#include "CGuiFrame.hpp" #include "CGuiWidget.hpp" #include "CGuiSys.hpp" #include "CGuiHeadWidget.hpp" #include "CGuiLight.hpp" #include "CGuiCamera.hpp" #include "Graphics/CGraphics.hpp" #include "Input/CFinalInput.hpp" #include "zeus/CColor.hpp" #include "CSimplePool.hpp" #include "Graphics/CModel.hpp" namespace urde { CGuiFrame::CGuiFrame(CAssetId id, CGuiSys& sys, int a, int b, int c, CSimplePool* sp) : x0_id(id), x8_guiSys(sys), x4c_a(a), x50_b(b), x54_c(c), x58_24_loaded(false) { x3c_lights.reserve(8); m_indexedLights.reserve(8); x10_rootWidget.reset(new CGuiWidget( CGuiWidget::CGuiWidgetParms(this, false, 0, 0, false, false, false, zeus::CColor::skWhite, CGuiWidget::EGuiModelDrawFlags::Alpha, false, x8_guiSys.x8_mode != CGuiSys::EUsageMode::Zero))); x8_guiSys.m_registeredFrames.insert(this); } CGuiFrame::~CGuiFrame() { x8_guiSys.m_registeredFrames.erase(this); } CGuiWidget* CGuiFrame::FindWidget(std::string_view name) const { s16 id = x18_idDB.FindWidgetID(name); if (id == -1) return nullptr; return FindWidget(id); } CGuiWidget* CGuiFrame::FindWidget(s16 id) const { return x10_rootWidget->FindWidget(id); } void CGuiFrame::SortDrawOrder() { std::sort(x2c_widgets.begin(), x2c_widgets.end(), [](const std::shared_ptr& a, const std::shared_ptr& b) -> bool { return a->GetWorldPosition().y > b->GetWorldPosition().y; }); } void CGuiFrame::EnableLights(u32 lights, CBooModel& model) const { std::vector lightsOut; lightsOut.reserve(m_indexedLights.size() + 1); CGraphics::DisableAllLights(); zeus::CColor ambColor(zeus::CColor::skBlack); ERglLight lightId = ERglLight::Zero; int idx = 0; for (CGuiLight* light : m_indexedLights) { if (!light || !light->GetIsVisible()) { ++reinterpret_cast&>(lightId); ++idx; continue; } if ((lights & (1 << idx)) != 0) { const zeus::CColor& geomCol = light->GetGeometryColor(); if (geomCol.r || geomCol.g || geomCol.b) { //CGraphics::LoadLight(lightId, light->BuildLight()); lightsOut.push_back(light->BuildLight()); CGraphics::EnableLight(lightId); } // accumulate ambient color ambColor += light->GetAmbientLightColor(); } ++reinterpret_cast&>(lightId); ++idx; } if (m_indexedLights.empty()) { //CGraphics::SetAmbientColor(zeus::CColor::skWhite); lightsOut.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, zeus::CColor::skWhite)); } else { //CGraphics::SetAmbientColor(ambColor); lightsOut.push_back(CLight::BuildLocalAmbient(zeus::CVector3f::skZero, ambColor)); } model.ActivateLights(lightsOut); } void CGuiFrame::DisableLights() const { CGraphics::DisableAllLights(); } void CGuiFrame::RemoveLight(CGuiLight* light) { if (m_indexedLights.empty()) return; m_indexedLights[light->GetLightId()] = nullptr; } void CGuiFrame::AddLight(CGuiLight* light) { if (m_indexedLights.empty()) m_indexedLights.resize(8); m_indexedLights[light->GetLightId()] = light; } void CGuiFrame::RegisterLight(std::shared_ptr&& light) { x3c_lights.push_back(std::move(light)); } bool CGuiFrame::GetIsFinishedLoading() const { if (x58_24_loaded) return true; for (const auto& widget : x2c_widgets) { if (widget->GetIsFinishedLoading()) continue; return false; } const_cast(this)->x58_24_loaded = true; return true; } void CGuiFrame::Touch() const { for (const auto& widget : x2c_widgets) widget->Touch(); } void CGuiFrame::SetAspectConstraint(float c) { m_aspectConstraint = c; CGuiSys::ViewportResizeFrame(this); } void CGuiFrame::Update(float dt) { xc_headWidget->Update(dt); } void CGuiFrame::Draw(const CGuiWidgetDrawParms& parms) const { CGraphics::SetCullMode(ERglCullMode::None); CGraphics::SetAmbientColor(zeus::CColor::skWhite); DisableLights(); x14_camera->Draw(parms); // Set one-stage modulate CGraphics::SetBlendMode(ERglBlendMode::Blend, ERglBlendFactor::SrcAlpha, ERglBlendFactor::InvSrcAlpha, ERglLogicOp::Clear); for (const auto& widget : x2c_widgets) if (widget->GetIsVisible()) widget->Draw(parms); CGraphics::SetCullMode(ERglCullMode::Front); } void CGuiFrame::Initialize() { SortDrawOrder(); xc_headWidget->SetColor(xc_headWidget->xa4_color); xc_headWidget->DispatchInitialize(); } void CGuiFrame::LoadWidgetsInGame(CInputStream& in, CSimplePool* sp) { u32 count = in.readUint32Big(); x2c_widgets.reserve(count); for (u32 i=0 ; i widget = CGuiSys::CreateWidgetInGame(type, in, this, sp); type = widget->GetWidgetTypeID(); switch (type) { case SBIG('CAMR'): case SBIG('LITE'): case SBIG('BGND'): break; default: x2c_widgets.push_back(std::move(widget)); break; } } Initialize(); } void CGuiFrame::ProcessUserInput(const CFinalInput& input) const { if (input.ControllerIdx() != 0) return; for (auto& widget : x2c_widgets) { if (widget->GetIsActive()) widget->ProcessUserInput(input); } } std::unique_ptr CGuiFrame::CreateFrame(CAssetId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp) { in.readInt32Big(); int a = in.readInt32Big(); int b = in.readInt32Big(); int c = in.readInt32Big(); std::unique_ptr ret = std::make_unique(frmeId, sys, a, b, c, sp); ret->LoadWidgetsInGame(in, sp); return ret; } std::unique_ptr RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& cvParms, CObjectReference* selfRef) { CSimplePool* sp = cvParms.GetOwnedObj(); std::unique_ptr frame(CGuiFrame::CreateFrame(tag.id, *g_GuiSys, in, sp)); return TToken::GetIObjObjectFor(std::move(frame)); } }