mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-12-23 17:25:24 +01:00
335 lines
8.3 KiB
C++
335 lines
8.3 KiB
C++
/*
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vgui_surf.cpp - main vgui layer
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Copyright (C) 2011 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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In addition, as a special exception, the author gives permission
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to link the code of this program with VGUI library developed by
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Valve, L.L.C ("Valve"). You must obey the GNU General Public License
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in all respects for all of the code used other than VGUI library.
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If you modify this file, you may extend this exception to your
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version of the file, but you are not obligated to do so. If
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you do not wish to do so, delete this exception statement
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from your version.
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*/
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#include <ctype.h>
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#include "vgui_main.h"
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#define ColorIndex( c )((( c ) - '0' ) & 7 )
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CEngineSurface :: CEngineSurface( Panel *embeddedPanel ):SurfaceBase( embeddedPanel )
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{
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_embeddedPanel = embeddedPanel;
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_drawColor[0] = _drawColor[1] = _drawColor[2] = _drawColor[3] = 255;
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_drawTextColor[0] = _drawTextColor[1] = _drawTextColor[2] = _drawTextColor[3] = 255;
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_surfaceExtents[0] = _surfaceExtents[1] = 0;
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//_surfaceExtents[2] = menu.globals->scrWidth;
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//_surfaceExtents[3] = menu.globals->scrHeight;
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embeddedPanel->getSize(_surfaceExtents[2], _surfaceExtents[3]);
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_drawTextPos[0] = _drawTextPos[1] = 0;
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_hCurrentFont = null;
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_hCurrentCursor = null;
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_translateX = _translateY = 0;
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}
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CEngineSurface :: ~CEngineSurface( void )
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{
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g_api->DrawShutdown ();
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}
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Panel *CEngineSurface :: getEmbeddedPanel( void )
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{
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return _embeddedPanel;
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}
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bool CEngineSurface :: hasFocus( void )
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{
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// What differs when window does not has focus?
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//return host.state != HOST_NOFOCUS;
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return true;
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}
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void CEngineSurface :: setCursor( Cursor *cursor )
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{
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_currentCursor = cursor;
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g_api->CursorSelect( (VGUI_DefaultCursor)cursor->getDefaultCursor() );
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}
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void CEngineSurface :: SetupPaintState( const paintState_t &paintState )
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{
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_translateX = paintState.iTranslateX;
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_translateY = paintState.iTranslateY;
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SetScissorRect( paintState.iScissorLeft, paintState.iScissorTop,
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paintState.iScissorRight, paintState.iScissorBottom );
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}
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void CEngineSurface :: InitVertex( vpoint_t &vertex, int x, int y, float u, float v )
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{
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vertex.point[0] = x + _translateX;
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vertex.point[1] = y + _translateY;
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vertex.coord[0] = u;
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vertex.coord[1] = v;
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}
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int CEngineSurface :: createNewTextureID( void )
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{
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return g_api->GenerateTexture();
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}
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void CEngineSurface :: drawSetColor( int r, int g, int b, int a )
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{
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_drawColor[0] = r;
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_drawColor[1] = g;
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_drawColor[2] = b;
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_drawColor[3] = a;
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}
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void CEngineSurface :: drawSetTextColor( int r, int g, int b, int a )
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{
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_drawTextColor[0] = r;
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_drawTextColor[1] = g;
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_drawTextColor[2] = b;
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_drawTextColor[3] = a;
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}
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void CEngineSurface :: drawFilledRect( int x0, int y0, int x1, int y1 )
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{
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vpoint_t rect[2];
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vpoint_t clippedRect[2];
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if( _drawColor[3] >= 255 ) return;
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InitVertex( rect[0], x0, y0, 0, 0 );
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InitVertex( rect[1], x1, y1, 0, 0 );
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// fully clipped?
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if( !ClipRect( rect[0], rect[1], &clippedRect[0], &clippedRect[1] ))
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return;
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g_api->SetupDrawingRect( _drawColor );
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g_api->EnableTexture( false );
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g_api->DrawQuad( &clippedRect[0], &clippedRect[1] );
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g_api->EnableTexture( true );
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}
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void CEngineSurface :: drawOutlinedRect( int x0, int y0, int x1, int y1 )
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{
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if( _drawColor[3] >= 255 ) return;
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drawFilledRect( x0, y0, x1, y0 + 1 ); // top
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drawFilledRect( x0, y1 - 1, x1, y1 ); // bottom
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drawFilledRect( x0, y0 + 1, x0 + 1, y1 - 1 ); // left
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drawFilledRect( x1 - 1, y0 + 1, x1, y1 - 1 ); // right
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}
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void CEngineSurface :: drawSetTextFont( Font *font )
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{
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_hCurrentFont = font;
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}
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void CEngineSurface :: drawSetTextPos( int x, int y )
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{
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_drawTextPos[0] = x;
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_drawTextPos[1] = y;
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}
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void CEngineSurface :: drawPrintText( const char* text, int textLen )
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{
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//return;
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static bool hasColor = 0;
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static int numColor = 7;
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if( !text || !_hCurrentFont || _drawTextColor[3] >= 255 )
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return;
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int x = _drawTextPos[0] + _translateX;
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int y = _drawTextPos[1] + _translateY;
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int iTall = _hCurrentFont->getTall();
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int j, iTotalWidth = 0;
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int curTextColor[4];
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// HACKHACK: allow color strings in VGUI
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if( numColor != 7 )
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{
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for( j = 0; j < 3; j++ ) // grab predefined color
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curTextColor[j] = g_api->GetColor(numColor,j);
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}
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else
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{
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for( j = 0; j < 3; j++ ) // revert default color
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curTextColor[j] = _drawTextColor[j];
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}
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curTextColor[3] = _drawTextColor[3]; // copy alpha
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if( textLen == 1 )
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{
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if( *text == '^' )
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{
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hasColor = true;
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return; // skip '^'
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}
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else if( hasColor && isdigit( *text ))
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{
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numColor = ColorIndex( *text );
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hasColor = false; // handled
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return; // skip colornum
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}
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else hasColor = false;
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}
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for( int i = 0; i < textLen; i++ )
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{
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char ch = g_api->ProcessUtfChar( (unsigned char)text[i] );
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if( !ch )
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{
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continue;
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}
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int abcA,abcB,abcC;
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_hCurrentFont->getCharABCwide( ch, abcA, abcB, abcC );
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iTotalWidth += abcA;
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int iWide = abcB;
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//if( !iswspace( ch ))
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{
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// get the character texture from the cache
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int iTexId = 0;
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float *texCoords = NULL;
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if( !g_FontCache->GetTextureForChar( _hCurrentFont, ch, &iTexId, &texCoords ))
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{
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continue;
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}
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Assert( texCoords != NULL );
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vpoint_t ul, lr;
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ul.point[0] = x + iTotalWidth;
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ul.point[1] = y;
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lr.point[0] = ul.point[0] + iWide;
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lr.point[1] = ul.point[1] + iTall;
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// gets at the texture coords for this character in its texture page
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ul.coord[0] = texCoords[0];
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ul.coord[1] = texCoords[1];
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lr.coord[0] = texCoords[2];
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lr.coord[1] = texCoords[3];
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vpoint_t clippedRect[2];
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if( !ClipRect( ul, lr, &clippedRect[0], &clippedRect[1] ))
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continue;
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drawSetTexture( iTexId );
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g_api->SetupDrawingText( curTextColor );
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g_api->DrawQuad( &clippedRect[0], &clippedRect[1] ); // draw the letter
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}
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iTotalWidth += iWide + abcC;
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}
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_drawTextPos[0] += iTotalWidth;
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}
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void CEngineSurface :: drawSetTextureRGBA( int id, const char* rgba, int wide, int tall )
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{
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g_api->UploadTexture( id, rgba, wide, tall );
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}
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void CEngineSurface :: drawSetTexture( int id )
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{
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g_api->BindTexture( id );
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}
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void CEngineSurface :: drawTexturedRect( int x0, int y0, int x1, int y1 )
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{
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vpoint_t rect[2];
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vpoint_t clippedRect[2];
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InitVertex( rect[0], x0, y0, 0, 0 );
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InitVertex( rect[1], x1, y1, 1, 1 );
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// fully clipped?
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if( !ClipRect( rect[0], rect[1], &clippedRect[0], &clippedRect[1] ))
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return;
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g_api->SetupDrawingImage( _drawColor );
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g_api->DrawQuad( &clippedRect[0], &clippedRect[1] );
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}
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void CEngineSurface :: pushMakeCurrent( Panel* panel, bool useInsets )
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{
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int inSets[4] = { 0, 0, 0, 0 };
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int absExtents[4];
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int clipRect[4];
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if( useInsets )
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{
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panel->getInset( inSets[0], inSets[1], inSets[2], inSets[3] );
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}
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panel->getAbsExtents( absExtents[0], absExtents[1], absExtents[2], absExtents[3] );
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panel->getClipRect( clipRect[0], clipRect[1], clipRect[2], clipRect[3] );
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int i = _paintStack.AddToTail();
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paintState_t &paintState = _paintStack[i];
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paintState.m_pPanel = panel;
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// determine corrected top left origin
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paintState.iTranslateX = inSets[0] + absExtents[0] - _surfaceExtents[0];
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paintState.iTranslateY = inSets[1] + absExtents[1] - _surfaceExtents[1];
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// setup clipping rectangle for scissoring
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paintState.iScissorLeft = clipRect[0] - _surfaceExtents[0];
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paintState.iScissorTop = clipRect[1] - _surfaceExtents[1];
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paintState.iScissorRight = clipRect[2] - _surfaceExtents[0];
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paintState.iScissorBottom = clipRect[3] - _surfaceExtents[1];
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SetupPaintState( paintState );
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}
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void CEngineSurface :: popMakeCurrent( Panel *panel )
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{
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int top = _paintStack.Count() - 1;
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// more pops that pushes?
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Assert( top >= 0 );
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// didn't pop in reverse order of push?
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Assert( _paintStack[top].m_pPanel == panel );
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_paintStack.Remove( top );
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if( top > 0 ) SetupPaintState( _paintStack[top-1] );
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}
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bool CEngineSurface :: setFullscreenMode( int wide, int tall, int bpp )
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{
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// NOTE: Xash3D always working in 32-bit mode
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// Skip it now. VGUI cannot change video modes
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return false;
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}
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void CEngineSurface :: setWindowedMode( void )
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{
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// Skip it now. VGUI cannot change video modes
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/*
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Cvar_SetFloat( "fullscreen", 0.0f );
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*/
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}
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