900 lines
18 KiB
C++
900 lines
18 KiB
C++
/*
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** window.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "window.h"
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#include "viewport.h"
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#include "sharedstate.h"
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#include "bitmap.h"
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#include "etc.h"
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#include "etc-internal.h"
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#include "tilequad.h"
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#include "gl-util.h"
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#include "quad.h"
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#include "quadarray.h"
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#include "texpool.h"
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#include "glstate.h"
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#include <sigc++/connection.h>
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template<typename T>
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struct Sides
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{
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T l, r, t, b;
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};
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template<typename T>
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struct Corners
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{
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T tl, tr, bl, br;
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};
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static IntRect backgroundSrc(0, 0, 128, 128);
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static IntRect cursorSrc(128, 64, 32, 32);
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static IntRect pauseAniSrc[] =
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{
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IntRect(160, 64, 16, 16),
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IntRect(176, 64, 16, 16),
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IntRect(160, 80, 16, 16),
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IntRect(176, 80, 16, 16)
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};
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static Sides<IntRect> bordersSrc =
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{
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IntRect(128, 16, 16, 32),
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IntRect(176, 16, 16, 32),
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IntRect(144, 0, 32, 16),
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IntRect(144, 48, 32, 16)
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};
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static Corners<IntRect> cornersSrc =
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{
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IntRect(128, 0, 16, 16),
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IntRect(176, 0, 16, 16),
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IntRect(128, 48, 16, 16),
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IntRect(176, 48, 16, 16)
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};
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static Sides<IntRect> scrollArrowSrc =
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{
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IntRect(144, 24, 8, 16),
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IntRect(168, 24, 8, 16),
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IntRect(152, 16, 16, 8),
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IntRect(152, 40, 16, 8)
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};
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/* Cycling */
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static unsigned char cursorAniAlpha[] =
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{
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/* Fade out */
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0xFF, 0xF7, 0xEF, 0xE7, 0xDF, 0xD7, 0xCF, 0xC7,
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0xBF, 0xB7, 0xAF, 0xA7, 0x9F, 0x97, 0x8F, 0x87,
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/* Fade in */
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0x7F, 0x87, 0x8F, 0x97, 0x9F, 0xA7, 0xAF, 0xB7,
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0xBF, 0xC7, 0xCF, 0xD7, 0xDF, 0xE7, 0xEF, 0xF7
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};
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static elementsN(cursorAniAlpha);
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/* Cycling */
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static unsigned char pauseAniQuad[] =
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{
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0, 0, 0, 0, 0, 0, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1,
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2, 2, 2, 2, 2, 2, 2, 2,
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3, 3, 3, 3, 3, 3, 3, 3
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};
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static elementsN(pauseAniQuad);
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/* No cycle */
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static unsigned char pauseAniAlpha[] =
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{
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0x00, 0x20, 0x40, 0x60,
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0x80, 0xA0, 0xC0, 0xE0,
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0xFF
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};
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static elementsN(pauseAniAlpha);
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/* Points to an array of quads which it doesn't own.
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* Useful for setting alpha of quads stored inside
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* bigger arrays */
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struct QuadChunk
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{
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Vertex *vert;
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int count; /* In quads */
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QuadChunk()
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: vert(0), count(0)
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{}
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void setAlpha(float value)
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{
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for (int i = 0; i < count*4; ++i)
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vert[i].color.w = value;
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}
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};
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/* Vocabulary:
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*
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* Base: 'Base' layer of window; includes background and borders.
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* Drawn at z+0.
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*
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* Controls: 'Controls' layer of window; includes scroll arrows,
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* pause animation, cursor rectangle and contents bitmap.
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* Drawn at z+2.
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*
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* Scroll arrows: Arrows that appear automatically when a part of
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* the contents bitmap is not visible in either upper, lower, left
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* or right direction.
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*
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* Pause: Animation that displays an animating icon in the bottom
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* center of the window, usually indicating user input is awaited,
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* such as when text is displayed.
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*
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* Cursor: Blinking rectangle that usually displays a selection to
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* the user.
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*
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* Contents: User settable bitmap that is drawn inside the window,
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* clipped to a 16 pixel smaller rectangle. Position is adjusted
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* with OX/OY.
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*
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* BaseTex: If the window has an opacity <255, we have to prerender
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* the base to a texture and draw that. Otherwise, we can draw the
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* quad array directly to the screen.
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*/
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struct WindowPrivate
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{
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Bitmap *windowskin;
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Bitmap *contents;
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bool bgStretch;
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Rect *cursorRect;
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bool active;
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bool pause;
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sigc::connection cursorRectCon;
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Vec2i sceneOffset;
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Vec2i position;
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Vec2i size;
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Vec2i contentsOffset;
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NormValue opacity;
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NormValue backOpacity;
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NormValue contentsOpacity;
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bool baseVertDirty;
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bool opacityDirty;
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bool baseTexDirty;
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ColorQuadArray baseQuadArray;
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/* Used when opacity < 255 */
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TEXFBO baseTex;
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bool useBaseTex;
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QuadChunk backgroundVert;
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Quad baseTexQuad;
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struct WindowControls : public ViewportElement
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{
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WindowPrivate *p;
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WindowControls(WindowPrivate *p,
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Viewport *viewport = 0)
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: ViewportElement(viewport),
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p(p)
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{
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setZ(2);
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}
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void draw()
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{
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p->drawControls();
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}
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void release()
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{
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unlink();
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}
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};
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WindowControls controlsElement;
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ColorQuadArray controlsQuadArray;
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int controlsQuadCount;
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Quad contentsQuad;
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QuadChunk pauseAniVert;
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QuadChunk cursorVert;
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unsigned char cursorAniAlphaIdx;
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unsigned char pauseAniAlphaIdx;
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unsigned char pauseAniQuadIdx;
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bool controlsVertDirty;
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EtcTemps tmp;
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sigc::connection prepareCon;
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WindowPrivate(Viewport *viewport = 0)
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: windowskin(0),
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contents(0),
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bgStretch(true),
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cursorRect(&tmp.rect),
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active(true),
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pause(false),
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opacity(255),
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backOpacity(255),
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contentsOpacity(255),
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baseVertDirty(true),
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opacityDirty(true),
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baseTexDirty(true),
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controlsElement(this, viewport),
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cursorAniAlphaIdx(0),
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pauseAniAlphaIdx(0),
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pauseAniQuadIdx(0),
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controlsVertDirty(true)
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{
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refreshCursorRectCon();
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controlsQuadArray.resize(14);
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cursorVert.count = 9;
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pauseAniVert.count = 1;
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prepareCon = shState->prepareDraw.connect
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(sigc::mem_fun(this, &WindowPrivate::prepare));
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}
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~WindowPrivate()
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{
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shState->texPool().release(baseTex);
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cursorRectCon.disconnect();
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prepareCon.disconnect();
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}
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void onCursorRectChange()
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{
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controlsVertDirty = true;
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}
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void refreshCursorRectCon()
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{
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cursorRectCon.disconnect();
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cursorRectCon = cursorRect->valueChanged.connect
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(sigc::mem_fun(this, &WindowPrivate::onCursorRectChange));
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}
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void buildBaseVert()
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{
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int w = size.x;
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int h = size.y;
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IntRect bgRect(2, 2, w - 4, h - 4);
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Sides<IntRect> borderRects;
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borderRects.l = IntRect(0, 8, 16, h-16);
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borderRects.r = IntRect(w-16, 8, 16, h-16);
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borderRects.t = IntRect(8, 0, w-16, 16 );
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borderRects.b = IntRect(8, h-16, w-16, 16 );
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Corners<IntRect> cornerRects;
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cornerRects.tl = IntRect(0, 0, 16, 16);
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cornerRects.tr = IntRect(w-16, 0, 16, 16);
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cornerRects.bl = IntRect(0, h-16, 16, 16);
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cornerRects.br = IntRect(w-16, h-16, 16, 16);
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/* Required quad count */
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int count = 0;
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/* Background */
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if (bgStretch)
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backgroundVert.count = 1;
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else
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backgroundVert.count =
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TileQuads::twoDimCount(128, 128, bgRect.w, bgRect.h);
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count += backgroundVert.count;
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/* Borders (sides) */
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count += TileQuads::oneDimCount(32, w-16) * 2;
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count += TileQuads::oneDimCount(32, h-16) * 2;
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/* Corners */
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count += 4;
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/* Our vertex array */
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baseQuadArray.resize(count);
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Vertex *vert = baseQuadArray.vertices.data();
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int i = 0;
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backgroundVert.vert = &vert[i];
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/* Background */
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if (bgStretch)
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{
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Quad::setTexRect(&vert[i*4], backgroundSrc);
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Quad::setPosRect(&vert[i*4], bgRect);
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i += 1;
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}
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else
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{
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i += TileQuads::build(backgroundSrc, bgRect, &vert[i*4]);
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}
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/* Borders */
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i += TileQuads::buildH(bordersSrc.t, w-16, 8, 0, &vert[i*4]);
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i += TileQuads::buildH(bordersSrc.b, w-16, 8, h-16, &vert[i*4]);
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i += TileQuads::buildV(bordersSrc.l, h-16, 0, 8, &vert[i*4]);
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i += TileQuads::buildV(bordersSrc.r, h-16, w-16, 8, &vert[i*4]);
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/* Corners */
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i += Quad::setTexPosRect(&vert[i*4], cornersSrc.tl, cornerRects.tl);
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i += Quad::setTexPosRect(&vert[i*4], cornersSrc.tr, cornerRects.tr);
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i += Quad::setTexPosRect(&vert[i*4], cornersSrc.bl, cornerRects.bl);
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i += Quad::setTexPosRect(&vert[i*4], cornersSrc.br, cornerRects.br);
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for (int j = 0; j < count*4; ++j)
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vert[j].color = Vec4(1, 1, 1, 1);
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FloatRect texRect = FloatRect(0, 0, size.x, size.y);
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baseTexQuad.setTexPosRect(texRect, texRect);
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opacityDirty = true;
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baseTexDirty = true;
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}
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void updateBaseAlpha()
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{
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/* This is always applied unconditionally */
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backgroundVert.setAlpha(backOpacity.norm);
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baseTexQuad.setColor(Vec4(1, 1, 1, opacity.norm));
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baseTexDirty = true;
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}
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void ensureBaseTexReady()
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{
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/* Make sure texture is big enough */
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int newW = baseTex.width;
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int newH = baseTex.height;
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bool resizeNeeded = false;
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if (size.x > baseTex.width)
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{
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newW = findNextPow2(size.x);
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resizeNeeded = true;
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}
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if (size.y > baseTex.height)
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{
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newH = findNextPow2(size.y);
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resizeNeeded = true;
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}
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if (!resizeNeeded)
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return;
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shState->texPool().release(baseTex);
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baseTex = shState->texPool().request(newW, newH);
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baseTexDirty = true;
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}
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void redrawBaseTex()
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{
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/* Discard old buffer */
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TEX::bind(baseTex.tex);
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TEX::allocEmpty(baseTex.width, baseTex.height);
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TEX::unbind();
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FBO::bind(baseTex.fbo, FBO::Draw);
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glState.viewport.pushSet(IntRect(0, 0, baseTex.width, baseTex.height));
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glState.clearColor.pushSet(Vec4());
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SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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/* Clear texture */
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FBO::clear();
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/* Repaint base */
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windowskin->bindTex(shader);
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TEX::setSmooth(true);
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/* We need to blit the background without blending,
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* because we want to retain its correct alpha value.
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* Otherwise it would be mutliplied by the backgrounds 0 alpha */
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glState.blendMode.pushSet(BlendNone);
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baseQuadArray.draw(0, backgroundVert.count);
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/* Now draw the rest (ie. the frame) with blending */
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glState.blendMode.set(BlendNormal);
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baseQuadArray.draw(backgroundVert.count, baseQuadArray.count()-backgroundVert.count);
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glState.clearColor.pop();
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glState.blendMode.pop();
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glState.viewport.pop();
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TEX::setSmooth(false);
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}
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void buildControlsVert()
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{
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int i = 0;
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Vertex *vert = controlsQuadArray.vertices.data();
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/* Cursor */
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if (!cursorRect->isEmpty())
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{
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/* Effective cursor rect has 16 xy offset to window */
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IntRect effectRect(cursorRect->x+16, cursorRect->y+16,
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cursorRect->width, cursorRect->height);
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cursorVert.vert = &vert[i*4];
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TileQuads::buildFrameSource(cursorSrc, cursorVert.vert);
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i += TileQuads::buildFrame(effectRect, cursorVert.vert);
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}
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/* Scroll arrows */
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int scrollLRY = (size.y - 16) / 2;
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int scrollTBX = (size.x - 16) / 2;
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Sides<IntRect> scrollArrows;
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scrollArrows.l = IntRect(4, scrollLRY, 8, 16);
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scrollArrows.r = IntRect(size.x - 12, scrollLRY, 8, 16);
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scrollArrows.t = IntRect(scrollTBX, 4, 16, 8);
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scrollArrows.b = IntRect(scrollTBX, size.y - 12, 16, 8);
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if (contents)
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{
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if (contentsOffset.x > 0)
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i += Quad::setTexPosRect(&vert[i*4], scrollArrowSrc.l, scrollArrows.l);
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if (contentsOffset.y > 0)
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i += Quad::setTexPosRect(&vert[i*4], scrollArrowSrc.t, scrollArrows.t);
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if ((size.x - 32) < (contents->width() - contentsOffset.x))
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i += Quad::setTexPosRect(&vert[i*4], scrollArrowSrc.r, scrollArrows.r);
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if ((size.y - 32) < (contents->height() - contentsOffset.y))
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i += Quad::setTexPosRect(&vert[i*4], scrollArrowSrc.b, scrollArrows.b);
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}
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/* Pause animation */
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if (pause)
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{
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pauseAniVert.vert = &vert[i*4];
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i += Quad::setTexPosRect(&vert[i*4], pauseAniSrc[pauseAniQuad[pauseAniQuadIdx]],
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FloatRect((size.x - 16) / 2, size.y - 16, 16, 16));
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}
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controlsQuadArray.commit();
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controlsQuadCount = i;
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}
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void prepare()
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{
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bool updateBaseQuadArray = false;
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if (baseVertDirty)
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{
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buildBaseVert();
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baseVertDirty = false;
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updateBaseQuadArray = true;
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}
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if (opacityDirty)
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{
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updateBaseAlpha();
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opacityDirty = false;
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updateBaseQuadArray = true;
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}
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if (updateBaseQuadArray)
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baseQuadArray.commit();
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/* If opacity has effect, we must prerender to a texture
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* and then draw this texture instead of the quad array */
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useBaseTex = opacity < 255;
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if (useBaseTex)
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{
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ensureBaseTexReady();
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if (baseTexDirty)
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{
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redrawBaseTex();
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baseTexDirty = false;
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}
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}
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}
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void drawBase()
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{
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if (!windowskin)
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return;
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if (size == Vec2i(0, 0))
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return;
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Vec2i trans(position.x + sceneOffset.x,
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position.y + sceneOffset.y);
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SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(trans);
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if (useBaseTex)
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{
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shader.setTexSize(Vec2i(baseTex.width, baseTex.height));
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TEX::bind(baseTex.tex);
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baseTexQuad.draw();
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}
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|
else
|
|
{
|
|
windowskin->bindTex(shader);
|
|
TEX::setSmooth(true);
|
|
|
|
baseQuadArray.draw();
|
|
|
|
TEX::setSmooth(false);
|
|
}
|
|
}
|
|
|
|
void drawControls()
|
|
{
|
|
if (!windowskin)
|
|
return;
|
|
|
|
if (size == Vec2i(0, 0))
|
|
return;
|
|
|
|
if (controlsVertDirty)
|
|
{
|
|
buildControlsVert();
|
|
updateControls();
|
|
controlsVertDirty = false;
|
|
}
|
|
|
|
/* Actual on screen coordinates */
|
|
int effectX = position.x + sceneOffset.x;
|
|
int effectY = position.y + sceneOffset.y;
|
|
|
|
IntRect windowRect(effectX, effectY, size.x, size.y);
|
|
IntRect contentsRect(effectX+16, effectY+16, size.x-32, size.y-32);
|
|
|
|
glState.scissorTest.pushSet(true);
|
|
glState.scissorBox.push();
|
|
glState.scissorBox.setIntersect(windowRect);
|
|
|
|
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
|
|
shader.bind();
|
|
shader.applyViewportProj();
|
|
shader.setTranslation(Vec2i(effectX, effectY));
|
|
|
|
/* Draw arrows / cursors */
|
|
windowskin->bindTex(shader);
|
|
controlsQuadArray.draw(0, controlsQuadCount);
|
|
|
|
if (contents)
|
|
{
|
|
/* Draw contents bitmap */
|
|
glState.scissorBox.setIntersect(contentsRect);
|
|
|
|
effectX += 16-contentsOffset.x;
|
|
effectY += 16-contentsOffset.y;
|
|
shader.setTranslation(Vec2i(effectX, effectY));
|
|
|
|
contents->bindTex(shader);
|
|
contentsQuad.draw();
|
|
}
|
|
|
|
glState.scissorBox.pop();
|
|
glState.scissorTest.pop();
|
|
}
|
|
|
|
void updateControls()
|
|
{
|
|
bool updateArray = false;
|
|
|
|
if (active && cursorVert.vert)
|
|
{
|
|
float alpha = cursorAniAlpha[cursorAniAlphaIdx] / 255.0;
|
|
|
|
cursorVert.setAlpha(alpha);
|
|
|
|
updateArray = true;
|
|
}
|
|
|
|
if (pause && pauseAniVert.vert)
|
|
{
|
|
float alpha = pauseAniAlpha[pauseAniAlphaIdx] / 255.0;
|
|
FloatRect frameRect = pauseAniSrc[pauseAniQuad[pauseAniQuadIdx]];
|
|
|
|
pauseAniVert.setAlpha(alpha);
|
|
Quad::setTexRect(pauseAniVert.vert, frameRect);
|
|
|
|
updateArray = true;
|
|
}
|
|
|
|
if (updateArray)
|
|
controlsQuadArray.commit();
|
|
}
|
|
|
|
void stepAnimations()
|
|
{
|
|
if (++cursorAniAlphaIdx == cursorAniAlphaN)
|
|
cursorAniAlphaIdx = 0;
|
|
|
|
if (pauseAniAlphaIdx < pauseAniAlphaN-1)
|
|
++pauseAniAlphaIdx;
|
|
|
|
if (++pauseAniQuadIdx == pauseAniQuadN)
|
|
pauseAniQuadIdx = 0;
|
|
}
|
|
};
|
|
|
|
Window::Window(Viewport *viewport)
|
|
: ViewportElement(viewport)
|
|
{
|
|
p = new WindowPrivate(viewport);
|
|
onGeometryChange(scene->getGeometry());
|
|
}
|
|
|
|
Window::~Window()
|
|
{
|
|
dispose();
|
|
}
|
|
|
|
void Window::update()
|
|
{
|
|
p->updateControls();
|
|
p->stepAnimations();
|
|
}
|
|
|
|
#define DISP_CLASS_NAME "window"
|
|
|
|
DEF_ATTR_SIMPLE(Window, X, int, p->position.x)
|
|
DEF_ATTR_SIMPLE(Window, Y, int, p->position.y)
|
|
|
|
DEF_ATTR_RD_SIMPLE(Window, Windowskin, Bitmap*, p->windowskin)
|
|
DEF_ATTR_RD_SIMPLE(Window, Contents, Bitmap*, p->contents)
|
|
DEF_ATTR_RD_SIMPLE(Window, Stretch, bool, p->bgStretch)
|
|
DEF_ATTR_RD_SIMPLE(Window, CursorRect, Rect*, p->cursorRect)
|
|
DEF_ATTR_RD_SIMPLE(Window, Active, bool, p->active)
|
|
DEF_ATTR_RD_SIMPLE(Window, Pause, bool, p->pause)
|
|
DEF_ATTR_RD_SIMPLE(Window, Width, int, p->size.x)
|
|
DEF_ATTR_RD_SIMPLE(Window, Height, int, p->size.y)
|
|
DEF_ATTR_RD_SIMPLE(Window, OX, int, p->contentsOffset.x)
|
|
DEF_ATTR_RD_SIMPLE(Window, OY, int, p->contentsOffset.y)
|
|
DEF_ATTR_RD_SIMPLE(Window, Opacity, int, p->opacity)
|
|
DEF_ATTR_RD_SIMPLE(Window, BackOpacity, int, p->backOpacity)
|
|
DEF_ATTR_RD_SIMPLE(Window, ContentsOpacity, int, p->contentsOpacity)
|
|
|
|
void Window::setWindowskin(Bitmap *value)
|
|
{
|
|
GUARD_DISPOSED;
|
|
|
|
p->windowskin = value;
|
|
|
|
if (!value)
|
|
return;
|
|
|
|
value->ensureNonMega();
|
|
}
|
|
|
|
void Window::setContents(Bitmap *value)
|
|
{
|
|
GUARD_DISPOSED;
|
|
|
|
if (p->contents == value)
|
|
return;
|
|
|
|
p->contents = value;
|
|
p->controlsVertDirty = true;
|
|
|
|
if (!value)
|
|
return;
|
|
|
|
value->ensureNonMega();
|
|
p->contentsQuad.setTexPosRect(value->rect(), value->rect());
|
|
}
|
|
|
|
void Window::setStretch(bool value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (value == p->bgStretch)
|
|
return;
|
|
|
|
p->bgStretch = value;
|
|
p->baseVertDirty = true;
|
|
}
|
|
|
|
void Window::setCursorRect(Rect *value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->cursorRect == value)
|
|
return;
|
|
|
|
p->cursorRect = value;
|
|
|
|
p->refreshCursorRectCon();
|
|
p->onCursorRectChange();
|
|
}
|
|
|
|
void Window::setActive(bool value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->active == value)
|
|
return;
|
|
|
|
p->active = value;
|
|
p->cursorAniAlphaIdx = 0;
|
|
}
|
|
|
|
void Window::setPause(bool value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->pause == value)
|
|
return;
|
|
|
|
p->pause = value;
|
|
p->pauseAniAlphaIdx = 0;
|
|
p->pauseAniQuadIdx = 0;
|
|
p->controlsVertDirty = true;
|
|
}
|
|
|
|
void Window::setWidth(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->size.x == value)
|
|
return;
|
|
|
|
p->size.x = value;
|
|
p->baseVertDirty = true;
|
|
}
|
|
|
|
void Window::setHeight(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->size.y == value)
|
|
return;
|
|
|
|
p->size.y = value;
|
|
p->baseVertDirty = true;
|
|
}
|
|
|
|
void Window::setOX(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->contentsOffset.x == value)
|
|
return;
|
|
|
|
p->contentsOffset.x = value;
|
|
p->controlsVertDirty = true;
|
|
}
|
|
|
|
void Window::setOY(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->contentsOffset.y == value)
|
|
return;
|
|
|
|
p->contentsOffset.y = value;
|
|
p->controlsVertDirty = true;
|
|
}
|
|
|
|
void Window::setOpacity(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->opacity == value)
|
|
return;
|
|
|
|
p->opacity = value;
|
|
p->opacityDirty = true;
|
|
}
|
|
|
|
void Window::setBackOpacity(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->backOpacity == value)
|
|
return;
|
|
|
|
p->backOpacity = value;
|
|
p->opacityDirty = true;
|
|
}
|
|
|
|
void Window::setContentsOpacity(int value)
|
|
{
|
|
GUARD_DISPOSED
|
|
|
|
if (p->contentsOpacity == value)
|
|
return;
|
|
|
|
p->contentsOpacity = value;
|
|
p->contentsQuad.setColor(Vec4(1, 1, 1, p->contentsOpacity.norm));
|
|
}
|
|
|
|
void Window::draw()
|
|
{
|
|
p->drawBase();
|
|
}
|
|
|
|
void Window::onGeometryChange(const Scene::Geometry &geo)
|
|
{
|
|
p->sceneOffset.x = geo.rect.x - geo.xOrigin;
|
|
p->sceneOffset.y = geo.rect.y - geo.yOrigin;
|
|
}
|
|
|
|
void Window::setZ(int value)
|
|
{
|
|
ViewportElement::setZ(value);
|
|
|
|
p->controlsElement.setZ(value + 2);
|
|
}
|
|
|
|
void Window::setVisible(bool value)
|
|
{
|
|
ViewportElement::setVisible(value);
|
|
|
|
p->controlsElement.setVisible(value);
|
|
}
|
|
|
|
void Window::onViewportChange()
|
|
{
|
|
p->controlsElement.setScene(*this->scene);
|
|
}
|
|
|
|
void Window::releaseResources()
|
|
{
|
|
p->controlsElement.release();
|
|
|
|
unlink();
|
|
|
|
delete p;
|
|
}
|