Files
fishtanks/src/GUI/TextureFrame.h
T
Stiffly 349fab54a4 Merge remote-tracking branch 'origin/master' into particles
Conflicts:
	src/GUI/GameFrame.h
	src/GUI/TextureFrame.h
	vs11/Returngeance/Returngeance.vcxproj.filters
2014-06-02 17:37:25 +02:00

96 lines
1.9 KiB
C++

#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "GUI/Frame.h"
#include "Texture.h"
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name)
, m_Texture(nullptr)
, m_FadeTexture(nullptr)
, m_Color(glm::vec4(1.f, 1.f, 1.f, 1.f))
, m_FadeDuration(0.f)
, m_CurrentFade(1.f)
{ }
void Draw(std::shared_ptr<Renderer> renderer) override
{
if (m_Texture == nullptr)
return;
RenderQueue.Clear();
// Main texture
{
SpriteJob job;
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
RenderQueue.Forward.Add(job);
}
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1)
{
SpriteJob job;
job.TextureID = m_FadeTexture->ResourceID;
job.Texture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
RenderQueue.Forward.Add(job);
}
renderer->SetCamera(nullptr);
renderer->SetViewport(Rectangle(Left(), Top(), Width, Height));
renderer->DrawFrame(RenderQueue);
}
::Texture* Texture() const { return m_Texture; }
void SetTexture(std::string resourceName)
{
m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
}
void FadeToTexture(std::string resourceName, double duration)
{
m_FadeTexture = m_Texture;
SetTexture(resourceName);
m_FadeDuration = duration;
m_CurrentFade = 0.f;
}
void Update(double dt) override
{
if (m_CurrentFade < 1)
{
m_CurrentFade += dt / m_FadeDuration;
if (m_CurrentFade > 1)
{
m_FadeTexture = nullptr;
m_CurrentFade = 1;
m_FadeDuration = 0;
}
}
}
glm::vec4 Color() const { return m_Color; }
void SetColor(glm::vec4 val) { m_Color = val; }
protected:
::Texture* m_Texture;
::Texture* m_FadeTexture;
glm::vec4 m_Color;
float m_FadeDuration;
float m_CurrentFade;
};
}
#endif // GUI_TextureFrame_h__