UIComponent.h 3.1 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  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. #pragma once
  23. #include "../Scene/Component.h"
  24. namespace Urho3D
  25. {
  26. class Material;
  27. class Texture2D;
  28. class StaticModel;
  29. class Viewport;
  30. class UIElement;
  31. class UIBatch;
  32. class VertexBuffer;
  33. class URHO3D_API UIComponent : public Component
  34. {
  35. URHO3D_OBJECT(UIComponent, Component);
  36. public:
  37. /// Construct.
  38. UIComponent(Context* context);
  39. /// Destruct.
  40. virtual ~UIComponent() override;
  41. /// Register object factory.
  42. static void RegisterObject(Context* context);
  43. /// Return UIElement.
  44. UIElement* GetRoot() const;
  45. /// Return material which will be used for rendering UI texture.
  46. Material* GetMaterial() const;
  47. /// Return texture which will be used for rendering UI to.
  48. Texture2D* GetTexture() const;
  49. protected:
  50. /// Material that is set to the model.
  51. SharedPtr<Material> material_;
  52. /// Texture that UIElement will be rendered into.
  53. SharedPtr<Texture2D> texture_;
  54. /// Model that texture will be applied to.
  55. SharedPtr<StaticModel> model_;
  56. /// UIElement to be rendered into texture.
  57. SharedPtr<UIElement> rootElement_;
  58. /// UI rendering batches.
  59. PODVector<UIBatch> batches_;
  60. /// UI rendering vertex data.
  61. PODVector<float> vertexData_;
  62. /// UI vertex buffer.
  63. SharedPtr<VertexBuffer> vertexBuffer_;
  64. /// UI rendering batches for debug draw.
  65. PODVector<UIBatch> debugDrawBatches_;
  66. /// UI rendering vertex data for debug draw.
  67. PODVector<float> debugVertexData_;
  68. /// UI debug geometry vertex buffer.
  69. SharedPtr<VertexBuffer> debugVertexBuffer_;
  70. /// Is StaticModel component created by this component.
  71. bool isStaticModelOwned_;
  72. virtual void OnNodeSet(Node* node) override;
  73. /// Handle resizing of element. Setting size of element will automatically resize texture. UIElement size matches size of texture.
  74. void OnElementResized(StringHash eventType, VariantMap& args);
  75. /// Convert screen position to position on UIElement.
  76. bool ScreenToUIPosition(IntVector2 screenPos, IntVector2& result);
  77. friend class UI;
  78. };
  79. }