// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef RZ_VIEW_QUAD_H
#define RZ_VIEW_QUAD_H
#include "view_base.h"
#include "view_renderer.h"
#include "nel/misc/geom_ext.h"
/** Display of an arbitrary textured quad in the UI. The applied texture is filtered.
* Unlike CViewBitmap, the texture is always scaled here, and this ui element coordinates
* are driven by the quad vertices coordinates (see setQuad)
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 12/2005
*/
class CViewQuad : public CViewBase
{
public:
enum TWrapMode { Repeat = 0, Clamp, WrapModeCount };
CViewQuad();
// from CInterfaceElement
bool parse(xmlNodePtr cur,CInterfaceGroup *parentGroup);
virtual void updateCoords();
virtual void draw();
virtual uint32 getMemory() { return (uint32)(sizeof(*this)+_Id.size()); }
// from CViewBase
virtual sint32 getAlpha() const { return (sint32) _Color.A; }
virtual void setAlpha (sint32 a);
// texture
void setTexture(const std::string &texName);
std::string getTexture () const;
// color
void setColorRGBA(NLMISC::CRGBA col) { _Color = col; }
NLMISC::CRGBA getColorRGBA() const { return _Color; }
/** Set a new quad relative to parent pos
* x,y, w, h & hotspot are updated to fit the bounding rect of the quad
*/
void setQuad(const NLMISC::CQuad &quad);
void setQuad(const NLMISC::CVector &start, const NLMISC::CVector &end, float thickness);
/** Fit the given texture size (no hotspot for now, always centered)
* NB : current texture is not modified.
*/
void setQuad(const std::string &texName, const NLMISC::CVector &pos, float angle = 0.f, float offCenter = 0.f);
void setQuad(const NLMISC::CVector &pos, float radius, float angle = 0.f);
const NLMISC::CQuad &getQuad() const { return _Quad; }
void setAdditif(bool additif);
bool getAdditif() const { return _Additif; }
void setPattern(float umin, float umax, TWrapMode wrapMode);
private:
NLMISC::CRGBA _Color;
NLMISC::CQuad _Quad;
NLMISC::CQuadUV _RealQuad; // absolute coords
float _ClampedUCorrection;
CViewRenderer::CTextureId _TextureId; /// Accelerator
bool _Additif;
float _UMin;
float _UMax;
TWrapMode _WrapMode;
};
#endif