view LightClone/Source/GuiButton.cpp @ 21:b4dc5d674e22

Added GUI event system and some support data structures
author koryspansel
date Thu, 15 Sep 2011 18:42:12 -0700
parents 33cb6979ac51
children a785b0aaf004
line wrap: on
line source

/*
 * GuiButton
 */

#include "GuiButton.h"
#include "VertexTypes.h"

/*
 * EventClick
 */
const char* GuiButton::EventClick = "GuiButton:Click";

/*
 * GuiButton
 */
GuiButton::GuiButton() : nState(GuiButtonState_Normal), pEffect(NULL), pVertexBuffer(NULL)
{
	memset(pTexture, 0, sizeof(pTexture));
}

/*
 * Initialize
 */
ErrorCode GuiButton::Initialize(ResourceManager* pManager)
{
	ErrorCode eCode = pManager->CreateEffectFromFile("Data\\Shaders\\TexturedQuad.fx", &pEffect);
	if(eCode == Error_Success)
	{
		eCode = pManager->CreateVertexBuffer(6 * sizeof(Vertex::Quad), D3DUSAGE_WRITEONLY, D3DPOOL_MANAGED, &pVertexBuffer);
		if(eCode == Error_Success)
		{
			eCode = SetupVertexBuffer();
			if(eCode == Error_Success)
			{
				pResourceManager = pManager;
			}
		}
	}

	return eCode;
}

/*
 * Terminate
 */
void GuiButton::Terminate()
{
	for(uint32 i = 0; i < GuiButtonState_Count; ++i)
	{
		if(pTexture[i])
		{
			pTexture[i]->Release();
			pTexture[i] = NULL;
		}
	}

	if(pVertexBuffer)
	{
		pVertexBuffer->Release();
		pVertexBuffer = NULL;
	}

	if(pEffect)
	{
		pEffect->Release();
		pEffect = NULL;
	}
}

/*
 * Update
 */
void GuiButton::Update(float fElapsed)
{
}

/*
 * Render
 */
void GuiButton::Render(RenderContext& kContext, Camera& kCamera)
{
	if(pTexture[nState])
	{
		uint32 nPasses = 0;

		const float fOffsetX = -0.5f * ScreenSizeX;
		const float fOffsetY = +0.5f * ScreenSizeY;

		const D3DXVECTOR4 kColorVector(1.0f, 1.0f, 1.0f, 1.0f);

		kContext.ApplyCameraToEffect(kCamera, pEffect);

		D3DXMATRIX kScale;
		D3DXMatrixScaling(&kScale, kDimensions.x, kDimensions.y, 1.0f);

		D3DXMATRIX kTranslate;
		D3DXMatrixTranslation(&kTranslate, fOffsetX + kPosition.x + 0.5f, fOffsetY - kPosition.y + 0.5f, 0.0f);

		D3DXMATRIX kWorldMatrix;
		D3DXMatrixMultiply(&kWorldMatrix, &kScale, &kTranslate);

		pEffect->SetMatrix(pEffect->GetParameterByName(NULL, "kWorld"), &kWorldMatrix);
		pEffect->SetVector(pEffect->GetParameterByName(NULL, "kColor"), &kColorVector);
		pEffect->SetTexture(pEffect->GetParameterByName(NULL, "kTexture"), pTexture[nState]);

		pEffect->SetTechnique(pEffect->GetTechnique(0));
		pEffect->Begin(&nPasses, 0);
		pEffect->BeginPass(0);

		kContext.DrawTriangles(Vertex::Quad::Declaration, pVertexBuffer, sizeof(Vertex::Quad), TrianglesPerFace);

		pEffect->EndPass();
		pEffect->End();
	}
}

/*
 * SetTexture
 */
ErrorCode GuiButton::SetTexture(uint32 nState, const char* pName, bool bResize)
{
	ErrorCode eCode = Error_Fail;

	if(nState < GuiButtonState_Count)
	{
		if(pTexture[nState])
		{
			pTexture[nState]->Release();
			pTexture[nState] = NULL;
		}

		eCode = pResourceManager->CreateTextureFromFile(pName, &pTexture[nState]);
		if(eCode == Error_Success)
		{
			if(bResize)
			{
				D3DSURFACE_DESC kDescriptor;
				pTexture[nState]->GetLevelDesc(0, &kDescriptor);

				kDimensions.x = (float)kDescriptor.Width;
				kDimensions.y = (float)kDescriptor.Height;
			}
		}
	}

	return eCode;
}

/*
 * OnMouseDown
 */
void GuiButton::OnMouseDown(uint32 nButton, float fX, float fY)
{
	GuiEventArguments kArguments;
	kArguments.pSource = this;

	Fire(EventClick, kArguments);
}

/*
 * OnMouseUp
 */
void GuiButton::OnMouseUp(uint32 nButton, float fX, float fY)
{
}

/*
 * SetupVertexBuffer
 */
ErrorCode GuiButton::SetupVertexBuffer()
{
	Vertex::Quad* pVertices = NULL;

	HRESULT hResult = pVertexBuffer->Lock(0, 0, (void**)&pVertices, D3DLOCK_DISCARD);
	if(FAILED(hResult))
	{
		return Error_Fail;
	}

	pVertices[0] = Vertex::Quad(+0.0f, -1.0f, 1.0f, 0.0f, 1.0f);
	pVertices[1] = Vertex::Quad(+0.0f, +0.0f, 1.0f, 0.0f, 0.0f);
	pVertices[2] = Vertex::Quad(+1.0f, +0.0f, 1.0f, 1.0f, 0.0f);
	pVertices[3] = Vertex::Quad(+0.0f, -1.0f, 1.0f, 0.0f, 1.0f);
	pVertices[4] = Vertex::Quad(+1.0f, +0.0f, 1.0f, 1.0f, 0.0f);
	pVertices[5] = Vertex::Quad(+1.0f, -1.0f, 1.0f, 1.0f, 1.0f);

	pVertexBuffer->Unlock();

	return Error_Success;
}