#include "CGuiStaticImage.hpp" #include "CGuiAnimController.hpp" #include "CGuiLogicalEventTrigger.hpp" #include "CGuiFrame.hpp" #include "CGuiSys.hpp" #include "CSimplePool.hpp" #include "Graphics/CGraphics.hpp" #include "Graphics/CTexture.hpp" namespace urde { CGuiStaticImage::CGuiStaticImage (const CGuiWidgetParms& parms, float xDim, float zDim, const zeus::CVector3f& scaleCenter, EGuiTextureClampModeHorz clampH, EGuiTextureClampModeVert clampV, CGuiStaticImage::EMaterialType matType, TResId txtrId1, TResId txtrId2, const std::vector& 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) { 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); } std::vector CGuiStaticImage::GetTextureAssets() const { std::vector ret; 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); float xDim = in.readFloatBig(); float zDim = in.readFloatBig(); zeus::CVector3f scaleCenter; scaleCenter.readBig(in); CGuiStaticImage::EMaterialType matType = CGuiStaticImage::EMaterialType(in.readUint32Big()); TResId txtr1 = in.readUint32Big(); TResId txtr2 = in.readUint32Big(); 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 floats = {a, b, a, d, c, b, c, d}; CGuiStaticImage* ret = new CGuiStaticImage(parms, xDim, zDim, scaleCenter, clampH, clampV, matType, txtr1, txtr2, floats, true); ret->ParseBaseInfo(frame, in, parms); return ret; } }