// // 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 "Drawable.h" #include "GraphicsDefs.h" namespace Urho3D { class Renderer2D; class Texture2D; class VertexBuffer; /// 2D vertex. struct Vertex2D { /// Position. Vector3 position_; /// Color. unsigned color_; /// UV. Vector2 uv_; }; static const unsigned MASK_VERTEX2D = MASK_POSITION | MASK_COLOR | MASK_TEXCOORD1; /// Pixel size (equal 0.01f). extern URHO3D_API const float PIXEL_SIZE; /// Base class for 2D visible components. class URHO3D_API Drawable2D : public Drawable { OBJECT(Drawable2D); public: /// Construct. Drawable2D(Context* context); /// Destruct. ~Drawable2D(); /// Register object factory. Drawable must be registered first. static void RegisterObject(Context* context); /// Set layer. void SetLayer(int layer); /// Set order in layer. void SetOrderInLayer(int orderInLayer); /// Set texture. void SetTexture(Texture2D* texture); /// Set blend mode. void SetBlendMode(BlendMode mode); /// Set custom material. void SetCustomMaterial(Material* customMaterial); /// Return layer. int GetLayer() const { return layer_; } /// Return order in layer. int GetOrderInLayer() const { return orderInLayer_; } /// Return texture. Texture2D* GetTexture() const; /// Return blend mode. BlendMode GetBlendMode() const { return blendMode_; } /// Return custom material. Material* GetCustomMaterial() const; /// Set material (called by Renderer2D). void SetMaterial(Material* material); /// Return custom material or material (called by Renderer2D). Material* GetMaterial() const; /// Set visibility (called by Renderer2D). void SetVisibility(bool visibility) { visibility_ = visibility; } /// Return visibility (called by Renderer2D). bool GetVisibility() const { return visibility_; } /// Return all vertices (called by Renderer2D). const Vector& GetVertices(); protected: /// Handle node being assigned. virtual void OnNodeSet(Node* node); /// Handle node transform being dirtied. virtual void OnMarkedDirty(Node* node); /// Update vertices. virtual void UpdateVertices() = 0; /// Layer. int layer_; /// Order in layer. int orderInLayer_; /// Texture. SharedPtr texture_; /// Blend mode. BlendMode blendMode_; /// Custom material. SharedPtr customMaterial_; /// Vertices. Vector vertices_; /// Vertices dirty flag. bool verticesDirty_; /// Material. SharedPtr material_; /// Test visible. bool visibility_; }; }