namespace GLtk {
Graphic::Graphic():
- texture(0)
+ texture(0),
+ repeat(false)
{ }
void Graphic::render(unsigned wd, unsigned ht) const
{
- float x[4];
- float y[4];
- float u[4];
- float v[4];
-
- x[0]=0.0f-shadow.left;
- x[1]=x[0]+border.left;
- x[3]=wd+shadow.right;
- x[2]=x[3]-border.right;
-
- y[0]=0.0f-shadow.bottom;
- y[1]=y[0]+border.bottom;
- y[3]=ht+shadow.top;
- y[2]=y[3]-border.top;
-
- const unsigned twidth=texture->get_width();
- u[0]=static_cast<float>(slice.x)/twidth;
- u[1]=static_cast<float>(slice.x+border.left)/twidth;
- u[2]=static_cast<float>(slice.x+slice.w-border.right)/twidth;
- u[3]=static_cast<float>(slice.x+slice.w)/twidth;
-
- const unsigned theight=texture->get_height();
- v[0]=static_cast<float>(slice.y)/theight;
- v[1]=static_cast<float>(slice.y+border.bottom)/theight;
- v[2]=static_cast<float>(slice.y+slice.h-border.top)/theight;
- v[3]=static_cast<float>(slice.y+slice.h)/theight;
+ GL::VertexArray varr((GL::TEXCOORD2, GL::VERTEX2));
+ RefPtr<GL::VertexArrayBuilder> vab=varr.modify();
+
+ vector<float> x, y;
+ create_coords(0.0f-shadow.left, wd+shadow.right, border.left, border.right, slice.w-border.left-border.right, x);
+ create_coords(0.0f-shadow.bottom, ht+shadow.top, border.bottom, border.top, slice.h-border.bottom-border.top, y);
+
+ vector<float> u, v;
+ create_texcoords(slice.x, slice.x+slice.w, border.left, border.right, texture->get_width(), u);
+ create_texcoords(slice.y, slice.y+slice.h, border.bottom, border.top, texture->get_height(), v);
- texture->bind();
unsigned xmin=border.left ? 0 : 1;
- unsigned xmax=border.right ? 3 : 2;
+ unsigned xmax=x.size()-(border.right ? 2 : 3);
unsigned ymin=border.bottom ? 0 : 1;
- unsigned ymax=border.top ? 3 : 2;
+ unsigned ymax=y.size()-(border.top ? 2 : 3);
+ texture->bind();
GL::Immediate imm((GL::TEXCOORD2,GL::VERTEX2));
- for(unsigned i=ymin; i<ymax; ++i)
+ imm.begin(GL::QUADS);
+ for(unsigned i=ymin; i<=ymax; ++i)
{
- imm.begin(GL::QUAD_STRIP);
+ unsigned i2=(i==0 ? 0 : i==y.size()-2 ? 2 : 1);
for(unsigned j=xmin; j<=xmax; ++j)
{
- imm.texcoord(u[j], v[i]);
+ unsigned j2=(j==0 ? 0 : j==x.size()-2 ? 2 : 1);
+ imm.texcoord(u[j2], v[i2]);
imm.vertex(x[j], y[i]);
- imm.texcoord(u[j], v[i+1]);
+ imm.texcoord(u[j2+1], v[i2]);
+ imm.vertex(x[j+1], y[i]);
+ imm.texcoord(u[j2+1], v[i2+1]);
+ imm.vertex(x[j+1], y[i+1]);
+ imm.texcoord(u[j2], v[i2+1]);
imm.vertex(x[j], y[i+1]);
}
- imm.end();
}
+ imm.end();
+}
+
+void Graphic::create_coords(float low, float high, float brd1, float brd2, float block, vector<float> &coords) const
+{
+ coords.push_back(low);
+ coords.push_back(low+brd1);
+ if(repeat)
+ {
+ float space=high-low-brd1-brd2;
+ unsigned div=max(static_cast<unsigned>(space/block), 1U);
+ float delta=space/div;
+ for(unsigned i=1; i<div; ++i)
+ coords.push_back(low+brd1+delta*i);
+ }
+ coords.push_back(high-brd2);
+ coords.push_back(high);
+}
+
+void Graphic::create_texcoords(float low, float high, float brd1, float brd2, float scale, vector<float> &coords) const
+{
+ coords.push_back(low/scale);
+ coords.push_back((low+brd1)/scale);
+ coords.push_back((high-brd2)/scale);
+ coords.push_back(high/scale);
}
add("texture", &Loader::texture);
add("slice", &Loader::slice);
add("border", &Loader::border);
+ add("repeat", &Graphic::repeat);
add("shadow", &Loader::shadow);
}
void Root::button_press_event(int x, int y, unsigned btn, unsigned)
{
+ translate_coords(x, y);
button_press(x, y, btn);
}
void Root::button_release_event(int x, int y, unsigned btn, unsigned)
{
+ translate_coords(x, y);
button_release(x, y, btn);
}
void Root::pointer_motion_event(int x, int y)
{
+ translate_coords(x, y);
pointer_motion(x, y);
}
+void Root::translate_coords(int &x, int &y)
+{
+ x=x*geom.w/window.get_width();
+ y=geom.h-1-y*geom.h/window.get_height();
+}
+
} // namespace GLtk
} // namespace Msp