mirror of
https://github.com/bulletphysics/bullet3
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120 lines
3.3 KiB
C++
120 lines
3.3 KiB
C++
/*
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GWEN
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Copyright (c) 2010 Facepunch Studios
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See license in Gwen.h
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*/
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#pragma once
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#ifndef GWEN_BASERENDER_H
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#define GWEN_BASERENDER_H
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#include "Gwen/Structures.h"
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namespace Gwen
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{
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struct Font;
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struct Texture;
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namespace Renderer
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{
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class Base;
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class ICacheToTexture
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{
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public:
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virtual void Initialize() = 0;
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virtual void ShutDown() = 0;
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virtual void SetupCacheTexture( Gwen::Controls::Base* control ) = 0;
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virtual void FinishCacheTexture( Gwen::Controls::Base* control ) = 0;
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virtual void DrawCachedControlTexture( Gwen::Controls::Base* control ) = 0;
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virtual void CreateControlCacheTexture( Gwen::Controls::Base* control ) = 0;
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virtual void UpdateControlCacheTexture( Gwen::Controls::Base* control ) = 0;
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virtual void SetRenderer( Gwen::Renderer::Base* renderer ) = 0;
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};
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class GWEN_EXPORT Base
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{
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public:
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Base();
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virtual ~Base();
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virtual void Begin(){};
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virtual void End(){};
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virtual void SetDrawColor( Color color ){};
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virtual void DrawLine( int x, int y, int a, int b ){};
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virtual void DrawFilledRect( Gwen::Rect rect ){};;
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virtual void StartClip(){};
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virtual void EndClip(){};
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virtual void LoadTexture( Gwen::Texture* pTexture ){};
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virtual void FreeTexture( Gwen::Texture* pTexture ){};
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virtual void DrawTexturedRect( Gwen::Texture* pTexture, Gwen::Rect pTargetRect, float u1=0.0f, float v1=0.0f, float u2=1.0f, float v2=1.0f ){};
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virtual void DrawMissingImage( Gwen::Rect pTargetRect );
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virtual ICacheToTexture* GetCTT() { return NULL; }
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virtual void LoadFont( Gwen::Font* pFont ){};
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virtual void FreeFont( Gwen::Font* pFont ){};
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virtual void RenderText( Gwen::Font* pFont, Gwen::Point pos, const Gwen::UnicodeString& text );
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virtual Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::UnicodeString& text );
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//
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// No need to implement these functions in your derived class, but if
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// you can do them faster than the default implementation it's a good idea to.
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//
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virtual void DrawLinedRect( Gwen::Rect rect );
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virtual void DrawPixel( int x, int y );
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virtual void DrawShavedCornerRect( Gwen::Rect rect, bool bSlight = false );
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virtual Gwen::Point MeasureText( Gwen::Font* pFont, const Gwen::String& text );
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virtual void RenderText( Gwen::Font* pFont, Gwen::Point pos, const Gwen::String& text );
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virtual void Resize(int width, int height)=0;
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public:
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//
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// Translate a panel's local drawing coordinate
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// into view space, taking Offset's into account.
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//
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void Translate( int& x, int& y );
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void Translate( Gwen::Rect& rect );
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//
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// Set the rendering offset. You shouldn't have to
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// touch these, ever.
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//
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void SetRenderOffset( const Gwen::Point& offset ){ m_RenderOffset = offset; }
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void AddRenderOffset( const Gwen::Rect& offset ){ m_RenderOffset.x += offset.x; m_RenderOffset.y += offset.y; }
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const Gwen::Point& GetRenderOffset() const { return m_RenderOffset; }
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private:
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Gwen::Point m_RenderOffset;
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public:
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void SetClipRegion( Gwen::Rect rect );
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void AddClipRegion( Gwen::Rect rect );
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bool ClipRegionVisible();
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const Gwen::Rect& ClipRegion() const;
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private:
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Gwen::Rect m_rectClipRegion;
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public:
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void SetScale( float fScale ){ m_fScale = fScale; }
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float Scale() const { return m_fScale; }
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float m_fScale;
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};
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}
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}
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#endif
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