metaforce/Runtime/GuiSys/CGuiStaticImage.cpp

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#include "CGuiStaticImage.hpp"
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#include "CGuiAnimController.hpp"
#include "CGuiLogicalEventTrigger.hpp"
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#include "CGuiFrame.hpp"
#include "CGuiSys.hpp"
#include "CSimplePool.hpp"
#include "Graphics/CGraphics.hpp"
#include "Graphics/CTexture.hpp"
namespace urde
{
CGuiStaticImage::CGuiStaticImage
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(const CGuiWidgetParms& parms, float xDim, float zDim,
const zeus::CVector3f& scaleCenter,
EGuiTextureClampModeHorz clampH, EGuiTextureClampModeVert clampV,
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CGuiStaticImage::EMaterialType matType, ResId txtrId1, ResId txtrId2,
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const std::vector<float>& frame, bool useTexture)
: CGuiPane(parms, xDim, zDim, scaleCenter),
x114_materialType(matType),
x120_textureID1(txtrId1),
x124_textureID2(txtrId2),
x128_clampH(clampH),
x12c_clampV(clampV),
x130_clampedUVs(frame),
x140_UVs(frame)
{
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CGuiSys& guiSys = parms.x0_frame->GetGuiSys();
if (useTexture && guiSys.GetUsageMode() != CGuiSys::EUsageMode::Two)
{
if ((txtrId1 & 0xffff) != 0xffff)
x118_texture1 = guiSys.GetResStore().GetObj({SBIG('TXTR'), txtrId1});
if ((txtrId2 & 0xffff) != 0xffff)
x11c_texture2 = guiSys.GetResStore().GetObj({SBIG('TXTR'), txtrId2});
}
SetDimensions({xDim, zDim}, true);
}
void CGuiStaticImage::ScaleDimensions(const zeus::CVector3f& scale)
{
CGuiPane::ScaleDimensions(scale);
zeus::CVector2f dim = GetDimensions();
float resH1 = x140_UVs[4];
float resH0 = x140_UVs[0];
float resV1 = x140_UVs[3];
float resV0 = x140_UVs[1];
float f3 = resH1 - resH0;
float f1 = std::fabs(x100_verts[2].m_pos.x - x100_verts[0].m_pos.x) - dim.x;
switch (x128_clampH)
{
case EGuiTextureClampModeHorz::Right:
resH1 += f3 * f1 / dim.x;
break;
case EGuiTextureClampModeHorz::Left:
resH0 -= f3 * f1 / dim.x;
break;
case EGuiTextureClampModeHorz::Center:
resH1 += f3 * f1 * 0.5f / dim.x;
resH0 -= f3 * f1 * 0.5f / dim.x;
break;
default: break;
}
f3 = resV1 - resV0;
f1 = std::fabs(x100_verts[0].m_pos.z - x100_verts[1].m_pos.z) - dim.y;
switch (x12c_clampV)
{
case EGuiTextureClampModeVert::Top:
resV0 -= f3 * f1 / dim.y;
break;
case EGuiTextureClampModeVert::Bottom:
resV1 += f3 * f1 / dim.y;
break;
case EGuiTextureClampModeVert::Center:
resV1 += f3 * f1 * 0.5f / dim.y;
resV0 -= f3 * f1 * 0.5f / dim.y;
break;
default: break;
}
x130_clampedUVs[0] = resH0;
x130_clampedUVs[1] = resV0;
x130_clampedUVs[2] = resH0;
x130_clampedUVs[3] = resV1;
x130_clampedUVs[4] = resH1;
x130_clampedUVs[5] = resV0;
x130_clampedUVs[6] = resH1;
x130_clampedUVs[7] = resV1;
}
void CGuiStaticImage::Draw(const CGuiWidgetDrawParms& parms) const
{
CGraphics::SetModelMatrix(x34_worldXF * zeus::CTransform::Translate(x108_scaleCenter));
if (GetIsVisible())
{
switch (x114_materialType)
{
case EMaterialType::OneTexture:
x118_texture1->Load(0, CTexture::EClampMode::One);
break;
case EMaterialType::TwoTextures:
x118_texture1->Load(0, CTexture::EClampMode::One);
x11c_texture2->Load(1, CTexture::EClampMode::One);
break;
default: return;
}
CGraphics::SetBlendMode(ERglBlendMode::Blend,
ERglBlendFactor::SrcAlpha,
ERglBlendFactor::InvSrcAlpha,
ERglLogicOp::Clear);
/* Begin tri-strip of verts in x100_verts */
/* Vtx Color xb4_ */
/* UVs x130_clampedUVs[0], x130_clampedUVs[3] */
/* UVs x130_clampedUVs[2], x130_clampedUVs[1] */
/* UVs x130_clampedUVs[4], x130_clampedUVs[7] */
/* UVs x130_clampedUVs[6], x130_clampedUVs[5] */
}
CGuiWidget::Draw(parms);
}
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std::vector<ResId> CGuiStaticImage::GetTextureAssets() const
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{
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std::vector<ResId> ret;
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ret.reserve(2);
if ((x120_textureID1 & 0xffff) != 0xffff)
ret.push_back(x120_textureID1);
if ((x124_textureID2 & 0xffff) != 0xffff)
ret.push_back(x124_textureID2);
return ret;
}
CGuiStaticImage* CGuiStaticImage::Create(CGuiFrame* frame, CInputStream& in, bool flag)
{
CGuiWidgetParms parms = ReadWidgetHeader(frame, in, flag);
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float xDim = in.readFloatBig();
float zDim = in.readFloatBig();
zeus::CVector3f scaleCenter;
scaleCenter.readBig(in);
CGuiStaticImage::EMaterialType matType = CGuiStaticImage::EMaterialType(in.readUint32Big());
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ResId txtr1 = in.readUint32Big();
ResId txtr2 = in.readUint32Big();
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EGuiTextureClampModeHorz clampH = EGuiTextureClampModeHorz(in.readUint32Big());
EGuiTextureClampModeVert clampV = EGuiTextureClampModeVert(in.readUint32Big());
float a = in.readFloatBig();
float b = in.readFloatBig();
float c = in.readFloatBig();
float d = in.readFloatBig();
std::vector<float> floats = {a, b, a, d, c, b, c, d};
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CGuiStaticImage* ret = new CGuiStaticImage(parms, xDim, zDim, scaleCenter, clampH, clampV,
matType, txtr1, txtr2, floats, true);
ret->ParseBaseInfo(frame, in, parms);
return ret;
}
}