/*! \file GUITexture.h \brief */ #ifndef GUILIB_GUITEXTURE_H #define GUILIB_GUITEXTURE_H #pragma once /* * Copyright (C) 2005-2008 Team XBMC * http://www.xbmc.org * * This Program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This Program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with XBMC; see the file COPYING. If not, write to * the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. * http://www.gnu.org/copyleft/gpl.html * */ #include "TextureManager.h" #include "Geometry.h" #include "system.h" // HAS_GL, HAS_DX, etc typedef uint32_t color_t; // image alignment for keep, scale or center #define ASPECT_ALIGN_CENTER 0 #define ASPECT_ALIGN_LEFT 1 #define ASPECT_ALIGN_RIGHT 2 #define ASPECT_ALIGNY_CENTER 0 #define ASPECT_ALIGNY_TOP 4 #define ASPECT_ALIGNY_BOTTOM 8 #define ASPECT_ALIGN_MASK 3 #define ASPECT_ALIGNY_MASK ~3 class CAspectRatio { public: enum ASPECT_RATIO { AR_STRETCH = 0, AR_SCALE, AR_KEEP, AR_CENTER }; CAspectRatio(ASPECT_RATIO aspect = AR_STRETCH) { ratio = aspect; align = ASPECT_ALIGN_CENTER | ASPECT_ALIGNY_CENTER; scaleDiffuse = true; }; bool operator!=(const CAspectRatio &right) const { if (ratio != right.ratio) return true; if (align != right.align) return true; if (scaleDiffuse != right.scaleDiffuse) return true; return false; }; ASPECT_RATIO ratio; uint32_t align; bool scaleDiffuse; }; class CTextureInfo { public: CTextureInfo(); CTextureInfo(const CStdString &file); void operator=(const CTextureInfo &right); bool useLarge; CRect border; // scaled - unneeded if we get rid of scale on load int orientation; // orientation of the texture (0 - 7 == EXIForientation - 1) CStdString diffuse; // diffuse overlay texture CStdString filename; // main texture file }; class CGUITextureBase { public: CGUITextureBase(float posX, float posY, float width, float height, const CTextureInfo& texture); CGUITextureBase(const CGUITextureBase &left); virtual ~CGUITextureBase(void); void Render(); void DynamicResourceAlloc(bool bOnOff); void AllocResources(); void FreeResources(bool immediately = false); void SetInvalid(); void SetVisible(bool visible); void SetAlpha(unsigned char alpha); void SetDiffuseColor(color_t color); void SetPosition(float x, float y); void SetWidth(float width); void SetHeight(float height); void SetFileName(const CStdString &filename); void SetAspectRatio(const CAspectRatio &aspect); const CStdString& GetFileName() const { return m_info.filename; }; float GetTextureWidth() const { return m_frameWidth; }; float GetTextureHeight() const { return m_frameHeight; }; float GetWidth() const { return m_width; }; float GetHeight() const { return m_height; }; float GetXPosition() const { return m_posX; }; float GetYPosition() const { return m_posY; }; int GetOrientation() const; const CRect &GetRenderRect() const { return m_vertex; }; bool IsLazyLoaded() const { return m_info.useLarge; }; bool HitTest(const CPoint &point) const { return CRect(m_posX, m_posY, m_posX + m_width, m_posY + m_height).PtInRect(point); }; bool IsAllocated() const { return m_isAllocated != NO; }; bool FailedToAlloc() const { return m_isAllocated == NORMAL_FAILED || m_isAllocated == LARGE_FAILED; }; bool ReadyToRender() const; protected: void CalculateSize(); void LoadDiffuseImage(); void AllocateOnDemand(); void UpdateAnimFrame(); void Render(float left, float top, float bottom, float right, float u1, float v1, float u2, float v2, float u3, float v3); void OrientateTexture(CRect &rect, float width, float height, int orientation); // functions that our implementation classes handle virtual void Allocate() {}; ///< called after our textures have been allocated virtual void Free() {}; ///< called after our textures have been freed virtual void Begin() {}; virtual void Draw(float *x, float *y, float *z, const CRect &texture, const CRect &diffuse, color_t color, int orientation)=0; virtual void End() {}; bool m_visible; color_t m_diffuseColor; float m_posX; // size of the frame float m_posY; float m_width; float m_height; CRect m_vertex; // vertex coords to render bool m_invalid; // if true, we need to recalculate unsigned char m_alpha; float m_frameWidth, m_frameHeight; // size in pixels of the actual frame within the texture float m_texCoordsScaleU, m_texCoordsScaleV; // scale factor for pixel->texture coordinates // animations int m_currentLoop; unsigned int m_currentFrame; uint32_t m_frameCounter; float m_diffuseU, m_diffuseV; // size of the diffuse frame (in tex coords) float m_diffuseScaleU, m_diffuseScaleV; // scale factor of the diffuse frame (from texture coords to diffuse tex coords) CPoint m_diffuseOffset; // offset into the diffuse frame (it's not always the origin) bool m_allocateDynamically; enum ALLOCATE_TYPE { NO = 0, NORMAL, LARGE, NORMAL_FAILED, LARGE_FAILED }; ALLOCATE_TYPE m_isAllocated; CTextureInfo m_info; CAspectRatio m_aspect; CTextureArray m_diffuse; CTextureArray m_texture; }; #if defined(HAS_GL) #include "GUITextureGL.h" #define CGUITexture CGUITextureGL #elif defined(HAS_GLES) #include "GUITextureGLES.h" #define CGUITexture CGUITextureGLES #elif defined(HAS_DX) #include "GUITextureD3D.h" #define CGUITexture CGUITextureD3D #endif #endif