mirror of https://github.com/AxioDL/metaforce.git
195 lines
5.2 KiB
C++
195 lines
5.2 KiB
C++
#include "CGuiFrame.hpp"
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#include "CGuiWidget.hpp"
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#include "CGuiSys.hpp"
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#include "CGuiHeadWidget.hpp"
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#include "CGuiLight.hpp"
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#include "CGuiCamera.hpp"
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#include "Graphics/CGraphics.hpp"
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#include "Input/CFinalInput.hpp"
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#include "zeus/CColor.hpp"
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#include "CSimplePool.hpp"
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namespace urde
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{
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CGuiFrame::CGuiFrame(ResId id, CGuiSys& sys, int a, int b, int c, CSimplePool* sp)
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: x0_id(id), x8_guiSys(sys), x4c_a(a), x50_b(b), x54_c(c), x58_24_loaded(false)
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{
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x3c_lights.resize(8);
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x10_rootWidget.reset(new CGuiWidget(
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CGuiWidget::CGuiWidgetParms(this, false, 0, 0, false, false, false, zeus::CColor::skWhite,
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CGuiWidget::EGuiModelDrawFlags::Alpha, false,
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x8_guiSys.x8_mode != CGuiSys::EUsageMode::Zero)));
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}
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CGuiWidget* CGuiFrame::FindWidget(const std::string& name) const
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{
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s16 id = x18_idDB.FindWidgetID(name);
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if (id == -1)
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return nullptr;
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return FindWidget(id);
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}
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CGuiWidget* CGuiFrame::FindWidget(s16 id) const
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{
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return x10_rootWidget->FindWidget(id);
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}
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void CGuiFrame::SortDrawOrder()
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{
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std::sort(x2c_widgets.begin(), x2c_widgets.end(),
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[](const std::shared_ptr<CGuiWidget>& a, const std::shared_ptr<CGuiWidget>& b) -> bool
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{
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return a->GetWorldPosition().y < b->GetWorldPosition().y;
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});
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}
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void CGuiFrame::EnableLights(u32 lights) const
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{
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CGraphics::DisableAllLights();
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zeus::CColor accumColor(zeus::CColor::skBlack);
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ERglLight lightId = ERglLight::Zero;
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int idx = 0;
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for (auto& light : x3c_lights)
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{
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if ((lights & (1 << idx)) != 0)
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{
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// accumulate color
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accumColor += light->GetColor();
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CGraphics::LoadLight(lightId, light->BuildLight());
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CGraphics::EnableLight(lightId);
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}
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++reinterpret_cast<std::underlying_type_t<ERglLight>&>(lightId);
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++idx;
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}
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if (x3c_lights.empty())
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CGraphics::SetAmbientColor(zeus::CColor::skWhite);
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else
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CGraphics::SetAmbientColor(accumColor);
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}
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void CGuiFrame::DisableLights() const
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{
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CGraphics::DisableAllLights();
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}
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void CGuiFrame::RemoveLight(CGuiLight* light)
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{
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x3c_lights[light->GetLoadedIdx()].reset();
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}
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void CGuiFrame::AddLight(std::shared_ptr<CGuiLight>&& light)
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{
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x3c_lights[light->GetLoadedIdx()] = std::move(light);
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}
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bool CGuiFrame::GetIsFinishedLoading() const
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{
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if (x58_24_loaded)
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return true;
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for (const auto& widget : x2c_widgets)
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{
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if (widget->GetIsFinishedLoading())
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continue;
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return false;
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}
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const_cast<CGuiFrame*>(this)->x58_24_loaded = true;
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return true;
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}
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void CGuiFrame::Touch() const
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{
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for (const auto& widget : x2c_widgets)
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widget->Touch();
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}
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void CGuiFrame::Update(float dt)
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{
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xc_headWidget->Update(dt);
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}
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void CGuiFrame::Draw(const CGuiWidgetDrawParms& parms) const
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{
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if (x4_)
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{
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CGraphics::SetCullMode(ERglCullMode::None);
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CGraphics::SetAmbientColor(zeus::CColor::skWhite);
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DisableLights();
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x14_camera->Draw(parms);
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// Set one-stage modulate
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CGraphics::SetBlendMode(ERglBlendMode::Blend, ERglBlendFactor::SrcAlpha,
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ERglBlendFactor::InvSrcAlpha, ERglLogicOp::Clear);
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for (const auto& widget : x2c_widgets)
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if (widget->GetIsVisible())
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widget->Draw(parms);
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}
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CGraphics::SetCullMode(ERglCullMode::Front);
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}
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void CGuiFrame::Initialize()
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{
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SortDrawOrder();
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xc_headWidget->SetColor(xc_headWidget->xa4_color);
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xc_headWidget->DispatchInitialize();
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}
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void CGuiFrame::LoadWidgetsInGame(CInputStream& in, CSimplePool* sp)
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{
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u32 count = in.readUint32Big();
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x2c_widgets.reserve(count);
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for (u32 i=0 ; i<count ; ++i)
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{
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DataSpec::DNAFourCC type;
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type.read(in);
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std::shared_ptr<CGuiWidget> widget = CGuiSys::CreateWidgetInGame(type, in, this, sp);
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type = widget->GetWidgetTypeID();
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switch (type)
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{
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case SBIG('CAMR'):
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case SBIG('LITE'):
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case SBIG('BGND'):
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break;
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default:
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x2c_widgets.push_back(std::move(widget));
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break;
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}
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}
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Initialize();
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}
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void CGuiFrame::ProcessUserInput(const CFinalInput& input) const
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{
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if (x4_)
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return;
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for (auto& widget : x2c_widgets)
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{
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if (widget->GetIsActive())
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widget->ProcessUserInput(input);
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}
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}
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std::unique_ptr<CGuiFrame> CGuiFrame::CreateFrame(ResId frmeId, CGuiSys& sys, CInputStream& in, CSimplePool* sp)
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{
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in.readInt32Big();
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int a = in.readInt32Big();
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int b = in.readInt32Big();
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int c = in.readInt32Big();
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std::unique_ptr<CGuiFrame> ret = std::make_unique<CGuiFrame>(frmeId, sys, a, b, c, sp);
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ret->LoadWidgetsInGame(in, sp);
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return ret;
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}
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std::unique_ptr<IObj> RGuiFrameFactoryInGame(const SObjectTag& tag, CInputStream& in,
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const CVParamTransfer& cvParms,
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CObjectReference* selfRef)
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{
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CSimplePool* sp = cvParms.GetOwnedObj<CSimplePool*>();
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std::unique_ptr<CGuiFrame> frame(CGuiFrame::CreateFrame(tag.id, *g_GuiSys, in, sp));
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return TToken<CGuiFrame>::GetIObjObjectFor(std::move(frame));
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}
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}
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