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Image.cpp
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Image.cpp

#include <echo/GUI/Image.h>
#include <echo/Graphics/Mesh.h>
#include <echo/Graphics/SubMesh.h>
#include <echo/Graphics/Material.h>
#include <echo/Graphics/RenderPass.h>
#include <echo/Graphics/TextureUnit.h>
namespace Echo
{
namespace GUI
{
Image::Image(shared_ptr<Material> material) :
mFlipHorizontally(false),
mFlipVertically(false)
{
SetMesh(make_shared<Mesh>());
GetMesh()->CreateQuadSubMesh();
GetMesh()->SetMaterial(material);
SetSize(1.f, 1.f);
std::vector<TextureUV>& uvs = *GetMesh()->GetSubMesh(0)->GetTextureCoordinateSet(0);
mMinUV = uvs[0];
mMaxUV = uvs[3];
}
Image::~Image()
{
}
Image::Image(const Image& other)
{
SetMesh(make_shared<Mesh>());
GetMesh()->CreateQuadSubMesh();
//Images should always have meshes.
assert(other.GetMesh() && "Image does not have a mesh.");
assert(other.GetMesh()->GetSubMesh(0) && "Image does not have a mesh.");
GetMesh()->SetMaterial(other.GetMesh()->GetSubMesh(0)->GetMaterial());
*this = other;
}
Image& Image::operator=(const Image& rhs)
{
if(this==&rhs)
{
return *this;
}
Element::operator=(rhs); //This will preserve the mesh for us.
mFlipHorizontally = rhs.mFlipHorizontally;
mFlipVertically = rhs.mFlipVertically;
mMinUV = rhs.mMinUV;
mMaxUV = rhs.mMaxUV;
Image::UpdateSize(GetAbsoluteWidth(), GetAbsoluteHeight());
return *this;
}
shared_ptr<Element> Image::_Clone() const
{
return shared_ptr<Element>(new Image(*this));
}
void Image::SetMaterial(shared_ptr<Material> material)
{
assert(GetMesh());
GetMesh()->SetMaterial(material);
}
void Image::SetFlipHorizontally(bool flipHorizontally)
{
if(mFlipHorizontally!=flipHorizontally)
{
mFlipHorizontally = flipHorizontally;
Image::UpdateSize(GetAbsoluteWidth(), GetAbsoluteHeight());
}
}
void Image::SetFlipVertically(bool flipVertically)
{
if(mFlipVertically!=flipVertically)
{
mFlipVertically = flipVertically;
Image::UpdateSize(GetAbsoluteWidth(), GetAbsoluteHeight());
}
}
void Image::SetMinUV(TextureUV minUV)
{
if(mMinUV!=minUV)
{
mMinUV=minUV;
Image::UpdateSize(GetAbsoluteWidth(), GetAbsoluteHeight());
}
}
void Image::SetMaxUV(TextureUV maxUV)
{
if(mMaxUV!=maxUV)
{
mMaxUV=maxUV;
Image::UpdateSize(GetAbsoluteWidth(), GetAbsoluteHeight());
}
}
Scalar Image::GetNativeAspectRatio()
{
// The Material isn't always going to be what we set it in the constructor
// almost always the case when this class is used as intended.
//Get the aspect ratio.
shared_ptr<Material> material = GetMesh()->GetSubMesh(0)->GetMaterial();
if(material)
{
// We need to make a decision about which pass to use. The first seems
// the most appropriate because in a GUI sense the first is likely to contain
// a texture for the base size. Any additional passes are likely to be for
// aesthetic purposes.
RenderPass* pass = material->GetPass(0);
if(pass)
{
// We need to make a decision about which texture unit to use. The first seems
// the most appropriate because in a GUI sense the first is likely to be the
// base size. Any additional units are likely to be for aesthetic purposes.
TextureUnit* tu = pass->GetTextureUnit(0);
if(tu)
{
//Getting close
shared_ptr<Texture> texture = tu->GetTexture();
if(texture)
{
Scalar width = static_cast<Scalar>(texture->GetWidth());
Scalar height = static_cast<Scalar>(texture->GetHeight());
return (width/height);
}
}
}
}
return 1.f;
}
void Image::UpdateSize(Scalar newWidth, Scalar newHeight)
{
assert(GetMesh());
assert(GetMesh()->GetSubMesh(0));
assert(GetMesh()->GetSubMesh(0)->GetVertices());
std::vector<Vector3>& verts = *GetMesh()->GetSubMesh(0)->GetVertices();
assert(verts.size()>=4);
f32 halfWidth = mFlipHorizontally ? -(newWidth / 2) : (newWidth / 2);
f32 halfHeight = mFlipVertically ? -(newHeight / 2) : (newHeight / 2);
verts[0].x = -halfWidth;
verts[0].y = halfHeight;
verts[1].x = halfWidth;
verts[1].y = halfHeight;
verts[2].x = -halfWidth;
verts[2].y = -halfHeight;
verts[3].x = halfWidth;
verts[3].y = -halfHeight;
std::vector<TextureUV>& uvs = *GetMesh()->GetSubMesh(0)->GetTextureCoordinateSet(0);
uvs[0] = mMinUV;
uvs[1] = TextureUV(mMaxUV.u,mMinUV.v);
uvs[2] = TextureUV(mMinUV.u,mMaxUV.v);
uvs[3] = mMaxUV;
}
}
}

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