metaforce/Runtime/GuiSys/CGuiFrame.cpp

195 lines
5.2 KiB
C++

#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"
namespace urde
{
CGuiFrame::CGuiFrame(ResId 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.resize(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)));
}
CGuiWidget* CGuiFrame::FindWidget(const std::string& 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<CGuiWidget>& a, const std::shared_ptr<CGuiWidget>& b) -> bool
{
return a->GetWorldPosition().y < b->GetWorldPosition().y;
});
}
void CGuiFrame::EnableLights(u32 lights) const
{
CGraphics::DisableAllLights();
zeus::CColor accumColor(zeus::CColor::skBlack);
ERglLight lightId = ERglLight::Zero;
int idx = 0;
for (auto& light : x3c_lights)
{
if ((lights & (1 << idx)) != 0)
{
// accumulate color
accumColor += light->GetColor();
CGraphics::LoadLight(lightId, light->BuildLight());
CGraphics::EnableLight(lightId);
}
++reinterpret_cast<std::underlying_type_t<ERglLight>&>(lightId);
++idx;
}
if (x3c_lights.empty())
CGraphics::SetAmbientColor(zeus::CColor::skWhite);
else
CGraphics::SetAmbientColor(accumColor);
}
void CGuiFrame::DisableLights() const
{
CGraphics::DisableAllLights();
}
void CGuiFrame::RemoveLight(CGuiLight* light)
{
x3c_lights[light->GetLoadedIdx()].reset();
}
void CGuiFrame::AddLight(std::shared_ptr<CGuiLight>&& light)
{
x3c_lights[light->GetLoadedIdx()] = 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<CGuiFrame*>(this)->x58_24_loaded = true;
return true;
}
void CGuiFrame::Touch() const
{
for (const auto& widget : x2c_widgets)
widget->Touch();
}
void CGuiFrame::Update(float dt)
{
xc_headWidget->Update(dt);
}
void CGuiFrame::Draw(const CGuiWidgetDrawParms& parms) const
{
if (x4_)
{
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<count ; ++i)
{
DataSpec::DNAFourCC type;
type.read(in);
std::shared_ptr<CGuiWidget> 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 (x4_)
return;
for (auto& widget : x2c_widgets)
{
if (widget->GetIsActive())
widget->ProcessUserInput(input);
}
}
std::unique_ptr<CGuiFrame> CGuiFrame::CreateFrame(ResId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp)
{
in.readInt32Big();
int a = in.readInt32Big();
int b = in.readInt32Big();
int c = in.readInt32Big();
std::unique_ptr<CGuiFrame> ret = std::make_unique<CGuiFrame>(frmeId, sys, a, b, c, sp);
ret->LoadWidgetsInGame(in, sp);
return ret;
}
std::unique_ptr<IObj> RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in,
const CVParamTransfer& cvParms,
CObjectReference* selfRef)
{
CSimplePool* sp = cvParms.GetOwnedObj<CSimplePool*>();
std::unique_ptr<CGuiFrame> frame(CGuiFrame::CreateFrame(tag.id, *g_GuiSys, in, sp));
return TToken<CGuiFrame>::GetIObjObjectFor(std::move(frame));
}
}