#include "CGuiSys.hpp" #include "CGuiWidget.hpp" #include "CGuiHeadWidget.hpp" #include "CGuiLight.hpp" #include "CGuiCamera.hpp" #include "CGuiGroup.hpp" #include "CGuiPane.hpp" #include "CAuiImagePane.hpp" #include "CAuiMeter.hpp" #include "CGuiModel.hpp" #include "CGuiTableGroup.hpp" #include "CGuiSliderGroup.hpp" #include "CGuiTextPane.hpp" #include "CAuiEnergyBarT01.hpp" #include "CTextParser.hpp" #include "CSimplePool.hpp" #include "CTextExecuteBuffer.hpp" #include "CGuiFrame.hpp" namespace urde { CGuiSys* g_GuiSys = nullptr; CTextExecuteBuffer* g_TextExecuteBuf = nullptr; CTextParser* g_TextParser = nullptr; std::shared_ptr CGuiSys::CreateWidgetInGame(FourCC type, CInputStream& in, CGuiFrame* frame, CSimplePool* sp) { switch (type) { case SBIG('BWIG'): return CGuiWidget::Create(frame, in, sp); case SBIG('HWIG'): return CGuiHeadWidget::Create(frame, in, sp); case SBIG('LITE'): return CGuiLight::Create(frame, in, sp); case SBIG('CAMR'): return CGuiCamera::Create(frame, in, sp); case SBIG('GRUP'): return CGuiGroup::Create(frame, in, sp); case SBIG('PANE'): return CGuiPane::Create(frame, in, sp); case SBIG('IMGP'): return CAuiImagePane::Create(frame, in, sp); case SBIG('METR'): return CAuiMeter::Create(frame, in, sp); case SBIG('MODL'): return CGuiModel::Create(frame, in, sp); case SBIG('TBGP'): return CGuiTableGroup::Create(frame, in, sp); case SBIG('SLGP'): return CGuiSliderGroup::Create(frame, in, sp); case SBIG('TXPN'): return CGuiTextPane::Create(frame, in, sp); case SBIG('ENRG'): return CAuiEnergyBarT01::Create(frame, in, sp); default: break; } return {}; } CGuiSys::CGuiSys(IFactory& resFactory, CSimplePool& resStore, EUsageMode mode) : x0_resFactory(resFactory), x4_resStore(resStore), x8_mode(mode), xc_textExecuteBuf(new CTextExecuteBuffer()), x10_textParser(new CTextParser(resStore)) { g_TextExecuteBuf = xc_textExecuteBuf.get(); g_TextParser = x10_textParser.get(); } void CGuiSys::OnViewportResize() { for (CGuiFrame* frame : m_registeredFrames) ViewportResizeFrame(frame); } void CGuiSys::ViewportResizeFrame(CGuiFrame* frame) { float vpAspectRatio = g_Viewport.x8_width / float(g_Viewport.xc_height); if (frame->m_aspectConstraint > 0.f) { float hPad, vPad; if (vpAspectRatio >= frame->m_aspectConstraint) { hPad = frame->m_aspectConstraint / vpAspectRatio; vPad = frame->m_aspectConstraint / 1.38f; } else { hPad = 1.f; vPad = vpAspectRatio / 1.38f; } frame->m_aspectTransform = zeus::CTransform::Scale({hPad, 1.f, vPad}); } } }