CentrED/Client/UOverlayUI.pas

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(*
* CDDL HEADER START
*
* The contents of this file are subject to the terms of the
* Common Development and Distribution License, Version 1.0 only
* (the "License"). You may not use this file except in compliance
* with the License.
*
* You can obtain a copy of the license at
* http://www.opensource.org/licenses/cddl1.php.
* See the License for the specific language governing permissions
* and limitations under the License.
*
* When distributing Covered Code, include this CDDL HEADER in each
* file and include the License file at
* http://www.opensource.org/licenses/cddl1.php. If applicable,
* add the following below this CDDL HEADER, with the fields enclosed
* by brackets "[]" replaced with your own identifying * information:
* Portions Copyright [yyyy] [name of copyright owner]
*
* CDDL HEADER END
*
*
* Portions Copyright 2007 Andreas Schneider
*)
unit UOverlayUI;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, Gl, GLU, Imaging, ImagingTypes, ImagingClasses,
ImagingOpenGL, OpenGLContext, ImagingUtility;
type
{ TGLArrow }
TGLArrow = class(TObject)
constructor Create(AGraphic: TSingleImage);
destructor Destroy; override;
protected
FGraphic: TSingleImage;
FTexture: GLuint;
FRealWidth: Integer;
FRealHeight: Integer;
FWidth: Integer;
FHeight: Integer;
FCurrentX: Integer;
FCurrentY: Integer;
procedure UpdateTexture;
public
property Width: Integer read FWidth;
property Height: Integer read FHeight;
property CurrentX: Integer read FCurrentX;
property CurrentY: Integer read FCurrentY;
function HitTest(AX, AY: Integer): Boolean;
procedure DrawGL(AX, AY: Integer; AActive: Boolean = False);
end;
{ TOverlayUI }
TOverlayUI = class(TObject)
constructor Create;
destructor Destroy; override;
protected
FArrows: array[0..7] of TGLArrow;
FActiveArrow: Integer;
FVisible: Boolean;
public
property ActiveArrow: Integer read FActiveArrow write FActiveArrow;
property Visible: Boolean read FVisible write FVisible;
function HitTest(AX, AY: Integer): Integer;
procedure Draw(AContext: TOpenGLControl);
end;
implementation
uses
UResourceManager;
{ TGLArrow }
constructor TGLArrow.Create(AGraphic: TSingleImage);
var
caps: TGLTextureCaps;
begin
inherited Create;
FRealWidth := AGraphic.Width;
FRealHeight := AGraphic.Height;
GetGLTextureCaps(caps);
if caps.NonPowerOfTwo then
begin
FWidth := FRealWidth;
FHeight := FRealHeight;
end else
begin
if IsPow2(FRealWidth) then FWidth := FRealWidth else FWidth := NextPow2(FRealWidth);
if IsPow2(FRealHeight) then FHeight := FRealHeight else FHeight := NextPow2(FRealHeight);
end;
FGraphic := TSingleImage.CreateFromParams(FWidth, FHeight, ifA8R8G8B8);
AGraphic.CopyTo(0, 0, FRealWidth, FRealHeight, FGraphic, 0, 0);
FTexture := 0;
end;
destructor TGLArrow.Destroy;
begin
if FGraphic <> nil then FreeAndNil(FGraphic);
if FTexture <> 0 then glDeleteTextures(1, @FTexture);
inherited Destroy;
end;
procedure TGLArrow.UpdateTexture;
begin
if (FGraphic <> nil) and (FRealWidth > 0) and (FRealWidth > 0) then
begin
FTexture := CreateGLTextureFromImage(FGraphic.ImageDataPointer^, 0, 0, False);
glBindTexture(GL_TEXTURE_2D, FTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
end;
end;
function TGLArrow.HitTest(AX, AY: Integer): Boolean;
var
pixel: TColor32Rec;
begin
if (AX > -1) and (AX < FRealWidth) and (AY > -1) and (AY < FRealHeight) then
begin
pixel := GetPixel32(FGraphic.ImageDataPointer^, AX, AY);
Result := pixel.A > 0;
end else
Result := False;
end;
procedure TGLArrow.DrawGL(AX, AY: Integer; AActive: Boolean = False);
begin
FCurrentX := AX;
FCurrentY := AY;
if FTexture = 0 then UpdateTexture;
if FTexture <> 0 then
begin
if AActive then
begin
glEnable(GL_COLOR_LOGIC_OP);
glLogicOp(GL_COPY_INVERTED);
end;
glBindTexture(GL_TEXTURE_2D, FTexture);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2d(AX, AY);
glTexCoord2f(1, 0); glVertex2d(AX + FWidth, AY);
glTexCoord2f(1, 1); glVertex2d(AX + FWidth, AY + FHeight);
glTexCoord2f(0, 1); glVertex2d(AX, AY + FHeight);
glEnd;
if AActive then
glDisable(GL_COLOR_LOGIC_OP);
end;
end;
{ TOverlayUI }
constructor TOverlayUI.Create;
var
i: Integer;
arrow: TSingleImage;
begin
inherited Create;
FActiveArrow := -1;
FVisible := False;
arrow := TSingleImage.CreateFromStream(ResourceManager.GetResource(0));
for i := 0 to 3 do
begin
FArrows[2*i] := TGLArrow.Create(arrow);
if i < 3 then
arrow.Rotate(-90);
end;
arrow.Free;
arrow := TSingleImage.CreateFromStream(ResourceManager.GetResource(1));
for i := 0 to 3 do
begin
FArrows[2*i+1] := TGLArrow.Create(arrow);
if i < 3 then
arrow.Rotate(-90);
end;
arrow.Free;
end;
destructor TOverlayUI.Destroy;
var
i: Integer;
begin
for i := 0 to 7 do
if FArrows[i] <> nil then FreeAndNil(FArrows[i]);
inherited Destroy;
end;
function TOverlayUI.HitTest(AX, AY: Integer): Integer;
var
i: Integer;
begin
Result := -1;
i := 0;
while (i <= 7) and (Result = -1) do
begin
if FArrows[i].HitTest(AX - FArrows[i].CurrentX, AY - FArrows[i].CurrentY) then
Result := i;
Inc(i);
end;
end;
procedure TOverlayUI.Draw(AContext: TOpenGLControl);
begin
if FVisible then
begin
glColor4f(1.0, 1.0, 1.0, 1.0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
FArrows[0].DrawGL(10, 10, FActiveArrow = 0);
FArrows[1].DrawGL(AContext.Width div 2 - FArrows[1].Width div 2, 10,
FActiveArrow = 1);
FArrows[2].DrawGL(AContext.Width - 10 - FArrows[2].Width, 10,
FActiveArrow = 2);
FArrows[3].DrawGL(AContext.Width - 10 - FArrows[3].Width,
AContext.Height div 2 - FArrows[3].Height div 2,
FActiveArrow = 3);
FArrows[4].DrawGL(AContext.Width - 10 - FArrows[4].Width,
AContext.Height - 10 - FArrows[4].Height,
FActiveArrow = 4);
FArrows[5].DrawGL(AContext.Width div 2 - FArrows[5].Width div 2,
AContext.Height - 10 - FArrows[5].Height,
FActiveArrow = 5);
FArrows[6].DrawGL(10, AContext.Height - 10 - FArrows[6].Height,
FActiveArrow = 6);
FArrows[7].DrawGL(10, AContext.Height div 2 - FArrows[7].Height div 2,
FActiveArrow = 7);
end;
end;
end.