true; } /// Called on a decorator to generate any required per-element data for a newly decorated element. Rocket::Core::DecoratorDataHandle DecoratorStarfield::GenerateElementData(Rocket::Core::Element* element) { StarField* star_field = new StarField(); star_field->star_layers.resize(num_layers); for (int i = 0; i < num_layers; i++) { float layer_depth = i / (float)num_layers; int density = Rocket::Core::Math::RealToInteger((top_density * layer_depth) + (bottom_density * (1.0f - layer_depth))); star_field->star_layers[i].stars.resize(density); Rocket::Core::Colourb colour = (top_colour * layer_depth) + (bottom_colour * (1.0f - layer_depth)); star_field->star_layers[i].colour = colour; float speed = (top_speed * layer_depth) + (bottom_speed * (1.0f - layer_depth)); star_field->star_layers[i].speed = speed; star_field->dimensions = element->GetBox().GetSize(Rocket::Core::Box::PADDING); if (star_field->dimensions.x > 0) { for (int j = 0; j < density; j++) { star_field->star_layers[i].stars[j].x = (float) Rocket::Core::Math::RandomReal(star_field->dimensions.x); star_field->star_layers[i].stars[j].y = (float) Rocket::Core::Math::RandomReal(star_field->dimensions.y); } } star_field->last_update = Shell::GetElapsedTime(); } return star_field; } // Called to release element data generated by this decorator. void DecoratorStarfield::ReleaseElementData(Rocket::Core::DecoratorDataHandle element_data) { delete (StarField*)element_data; } // Called to render the decorator on an element. void DecoratorStarfield::RenderElement(Rocket::Core::Element* ROCKET_UNUSED(element), Rocket::Core::DecoratorDataHandle element_data) { StarField* star_field = (StarField*)element_data; star_field->Update(); glDisable(GL_TEXTURE_2D); glPointSize(2); glBegin(GL_POINTS); for (size_t i = 0; i < star_field->star_layers.size(); i++) { glColor4ubv(star_field->star_layers[i].colour); for (size_t j = 0; j < star_field->star_layers[i].stars.size(); j++) { glVertex2f(star_field->star_layers[i].stars[j].x, star_field->star_layers[i].stars[j].y); } } glEnd(); glColor4ub(255, 255, 255, 255); } void DecoratorStarfield::StarField::Update() { float time = Shell::GetElapsedTime(); float delta_time = time - last_update; last_update = time; if (!GameDetails::GetPaused()) { for (size_t i = 0; i < star_layers.size(); i++) { float movement = star_layers[i].speed * delta_time; for (size_t j = 0; j < star_layers[i].stars.size(); j++) { star_layers[i].stars[j].y += movement; if (star_layers[i].stars[j].y > dimensions.y) { star_layers[i].stars[j].y = 0; star_layers[i].stars[j].x = Rocket::Core::Math::RandomReal(dimensions.x); } } } } }