// // Copyright (c) 2008-2014 the Urho3D project. // // 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. // #pragma once #include "Drawable2D.h" namespace Urho3D { class Sprite2D; class UIRect; /// UI image draw mode. enum UIDrawMode { UIDM_SIMPLE = 0, UIDM_TILED, UIDM_SLICED, UIDM_FILLED, }; /// UI image fill type. enum UIFillType { UIFT_HORIZONTAL = 0, UIFT_VERTICAL, UIFT_RADIAL, }; /// UI drawable component. class URHO3D_API UIImage : public Drawable2D { OBJECT(UIImage); public: /// Construct. UIImage(Context* scontext); /// Destruct. virtual ~UIImage(); /// Register object factory. static void RegisterObject(Context* context); /// Set sprite. void SetSprite(Sprite2D* sprite); /// Set color. void SetColor(const Color& color); /// Set draw mode. void SetDrawMode(UIDrawMode mode); /// Set horizontal slice size (for sliced mode). void SetHorizontalSliceSize(int size); /// Set vertical slice size (for sliced mode). void SetVerticalSliceSize(int size); /// Set fill type (for fill mode). void SetFillType(UIFillType fillType); /// Set fill amount (for fill mode). void SetFillAmount(float amount); /// Set Fill inverse (for fill mode). void SetFillInverse(bool inverse); /// Return sprite. Sprite2D* GetSprite() const; /// Return color. const Color& GetColor() const { return color_; } /// Return draw mode. UIDrawMode GetDrawMode() const { return drawMode_; } /// Return horizontal slice size (for sliced mode). int GetHorizontalSliceSize() const { return horizontalSliceSize_;} /// Return vertical slice size (for sliced mode). int GetVerticalSliceSize() const { return verticalSliceSize_;} /// Return fill type (for filled mode). UIFillType GetFillType() const { return fillType_; } /// Return fill amount (for fill mode). float GetFillAmount() const { return fillAmount_; } /// Return is fill inverse (for fill mode). bool IsFillInverse() const { return fillInverse_; } /// Set sprite attribute. void SetSpriteAttr(const ResourceRef& value); /// Return sprite attribute. ResourceRef GetSpriteAttr() const; private: /// Handle node being assigned. virtual void OnNodeSet(Node* node); /// Recalculate the world-space bounding box. virtual void OnWorldBoundingBoxUpdate(); /// Update vertices. virtual void UpdateVertices(); /// Update vertices simple mode. void UpdateVerticesSimpleMode(); /// Update vertices tiled mode. void UpdateVerticesTiledMode(); /// Update vertices sliced mode. void UpdateVerticesSlicedMode(); /// Update vertices filled mode. void UpdateVerticesFilledMode(); /// Update vertices filled mode radial. void UpdateVerticesFilledModeRadial(); /// Return sprite texture coords. void GetSpriteTextureCoords(float& left, float& right, float& top, float& bottom) const; /// Add quad. void AddQuad(float left, float right, float top, float bottom, float uLeft, float uRight, float vTop, float vBottom); /// handle rect changed. void HandleRectDirtied(StringHash eventType, VariantMap& eventData); /// UIRect WeakPtr uiRect_; /// Sprite. SharedPtr sprite_; /// Color. Color color_; /// Draw mode. UIDrawMode drawMode_; /// X slice size. int horizontalSliceSize_; /// Y slice size. int verticalSliceSize_; /// Fill type. UIFillType fillType_; /// Fill amount. float fillAmount_; /// Fill inverse. bool fillInverse_; }; }