#include <msp/gl/blend.h>
-#include <msp/gl/extensions/arb_shader_objects.h>
-#include <msp/gl/programbuilder.h>
-#include <msp/gl/tests.h>
-#include <msp/gl/uniform.h>
#include <msp/input/keys.h>
#include <msp/time/utils.h>
#include "label.h"
#include "style.h"
+#include "resources.h"
#include "root.h"
#include "systemkeyboardinput.h"
namespace GLtk {
Root::Root(Resources &r, Graphics::Window &window):
- resources(r),
- keyboard(new Input::Keyboard(window)),
- input_method(0),
- mouse(new Input::Mouse(window)),
- touchscreen(0),
- own_input(true)
+ Root(r, &window, new Input::Keyboard(window), new Input::Mouse(window), nullptr)
{
- init(&window);
+ own_input = true;
}
Root::Root(Resources &r, Graphics::Window *window, Input::Keyboard *k, Input::Mouse *m, Input::Touchscreen *t):
resources(r),
keyboard(k),
- input_method(0),
mouse(m),
- touchscreen(t),
- own_input(false)
-{
- init(window);
-}
-
-void Root::init(Graphics::Window *window)
+ touchscreen(t)
{
if(window)
set_geometry(Geometry(0, 0, window->get_width(), window->get_height()));
- lbl_tooltip = 0;
- tooltip_target = 0;
-
camera.set_orthographic(geom.w, geom.h);
update_camera();
- if(GL::ARB_shader_objects)
- {
- shprog = new GL::Program;
- GL::ProgramBuilder::StandardFeatures features;
- features.material = true;
- features.texture = true;
- GL::ProgramBuilder(features).add_shaders(*shprog);
- shprog->link();
- }
- else
- shprog = 0;
+ shprog = &resources.get<GL::Program>("ui.shader");
+
+ blend.enabled = true;
+ blend.src_factor = GL::SRC_ALPHA;
+ blend.dst_factor = GL::ONE_MINUS_SRC_ALPHA;
if(keyboard)
set_state(FOCUS);
Root::~Root()
{
- delete shprog;
delete input_method;
if(own_input)
{
if(tooltip_timeout && Time::now()>tooltip_timeout)
{
std::string tip;
- if(Widget *wdg = get_descendant_at(pointer_x, pointer_y))
+ if(Widget *wdg = find_descendant_at(pointer_x, pointer_y))
{
tip = wdg->get_tooltip();
tooltip_target = wdg;
}
}
-void Root::render() const
+void Root::setup_frame(GL::Renderer &)
{
- GL::Bind bind_blend(GL::Blend::alpha());
-
- GL::Renderer renderer(&camera);
- renderer.set_shader_program(shprog);
- Widget::render(renderer);
+ rebuild_hierarchy();
}
-void Root::render(GL::Renderer &renderer, const GL::Tag &tag) const
+void Root::render(GL::Renderer &renderer, GL::Tag tag) const
{
if(tag.id)
return;
GL::Renderer::Push push(renderer);
renderer.set_camera(camera);
renderer.set_shader_program(shprog);
- GL::BindRestore bind_blend(GL::Blend::alpha());
- GL::BindRestore unbind_dtest(static_cast<GL::DepthTest *>(0));
+ renderer.set_blend(&blend);
+ renderer.set_depth_test(nullptr);
Widget::render(renderer);
}
pointer_y = y;
tooltip_timeout = Time::now()+700*Time::msec;
}
- else if(get_descendant_at(x, y)!=tooltip_target)
+ else if(find_descendant_at(x, y)!=tooltip_target)
{
if(lbl_tooltip)
lbl_tooltip->set_visible(false);
- tooltip_target = 0;
+ tooltip_target = nullptr;
}
if(pointer_focus)