Removed a little unneeded overhead in skin
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3673 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
parent
9ccd391906
commit
ade547bd2e
222
src/gui/skin.cpp
222
src/gui/skin.cpp
@ -74,7 +74,6 @@ namespace SkinConfig
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BoxRenderParams newParam;
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newParam.image = GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/skins/" + image).c_str() );
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newParam.left_border = leftborder;
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newParam.right_border = rightborder;
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newParam.top_border = topborder;
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@ -83,6 +82,9 @@ namespace SkinConfig
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newParam.vborder_out_portion = vborder_out_portion;
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newParam.preserve_h_aspect_ratios = preserve_h_aspect_ratios;
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// call last since it calculates coords considering all other parameters
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newParam.setTexture( GUIEngine::getDriver()->getTexture( (file_manager->getGUIDir() + "/skins/" + image).c_str() ) );
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if(areas.size() > 0)
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{
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newParam.areas = 0;
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@ -149,30 +151,9 @@ namespace SkinConfig
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}
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};
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Skin::Skin(IGUISkin* fallback_skin)
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{
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std::string skin_name = file_manager->getGUIDir();
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skin_name += "/skins/";
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skin_name += UserConfigParams::m_skin_file.c_str();
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SkinConfig::loadFromFile( skin_name );
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bg_image = NULL;
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m_fallback_skin = fallback_skin;
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m_fallback_skin->grab();
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assert(fallback_skin != NULL);
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m_tex_ficonhighlight = SkinConfig::m_render_params["focusHalo::neutral"].image;
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m_tex_bubble = SkinConfig::m_render_params["selectionHalo::neutral"].image;
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}
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Skin::~Skin()
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{
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m_fallback_skin->drop();
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}
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#if 0
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#pragma mark -
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#endif
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/** load default values */
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BoxRenderParams::BoxRenderParams()
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@ -188,6 +169,96 @@ BoxRenderParams::BoxRenderParams()
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areas = BODY | LEFT | RIGHT | TOP | BOTTOM;
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vertical_flip = false;
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y_flip_set = false;
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}
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void BoxRenderParams::setTexture(ITexture* image)
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{
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this->image = image;
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/*
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The source texture is split this way to allow for a stretchable center and borders that don't stretch :
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+----+--------------------+----+
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+----a--------------------b----+ <-- top_border
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+----c--------------------d----+ <-- height - bottom-border
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+----+--------------------+----+
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*/
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const int texture_w = image->getSize().Width;
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const int texture_h = image->getSize().Height;
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const int ax = left_border;
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const int ay = top_border;
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const int bx = texture_w - right_border;
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const int by = top_border;
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const int cx = left_border;
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const int cy = texture_h - bottom_border;
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const int dx = texture_w - right_border;
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const int dy = texture_h - bottom_border;
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source_area_left = core::rect<s32>(0, ay, cx, cy);
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source_area_center = core::rect<s32>(ax, ay, dx, dy);
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source_area_right = core::rect<s32>(bx, top_border, texture_w, dy);
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source_area_top = core::rect<s32>(ax, 0, bx, by);
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source_area_bottom = core::rect<s32>(cx, cy, dx, texture_h);
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source_area_top_left = core::rect<s32>(0, 0, ax, ay);
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source_area_top_right = core::rect<s32>(bx, 0, texture_w, top_border);
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source_area_bottom_left = core::rect<s32>(0, cy, cx, texture_h);
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source_area_bottom_right = core::rect<s32>(dx, dy, texture_w, texture_h);
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}
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void BoxRenderParams::calculateYFlipIfNeeded()
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{
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if(y_flip_set) return;
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#define FLIP_Y( X ) { const int y1 = X.UpperLeftCorner.Y; \
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const int y2 = X.LowerRightCorner.Y; \
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X##_yflip = X; \
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X##_yflip.UpperLeftCorner.Y = y2;\
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X##_yflip.LowerRightCorner.Y = y1;}
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FLIP_Y(source_area_left)
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FLIP_Y(source_area_center)
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FLIP_Y(source_area_right)
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FLIP_Y(source_area_top)
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FLIP_Y(source_area_bottom)
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FLIP_Y(source_area_top_left)
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FLIP_Y(source_area_top_right)
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FLIP_Y(source_area_bottom_left)
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FLIP_Y(source_area_bottom_right)
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#undef FLIP_Y
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y_flip_set = true;
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}
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#if 0
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#pragma mark -
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#endif
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Skin::Skin(IGUISkin* fallback_skin)
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{
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std::string skin_name = file_manager->getGUIDir();
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skin_name += "/skins/";
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skin_name += UserConfigParams::m_skin_file.c_str();
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SkinConfig::loadFromFile( skin_name );
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bg_image = NULL;
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m_fallback_skin = fallback_skin;
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m_fallback_skin->grab();
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assert(fallback_skin != NULL);
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}
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Skin::~Skin()
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{
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m_fallback_skin->drop();
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}
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void Skin::drawBgImage()
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@ -204,7 +275,7 @@ void Skin::drawBgImage()
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{
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int texture_w, texture_h;
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// TODO/FIXME? - user preferences still include a background image choice
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bg_image = SkinConfig::m_render_params["background::neutral"].image;
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bg_image = SkinConfig::m_render_params["background::neutral"].getImage();
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assert(bg_image != NULL);
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texture_w = bg_image->getSize().Width;
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texture_h = bg_image->getSize().Height;
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@ -233,9 +304,9 @@ void Skin::drawBgImage()
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GUIEngine::getDriver()->draw2DImage(bg_image, dest, source_area, 0 /* no clipping */, 0, false /* alpha */);
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}
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void Skin::drawBoxFromStretchableTexture(const core::rect< s32 > &dest, const BoxRenderParams& params)
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void Skin::drawBoxFromStretchableTexture(const core::rect< s32 > &dest, BoxRenderParams& params)
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{
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ITexture* source = params.image;
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const ITexture* source = params.getImage();
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const int left_border = params.left_border;
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const int right_border = params.right_border;
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const int top_border = params.top_border;
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@ -248,44 +319,10 @@ void Skin::drawBoxFromStretchableTexture(const core::rect< s32 > &dest, const Bo
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// FIXME? - lots of things here will be re-calculated every frame, which is useless since
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// widgets won't move, so they'd only need to be calculated once.
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const int texture_w = source->getSize().Width;
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//const int texture_w = source->getSize().Width;
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const int texture_h = source->getSize().Height;
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/*
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The source texture is split this way to allow for a stretchable center and borders that don't stretch :
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+----+--------------------+----+
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+----a--------------------b----+ <-- top_border
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+----c--------------------d----+ <-- height - bottom-border
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+----+--------------------+----+
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*/
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const int ax = left_border;
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const int ay = top_border;
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const int bx = texture_w - right_border;
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const int by = top_border;
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const int cx = left_border;
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const int cy = texture_h - bottom_border;
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const int dx = texture_w - right_border;
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const int dy = texture_h - bottom_border;
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core::rect<s32> source_area_left = core::rect<s32>(0, ay, cx, cy);
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core::rect<s32> source_area_center = core::rect<s32>(ax, ay, dx, dy);
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core::rect<s32> source_area_right = core::rect<s32>(bx, top_border, texture_w, dy);
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core::rect<s32> source_area_top = core::rect<s32>(ax, 0, bx, by);
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core::rect<s32> source_area_bottom = core::rect<s32>(cx, cy, dx, texture_h);
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core::rect<s32> source_area_top_left = core::rect<s32>(0, 0, ax, ay);
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core::rect<s32> source_area_top_right = core::rect<s32>(bx, 0, texture_w, top_border);
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core::rect<s32> source_area_bottom_left = core::rect<s32>(0, cy, cx, texture_h);
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core::rect<s32> source_area_bottom_right = core::rect<s32>(dx, dy, texture_w, texture_h);
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/*
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The dest area is split this way. Borders can go a bit beyond the given area so
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components inside don't go over the borders
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@ -404,25 +441,24 @@ X.LowerRightCorner.Y = dest_y + (dest_y2 - dest_y) - y1;}
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FLIP_Y(dest_area_bottom_right)
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#undef FLIP_Y
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#define FLIP_Y( X ) { const int y1 = X.UpperLeftCorner.Y; \
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const int y2 = X.LowerRightCorner.Y; \
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X.UpperLeftCorner.Y = y2;\
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X.LowerRightCorner.Y = y1;}
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FLIP_Y(source_area_left)
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FLIP_Y(source_area_center)
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FLIP_Y(source_area_right)
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FLIP_Y(source_area_top)
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FLIP_Y(source_area_bottom)
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FLIP_Y(source_area_top_left)
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FLIP_Y(source_area_top_right)
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FLIP_Y(source_area_bottom_left)
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FLIP_Y(source_area_bottom_right)
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#undef FLIP_Y
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params.calculateYFlipIfNeeded();
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}
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#define GET_AREA( X ) X = (vertical_flip ? params.X##_yflip : params.X)
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core::rect<s32>& GET_AREA(source_area_left);
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core::rect<s32>& GET_AREA(source_area_center);
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core::rect<s32>& GET_AREA(source_area_right);
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core::rect<s32>& GET_AREA(source_area_top);
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core::rect<s32>& GET_AREA(source_area_bottom);
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core::rect<s32>& GET_AREA(source_area_top_left);
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core::rect<s32>& GET_AREA(source_area_top_right);
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core::rect<s32>& GET_AREA(source_area_bottom_left);
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core::rect<s32>& GET_AREA(source_area_bottom_right);
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#undef GET_AREA
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if((areas & BoxRenderParams::LEFT) != 0)
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{
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GUIEngine::getDriver()->draw2DImage(source, dest_area_left, source_area_left,
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@ -558,12 +594,14 @@ void Skin::drawRibbonChild(const core::rect< s32 > &rect, const Widget* widget,
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rect2.LowerRightCorner.X += rect.getWidth() / 5;
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rect2.LowerRightCorner.Y += rect.getHeight() / 5;
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const int texture_w = m_tex_bubble->getSize().Width;
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const int texture_h = m_tex_bubble->getSize().Height;
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ITexture* tex_bubble = SkinConfig::m_render_params["selectionHalo::neutral"].getImage();
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const int texture_w = tex_bubble->getSize().Width;
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const int texture_h = tex_bubble->getSize().Height;
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core::rect<s32> source_area = core::rect<s32>(0, 0, texture_w, texture_h);
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GUIEngine::getDriver()->draw2DImage(m_tex_bubble, rect2, source_area,
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GUIEngine::getDriver()->draw2DImage(tex_bubble, rect2, source_area,
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0 /* no clipping */, 0, true /* alpha */);
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}
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@ -585,9 +623,9 @@ void Skin::drawRibbonChild(const core::rect< s32 > &rect, const Widget* widget,
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const int glow_center_x = rect.UpperLeftCorner.X + rect.getWidth()/2;
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const int glow_center_y = rect.UpperLeftCorner.Y + rect.getHeight() - 5;
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const int texture_w = m_tex_ficonhighlight->getSize().Width;
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const int texture_h = m_tex_ficonhighlight->getSize().Height;
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ITexture* tex_ficonhighlight = SkinConfig::m_render_params["focusHalo::neutral"].getImage();
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const int texture_w = tex_ficonhighlight->getSize().Width;
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const int texture_h = tex_ficonhighlight->getSize().Height;
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core::rect<s32> source_area = core::rect<s32>(0, 0, texture_w, texture_h);
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@ -597,7 +635,7 @@ void Skin::drawRibbonChild(const core::rect< s32 > &rect, const Widget* widget,
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glow_center_x + 45 + grow,
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glow_center_y + 25 + grow/2);
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GUIEngine::getDriver()->draw2DImage(m_tex_ficonhighlight, rect2, source_area,
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GUIEngine::getDriver()->draw2DImage(tex_ficonhighlight, rect2, source_area,
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0 /* no clipping */, 0, true /* alpha */);
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}
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/* if we're not using glow */
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@ -645,7 +683,7 @@ void Skin::drawSpinnerBody(const core::rect< s32 > &rect, const Widget* widget,
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const SpinnerWidget* w = dynamic_cast<const SpinnerWidget*>(widget);
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if( w->isGauge() )
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{
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const int handle_size = (int)( widget->h*params.left_border/(float)params.image->getSize().Height );
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const int handle_size = (int)( widget->h*params.left_border/(float)params.getImage()->getSize().Height );
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const float value = (float)(w->getValue() - w->getMin()) / (w->getMax() - w->getMin());
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@ -654,7 +692,7 @@ void Skin::drawSpinnerBody(const core::rect< s32 > &rect, const Widget* widget,
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widget->x + handle_size + (int)((widget->w - 2*handle_size)*value),
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widget->y + widget->h);
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ITexture* texture = SkinConfig::m_render_params["gaugefill::neutral"].image;
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const ITexture* texture = SkinConfig::m_render_params["gaugefill::neutral"].getImage();
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const int texture_w = texture->getSize().Width;
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const int texture_h = texture->getSize().Height;
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@ -703,16 +741,16 @@ void Skin::drawCheckBox(const core::rect< s32 > &rect, Widget* widget, bool focu
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if(w->getState() == true)
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{
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if(focused)
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texture = SkinConfig::m_render_params["checkbox::focused+checked"].image;
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texture = SkinConfig::m_render_params["checkbox::focused+checked"].getImage();
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else
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texture = SkinConfig::m_render_params["checkbox::neutral+checked"].image;
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texture = SkinConfig::m_render_params["checkbox::neutral+checked"].getImage();
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}
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else
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{
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if(focused)
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texture = SkinConfig::m_render_params["checkbox::focused+unchecked"].image;
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texture = SkinConfig::m_render_params["checkbox::focused+unchecked"].getImage();
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else
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texture = SkinConfig::m_render_params["checkbox::neutral+unchecked"].image;
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texture = SkinConfig::m_render_params["checkbox::neutral+unchecked"].getImage();
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}
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const int texture_w = texture->getSize().Width;
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@ -37,11 +37,17 @@ namespace GUIEngine
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/** class containing render params for the 'drawBoxFromStretchableTexture' function */
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class BoxRenderParams
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{
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public:
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ITexture* image;
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bool y_flip_set;
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public:
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ITexture* getImage() { return image; }
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int left_border, right_border, top_border, bottom_border;
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bool preserve_h_aspect_ratios;
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float hborder_out_portion, vborder_out_portion;
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// this parameter is a bit special since it's the only one that can change at runtime
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bool vertical_flip;
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/** bitmap containing which areas to render */
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@ -53,7 +59,35 @@ namespace GUIEngine
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static const int TOP = 8;
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static const int BOTTOM = 16;
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core::rect<s32> source_area_left;
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core::rect<s32> source_area_center;
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core::rect<s32> source_area_right;
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core::rect<s32> source_area_top;
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core::rect<s32> source_area_bottom;
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core::rect<s32> source_area_top_left;
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core::rect<s32> source_area_top_right;
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core::rect<s32> source_area_bottom_left;
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core::rect<s32> source_area_bottom_right;
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// y-flipped coords
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core::rect<s32> source_area_left_yflip;
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core::rect<s32> source_area_center_yflip;
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core::rect<s32> source_area_right_yflip;
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core::rect<s32> source_area_top_yflip;
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core::rect<s32> source_area_bottom_yflip;
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core::rect<s32> source_area_top_left_yflip;
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core::rect<s32> source_area_top_right_yflip;
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core::rect<s32> source_area_bottom_left_yflip;
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core::rect<s32> source_area_bottom_right_yflip;
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BoxRenderParams();
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void setTexture(ITexture* image);
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void calculateYFlipIfNeeded();
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};
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class Skin : public IGUISkin
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@ -61,13 +95,10 @@ namespace GUIEngine
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IGUISkin* m_fallback_skin;
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ITexture* m_tex_ficonhighlight;
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ITexture* m_tex_bubble;
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ITexture* bg_image;
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void drawBoxFromStretchableTexture(const core::rect< s32 > &dest, const BoxRenderParams& params);
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void drawBoxFromStretchableTexture(const core::rect< s32 > &dest, BoxRenderParams& params);
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// my utility methods, to work around irrlicht's very Windows-95-like-look-enforcing skin system
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void process3DPane(IGUIElement *element, const core::rect< s32 > &rect, const bool pressed);
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