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1 #include "graphic.h"
2 #include "resources.h"
3
4 using namespace std;
5
6 namespace Msp {
7 namespace GLtk {
8
9 Graphic::Graphic():
10         texture(0),
11         repeat(false)
12 { }
13
14 void Graphic::build(unsigned wd, unsigned ht, GL::PrimitiveBuilder &bld) const
15 {
16         vector<float> x, y;
17         create_coords(0.0f-shadow.left, wd+shadow.right, border.left, border.right, slice.w-border.left-border.right, x);
18         create_coords(0.0f-shadow.bottom, ht+shadow.top, border.bottom, border.top, slice.h-border.bottom-border.top, y);
19
20         vector<float> u, v;
21         create_texcoords(slice.x, slice.x+slice.w, border.left, border.right, texture->get_width(), u);
22         create_texcoords(slice.y, slice.y+slice.h, border.bottom, border.top, texture->get_height(), v);
23
24         unsigned xmin = border.left ? 0 : 1;
25         unsigned xmax = x.size()-(border.right ? 2 : 3);
26         unsigned ymin = border.bottom ? 0 : 1;
27         unsigned ymax = y.size()-(border.top ? 2 : 3);
28
29         bld.color(1.0f, 1.0f, 1.0f);
30         bld.begin(GL::QUADS);
31         for(unsigned i=ymin; i<=ymax; ++i)
32         {
33                 unsigned i2 = (i==0 ? 0 : i==y.size()-2 ? 2 : 1);
34                 for(unsigned j=xmin; j<=xmax; ++j)
35                 {
36                         unsigned j2 = (j==0 ? 0 : j==x.size()-2 ? 2 : 1);
37                         bld.texcoord(u[j2], v[i2]);
38                         bld.vertex(x[j], y[i]);
39                         bld.texcoord(u[j2+1], v[i2]);
40                         bld.vertex(x[j+1], y[i]);
41                         bld.texcoord(u[j2+1], v[i2+1]);
42                         bld.vertex(x[j+1], y[i+1]);
43                         bld.texcoord(u[j2], v[i2+1]);
44                         bld.vertex(x[j], y[i+1]);
45                 }
46         }
47         bld.end();
48 }
49
50 void Graphic::create_coords(float low, float high, float brd1, float brd2, float block, vector<float> &coords) const
51 {
52         coords.push_back(low);
53         coords.push_back(low+brd1);
54         if(repeat)
55         {
56                 float space = high-low-brd1-brd2;
57                 unsigned div = max(static_cast<unsigned>(space/block), 1U);
58                 float delta = space/div;
59                 for(unsigned i=1; i<div; ++i)
60                         coords.push_back(low+brd1+delta*i);
61         }
62         coords.push_back(high-brd2);
63         coords.push_back(high);
64 }
65
66 void Graphic::create_texcoords(float low, float high, float brd1, float brd2, float scale, vector<float> &coords) const
67 {
68         coords.push_back(low/scale);
69         coords.push_back((low+brd1)/scale);
70         coords.push_back((high-brd2)/scale);
71         coords.push_back(high/scale);
72 }
73
74
75 Graphic::Loader::Loader(Graphic &g, Resources &r):
76         DataFile::CollectionObjectLoader<Graphic, Resources>(g, &r)
77 {
78         add("texture", &Loader::texture);
79         add("slice",   &Loader::slice);
80         add("border",  &Loader::border);
81         add("repeat",  &Graphic::repeat);
82         add("shadow",  &Loader::shadow);
83 }
84
85 void Graphic::Loader::texture(const string &n)
86 {
87         obj.texture = &get_collection().get<GL::Texture2D>(n);
88         obj.slice = Geometry(0, 0, obj.texture->get_width(), obj.texture->get_height());
89 }
90
91 void Graphic::Loader::slice(unsigned x, unsigned y, unsigned w, unsigned h)
92 {
93         obj.slice = Geometry(x, y, w, h);
94 }
95
96 void Graphic::Loader::border()
97 {
98         load_sub(obj.border);
99 }
100
101 void Graphic::Loader::shadow()
102 {
103         load_sub(obj.shadow);
104 }
105
106 } // namespace GLtk
107 } // namespace Msp