void CGUIWindow::LoadSlider (CSlider** slider_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<Slider name="debug_fps" posx="0" posy="2" height="10" width="10" visible="true" active="true" value="0.5" buttonH="10" buttonW="10" // button_normal="blabla" button_over="bla" button_clicked"bla" button_deactivated="bla" quad="bla" // OnOverAction="" OnClickedAction="" OnChangeValue="" OnSaveValue="blabl" OnLoadValue="" Literal="blabla" widthOffset="" heightOffset=""/> CSlider* slider; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); float value = pNewNode.GetFloatProperty("value", 0.f); float buttonH = pNewNode.GetFloatProperty("buttonH", 10.f); float buttonW = pNewNode.GetFloatProperty("buttonW", 10.f); std::string button_normal = pNewNode.GetPszProperty("button_normal", ""); std::string button_over = pNewNode.GetPszProperty("button_over", ""); std::string button_clicked = pNewNode.GetPszProperty("button_clicked", ""); std::string button_deactivated = pNewNode.GetPszProperty("button_deactivated", ""); std::string quad = pNewNode.GetPszProperty("quad", ""); std::string OnChangeValue = pNewNode.GetPszProperty("OnChangeValue", ""); std::string OnClickedAction = pNewNode.GetPszProperty("OnClickedAction", ""); std::string OnOverAction = pNewNode.GetPszProperty("OnOverAction", ""); std::string OnSaveValue = pNewNode.GetPszProperty("OnSaveValue", ""); std::string OnLoadValue = pNewNode.GetPszProperty("OnLoadValue", ""); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); CTexture* normal = tm->GetTexture(button_normal); CTexture* over = tm->GetTexture(button_over); CTexture* deac = tm->GetTexture(button_deactivated); CTexture* clicked = tm->GetTexture(button_clicked); CTexture* back = tm->GetTexture(quad); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); slider = new CSlider( screenResolution.y, screenResolution.x, h, w, Vect2f(posx,posy), buttonW, buttonH, value, l_literal, heightOffset, widthOffset, visible, activated); slider->SetName(name); slider->SetButtonTextures(normal, over, clicked, deac); slider->SetBackGroundTexture(back); slider->SetOnChangeValueAction(OnChangeValue); slider->SetOnClickedAction(OnClickedAction); slider->SetOnOverAction(OnOverAction); slider->SetOnLoadValueAction(OnLoadValue); slider->SetOnSaveValueAction(OnSaveValue); *slider_aux = slider; }
void CGUIWindow::LoadDialogBox (CDialogBox** dialogBox_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<DialogBox name="debug_fps" posx="0" posy="2" height="10" width="10" visible="true" active="true" buttonH="10" buttonW="10" // buttonClose_normal="blabla" buttonClose_over="bla" buttonClose_clicked"bla" buttonClose_deactivated"bla" buttonMove_normal="blabla" buttonMove_over="bla" // buttonMove_clicked"bla" buttonMove_deactivated"bla" quad="bla" Literal="blabla" widthOffset="" heightOffset=""/> CDialogBox* dialogBox; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); float buttonH = pNewNode.GetFloatProperty("buttonH", 10.f); float buttonW = pNewNode.GetFloatProperty("buttonW", 10.f); std::string buttonClose_normal = pNewNode.GetPszProperty("buttonClose_normal", ""); std::string buttonClose_over = pNewNode.GetPszProperty("buttonClose_over", ""); std::string buttonClose_clicked = pNewNode.GetPszProperty("buttonClose_clicked", ""); std::string buttonClose_deactivated = pNewNode.GetPszProperty("buttonClose_deactivated", ""); std::string buttonMove_normal = pNewNode.GetPszProperty("buttonMove_normal", ""); std::string buttonMove_over = pNewNode.GetPszProperty("buttonMove_over", ""); std::string buttonMove_clicked = pNewNode.GetPszProperty("buttonMove_clicked", ""); std::string buttonMove_deactivated = pNewNode.GetPszProperty("buttonMove_deactivated", ""); std::string quad = pNewNode.GetPszProperty("quad"); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); CTexture* Close_normal = tm->GetTexture(buttonClose_normal); CTexture* Close_over = tm->GetTexture(buttonClose_over); CTexture* Close_clicked = tm->GetTexture(buttonClose_clicked); CTexture* Close_deactivated = tm->GetTexture(buttonClose_deactivated); CTexture* Move_normal = tm->GetTexture(buttonMove_normal); CTexture* Move_over = tm->GetTexture(buttonMove_over); CTexture* Move_clicked = tm->GetTexture(buttonMove_clicked); CTexture* Move_deactivated = tm->GetTexture(buttonMove_deactivated); CTexture* back = tm->GetTexture(quad); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); dialogBox = new CDialogBox( screenResolution.y,screenResolution.x, h, w, Vect2f(posx,posy), buttonW, buttonH, l_literal, heightOffset, widthOffset, visible, activated); dialogBox->SetName(name); dialogBox->SetCloseButtonTextures(Close_normal, Close_over, Close_clicked, Close_deactivated); dialogBox->SetMoveButtonTextures(Move_normal, Move_over, Move_clicked, Move_deactivated); dialogBox->SetDialogTexture(back); *dialogBox_aux = dialogBox; }
void CStaticMesh::Render(CRenderManager *RM) const { uint16 l_Size = static_cast<uint16>(m_RVs.size()); for(uint16 i=0; i<l_Size; ++i) { uint16 l_NumTexs = static_cast<uint16>(m_Textures[i].size()); for( uint16 j=0; j < l_NumTexs; ++j) { CORE->GetEffectManager()->SetTextureDim(Vect2f((float)m_Textures[i][j]->GetWidth(), (float)m_Textures[i][j]->GetHeight())); m_Textures[i][j]->Activate(j); } m_RVs[i]->Render( RM, m_RenderableObjectsTechniques[i]->GetEffectTechnique() ); } }
void CGUIWindow::LoadCheckButton (CCheckButton** checkButton_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<CheckButton name="debug_thps" posx="0" posy="2" height="10" width="10" visible="true" active="true" isOn="true" // texture_on="blabla" texture_off="bla" texture_deactivated"bla" // OnCheckOn="blabla" OnCheckOff="blabla" OnOverButton="blabla" // OnSaveValue="blabl" OnLoadValue="" Literal="blabla" widthOffset="" heightOffset=""/> CCheckButton* checkButton; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); bool isOn = pNewNode.GetBoolProperty("isOn", ""); std::string texture_on = pNewNode.GetPszProperty("texture_on", ""); std::string texture_off = pNewNode.GetPszProperty("texture_off", ""); std::string texture_deactivated = pNewNode.GetPszProperty("texture_deactivated", ""); std::string OnCheckOn = pNewNode.GetPszProperty("OnCheckOn", ""); std::string OnCheckOff = pNewNode.GetPszProperty("OnCheckOff", ""); std::string OnOverButton = pNewNode.GetPszProperty("OnOverButton", ""); std::string OnSaveValue = pNewNode.GetPszProperty("OnSaveValue", ""); std::string OnLoadValue = pNewNode.GetPszProperty("OnLoadValue", ""); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); CTexture* on = tm->GetTexture(texture_on); CTexture* off = tm->GetTexture(texture_off); CTexture* deactivated = tm->GetTexture(texture_deactivated); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); checkButton = new CCheckButton(screenResolution.y,screenResolution.x, h, w, Vect2f(posx,posy), isOn, l_literal, heightOffset, widthOffset, visible, activated); checkButton->SetName(name); checkButton->SetTextures(on, off, deactivated); checkButton->SetOnCheckOnAction(OnCheckOn); checkButton->SetOnCheckOffAction(OnCheckOff); checkButton->SetOnLoadValueAction(OnLoadValue); checkButton->SetOnSaveValueAction(OnSaveValue); checkButton->SetOnOverAction(OnOverButton); *checkButton_aux = checkButton; }
void CStaticMesh::RenderInstance(CRenderManager* RM, LPDIRECT3DVERTEXBUFFER9 instanceBuffer, uint32 count) const { uint16 l_Size = static_cast<uint16>(m_RVs.size()); for(uint16 i=0; i<l_Size; ++i) { uint16 l_NumTexs = static_cast<uint16>(m_Textures[i].size()); for( uint16 j=0; j < l_NumTexs; ++j) { CORE->GetEffectManager()->SetTextureDim(Vect2f((float)m_Textures[i][j]->GetWidth(), (float)m_Textures[i][j]->GetHeight())); m_Textures[i][j]->Activate(j); } m_RVs[i]->RenderInstance(RM, m_RenderableObjectsTechniquesInstance[i]->GetEffectTechnique(), instanceBuffer, count); } }
void CGUIWindow::LoadEditableTextBox (CEditableTextBox** editableTextBox_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<EditableTextBox name="debug_fps" posx="0" posy="2" height="10" width="10" visible="true" active="true" // texture_quad="blabla" id_font="0" color_font_r="0" color_font_g="0" color_font_b="0" // buffer="" OnSaveValue="blabla" OnLoadValue="blabla" Literal="blabla" widthOffset="" heightOffset="" // Literal="blabla" widthOffset="" heightOffset=""/> CEditableTextBox* editableTextBox; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); std::string quad = pNewNode.GetPszProperty("texture_quad", ""); std::string OnSaveValue = pNewNode.GetPszProperty("OnSaveValue", ""); std::string OnLoadValue = pNewNode.GetPszProperty("OnLoadValue", ""); uint32 idFont = pNewNode.GetIntProperty("id_font", 0); float color_font_r = pNewNode.GetFloatProperty("color_font_r", 0.f); float color_font_g = pNewNode.GetFloatProperty("color_font_g", 0.f); float color_font_b = pNewNode.GetFloatProperty("color_font_b", 0.f); std::string buffer = pNewNode.GetPszProperty("buffer", ""); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); CTexture* quad_texture = tm->GetTexture(quad); editableTextBox = new CEditableTextBox( screenResolution.y,screenResolution.x,h, w, Vect2f(posx,posy), CColor(color_font_r,color_font_g,color_font_b),idFont, l_literal, heightOffset, widthOffset, visible, activated); editableTextBox->SetName(name); editableTextBox->SetBackGroundTexture(quad_texture); editableTextBox->SetBuffer(buffer); editableTextBox->SetOnLoadValueAction(OnSaveValue); editableTextBox->SetOnSaveValueAction(OnLoadValue); *editableTextBox_aux = editableTextBox; }
//---Constructor CDialogBox::CDialogBox( uint32 windowsHeight, uint32 windowsWidth, float height_precent, float witdh_percent, const Vect2f position_percent, float buttonWidthPercent, float buttonHeightPercent, std::string lit, uint32 textHeightOffset, uint32 textWidthOffset, bool isVisible, bool isActive) : CGuiElement( windowsHeight, windowsWidth, height_precent, witdh_percent, position_percent, DIALOG_BOX, lit, textHeightOffset, textWidthOffset, isVisible, isActive) , m_bDialogClicked(false) , m_ButtonClose(windowsHeight, windowsWidth, buttonHeightPercent, buttonWidthPercent, position_percent + Vect2f(witdh_percent-buttonWidthPercent,0.f), "", 0, 0, isVisible, isActive ) , m_ButtonMove(windowsHeight, windowsWidth, buttonHeightPercent, witdh_percent-buttonWidthPercent, position_percent, "", 0, 0, isVisible, isActive ) , m_pBackGroundTexture(NULL) , m_BackGroundColor(colWHITE) , m_bStart_to_Move(false) , m_PreviousPosMouse(v2iZERO) , m_fButtonHeight( buttonHeightPercent ) , m_fButtonWidth( buttonWidthPercent ) { m_ButtonClose.SetParent(this); m_ButtonClose.SetName("buttonClose"); }
void CGUIWindow::LoadStaticText(CStaticText** staticText_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<StaticText name="pepito" posx="0" posy="2" literal="blabla" visible="true" active="true"/> CStaticText* staticText; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); staticText = new CStaticText(screenResolution.y, screenResolution.x, h, w, Vect2f(posx,posy), l_literal, visible, activated); staticText->SetName(name); *staticText_aux = staticText; }
void CGUIWindow::LoadButton (CButton** button_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<Button name="play" posx="0" posy="0" height="10" width="10" visible="true" activated="true" // texture_normal="blabla" texture_over="bla" texture_clicked="bla" texture_deactivated="bla" // OnClickedAction="blabla" OnOverAction="blabla" Literal="blabla" widthOffset="" heightOffset=""/> CButton* button; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); std::string texture_normal = pNewNode.GetPszProperty("texture_normal", ""); std::string texture_over = pNewNode.GetPszProperty("texture_over", ""); std::string texture_clicked = pNewNode.GetPszProperty("texture_clicked", ""); std::string texture_deactivated = pNewNode.GetPszProperty("texture_deactivated", ""); std::string OnClickedAction = pNewNode.GetPszProperty("OnClickedAction", ""); std::string OnOverAction = pNewNode.GetPszProperty("OnOverAction", ""); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); CTexture* normal = tm->GetTexture(texture_normal); CTexture* over = tm->GetTexture(texture_over); CTexture* clicked = tm->GetTexture(texture_clicked); CTexture* deactivated = tm->GetTexture(texture_deactivated); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); button = new CButton(screenResolution.y,screenResolution.x, h, w, Vect2f(posx,posy), l_literal, heightOffset, widthOffset, visible, activated); button->SetName(name); button->SetTextures(normal,over,clicked,deactivated); button->SetOnClickedAction(OnClickedAction); button->SetOnOverAction(OnOverAction); *button_aux = button; }
void CGUIWindow::LoadProgressBar(CProgressBar** progressBar_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<ProgressBar name="progressBar1" posx="200" posy="600" height="10" width="100" visible="true" active="true" // texture_back="hola" texture_bar="hola2" id_font="0" color_font_r="0" color_font_g="0" color_font_b="0" // Literal="blabla" widthOffset="" heightOffset="" OnComplete="blabla"/> CProgressBar* progressBar; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); std::string texture_bar = pNewNode.GetPszProperty("texture_bar", ""); std::string texture_back = pNewNode.GetPszProperty("texture_back", ""); std::string OnComplete = pNewNode.GetPszProperty("OnComplete", ""); uint32 idFont = pNewNode.GetIntProperty("id_font", 0); float color_font_r = pNewNode.GetFloatProperty("color_font_r", 0.f); float color_font_g = pNewNode.GetFloatProperty("color_font_g", 0.f); float color_font_b = pNewNode.GetFloatProperty("color_font_b", 0.f); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); CTexture* bar = tm->GetTexture(texture_bar); CTexture* back = tm->GetTexture(texture_back); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); progressBar = new CProgressBar( screenResolution.y,screenResolution.x, h, w, Vect2f(posx, posy), l_literal, heightOffset, widthOffset, visible, activated); progressBar->SetName(name); progressBar->SetTextures(back, bar); progressBar->SetFont(idFont, CColor(color_font_r,color_font_g,color_font_b)); progressBar->SetOnComplete(OnComplete); *progressBar_aux = progressBar; }
void CGUIWindow::LoadRadioBox(CRadioBox** radioBox_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<RadioBox name="pepito" posx="0" posy="2" height="10" width="10" default_checkButton="bla" visible="true" active="true" texture_back="" // columns="3" rows="3" OnCheckOn="blabla" OnCheckOff="blabla" OnOverButton="blabla" // OnSaveValue="blabl" OnLoadValue="" Literal="blabla" widthOffset="" heightOffset=""/> // <texture name="q3dm1" on="gui_q3dm1_on.jpg" off="gui_q3dm1_off.jpg" deactivated="gui_q3dm1_on.jpg" /> // <texture name="q3dm2" on="gui_q3dm2_on.jpg" off="gui_q3dm2_off.jpg" deactivated="gui_q3dm2_on.jpg" /> // ... //</RadioBox> CRadioBox* radioBox; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); std::string default_checkButton = pNewNode.GetPszProperty("default_checkButton", ""); std::string texture_back = pNewNode.GetPszProperty("texture_back", ""); uint32 columns = pNewNode.GetIntProperty("columns", 0); uint32 rows = pNewNode.GetIntProperty("rows", 0); std::string OnCheckOn = pNewNode.GetPszProperty("OnCheckOn", ""); std::string OnCheckOff = pNewNode.GetPszProperty("OnCheckOff", ""); std::string OnOverButton = pNewNode.GetPszProperty("OnOverButton", ""); std::string OnSaveValue = pNewNode.GetPszProperty("OnSaveValue", ""); std::string OnLoadValue = pNewNode.GetPszProperty("OnLoadValue", ""); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); radioBox = new CRadioBox( screenResolution.y,screenResolution.x,h, w, Vect2f(posx,posy), columns, rows, default_checkButton, l_literal, heightOffset, widthOffset, visible, activated); if (texture_back!="") { CTexture* quad = tm->GetTexture(texture_back); radioBox->SetTextureBack(quad); } radioBox->SetName(name); radioBox->SetOnLoadValueAction(OnLoadValue); radioBox->SetOnSaveValueAction(OnSaveValue); //radioBox->SetCheckButtonActions(OnCheckOn, OnCheckOff, OnOverButton); int count = pNewNode.GetNumChildren(); for (int j = 0; j < count; ++j) { CXMLTreeNode pTexture = pNewNode(j); std::string tagName = pTexture.GetName(); if (tagName.compare("texture")==0) { std::string name = pTexture.GetPszProperty("name"); std::string on = pTexture.GetPszProperty("on"); std::string off = pTexture.GetPszProperty("off"); std::string deactivated = pTexture.GetPszProperty("deactivated"); CTexture* texture_on = tm->GetTexture(on); CTexture* texture_off = tm->GetTexture(off); CTexture* texture_deactivated = tm->GetTexture(deactivated); radioBox->SetCheckButton(name, texture_on, texture_off, texture_deactivated); } } radioBox->SetCheckButtonActions(OnCheckOn, OnCheckOff, OnOverButton); *radioBox_aux = radioBox; }
void CComponentPlayerController::Force() { if(!m_bForceActive) { return; } CGameEntity* l_pPlayerEntity = GetEntity(); CComponentEnergy* l_pEnergy = l_pPlayerEntity->GetComponent<CComponentEnergy>(); if(m_bGodMode || l_pEnergy->Decrease(ENERGY_FORCE)) { CRenderer *l_pRenderer = CORE->GetRenderer(); assert(l_pPlayerEntity); CComponentObject3D* l_pObject3d = l_pPlayerEntity->GetComponent<CComponentObject3D>(); assert(l_pObject3d); CPostSceneRendererStep* l_pShockWave = l_pRenderer->GetPostSceneRendererStep("shock_wave"); assert(l_pShockWave); l_pShockWave->SetCenter(Vect2f(0.3f,0.5f)); l_pRenderer->ActivateRenderPath("shock_wave"); m_fForceTime = 0.0f; Vect3f l_vPos = l_pObject3d->GetPosition(); vector<CPhysicUserData*> l_vImpactObjects; CPhysicsManager *l_pPM = PHYSICS_MANAGER; Mat33f l_mRot; l_mRot.SetIdentity(); l_mRot.RotByAngleY(m_pObject3D->GetYaw()); Vect3f l_vDir = l_mRot*Vect3f(1.0f,0.0f,0.0f); ENTITY_MANAGER->InitLifeOmni(0.2f,CColor(0.0f,0.0f,2.0f, 1.0f),2.0f,10.0f,l_vPos+1.2f*l_vDir); l_pPM->OverlapSphereActor(2.0f,l_vPos+3.0f*l_vDir,l_vImpactObjects,l_pPM->GetCollisionMask(ECG_FORCE)); vector<CPhysicUserData*>::iterator l_itUserData; vector<CPhysicUserData*>::iterator l_itUserDataEnd = l_vImpactObjects.end(); set<CGameEntity*> l_vImpactEntities; for(l_itUserData = l_vImpactObjects.begin(); l_itUserData != l_itUserDataEnd; ++l_itUserData) { CPhysicUserData* l_pUserData = *l_itUserData; l_vImpactEntities.insert(l_pUserData->GetEntity()); } set<CGameEntity*>::iterator l_itEntity; set<CGameEntity*>::iterator l_itEntityEnd = l_vImpactEntities.end(); for(l_itEntity = l_vImpactEntities.begin(); l_itEntity != l_itEntityEnd; ++l_itEntity) { CGameEntity* l_pEntity = *l_itEntity; if(l_pPlayerEntity != l_pEntity) { Vect3f l_v = l_vPos + Vect3f(0.0f,0.25f,0.0f); SEvent l_impacte; l_impacte.Msg = SEvent::REBRE_FORCE; l_impacte.Info[0].Type = SEventInfo::FLOAT; l_impacte.Info[0].f = DAMAGE_FORCE; l_impacte.Info[1].Type = SEventInfo::VECTOR; l_impacte.Info[1].v.x = l_v.x; l_impacte.Info[1].v.y = l_v.y; l_impacte.Info[1].v.z = l_v.z; l_impacte.Receiver = l_pEntity->GetGUID(); l_impacte.Sender = l_pPlayerEntity->GetGUID(); ENTITY_MANAGER->SendEvent(l_impacte); } } } }
Vect2f operator+(Vect2f const & rhs) { return Vect2f(x + rhs.x, y + rhs.y); }
void CGUIWindow::LoadAnimatedImage(CAnimatedImage** image_aux, CXMLTreeNode& pNewNode, const Vect2i& screenResolution, CTextureManager* tm) { //<AnimatedImage name="imageRoomSelected_gameserver2" posx="35" posy="20" height="40" width="30" visible="true" active="true" //default="q3dm1" isAnimated="true", time="0" loop="true" OnSaveValue="blabla" OnLoadValue="blabla" Literal="blabla" //widthOffset="" heightOffset="" flip="" Literal="blabla" widthOffset="" heightOffset=""/> // <texture name="q3dm1" texture="gui_q3dm1_off.jpg"/> // <texture name="q3dm2" texture="gui_q3dm2_off.jpg"/> // ... //</Image> CAnimatedImage* image; std::string name = pNewNode.GetPszProperty("name", "defaultGuiElement"); float posx = pNewNode.GetFloatProperty("posx", 0.f); float posy = pNewNode.GetFloatProperty("posy", 0.f); float w = pNewNode.GetFloatProperty("width", 50.f); float h = pNewNode.GetFloatProperty("height", 50.f); bool visible = pNewNode.GetBoolProperty("visible", true); bool activated = pNewNode.GetBoolProperty("active", true); uint16 initFrame = pNewNode.GetIntProperty("initFrame", true); bool playOnLoad = pNewNode.GetBoolProperty("playOnLoad", true); std::string OnSaveValue = pNewNode.GetPszProperty("OnSaveValue", ""); std::string OnLoadValue = pNewNode.GetPszProperty("OnLoadValue", ""); std::string flip = pNewNode.GetPszProperty("flip", ""); bool backGround = pNewNode.GetBoolProperty("backGround", false); std::string l_literal = pNewNode.GetPszProperty("Literal", ""); float widthOffsetPercent = pNewNode.GetFloatProperty("widthOffset", 0.f); float heightOffsetPercent = pNewNode.GetFloatProperty("heightOffset", 0.f); uint32 widthOffset = (uint32) (screenResolution.x * 0.01f * widthOffsetPercent ); uint32 heightOffset = (uint32) (screenResolution.y * 0.01f * heightOffsetPercent ); image = new CAnimatedImage( screenResolution.y,screenResolution.x, h, w, Vect2f(posx,posy), l_literal, heightOffset, widthOffset, visible, activated); image->SetName(name); image->SetOnLoadValueAction(OnLoadValue); image->SetOnSaveValueAction(OnSaveValue); image->SetBackGround(backGround); if( flip.compare("FLIP_X") == 0) { image->SetFlip(FLIP_X); } else if (flip.compare("FLIP_Y") == 0) { image->SetFlip(FLIP_Y); } else { image->SetFlip(NONE_FLIP); } int count = pNewNode.GetNumChildren(); for (int j = 0; j < count; ++j) { CXMLTreeNode pTexture = pNewNode(j); std::string tagName = pTexture.GetName(); if (tagName.compare("texture")==0) { std::string texture = pNewNode(j).GetPszProperty("name_texture"); CTexture* texture_image = tm->GetTexture(texture); image->AddFrame(texture_image); } } image->GoToFrame(initFrame); if (playOnLoad) { //image->PlayAnimation(); } *image_aux = image; }
bool CPostSceneRendererStep::Init(CXMLTreeNode& _treePostSceneRenderer, const string& _szDefaultRenderTarget, bool _bNeedsEffect) { string l_szEffect = _treePostSceneRenderer.GetPszISOProperty("effect","",!_bNeedsEffect); if(!CRendererStep::Init(_treePostSceneRenderer, _szDefaultRenderTarget)) { LOGGER->AddNewLog(ELL_ERROR,"CPostSceneRendererStep::Init PostSceneRenderer sense nom"); SetOk(false); } else if(l_szEffect == "" && _bNeedsEffect) { LOGGER->AddNewLog(ELL_ERROR,"CPostSceneRendererStep::Init PostSceneRenderer sense effect"); SetOk(false); } else { LOGGER->AddNewLog(ELL_INFORMATION,"CPostSceneRendererStep::Init iniciant %s",GetName().c_str()); CRendererStep::Init(_treePostSceneRenderer, _szDefaultRenderTarget); CXMLTreeNode l_treeSamplers = _treePostSceneRenderer.GetChild("input_samplers"); CXMLTreeNode l_treeRenderTargets = _treePostSceneRenderer.GetChild("render_targets"); if(!InitInputSamplers(l_treeSamplers)) { LOGGER->AddNewLog(ELL_ERROR,"CPostSceneRendererStep::Init error inicialitzant input_samplers"); SetOk(false); } else { m_szEffect = l_szEffect; m_bUseTime = _treePostSceneRenderer.GetBoolProperty("use_time",false,false); if(m_bUseTime) { m_bUseDeltaTime = _treePostSceneRenderer.GetBoolProperty("use_delta_time",false,false); } else { m_bUseDeltaTime = false; } m_bUseCenter = _treePostSceneRenderer.GetBoolProperty("use_center",false,false); string l_szAlignment = _treePostSceneRenderer.GetPszISOProperty("alignment","",false); if(l_szAlignment == "center") { m_Alignment = CENTER; } Vect2f l_fPos = _treePostSceneRenderer.GetVect2fProperty("position",Vect2f(0),false); m_iPos.x = (int) (l_fPos.x * RENDER_MANAGER->GetScreenWidth()); m_iPos.y = (int) (l_fPos.y * RENDER_MANAGER->GetScreenHeight()); if(_treePostSceneRenderer.ExistsProperty("size")) { float l_fSizeX = _treePostSceneRenderer.GetFloatProperty("size",1.0,false); if(_treePostSceneRenderer.GetBoolProperty("absolute_size",false,false)) { m_iSize.x = (int) l_fSizeX; m_iSize.y = m_iSize.x; } else { m_iSize.x = (int) (l_fSizeX * RENDER_MANAGER->GetScreenWidth()); m_iSize.y = m_iSize.x; } if(_treePostSceneRenderer.ExistsProperty("aspect_ratio")) { bool l_bAspectRatio = _treePostSceneRenderer.GetBoolProperty("aspect_ratio",true,false); if(l_bAspectRatio) { m_iSize.y = (int)(m_iSize.x * RENDER_MANAGER->GetScreenHeight()/(float)RENDER_MANAGER->GetScreenWidth()); } } } else if(_treePostSceneRenderer.ExistsProperty("size_x")) { float l_fSizeX = _treePostSceneRenderer.GetFloatProperty("size_x",1.0,false); float l_fSizeY = _treePostSceneRenderer.GetFloatProperty("size_y",1.0,false); if(_treePostSceneRenderer.GetBoolProperty("absolute_size",false,false)) { m_iSize.x = (int) l_fSizeX; m_iSize.y = (int) l_fSizeY; } else { m_iSize.x = (int) (l_fSizeX * RENDER_MANAGER->GetScreenWidth()); m_iSize.y = (int) (l_fSizeY * RENDER_MANAGER->GetScreenHeight()); } } else { m_iSize.x = RENDER_MANAGER->GetScreenWidth(); m_iSize.y = RENDER_MANAGER->GetScreenHeight(); } SetOk(true); } } return IsOk(); }
CFont::CFont(CXMLTreeNode& fontNode, CGUI* gui) : CNamed(fontNode) , m_glyphs( MAX_GLYPHS_BATCH ) , m_gui(gui) , m_textAlign(Rectf::Alignment::TOP_LEFT) { auto mm = CEngine::GetSingleton().getMaterialManager(); auto tm = CEngine::GetSingleton().getTextureManager(); std::string fontFile = fontNode.GetPszProperty("path", "", false); std::string fontName = fontNode.GetPszProperty("name", "", false); DEBUG_ASSERT(fontFile.size() != 0 && fontName.size() != 0); if (fontFile.size() == 0 || fontName.size() == 0) { return; } for (int i = 0; i < fontNode.GetNumChildren(); ++i) { auto matNode = fontNode(i); if (matNode.GetName() == std::string("material")) { std::string matName = "font-material-" + fontName; CMaterial *mat = new CMaterial(matNode); mat->setName(matName); mm->add(matName, mat); m_material = mat; break; } } std::string fontPath; size_t pathEnd = fontFile.find_last_of('\\'); if (pathEnd == fontFile.npos) { pathEnd = fontFile.find_last_of('/'); } if (pathEnd != fontFile.npos) { fontPath = fontFile.substr(0, pathEnd+1); } CXMLTreeNode ff; if (!ff.LoadFile(fontFile.c_str())) { DEBUG_ASSERT(false); return; } CXMLTreeNode font = ff["font"]; CXMLTreeNode common = font["common"]; CXMLTreeNode info = font["info"]; Vect2f pageSize(common.GetFloatProperty("scaleW", 0, false), common.GetFloatProperty("scaleH", 0, false)); m_fontSize = info.GetFloatProperty( "size", 0, false ); DEBUG_ASSERT( m_fontSize != 0); m_lineHeight = common.GetFloatProperty( "lineHeight", m_fontSize, false ); m_base = common.GetFloatProperty( "base", m_fontSize, false ); CXMLTreeNode pages = font["pages"]; for (int i = 0; i < pages.GetNumChildren(); ++i) { auto page = pages(i); if (page.GetName() == std::string("page")) { std::string texFile = page.GetPszProperty("file", "", false); DEBUG_ASSERT(texFile.size() > 0); texFile = fontPath + texFile; CTexture *tex = new CTexture(); tex->load(texFile, false); tm->add(tex->getName(), tex); m_pages.push_back(tex); } } auto chars = font["chars"]; for (int i = 0; i < chars.GetNumChildren(); ++i) { auto ch = chars(i); if (ch.GetName() != std::string("char")) { continue; } uchar chId = ch.GetIntProperty("id"); CharDesc_t cdesc; cdesc.offset = Vect2f(ch.GetFloatProperty("xoffset", 0, false), ch.GetFloatProperty("yoffset", 0, false)); cdesc.page = ch.GetIntProperty("page"); cdesc.size = Vect2f(ch.GetFloatProperty("width", 0, false), ch.GetFloatProperty("height", 0, false)); cdesc.xAdvance = ch.GetFloatProperty("xadvance", 0, false); cdesc.uvRect.position = Vect2f(ch.GetFloatProperty("x", 0, false), ch.GetFloatProperty("y", 0, false)); cdesc.uvRect.position = Vect2f(cdesc.uvRect.position.x / pageSize.x, cdesc.uvRect.position.y / pageSize.y); cdesc.uvRect.size = Vect2f(cdesc.size.x / pageSize.x, cdesc.size.y / pageSize.y); m_chars[chId] = cdesc; } auto kerns = font["kernings"]; if (kerns.Exists()) { for (int i = 0; i < kerns.GetNumChildren(); ++i) { auto k = kerns(i); uchar f = k.GetIntProperty("first", 0, false); uchar s = k.GetIntProperty("second", 0, false); uchar a = k.GetIntProperty("amount", 0, false); m_kernings[std::make_pair(f, s)] = a; } } m_glyphsVtxs = new CPointsListRenderableVertexs<GUI_TEXT_VERTEX>(m_glyphs.data(), MAX_GLYPHS_BATCH, MAX_GLYPHS_BATCH, true); }
CMaterial::CMaterial(CXMLTreeNode &TreeNode) : CNamed(TreeNode) { /*m_RenderableObjectTechnique = new CRenderableObjectTechnique(TreeNode.GetPszProperty("effect_technique"), CEngine::GetSingletonPtr()->getEffectsManager()->get(TreeNode.GetPszProperty("effect_technique")));*/ std::string name; const char * rot = TreeNode.GetPszProperty("renderable_object_technique", 0, false); if (rot) { name = rot; } else { name = TreeNode.GetPszProperty("vertex_type", "", true); DEBUG_ASSERT( name != std::string("") ); } m_RenderableObjectTechnique = CEngine::GetSingleton().getRenderableObjectTechniqueManager()->get(name); void *nextDir = &CEffectManager::m_MaterialEffectParameters.m_RawData[0]; int l_NextStage = 0; for (int i = 0; i < TreeNode.GetNumChildren(); ++i) { CXMLTreeNode l_paramMat = TreeNode(i); if (l_paramMat.GetName() == std::string("texture")) { CXMLTreeNode l_Texture = l_paramMat; CTexture * Texture = CEngine::GetSingleton().getTextureManager()->GetTexture(l_Texture.GetPszProperty("filename")); int stage = GetTextureStage(l_Texture.GetPszProperty("type", "", false)); if (stage < 0) { stage = l_paramMat.GetIntProperty("stage", -1, false); } if (stage < 0) { stage = l_NextStage; } m_textures.push_back(std::make_pair(stage,Texture)); l_NextStage++; } else if (l_paramMat.GetName() == std::string("parameter")) { CMaterialParameter::TMaterialType type; if (l_paramMat.GetPszProperty("type") == std::string("float")) { type = CMaterialParameter::TMaterialType::FLOAT; CTemplatedMaterialParameter<float> *param = new CTemplatedMaterialParameter<float>( l_paramMat, nextDir, l_paramMat.GetFloatProperty("value"), type); m_Parameters.push_back(param); } else if (l_paramMat.GetPszProperty("type") == std::string("Vect2f")) { type = CMaterialParameter::TMaterialType::VECT2F; CTemplatedMaterialParameter<Vect2f> *param = new CTemplatedMaterialParameter<Vect2f>( l_paramMat, nextDir, l_paramMat.GetVect2fProperty("value", Vect2f(0, 0)), type); m_Parameters.push_back(param); } else if (l_paramMat.GetPszProperty("type") == std::string("Vect3f")) { type = CMaterialParameter::TMaterialType::VECT3F; CTemplatedMaterialParameter<Vect3f> *param = new CTemplatedMaterialParameter<Vect3f>( l_paramMat, nextDir, l_paramMat.GetVect3fProperty("value", Vect3f(0, 0, 0)), type); m_Parameters.push_back(param); } else if (l_paramMat.GetPszProperty("type") == std::string("Vect4f")) { type = CMaterialParameter::TMaterialType::VECT4F; CTemplatedMaterialParameter<Vect4f> *param = new CTemplatedMaterialParameter<Vect4f>( l_paramMat, nextDir, l_paramMat.GetVect4fProperty("value", Vect4f(0, 0, 0, 0)), type); m_Parameters.push_back(param); } nextDir = reinterpret_cast<unsigned char*>(nextDir)+sizeof(Vect4f); } } }