WinPoint GetClusterPoint(CMapPVCluster* pcluster) { WinPoint pt = WinPoint( (int)(m_rectMap.XMin() + ((pcluster->GetScreenX() - m_xMin)/(m_xMax - m_xMin))*(m_rectMap.XSize() - 2*c_nXBorder) + c_nXBorder), (int)(m_rectMap.YMin() + ((pcluster->GetScreenY() - m_yMin)/(m_yMax - m_yMin))*(m_rectMap.YSize() - 2*c_nYBorder) + c_nYBorder) ); return pt; }
//////////////////////////////////////////////////////////////////////////////////////////////////// // GenerateUITexturedVertices() // //////////////////////////////////////////////////////////////////////////////////////////////////// void CVertexGenerator::GenerateUITexturedVertices( const TEXHANDLE hTexture, const WinRect & rectToDraw, const bool bSetStream ) { _ASSERT( hTexture != INVALID_TEX_HANDLE ); float fMinX, fMinY, fMaxX, fMaxY; float fU1, fV1; DWORD dwWidth, dwHeight; UIVERTEX * pVertArray; CVRAMManager::Get()->GetOriginalDimensions( hTexture, &dwWidth, &dwHeight ); if( CVBIBManager::Get()->LockDynamicVertexBuffer( // &m_sVGState.hUITexVertsVB, &m_sVGState.hPredefinedDynBuffers[ePDBT_UITexVB], 4, (void**) &pVertArray ) == false ) { // Failed to lock the vertex buffer. _ASSERT( false ); return; } // 2d texturing, adjust the vertex positions slightly. fMinX = (float) rectToDraw.Min().X() - 0.5f; fMinY = (float) rectToDraw.Min().Y() - 0.5f; fMaxX = (float) rectToDraw.Max().X() - 0.5f; fMaxY = (float) rectToDraw.Max().Y() - 0.5f; // Calculate our uv coords. fU1 = 1.0f; fV1 = 1.0f; if( rectToDraw.XSize() < (int)dwWidth ) { fU1 = (float) rectToDraw.XSize() / (float) dwWidth; } if( rectToDraw.YSize() < (int)dwHeight ) { fV1 = (float) rectToDraw.YSize() / (float) dwHeight; } pVertArray[0].x = fMinX; pVertArray[0].y = fMinY; pVertArray[0].z = 0.5f; pVertArray[0].rhw = 1.0f; pVertArray[0].fU = 0.0f; pVertArray[0].fV = 0.0f; pVertArray[1].x = fMaxX; pVertArray[1].y = fMinY; pVertArray[1].z = 0.5f; pVertArray[1].rhw = 1.0f; pVertArray[1].fU = fU1; pVertArray[1].fV = 0.0f; pVertArray[2].x = fMinX; pVertArray[2].y = fMaxY; pVertArray[2].z = 0.5f; pVertArray[2].rhw = 1.0f; pVertArray[2].fU = 0.0f; pVertArray[2].fV = fV1; pVertArray[3].x = fMaxX; pVertArray[3].y = fMaxY; pVertArray[3].z = 0.5f; pVertArray[3].rhw = 1.0f; pVertArray[3].fU = fU1; pVertArray[3].fV = fV1; // Finished adding verts, unlock. CVBIBManager::Get()->UnlockDynamicVertexBuffer( &m_sVGState.hPredefinedDynBuffers[ePDBT_UITexVB] ); if( bSetStream == true ) { CVBIBManager::Get()->SetVertexStream( &m_sVGState.hPredefinedDynBuffers[ePDBT_UITexVB] ); } }
void CalculateScreenMinAndMax() { // map the sector data bool bFirstCluster = true; const ClusterPVList* clusters = m_missionpv.GetClusters(); for (ClusterPVLink* cLink = clusters->first(); cLink != NULL; cLink = cLink->next()) { CMapPVCluster* pCluster = cLink->data(); if (true) // pCluster->GetModels()->n() != 0 { float x = pCluster->GetScreenX(); float y = pCluster->GetScreenY(); if (bFirstCluster) { bFirstCluster = false; m_xClusterMin = m_xClusterMax = x; m_yClusterMin = m_yClusterMax = y; } else { if (x < m_xClusterMin) m_xClusterMin = x; else if (x > m_xClusterMax) m_xClusterMax = x; if (y < m_yClusterMin) m_yClusterMin = y; else if (y > m_yClusterMax) m_yClusterMax = y; } } } const float c_bfr = 0.1f * max(0.0001, max(m_xClusterMax - m_xClusterMin, m_yClusterMax - m_yClusterMin)); m_xClusterMin -= c_bfr; m_xClusterMax += c_bfr; m_yClusterMin -= c_bfr; m_yClusterMax += c_bfr; // figure out the minimum and maximum screen coordinates m_xMin = m_xClusterMin; m_xMax = m_xClusterMax; m_yMin = m_yClusterMin; m_yMax = m_yClusterMax; float fDesiredAspectRatio = float(m_rectMap.XSize() - 2*c_nXBorder)/(m_rectMap.YSize() - 2*c_nYBorder); // scale it so that a map with height 2 will fit exactly const float fMapmakerHeight = 2.2f; // 10% fudge factor const float fMaxHeight = fMapmakerHeight; const float fMaxWidth = fMaxHeight * fDesiredAspectRatio; // if the map is bigger than we want to display, clip the view to the max size if (m_xMax - m_xMin > fMaxWidth || m_yMax - m_yMin > fMaxHeight) { m_bCanDrag = true; m_xMax = m_xMin + min(m_xMax - m_xMin, fMaxWidth); m_yMax = m_yMin + min(m_yMax - m_yMin, fMaxHeight); } else { m_bCanDrag = false; } //Preserve the aspect ratio float fAspectRatio = (m_xMax - m_xMin) / (m_yMax - m_yMin); if (fAspectRatio < fDesiredAspectRatio) { // grow the X size to correct the aspect ratio float fXGrowth = (fDesiredAspectRatio / fAspectRatio - 1) * (m_xMax - m_xMin); m_xMax += fXGrowth / 2; m_xMin -= fXGrowth / 2; } else if (fAspectRatio > fDesiredAspectRatio) { // grow the Y size to correct the aspect ratio float fYGrowth = (fAspectRatio / fDesiredAspectRatio - 1) * (m_yMax - m_yMin); m_yMax += fYGrowth / 2; m_yMin -= fYGrowth / 2; } // translate by the current drag offset m_xMin += m_xDrag; m_xMax += m_xDrag; m_yMin += m_yDrag; m_yMax += m_yDrag; }
void Window::SetRect(const WinRect& rect) { MoveWindow(m_hwnd, rect.XMin(), rect.YMin(), rect.XSize(), rect.YSize(), true); }