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/*
   ui/paint.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#include "auxiliary/functions.h"
#include "math/vector2f.h"
#include "render/gl.h"
#include "render/state.h"
#include "render/text.h"
#include "render/textures.h"
#include "ui/paint.h"

namespace ui {

void Paint::set_color(float r, float g, float b, float a)
{
	gl::color(r, g, b, a);
}

void Paint::set_color(math::Color const & color)
{
	gl::color(color);
}

void Paint::assign_system_color(const char c, const math::Color &color)
{
	render::Text::assign_color(c, color);
}

void Paint::set_system_color(const char c)
{
	render::Text::setcolor(c);
}

void Paint::draw_border(const math::Vector2f &global_location, const math::Vector2f &size)
{
	using namespace gl;

	begin(LineLoop);
	vertex(global_location.x(), global_location.y());
	vertex(global_location.x() + size.width(), global_location.y());
	vertex(global_location.x() + size.width(), global_location.y() + size.height());
	vertex(global_location.x(), global_location.y() + size.height());
	end();
}

void Paint::draw_rectangle(const math::Vector2f &global_location, const math::Vector2f &size)
{
	using namespace gl;

	begin(Quads);
	vertex(global_location.x(), global_location.y());
	vertex(global_location.x() + size.width(), global_location.y());
	vertex(global_location.x() + size.width(), global_location.y() + size.height());
	vertex(global_location.x(), global_location.y() + size.height());
	end();
}

// draw a bitmap
void Paint::draw_bitmap(const math::Vector2f &global_location, const math::Vector2f &size, const std::string &texture)
{
	// find the material
	model::Material *material = model::Material::find(texture);
	if (!material) {
		material = new model::Material(texture);
		model::Material::add(material);
		material->set_texture(material->name());
		// ui btimaps are fullbright
		material->set_flags(model::Material::Bright);
	}
	
	render::State::set_color(math::Color());
	render::State::set_color_second(math::Color());
	render::State::use_material(material);
	
	gl::begin(gl::Quads);

	glTexCoord2f(0.0f, 0.0f);
	gl::vertex(global_location.x(), global_location.y());

	glTexCoord2f(1.0f, 0.0f);
	gl::vertex(global_location.x() + size.width(), global_location.y());

	glTexCoord2f(1.0f, 1.0f);
	gl::vertex(global_location.x() + size.width(), global_location.y() + size.height());

	glTexCoord2f(0.0f, 1.0f);
	gl::vertex(global_location.x(), global_location.y() + size.height());

	gl::end();

	render::State::reset();
}

// draw a bitmap and override material color
void Paint::draw_bitmap(const math::Vector2f &global_location, const math::Vector2f &size, const math::Color & color, const std::string &texture)
{
	// find the material
	model::Material *material = model::Material::find(texture);
	if (!material) {
		material = new model::Material(texture);
		model::Material::add(material);
		material->set_texture(material->name());
		// ui btimaps are fullbright
		material->set_flags(model::Material::Bright);
	}
	
	render::State::set_power(true);
	render::State::use_material(material);
	
	// this overrides material color
	gl::color(color);
	
	gl::begin(gl::Quads);

	glTexCoord2f(0.0f, 0.0f);
	gl::vertex(global_location.x(), global_location.y());

	glTexCoord2f(1.0f, 0.0f);
	gl::vertex(global_location.x() + size.width(), global_location.y());

	glTexCoord2f(1.0f, 1.0f);
	gl::vertex(global_location.x() + size.width(), global_location.y() + size.height());

	glTexCoord2f(0.0f, 1.0f);
	gl::vertex(global_location.x(), global_location.y() + size.height());

	gl::end();

	render::State::reset();
}

void Paint::draw_material(const math::Vector2f &global_location, const math::Vector2f &size, const std::string &texture)
{
	// find the material
	model::Material *material = model::Material::find(texture);
	if (!material) {
		material = new model::Material(texture);
		model::Material::add(material);
		material->set_texture(material->name());
		// ui btimaps are fullbright
		material->set_flags(model::Material::Bright);
	}
	
	// use global coordinates
	const float w0 = global_location.x() / material->size().width();
	const float h0 = global_location.y() / material->size().height();
	
	const float w1 = (global_location.x() + size.width()) / material->size().width();
	const float h1 = (global_location.y() + size.height()) / material->size().height();
	
	render::State::set_power(true);
	render::State::set_color(math::Color());
	render::State::set_color_second(math::Color());
	render::State::use_material(material);
	
	gl::begin(gl::Quads);

	glTexCoord2f(w0, h0);
	gl::vertex(global_location.x(), global_location.y());

	glTexCoord2f(w1, h0);
	gl::vertex(global_location.x() + size.width(), global_location.y());

	glTexCoord2f(w1, h1);
	gl::vertex(global_location.x() + size.width(), global_location.y() + size.height());

	glTexCoord2f(w0, h1);
	gl::vertex(global_location.x(), global_location.y() + size.height());

	gl::end();

	render::State::reset();
}

// draw unaligned text
void Paint::draw_text(const math::Vector2f &global_location, const Font *font, const std::string &text)
{
	render::Text::setfont(font->name().c_str(), font->width(), font->height());

	// enable OpenGL textures
	gl::enable(GL_TEXTURE_2D);

	render::Text::draw(global_location.x(), global_location.y(), text);

	// disable OpenGL textures
	gl::disable(GL_TEXTURE_2D);
}

// draw aligned text
void Paint::draw_label(const math::Vector2f &global_location, const math::Vector2f &size, const Font *font, const std::string &text, const unsigned int alignment)
{
	unsigned int align_horizontal = (alignment & 0x000F);
	if (!align_horizontal)
		align_horizontal = AlignLeft;

	unsigned int align_vertical = (alignment & 0x00F0);
	if (!align_vertical)
		align_vertical = AlignTop;

	// apply text font
	render::Text::setfont(font->name().c_str(), font->width(), font->height());

	// enable OpenGL textures
	gl::enable(GL_TEXTURE_2D);

	// determine the width and height of the text
	// FIXME support multiline text
	float text_height = 1.0f * font->height();
	float text_width = (float) aux::text_strip(text).size() * font->width();

	// calculate drawing position
	math::Vector2f v(global_location);

	switch (align_horizontal) {
		case AlignLeft:
			v[0] += font->width();
			break;
		case AlignHCenter:
			v[0] += (size.width() - text_width) / 2.0f;
			break;
		case AlignRight:
			v[0] += size.width() - text_width - font->width();
			break;
	}

	switch (align_vertical) {
		case AlignTop:
			v[1] += font->height() * 0.5f;
			break;
		case AlignVCenter:
			v[1] += (size.height() - text_height) / 2.0f;
			break;
		case AlignBottom:
			v[1] += size.height() - text_height - font->height() * 0.5f;
			break;
	}

	render::Text::draw(v.x(), v.y(), text);

	// disable OpenGL textures
	gl::disable(GL_TEXTURE_2D);

}

/*
// draw unaligned text
void text(const math::Vector2f &location, const math::Vector2f &size, const Font *font, std::stringstream & textstream)
{

	render::Text::setfont(font->name().c_str(), font->width(), font->height());

	// enable OpenGL textures
	gl::enable(GL_TEXTURE_2D);

	render::Text::draw(location.x(), location.y(), textstream);

	// disable OpenGL textures
	gl::disable(GL_TEXTURE_2D);
}
*/

} //namespace ui