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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#include "GUITexture.h"
#include "GUILargeTextureManager.h"
#include "TextureManager.h"
#include "utils/MathUtils.h"
#include "utils/StringUtils.h"
#include "windowing/GraphicContext.h"
#include <stdexcept>
CreateGUITextureFunc CGUITexture::m_createGUITextureFunc;
DrawQuadFunc CGUITexture::m_drawQuadFunc;
CTextureInfo::CTextureInfo()
{
orientation = 0;
useLarge = false;
}
CTextureInfo::CTextureInfo(const std::string &file):
filename(file)
{
orientation = 0;
useLarge = false;
}
void CGUITexture::Register(const CreateGUITextureFunc& createFunction,
const DrawQuadFunc& drawQuadFunction)
{
m_createGUITextureFunc = createFunction;
m_drawQuadFunc = drawQuadFunction;
}
CGUITexture* CGUITexture::CreateTexture(
float posX, float posY, float width, float height, const CTextureInfo& texture)
{
if (!m_createGUITextureFunc)
throw std::runtime_error(
"No GUITexture Create function available. Did you forget to register?");
return m_createGUITextureFunc(posX, posY, width, height, texture);
}
void CGUITexture::DrawQuad(const CRect& coords,
UTILS::COLOR::Color color,
CTexture* texture,
const CRect* texCoords)
{
if (!m_drawQuadFunc)
throw std::runtime_error(
"No GUITexture DrawQuad function available. Did you forget to register?");
m_drawQuadFunc(coords, color, texture, texCoords);
}
CGUITexture::CGUITexture(
float posX, float posY, float width, float height, const CTextureInfo& texture)
: m_height(height), m_info(texture)
{
m_posX = posX;
m_posY = posY;
m_width = width;
// defaults
m_visible = true;
m_diffuseColor = 0xffffffff;
m_alpha = 0xff;
m_vertex.SetRect(m_posX, m_posY, m_posX + m_width, m_posY + m_height);
m_frameWidth = 0;
m_frameHeight = 0;
m_texCoordsScaleU = 1.0f;
m_texCoordsScaleV = 1.0f;
m_diffuseU = 1.0f;
m_diffuseV = 1.0f;
m_diffuseScaleU = 1.0f;
m_diffuseScaleV = 1.0f;
// anim gifs
ResetAnimState();
m_allocateDynamically = false;
m_isAllocated = NO;
m_invalid = true;
m_use_cache = true;
}
CGUITexture::CGUITexture(const CGUITexture& right)
: m_visible(right.m_visible),
m_diffuseColor(right.m_diffuseColor),
m_posX(right.m_posX),
m_posY(right.m_posY),
m_width(right.m_width),
m_height(right.m_height),
m_use_cache(right.m_use_cache),
m_alpha(right.m_alpha),
m_allocateDynamically(right.m_allocateDynamically),
m_info(right.m_info),
m_aspect(right.m_aspect)
{
// defaults
m_vertex.SetRect(m_posX, m_posY, m_posX + m_width, m_posY + m_height);
m_frameWidth = 0;
m_frameHeight = 0;
m_texCoordsScaleU = 1.0f;
m_texCoordsScaleV = 1.0f;
m_diffuseU = 1.0f;
m_diffuseV = 1.0f;
m_diffuseScaleU = 1.0f;
m_diffuseScaleV = 1.0f;
ResetAnimState();
m_isAllocated = NO;
m_invalid = true;
}
bool CGUITexture::AllocateOnDemand()
{
if (m_visible)
{ // visible, so make sure we're allocated
if (!IsAllocated() || (m_isAllocated == LARGE && !m_texture.size()))
return AllocResources();
}
else
{ // hidden, so deallocate as applicable
if (m_allocateDynamically && IsAllocated())
FreeResources();
// reset animated textures (animgifs)
ResetAnimState();
}
return false;
}
bool CGUITexture::Process(unsigned int currentTime)
{
bool changed = false;
// check if we need to allocate our resources
changed |= AllocateOnDemand();
if (m_texture.size() > 1)
changed |= UpdateAnimFrame(currentTime);
if (m_invalid)
changed |= CalculateSize();
if (m_isAllocated)
changed |= !ReadyToRender();
return changed;
}
void CGUITexture::Render()
{
if (!m_visible || !m_texture.size())
return;
// see if we need to clip the image
if (m_vertex.Width() > m_width || m_vertex.Height() > m_height)
{
if (!CServiceBroker::GetWinSystem()->GetGfxContext().SetClipRegion(m_posX, m_posY, m_width, m_height))
return;
}
// set our draw color
#define MIX_ALPHA(a,c) (((a * (c >> 24)) / 255) << 24) | (c & 0x00ffffff)
// diffuse color
UTILS::COLOR::Color color =
(m_info.diffuseColor) ? (UTILS::COLOR::Color)m_info.diffuseColor : m_diffuseColor;
if (m_alpha != 0xFF)
color = MIX_ALPHA(m_alpha, color);
color = CServiceBroker::GetWinSystem()->GetGfxContext().MergeColor(color);
// setup our renderer
Begin(color);
// compute the texture coordinates
float u1, u2, u3, v1, v2, v3;
u1 = m_info.border.x1;
u2 = m_frameWidth - m_info.border.x2;
u3 = m_frameWidth;
v1 = m_info.border.y1;
v2 = m_frameHeight - m_info.border.y2;
v3 = m_frameHeight;
if (!m_texture.m_texCoordsArePixels)
{
u1 *= m_texCoordsScaleU;
u2 *= m_texCoordsScaleU;
u3 *= m_texCoordsScaleU;
v1 *= m_texCoordsScaleV;
v2 *= m_texCoordsScaleV;
v3 *= m_texCoordsScaleV;
}
//! @todo The diffuse coloring applies to all vertices, which will
//! look weird for stuff with borders, as will the -ve height/width
//! for flipping
// left segment (0,0,u1,v3)
if (m_info.border.x1)
{
if (m_info.border.y1)
Render(m_vertex.x1, m_vertex.y1, m_vertex.x1 + m_info.border.x1, m_vertex.y1 + m_info.border.y1, 0, 0, u1, v1, u3, v3);
Render(m_vertex.x1, m_vertex.y1 + m_info.border.y1, m_vertex.x1 + m_info.border.x1, m_vertex.y2 - m_info.border.y2, 0, v1, u1, v2, u3, v3);
if (m_info.border.y2)
Render(m_vertex.x1, m_vertex.y2 - m_info.border.y2, m_vertex.x1 + m_info.border.x1, m_vertex.y2, 0, v2, u1, v3, u3, v3);
}
// middle segment (u1,0,u2,v3)
if (m_info.border.y1)
Render(m_vertex.x1 + m_info.border.x1, m_vertex.y1, m_vertex.x2 - m_info.border.x2, m_vertex.y1 + m_info.border.y1, u1, 0, u2, v1, u3, v3);
if (m_info.m_infill)
Render(m_vertex.x1 + m_info.border.x1, m_vertex.y1 + m_info.border.y1,
m_vertex.x2 - m_info.border.x2, m_vertex.y2 - m_info.border.y2, u1, v1, u2, v2, u3, v3);
if (m_info.border.y2)
Render(m_vertex.x1 + m_info.border.x1, m_vertex.y2 - m_info.border.y2, m_vertex.x2 - m_info.border.x2, m_vertex.y2, u1, v2, u2, v3, u3, v3);
// right segment
if (m_info.border.x2)
{ // have a left border
if (m_info.border.y1)
Render(m_vertex.x2 - m_info.border.x2, m_vertex.y1, m_vertex.x2, m_vertex.y1 + m_info.border.y1, u2, 0, u3, v1, u3, v3);
Render(m_vertex.x2 - m_info.border.x2, m_vertex.y1 + m_info.border.y1, m_vertex.x2, m_vertex.y2 - m_info.border.y2, u2, v1, u3, v2, u3, v3);
if (m_info.border.y2)
Render(m_vertex.x2 - m_info.border.x2, m_vertex.y2 - m_info.border.y2, m_vertex.x2, m_vertex.y2, u2, v2, u3, v3, u3, v3);
}
// close off our renderer
End();
if (m_vertex.Width() > m_width || m_vertex.Height() > m_height)
CServiceBroker::GetWinSystem()->GetGfxContext().RestoreClipRegion();
}
void CGUITexture::Render(float left,
float top,
float right,
float bottom,
float u1,
float v1,
float u2,
float v2,
float u3,
float v3)
{
CRect diffuse(u1, v1, u2, v2);
CRect texture(u1, v1, u2, v2);
CRect vertex(left, top, right, bottom);
CServiceBroker::GetWinSystem()->GetGfxContext().ClipRect(vertex, texture, m_diffuse.size() ? &diffuse : NULL);
if (vertex.IsEmpty())
return; // nothing to render
int orientation = GetOrientation();
OrientateTexture(texture, u3, v3, orientation);
if (m_diffuse.size())
{
// flip the texture as necessary. Diffuse just gets flipped according to m_info.orientation.
// Main texture gets flipped according to GetOrientation().
diffuse.x1 *= m_diffuseScaleU / u3; diffuse.x2 *= m_diffuseScaleU / u3;
diffuse.y1 *= m_diffuseScaleV / v3; diffuse.y2 *= m_diffuseScaleV / v3;
diffuse += m_diffuseOffset;
OrientateTexture(diffuse, m_diffuseU, m_diffuseV, m_info.orientation);
}
float x[4], y[4], z[4];
#define ROUND_TO_PIXEL(x) static_cast<float>(MathUtils::round_int(static_cast<double>(x)))
x[0] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalXCoord(vertex.x1, vertex.y1));
y[0] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalYCoord(vertex.x1, vertex.y1));
z[0] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalZCoord(vertex.x1, vertex.y1));
x[1] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalXCoord(vertex.x2, vertex.y1));
y[1] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalYCoord(vertex.x2, vertex.y1));
z[1] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalZCoord(vertex.x2, vertex.y1));
x[2] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalXCoord(vertex.x2, vertex.y2));
y[2] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalYCoord(vertex.x2, vertex.y2));
z[2] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalZCoord(vertex.x2, vertex.y2));
x[3] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalXCoord(vertex.x1, vertex.y2));
y[3] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalYCoord(vertex.x1, vertex.y2));
z[3] = ROUND_TO_PIXEL(CServiceBroker::GetWinSystem()->GetGfxContext().ScaleFinalZCoord(vertex.x1, vertex.y2));
if (y[2] == y[0]) y[2] += 1.0f;
if (x[2] == x[0]) x[2] += 1.0f;
if (y[3] == y[1]) y[3] += 1.0f;
if (x[3] == x[1]) x[3] += 1.0f;
Draw(x, y, z, texture, diffuse, orientation);
}
bool CGUITexture::AllocResources()
{
if (m_info.filename.empty())
return false;
if (m_texture.size())
return false; // already have our texture
// reset our animstate
ResetAnimState();
bool changed = false;
bool useLarge = m_info.useLarge || !CServiceBroker::GetGUI()->GetTextureManager().CanLoad(m_info.filename);
if (useLarge)
{ // we want to use the large image loader, but we first check for bundled textures
if (!IsAllocated())
{
CTextureArray texture;
texture = CServiceBroker::GetGUI()->GetTextureManager().Load(m_info.filename, true);
if (texture.size())
{
m_isAllocated = NORMAL;
m_texture = texture;
changed = true;
}
}
if (m_isAllocated != NORMAL)
{ // use our large image background loader
CTextureArray texture;
if (CServiceBroker::GetGUI()->GetLargeTextureManager().GetImage(m_info.filename, texture, !IsAllocated(), m_use_cache))
{
m_isAllocated = LARGE;
if (!texture.size()) // not ready as yet
return false;
m_texture = texture;
changed = true;
}
else
m_isAllocated = LARGE_FAILED;
}
}
else if (!IsAllocated())
{
CTextureArray texture = CServiceBroker::GetGUI()->GetTextureManager().Load(m_info.filename);
// set allocated to true even if we couldn't load the image to save
// us hitting the disk every frame
m_isAllocated = texture.size() ? NORMAL : NORMAL_FAILED;
if (!texture.size())
return false;
m_texture = texture;
changed = true;
}
m_frameWidth = (float)m_texture.m_width;
m_frameHeight = (float)m_texture.m_height;
// load the diffuse texture (if necessary)
if (!m_info.diffuse.empty())
{
m_diffuse = CServiceBroker::GetGUI()->GetTextureManager().Load(m_info.diffuse);
}
CalculateSize();
// call our implementation
Allocate();
return changed;
}
bool CGUITexture::CalculateSize()
{
if (m_currentFrame >= m_texture.size())
return false;
m_texCoordsScaleU = 1.0f / m_texture.m_texWidth;
m_texCoordsScaleV = 1.0f / m_texture.m_texHeight;
if (m_width == 0)
m_width = m_frameWidth;
if (m_height == 0)
m_height = m_frameHeight;
float newPosX = m_posX;
float newPosY = m_posY;
float newWidth = m_width;
float newHeight = m_height;
if (m_aspect.ratio != CAspectRatio::AR_STRETCH && m_frameWidth && m_frameHeight)
{
// to get the pixel ratio, we must use the SCALED output sizes
float pixelRatio = CServiceBroker::GetWinSystem()->GetGfxContext().GetScalingPixelRatio();
float fSourceFrameRatio = m_frameWidth / m_frameHeight;
if (GetOrientation() & 4)
fSourceFrameRatio = m_frameHeight / m_frameWidth;
float fOutputFrameRatio = fSourceFrameRatio / pixelRatio;
// maximize the width
newHeight = m_width / fOutputFrameRatio;
if ((m_aspect.ratio == CAspectRatio::AR_SCALE && newHeight < m_height) ||
(m_aspect.ratio == CAspectRatio::AR_KEEP && newHeight > m_height))
{
newHeight = m_height;
newWidth = newHeight * fOutputFrameRatio;
}
if (m_aspect.ratio == CAspectRatio::AR_CENTER)
{ // keep original size + center
newWidth = m_frameWidth / sqrt(pixelRatio);
newHeight = m_frameHeight * sqrt(pixelRatio);
}
if (m_aspect.align & ASPECT_ALIGN_LEFT)
newPosX = m_posX;
else if (m_aspect.align & ASPECT_ALIGN_RIGHT)
newPosX = m_posX + m_width - newWidth;
else
newPosX = m_posX + (m_width - newWidth) * 0.5f;
if (m_aspect.align & ASPECT_ALIGNY_TOP)
newPosY = m_posY;
else if (m_aspect.align & ASPECT_ALIGNY_BOTTOM)
newPosY = m_posY + m_height - newHeight;
else
newPosY = m_posY + (m_height - newHeight) * 0.5f;
}
m_vertex.SetRect(newPosX, newPosY, newPosX + newWidth, newPosY + newHeight);
// scale the diffuse coords as well
if (m_diffuse.size())
{ // calculate scaling for the texcoords
if (m_diffuse.m_texCoordsArePixels)
{
m_diffuseU = float(m_diffuse.m_width);
m_diffuseV = float(m_diffuse.m_height);
}
else
{
m_diffuseU = float(m_diffuse.m_width) / float(m_diffuse.m_texWidth);
m_diffuseV = float(m_diffuse.m_height) / float(m_diffuse.m_texHeight);
}
if (m_aspect.scaleDiffuse)
{
m_diffuseScaleU = m_diffuseU;
m_diffuseScaleV = m_diffuseV;
m_diffuseOffset = CPoint(0,0);
}
else // stretching diffuse
{ // scale diffuse up or down to match output rect size, rather than image size
//(m_fX, mfY) -> (m_fX + m_fNW, m_fY + m_fNH)
//(0,0) -> (m_fU*m_diffuseScaleU, m_fV*m_diffuseScaleV)
// x = u/(m_fU*m_diffuseScaleU)*m_fNW + m_fX
// -> u = (m_posX - m_fX) * m_fU * m_diffuseScaleU / m_fNW
m_diffuseScaleU = m_diffuseU * m_vertex.Width() / m_width;
m_diffuseScaleV = m_diffuseV * m_vertex.Height() / m_height;
m_diffuseOffset = CPoint((m_vertex.x1 - m_posX) / m_vertex.Width() * m_diffuseScaleU, (m_vertex.y1 - m_posY) / m_vertex.Height() * m_diffuseScaleV);
}
}
m_invalid = false;
return true;
}
void CGUITexture::FreeResources(bool immediately /* = false */)
{
if (m_isAllocated == LARGE || m_isAllocated == LARGE_FAILED)
CServiceBroker::GetGUI()->GetLargeTextureManager().ReleaseImage(m_info.filename, immediately || (m_isAllocated == LARGE_FAILED));
else if (m_isAllocated == NORMAL && m_texture.size())
CServiceBroker::GetGUI()->GetTextureManager().ReleaseTexture(m_info.filename, immediately);
if (m_diffuse.size())
CServiceBroker::GetGUI()->GetTextureManager().ReleaseTexture(m_info.diffuse, immediately);
m_diffuse.Reset();
m_texture.Reset();
ResetAnimState();
m_texCoordsScaleU = 1.0f;
m_texCoordsScaleV = 1.0f;
// call our implementation
Free();
m_isAllocated = NO;
}
void CGUITexture::DynamicResourceAlloc(bool allocateDynamically)
{
m_allocateDynamically = allocateDynamically;
}
void CGUITexture::SetInvalid()
{
m_invalid = true;
}
bool CGUITexture::UpdateAnimFrame(unsigned int currentTime)
{
bool changed = false;
unsigned int delay = m_texture.m_delays[m_currentFrame];
if (m_lasttime == 0)
{
m_lasttime = currentTime;
}
else
{
if ((currentTime - m_lasttime) >= delay)
{
if (m_currentFrame + 1 >= m_texture.size())
{
if (m_texture.m_loops > 0)
{
if (m_currentLoop + 1 < m_texture.m_loops)
{
m_currentLoop++;
m_currentFrame = 0;
m_lasttime = currentTime;
changed = true;
}
}
else
{
// 0 == loop forever
m_currentFrame = 0;
m_lasttime = currentTime;
changed = true;
}
}
else
{
m_currentFrame++;
m_lasttime = currentTime;
changed = true;
}
}
}
return changed;
}
bool CGUITexture::SetVisible(bool visible)
{
bool changed = m_visible != visible;
m_visible = visible;
return changed;
}
bool CGUITexture::SetAlpha(unsigned char alpha)
{
bool changed = m_alpha != alpha;
m_alpha = alpha;
return changed;
}
bool CGUITexture::SetDiffuseColor(UTILS::COLOR::Color color,
const CGUIListItem* item /* = nullptr */)
{
bool changed = m_diffuseColor != color;
m_diffuseColor = color;
changed |= m_info.diffuseColor.Update(item);
return changed;
}
bool CGUITexture::ReadyToRender() const
{
return m_texture.size() > 0;
}
void CGUITexture::OrientateTexture(CRect& rect, float width, float height, int orientation)
{
switch (orientation & 3)
{
case 0:
// default
break;
case 1:
// flip in X direction
rect.x1 = width - rect.x1;
rect.x2 = width - rect.x2;
break;
case 2:
// rotate 180 degrees
rect.x1 = width - rect.x1;
rect.x2 = width - rect.x2;
rect.y1 = height - rect.y1;
rect.y2 = height - rect.y2;
break;
case 3:
// flip in Y direction
rect.y1 = height - rect.y1;
rect.y2 = height - rect.y2;
break;
}
if (orientation & 4)
{
// we need to swap x and y coordinates but only within the width,height block
float temp = rect.x1;
rect.x1 = rect.y1 * width/height;
rect.y1 = temp * height/width;
temp = rect.x2;
rect.x2 = rect.y2 * width/height;
rect.y2 = temp * height/width;
}
}
void CGUITexture::ResetAnimState()
{
m_lasttime = 0;
m_currentFrame = 0;
m_currentLoop = 0;
}
bool CGUITexture::SetWidth(float width)
{
if (width < m_info.border.x1 + m_info.border.x2)
width = m_info.border.x1 + m_info.border.x2;
if (m_width != width)
{
m_width = width;
m_invalid = true;
return true;
}
else
return false;
}
bool CGUITexture::SetHeight(float height)
{
if (height < m_info.border.y1 + m_info.border.y2)
height = m_info.border.y1 + m_info.border.y2;
if (m_height != height)
{
m_height = height;
m_invalid = true;
return true;
}
else
return false;
}
bool CGUITexture::SetPosition(float posX, float posY)
{
if (m_posX != posX || m_posY != posY)
{
m_posX = posX;
m_posY = posY;
m_invalid = true;
return true;
}
else
return false;
}
bool CGUITexture::SetAspectRatio(const CAspectRatio& aspect)
{
if (m_aspect != aspect)
{
m_aspect = aspect;
m_invalid = true;
return true;
}
else
return false;
}
bool CGUITexture::SetFileName(const std::string& filename)
{
if (m_info.filename == filename) return false;
// Don't completely free resources here - we may be just changing
// filenames mid-animation
FreeResources();
m_info.filename = filename;
// disable large loader and cache for gifs
if (StringUtils::EndsWithNoCase(m_info.filename, ".gif"))
{
m_info.useLarge = false;
SetUseCache(false);
}
// Don't allocate resources here as this is done at render time
return true;
}
void CGUITexture::SetUseCache(const bool useCache)
{
m_use_cache = useCache;
}
int CGUITexture::GetOrientation() const
{
// multiply our orientations
static char orient_table[] = { 0, 1, 2, 3, 4, 5, 6, 7,
1, 0, 3, 2, 5, 4, 7, 6,
2, 3, 0, 1, 6, 7, 4, 5,
3, 2, 1, 0, 7, 6, 5, 4,
4, 7, 6, 5, 0, 3, 2, 1,
5, 6, 7, 4, 1, 2, 3, 0,
6, 5, 4, 7, 2, 1, 0, 3,
7, 4, 5, 6, 3, 0, 1, 2 };
return (int)orient_table[8 * m_info.orientation + m_texture.m_orientation];
}
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