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/*!
\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 <aspect>keep</aspect>, <aspect>scale</aspect> or <aspect>center</aspect>
#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
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