- Renderer now vould use more screen Objects - Register default Top and Bottom Screens (for Overlays and UI7) - Make ToHex an Inline header func - Add GetCompilerVersion - Add Library Compile And Version Info to common - Remove z of vertex object and shader in position - Add Container base and SubContainers to UI7 - Add abillity to Join Multiple Objects in Same Line and Center them - Fix LayerOrder Bug for updating texts in DrawList
131 lines
4.2 KiB
C++
131 lines
4.2 KiB
C++
/*
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MIT License
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Copyright (c) 2024 René Amthor (tobid7)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/common/strings.hpp>
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#include <pd/ui7/drawlist.hpp>
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namespace PD {
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namespace UI7 {
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void DrawList::AddRectangle(vec2 pos, vec2 szs, const UI7Color& clr) {
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if (!ren->InBox(pos, szs, ren->GetViewport())) {
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return;
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}
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auto rect = ren->CreateRect(pos, szs, 0.f);
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auto cmd = LI::Command::New();
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ren->UseTex();
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ren->SetupCommand(cmd);
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cmd->Layer(base + layer);
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ren->QuadCommand(cmd, rect, vec4(0.f, 1.f, 1.f, 0.f), clr);
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commands.push_back(std::make_pair(
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ren->CurrentScreen()->ScreenType() == Screen::Bottom, cmd));
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}
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void DrawList::AddTriangle(vec2 pos0, vec2 pos1, vec2 pos2,
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const UI7Color& clr) {
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if (!ren->InBox(pos0, pos1, pos2, ren->GetViewport())) {
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return;
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}
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auto cmd = LI::Command::New();
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ren->UseTex();
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ren->SetupCommand(cmd);
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cmd->Layer(base + layer);
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ren->TriangleCommand(cmd, pos0, pos1, pos2, clr);
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commands.push_back(std::make_pair(
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ren->CurrentScreen()->ScreenType() == Screen::Bottom, cmd));
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}
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void DrawList::AddText(vec2 pos, const std::string& text, const UI7Color& clr,
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LITextFlags flags, vec2 box) {
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u32 id = Strings::FastHash(text);
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auto e = static_text.find(id);
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if (e == static_text.end()) {
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static_text[id] = LI::Renderer::StaticText::New();
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e = static_text.find(id);
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}
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if (!e->second->IsSetup()) {
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int l = ren->Layer();
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ren->Layer(base);
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e->second->Setup(&(*ren), pos, clr, text, flags, box);
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ren->Layer(l);
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}
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e->second->SetPos(pos);
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e->second->SetColor(clr);
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e->second->SetLayer(layer);
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e->second->Draw();
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////// STILL LEAVING THE OLD CODE BELOW AS IT IS MAYBE NEEDED //////
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////// IF STATIC TEXT SYSTEM SHOULD HAVE AN DISABLE OPTION //////
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// Dont create a Command here as TextCommand has autosetup
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// cause it needs to generate multiple commands if
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// Font uses multiple textures
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// Oh and Handle Layer management here as well
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// int l = ren->Layer();
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// ren->Layer(base + layer);
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// std::vector<LI::Command::Ref> cmds;
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// ren->TextCommand(cmds, pos, clr, text, flags, box);
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// ren->Layer(l);
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// for (auto c : cmds) {
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// commands.push_back(
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// std::make_pair(ren->CurrentScreen()->ScreenType() == Screen::Bottom,
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// c));
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// }
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}
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void DrawList::AddImage(vec2 pos, Texture::Ref img, vec2 size) {
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size = size == 0.f ? img->GetSize() : size;
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if (!ren->InBox(pos, size, ren->GetViewport())) {
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return;
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}
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auto rect = ren->CreateRect(pos, size, 0.f);
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auto cmd = LI::Command::New();
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ren->UseTex(img);
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ren->SetupCommand(cmd);
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cmd->Layer(base + layer);
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ren->QuadCommand(cmd, rect, img->GetUV(), 0xffffffff);
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commands.push_back(std::make_pair(
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ren->CurrentScreen()->ScreenType() == Screen::Bottom, cmd));
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}
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void DrawList::Clear() { commands.clear(); }
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void DrawList::Process() {
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for (auto command : commands) {
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ren->OnScreen(ren->GetScreen(command.first));
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ren->PushCommand(command.second);
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}
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commands.clear();
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layer = 0;
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std::vector<u32> rem;
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for (auto it : static_text) {
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if (!it.second->Used()) {
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rem.push_back(it.first);
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}
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it.second->SetUnused();
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}
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for (auto& it : rem) {
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static_text.erase(it);
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}
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}
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} // namespace UI7
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} // namespace PD
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