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CnC_Renegade/Code/wwui/imagectrl.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : wwui *
* *
* $Archive:: /Commando/Code/wwui/imagectrl.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/22/01 4:12p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "imagectrl.h"
#include "texture.h"
#include "assetmgr.h"
#include "stylemgr.h"
//////////////////////////////////////////////////////////////////////
//
// ImageCtrlClass
//
//////////////////////////////////////////////////////////////////////
ImageCtrlClass::ImageCtrlClass (void)
{
//
// Configure the renderers
//
StyleMgrClass::Configure_Renderer (&ControlRenderer);
StyleMgrClass::Configure_Renderer (&TextureRenderer);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// ~ImageCtrlClass
//
//////////////////////////////////////////////////////////////////////
ImageCtrlClass::~ImageCtrlClass (void)
{
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Create_Control_Renderer
//
//////////////////////////////////////////////////////////////////////
void
ImageCtrlClass::Create_Control_Renderer (void)
{
Render2DClass &renderer = ControlRenderer;
//
// Configure this renderer
//
renderer.Reset ();
renderer.Enable_Texturing (false);
//
// Determine which color to draw the outline in
//
int color = StyleMgrClass::Get_Line_Color ();
int bkcolor = StyleMgrClass::Get_Bk_Color ();
if (IsEnabled == false) {
color = StyleMgrClass::Get_Disabled_Line_Color ();
bkcolor = StyleMgrClass::Get_Disabled_Bk_Color ();
}
//
// Draw the control's outline
//
if ( Style & WS_BORDER == WS_BORDER ) {
renderer.Add_Outline (Rect, 1.0F, color);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Create_Texture_Renderer
//
//////////////////////////////////////////////////////////////////////
void
ImageCtrlClass::Create_Texture_Renderer (void)
{
Render2DClass &renderer = TextureRenderer;
//
// Simply draw the texture inside the control
//
renderer.Reset ();
if (renderer.Peek_Texture () != NULL) {
renderer.Add_Quad (Rect);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Set_Texture
//
//////////////////////////////////////////////////////////////////////
void
ImageCtrlClass::Set_Texture (const char *texture_name)
{
//
// Assign the texture to the renderer
//
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (texture_name, TextureClass::MIP_LEVELS_1);
TextureRenderer.Set_Texture (texture);
REF_PTR_RELEASE (texture);
//
// Force an update
//
Set_Dirty ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
ImageCtrlClass::Render (void)
{
//
// Recreate the renderers (if necessary)
//
if (IsDirty) {
Create_Control_Renderer ();
Create_Texture_Renderer ();
}
//
// Render the image...
//
TextureRenderer.Render ();
ControlRenderer.Render ();
DialogControlClass::Render ();
return ;
}