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/*
* This source file is part of MyGUI. For the latest info, see http://mygui.info/
* Distributed under the MIT License
* (See accompanying file COPYING.MIT or copy at http://opensource.org/licenses/MIT)
*/
#ifndef MYGUI_LAYER_NODE_H_
#define MYGUI_LAYER_NODE_H_
#include "MyGUI_Prerequest.h"
#include "MyGUI_ILayer.h"
#include "MyGUI_ILayerNode.h"
#include "MyGUI_RenderItem.h"
namespace MyGUI
{
class LayerItem;
using VectorRenderItem = std::vector<RenderItem*>;
using VectorLayerItem = std::vector<ILayerItem*>;
class MYGUI_EXPORT LayerNode : public ILayerNode
{
MYGUI_RTTI_DERIVED(LayerNode)
public:
explicit LayerNode(ILayer* _layer, ILayerNode* _parent = nullptr);
~LayerNode() override;
// леер, которому мы принадлежим
ILayer* getLayer() const override;
// возвращает отца или nullptr
ILayerNode* getParent() const override;
ILayerNode* createChildItemNode() override;
void destroyChildItemNode(ILayerNode* _node) override;
// up child item (make it draw and pick above others)
void upChildItemNode(ILayerNode* _item) override;
// child items list
EnumeratorILayerNode getEnumerator() const override;
size_t getLayerNodeCount() const override;
ILayerNode* getLayerNodeAt(size_t _index) const override;
// добавляем айтем к ноду
void attachLayerItem(ILayerItem* _item) override;
// удаляем айтем из нода
void detachLayerItem(ILayerItem* _item) override;
// добавляет саб айтем и возвращает рендер айтем
RenderItem* addToRenderItem(ITexture* _texture, bool _firstQueue, bool _manualRender) override;
// необходимо обновление нода
void outOfDate(RenderItem* _item) override;
// возвращает виджет по позиции
ILayerItem* getLayerItemByPoint(int _left, int _top) const override;
// рисует леер
void renderToTarget(IRenderTarget* _target, bool _update) override;
void resizeView(const IntSize& _viewSize) override;
float getNodeDepth() const override;
bool isOutOfDate() const;
protected:
// push all empty buffers to the end of buffers list
void updateCompression();
RenderItem* addToRenderItemFirstQueue(ITexture* _texture, bool _manualRender);
RenderItem* addToRenderItemSecondQueue(ITexture* _texture, bool _manualRender);
protected:
// two render queues, for subskins and text
// first queue keep render order based on order of creation
// second queue ignore creation order and always merge render items with same texture
VectorRenderItem mFirstRenderItems;
VectorRenderItem mSecondRenderItems;
size_t mLastNotEmptyItem{0};
// root widgets list
// overlapping layers have only one item here
VectorLayerItem mLayerItems;
VectorILayerNode mChildItems;
ILayerNode* mParent;
ILayer* mLayer;
bool mOutOfDate{false};
bool mOutOfDateCompression{false};
float mDepth{0.0f};
};
} // namespace MyGUI
#endif // MYGUI_LAYER_NODE_H_
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