Files
squidout/include/GUI/TextureFrame.h
T

89 lines
1.9 KiB
C++

#ifndef GUI_TextureFrame_h__
#define GUI_TextureFrame_h__
#include "GUI/Frame.h"
#include "Core/Texture.h"
namespace dd
{
namespace GUI
{
class TextureFrame : public Frame
{
public:
TextureFrame(Frame* parent, std::string name)
: Frame(parent, name) { }
void Draw(RenderQueueCollection& rq) override
{
if (m_Texture == nullptr)
return;
// Main texture
{
FrameJob job;
job.Scissor = m_Parent->AbsoluteRectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_Texture->ResourceID;
job.DiffuseTexture = *m_Texture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a * m_CurrentFade);
rq.GUI.Add(job);
}
// Texture while fading
if (m_FadeTexture && m_CurrentFade < 1) {
FrameJob job;
job.Scissor = m_Parent->AbsoluteRectangle();
job.Viewport = Rectangle(Left(), Top(), Width, Height);
job.TextureID = m_FadeTexture->ResourceID;
job.DiffuseTexture = *m_FadeTexture;
job.Color = glm::vec4(m_Color.r, m_Color.g, m_Color.b, m_Color.a);
rq.GUI.Add(job);
}
}
dd::Texture* Texture() const { return m_Texture; }
void SetTexture(std::string resourceName)
{
m_Texture = ResourceManager::Load<dd::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:
dd::Texture* m_Texture = nullptr;
dd::Texture* m_FadeTexture = nullptr;
glm::vec4 m_Color = glm::vec4(1.f, 1.f, 1.f, 1.f);
float m_FadeDuration = 0.f;
float m_CurrentFade = 1.f;
};
}
}
#endif // GUI_TextureFrame_h__