Mercurial > fife-parpg
view engine/core/video/opengl/glimage.h @ 697:ecaa4d98f05f tip
Abstracted the GUI code and refactored the GUIChan-specific code into its own module.
* Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring.
* GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass.
* The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class.
* The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged.
* Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Sat, 18 Jun 2011 00:28:40 -1000 |
parents | e3140f01749d |
children |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_VIDEO_RENDERBACKENDS_OPENGL_GLIMAGE_H #define FIFE_VIDEO_RENDERBACKENDS_OPENGL_GLIMAGE_H // Standard C++ library includes #include <vector> // Platform specific includes #include "util/base/fife_stdint.h" // 3rd party library includes #include <SDL_video.h> // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "video/image.h" #include "fife_opengl.h" namespace FIFE { // FIXME: due to image chunking issues, GLImage uses SDLImage to draw primitives on its surface // remember though that OpenGL backend is not separate thing of SDL; instead it sits on top of it class SDLImage; /** Implements an Image using OpenGL. * * This class contains a texture handle bound to the data given to the constructor; * it draws a textured @i Quad to the screen. * * @see Image * @note Width and height are not limited to powers of two; non-power of two * images will be converted internally. * @todo Check the correctness of the generateTexture function on big endian systems (ppc) */ class GLImage : public Image { public: GLImage(SDL_Surface* surface); GLImage(const uint8_t* data, unsigned int width, unsigned int height); virtual ~GLImage(); void invalidate(); void render(const Rect& rect, SDL_Surface* dst, unsigned char alpha = 255); void saveImage(const std::string& filename); bool putPixel(int x, int y, int r, int g, int b, int a = 255); void drawLine(const Point& p1, const Point& p2, int r, int g, int b, int a = 255); void drawTriangle(const Point& p1, const Point& p2, const Point& p3, int r, int g, int b, int a = 255); void drawRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void fillRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4, int r, int g, int b, int a = 255); void drawVertex(const Point& p, const uint8_t size, int r, int g, int b, int a = 255); void drawLightPrimitive(const Point& p, uint8_t intensity, float radius, int subdivisions, float xstretch, float ystretch, uint8_t red, uint8_t green, uint8_t blue); protected: void setClipArea(const Rect& cliparea, bool clear); private: // texture coords to use float m_col_tex_coord; // @see m_col_tex_coord float m_row_tex_coord; /** Holds texture ids that are used to access textures in GL rendering context */ GLuint* m_textureids; /** Frees allocated memory and calls resetGlImage */ void cleanup(); /** Resets GLImage variables */ void resetGlimage(); //void saveAsPng(const std::string& filename, SDL_Surface& surface); /** Generates the GL Texture for use when rendering. */ void generateGLTexture(); /** Original SDLImage where GLImage is created from * FIXME: at the moment SDLImage is used to draw graphics (e.g. line) on screen * this is clearly not optimal, but image chunking makes somewhat harder to do * proper drawing of graphics (e.g. how to segment lines into correct boxes). * It might be possible to use some kind of offscreen OpenGL image for this * purpose */ SDLImage* m_sdlimage; uint32_t m_chunk_size_w; uint32_t m_chunk_size_h; SDL_Color m_colorkey; }; } #endif /* vim: set noexpandtab: set shiftwidth=2: set tabstop=2: */