Fix particles and some fun in the background LOL

This commit is contained in:
Eduardo Bart
2013-01-19 18:24:42 -02:00
parent 62bb91b5a6
commit 9907e9e5c7
26 changed files with 510 additions and 310 deletions

View File

@@ -23,27 +23,49 @@
#include "uiparticles.h"
#include <framework/graphics/particlemanager.h>
UIParticles::UIParticles()
{
m_referencePos = PointF(-1,-1);
}
void UIParticles::drawSelf(Fw::DrawPane drawPane)
{
if((drawPane & Fw::ForegroundPane) == 0)
return;
if(drawPane & Fw::ForegroundPane) {
if(drawPane != Fw::BothPanes) {
glDisable(GL_BLEND);
g_painter->setColor(Color::alpha);
g_painter->drawFilledRect(m_rect);
glEnable(GL_BLEND);
}
}
for(auto it = m_effects.begin(), end = m_effects.end(); it != end; ++it)
(*it)->render();
if(drawPane & Fw::BackgroundPane) {
UIWidget::drawSelf(Fw::ForegroundPane);
g_painter->saveAndResetState();
g_painter->setColor(Color::white);
g_painter->setClipRect(getPaddingRect());
if(m_referencePos.x < 0 && m_referencePos.y < 0)
g_painter->translate(m_rect.center());
else
g_painter->translate(m_rect.x() + m_referencePos.x * m_rect.width(), m_rect.y() + m_referencePos.y * m_rect.height());
for(auto it = m_effects.begin(), end = m_effects.end(); it != end; ++it)
(*it)->render();
g_painter->restoreSavedState();
}
}
void UIParticles::onStyleApply(const std::string& styleName, const OTMLNodePtr& styleNode)
{
UIWidget::onStyleApply(styleName, styleNode);
/*for(const OTMLNodePtr& node : styleNode->children()) {
if(node->tag() == "reference")
setItemId(node->value<int>());
else if(node->tag() == "item-count")
setItemCount(node->value<int>());
else if(node->tag() == "virtual")
setVirtual(node->value<bool>());
}*/
for(const OTMLNodePtr& node : styleNode->children()) {
if(node->tag() == "effect")
addEffect(node->value());
else if(node->tag() == "reference-pos")
setReferencePos(node->value<PointF>());
}
}
void UIParticles::addEffect(const std::string& name)

View File

@@ -29,14 +29,20 @@
class UIParticles : public UIWidget
{
public:
UIParticles();
void drawSelf(Fw::DrawPane drawPane);
void addEffect(const std::string& name);
void onStyleApply(const std::string& styleName, const OTMLNodePtr& styleNode);
void setReferencePos(const PointF& point) { m_referencePos = point; }
PointF getReferencePos() { return m_referencePos; }
private:
std::vector<ParticleEffectPtr> m_effects;
PointF m_referencePos;
};
#endif // UIPARTICLES_H
#endif

View File

@@ -167,7 +167,8 @@ void UIWidget::drawImage(const Rect& screenCoords)
}
}
m_imageTexture->setSmooth(m_imageSmooth);
// smooth is now enabled by default for all textures
//m_imageTexture->setSmooth(m_imageSmooth);
g_painter->setColor(m_imageColor);
g_painter->drawTextureCoords(m_imageCoordsBuffer, m_imageTexture);