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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cstring> // memset
#include "GuiElement.h"
#include "Rendering/GL/myGL.h"
#include "Rendering/GL/VAO.h"
#include "Rendering/GL/VBO.h"
#include "Rendering/GL/VertexArrayTypes.h"
namespace agui
{
struct RenderElem {
public:
RenderElem() = default;
RenderElem(RenderElem&& e) { *this = std::move(e); }
RenderElem(const RenderElem& e) = delete;
RenderElem& operator = (const RenderElem& e) = delete;
RenderElem& operator = (RenderElem&& e) {
array = std::move(e.array);
verts = std::move(e.verts);
return *this;
}
void EnableAttribs() {
// texcoors are effectively ignored for all elements except Picture
// (however, shader always samples from the texture so do not leave
// them undefined)
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(VA_TYPE_T), VA_TYPE_OFFSET(float, 0));
glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(VA_TYPE_T), VA_TYPE_OFFSET(float, 3));
}
void DisableAttribs() {
}
void Generate() {
array.Generate();
verts.Generate();
}
void Bind() {
array.Bind();
verts.Bind();
}
void Unbind() {
array.Unbind();
verts.Unbind();
}
void Submit(unsigned int mode, unsigned int size = 4) {
array.Bind();
glDrawArrays(mode, 0, size);
array.Unbind();
}
void Delete() {
array.Delete();
verts.Delete();
}
VAO array;
VBO verts;
};
static std::vector<RenderElem> renderElems[3];
static std::vector<size_t> freeIndices;
int GuiElement::screensize[2];
int GuiElement::screenoffset[2];
GuiElement::GuiElement(GuiElement* _parent) : parent(_parent), fixedSize(false), weight(1), elIndex(-1)
{
if (renderElems[0].empty()) {
for (auto& rev: renderElems) {
rev.reserve(16);
}
}
if (freeIndices.empty()) {
elIndex = renderElems[0].size();
for (auto& rev: renderElems) {
rev.emplace_back();
}
} else {
elIndex = freeIndices.back();
freeIndices.pop_back();
}
for (auto& rev: renderElems) {
rev[elIndex].Generate();
}
std::memset(pos, 0, sizeof(pos));
std::memset(size, 0, sizeof(size));
GeometryChangeSelf();
if (parent != nullptr)
parent->AddChild(this);
}
GuiElement::~GuiElement()
{
for (auto i = children.begin(), e = children.end(); i != e; ++i) {
delete *i;
}
for (auto& rev: renderElems) {
rev[elIndex].Delete();
rev[elIndex] = std::move(RenderElem());
}
freeIndices.push_back(elIndex);
}
void GuiElement::DrawBox(unsigned int indx) {
renderElems[indx][elIndex].Submit(GL_TRIANGLE_STRIP, 4);
}
void GuiElement::DrawOutline() {
renderElems[2][elIndex].Submit(GL_TRIANGLE_STRIP, 10);
}
void GuiElement::GeometryChangeSelfRaw(unsigned int bufIndx, unsigned int numBytes, const VA_TYPE_T* elemsPtr) const
{
renderElems[bufIndx][elIndex].Bind();
renderElems[bufIndx][elIndex].verts.New(numBytes, GL_DYNAMIC_DRAW, elemsPtr);
renderElems[bufIndx][elIndex].EnableAttribs();
renderElems[bufIndx][elIndex].Unbind();
renderElems[bufIndx][elIndex].DisableAttribs();
}
void GuiElement::GeometryChangeSelf()
{
{
VA_TYPE_T vaElems[4];
for (int i = 0; i < 4; ++i) {
const bool bottom = (i & 1) == 0;
const bool right = (i & 2) == 0;
vaElems[i].p.x = pos[0] + right * size[0];
vaElems[i].p.y = pos[1] + !bottom * size[1];
vaElems[i].p.z = depth;
vaElems[i].s = right * 1.0f;
vaElems[i].t = bottom * 1.0f;
}
GeometryChangeSelfRaw(0, sizeof(vaElems), vaElems);
}
{
const float outlineWidth = 1.0f;
VA_TYPE_T vaElems[10];
for (int i = 0; i < 10; ++i) {
const bool outer = (i & 1) == 0;
const bool bottom = (i & 4) == 0;
const bool right = ((i + 2) & 4) == 0;
vaElems[i].p.x = pos[0] + right * size[0] + ((outer ^ right) * 2 - 1) * outlineWidth / screensize[0];
vaElems[i].p.y = pos[1] + !bottom * size[1] + ((outer ^ !bottom) * 2 - 1) * outlineWidth / screensize[1];
vaElems[i].p.z = depth;
vaElems[i].s = 0.0f;
vaElems[i].t = 0.0f;
}
GeometryChangeSelfRaw(2, sizeof(vaElems), vaElems);
}
}
void GuiElement::GeometryChange()
{
GeometryChangeSelf();
for (auto i = children.begin(), e = children.end(); i != e; ++i) {
(*i)->GeometryChange();
}
}
void GuiElement::Draw()
{
DrawSelf();
for (GuiElement* e: children) {
e->Draw();
}
}
bool GuiElement::HandleEvent(const SDL_Event& ev)
{
if (HandleEventSelf(ev))
return true;
for (auto i = children.begin(), e = children.end(); i != e; ++i) {
if ((*i)->HandleEvent(ev))
return true;
}
return false;
}
bool GuiElement::MouseOver(int x, int y) const
{
const float mouse[2] = {PixelToGlX(x), PixelToGlY(y)};
return (mouse[0] >= pos[0] && mouse[0] <= pos[0] + size[0]) && (mouse[1] >= pos[1] && mouse[1] <= pos[1] + size[1]);
}
bool GuiElement::MouseOver(float x, float y) const
{
return (x >= pos[0] && x <= pos[0] + size[0]) && (y >= pos[1] && y <= pos[1] + size[1]);
}
void GuiElement::UpdateDisplayGeo(int x, int y, int xOffset, int yOffset)
{
screensize[0] = x;
screensize[1] = y;
screenoffset[0] = xOffset;
screenoffset[1] = yOffset;
}
float GuiElement::PixelToGlX(int x) { return float(x - screenoffset[0]) / float(screensize[0]); }
float GuiElement::PixelToGlY(int y) { return 1.0f - float(y - screenoffset[1]) / float(screensize[1]); }
float GuiElement::GlToPixelX(float x) { return (x * float(screensize[0]) + float(screenoffset[0])); }
float GuiElement::GlToPixelY(float y) { return (y * float(screensize[1]) + float(screenoffset[1])); }
void GuiElement::AddChild(GuiElement* elem)
{
children.push_back(elem);
elem->SetPos(pos[0], pos[1]);
elem->SetSize(size[0], size[1]);
GeometryChange();
}
void GuiElement::SetPos(float x, float y)
{
pos[0] = x;
pos[1] = y;
GeometryChange();
}
void GuiElement::SetSize(float x, float y, bool fixed)
{
size[0] = x;
size[1] = y;
fixedSize = fixed;
GeometryChange();
}
void GuiElement::Move(float x, float y)
{
pos[0] += x;
pos[1] += y;
GeometryChangeSelf();
for (auto i = children.begin(), e = children.end(); i != e; ++i) {
(*i)->Move(x, y);
}
}
}
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