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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "graphicgroup.h"
#include "gamegraphic.h"
#include "gameuidefinition.h"
#include "animdata.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_DMXELEMENT_UNPACK ( CGraphicGroup ) DMXELEMENT_UNPACK_FIELD_UTLSTRING( "name", "", m_pName ) DMXELEMENT_UNPACK_FIELD( "center", "0 0", Vector2D, m_Geometry.m_Center ) DMXELEMENT_UNPACK_FIELD( "scale", "1 1", Vector2D, m_Geometry.m_Scale ) DMXELEMENT_UNPACK_FIELD( "rotation", "0", float, m_Geometry.m_Rotation ) DMXELEMENT_UNPACK_FIELD( "maintainaspectratio", "0", bool, m_Geometry.m_bMaintainAspectRatio ) DMXELEMENT_UNPACK_FIELD( "sublayertype", "0", int, m_Geometry.m_Sublayer ) DMXELEMENT_UNPACK_FIELD( "visible", "1", bool, m_Geometry.m_bVisible ) DMXELEMENT_UNPACK_FIELD( "initialstate", "-1", int, m_CurrentState ) DMXELEMENT_UNPACK_FIELD( "horizgradient", "0", bool, m_Geometry.m_bHorizontalGradient ) DMXELEMENT_UNPACK_FIELD( "color", "255 255 255 255", Color, m_Geometry.m_Color ) DMXELEMENT_UNPACK_FIELD( "topcolor", "255 255 255 255", Color, m_Geometry.m_TopColor ) DMXELEMENT_UNPACK_FIELD( "bottomcolor", "255 255 255 255", Color, m_Geometry.m_BottomColor ) END_DMXELEMENT_UNPACK( CGraphicGroup, s_GraphicGroupUnpack )
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CGraphicGroup::CGraphicGroup() { m_ResultantColor.r = 0; m_ResultantColor.g = 0; m_ResultantColor.b = 0; m_ResultantColor.a = 0; }
CGraphicGroup::~CGraphicGroup() { }
//-----------------------------------------------------------------------------
// Load data from file.
//-----------------------------------------------------------------------------
bool CGraphicGroup::Unserialize( CDmxElement *pElement, CUtlDict< CGameGraphic *, int > &unserializedGraphicMapping ) { pElement->UnpackIntoStructure( this, s_GraphicGroupUnpack );
CDmxAttribute *pGroupElements = pElement->GetAttribute( "groupElements" ); if ( !pGroupElements || pGroupElements->GetType() != AT_ELEMENT_ARRAY ) { return false; } const CUtlVector< CDmxElement * > &elements = pGroupElements->GetArray< CDmxElement * >( ); int nCount = elements.Count(); for ( int i = 0; i < nCount; ++i ) { // Find the element in the map.
char pBuf[255]; UniqueIdToString( elements[i]->GetId(), pBuf, 255 ); int index = unserializedGraphicMapping.Find( pBuf ); Assert( unserializedGraphicMapping.IsValidIndex( index ) ); CGameGraphic *pGraphic = unserializedGraphicMapping.Element(index); pGraphic->SetGroup( this ); m_MemberList.AddToTail( pGraphic ); }
// ANIMSTATES
CDmxAttribute *pImageAnims = pElement->GetAttribute( "imageanims" ); if ( !pImageAnims || pImageAnims->GetType() != AT_ELEMENT_ARRAY ) { return false; } const CUtlVector< CDmxElement * > &imageanims = pImageAnims->GetArray< CDmxElement * >( ); nCount = imageanims.Count(); for ( int i = 0; i < nCount; ++i ) { CAnimData *pAnimData = new CAnimData; if ( !pAnimData->Unserialize( imageanims[i] ) ) { delete pAnimData; return false; } m_Anims.AddToTail( pAnimData ); }
char pBuf[255]; UniqueIdToString( pElement->GetId(), pBuf, 255 ); unserializedGraphicMapping.Insert( pBuf, this );
// Ok the initial state is 0, which is (usually ) default.
// default could be aliased to another state though so if it is fix the initial state here.
// default might also not be the state that is 0 so this sets the graphic's initial
// state to be the default one.
SetState( "default" );
return true; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGraphicGroup::UpdateGeometry() { if ( m_CurrentState == -1 ) return;
DmeTime_t flAnimTime = GetAnimationTimePassed();
// Update color
m_Anims[ m_CurrentState ]->m_ColorAnim.GetValue( flAnimTime, &m_Geometry.m_Color );
// Update center location
m_Anims[ m_CurrentState ]->m_CenterPosAnim.GetValue( flAnimTime, &m_Geometry.m_Center );
// Update scale
m_Anims[ m_CurrentState ]->m_ScaleAnim.GetValue( flAnimTime, &m_Geometry.m_Scale );
// Update rotation
m_Anims[ m_CurrentState ]->m_RotationAnim.GetValue( flAnimTime, &m_Geometry.m_Rotation );
for ( int i = 0; i < m_MemberList.Count(); ++i ) { m_MemberList[i]->UpdateGeometry(); } }
//-----------------------------------------------------------------------------
// Store the resultant color for groups so kids can just get that.
//-----------------------------------------------------------------------------
void CGraphicGroup::UpdateRenderData( color32 parentColor ) { if ( !m_Geometry.m_bVisible ) return;
m_ResultantColor.r = (int)( (float)m_Geometry.m_Color.r * (float)(parentColor.r/255.0) ); m_ResultantColor.g = (int)( (float)m_Geometry.m_Color.g * (float)(parentColor.g/255.0) ); m_ResultantColor.b = (int)( (float)m_Geometry.m_Color.b * (float)(parentColor.b/255.0) ); m_ResultantColor.a = (int)( (float)m_Geometry.m_Color.a * (float)(parentColor.a/255.0) );
// Update any children that are groups
// Graphic members are not done because the colors are calculated when we get the render data out.
for ( int i = 0; i < m_MemberList.Count(); i++ ) { if ( m_MemberList[i]->IsGroup() ) { CGraphicGroup *pGroup = (CGraphicGroup *)m_MemberList[i]; pGroup->UpdateRenderData( parentColor ); } } }
//-----------------------------------------------------------------------------
// Populate lists for rendering
//-----------------------------------------------------------------------------
void CGraphicGroup::UpdateRenderTransforms( const StageRenderInfo_t &stageRenderInfo ) { m_Geometry.UpdateRenderTransforms( stageRenderInfo, GetGroup() );
// Create a matrix that ensures no aspect ratio changes.
// Update positions relative to the center, texture coords, and vertex colors
// If the group maintains aspect ratio it will already have handled this in its transform update.
Vector2D center; // If this is the case we transform the center to screen coords first.
// Then take into account any size scaling in the scalemat
matrix3x4_t screenScalemat; SetScaleMatrix( stageRenderInfo.parentScale.x, stageRenderInfo.parentScale.y, 1, screenScalemat ); Vector centerVec( m_Geometry.m_Center.x, m_Geometry.m_Center.y, 0 ); Vector centerInScreen; VectorTransform( centerVec, screenScalemat, centerInScreen ); center.x = centerInScreen.x; center.y = centerInScreen.y;
matrix3x4_t transmat; Vector position( center.x, center.y, 0 ); SetIdentityMatrix( transmat ); PositionMatrix( position, transmat );
matrix3x4_t scalemat; SetScaleMatrix( m_Geometry.m_Scale.x, m_Geometry.m_Scale.y, 1, scalemat );
matrix3x4_t rotmat; Vector axis( 0, 0, 1 ); MatrixBuildRotationAboutAxis( axis, m_Geometry.m_Rotation, rotmat );
matrix3x4_t temp; MatrixMultiply( rotmat, scalemat, temp ); matrix3x4_t rawToLocal; MatrixMultiply( transmat, temp, rawToLocal );
matrix3x4_t groupToScreen; // Use the matrix that doesn't contain any scale changes if we should
m_pGroup->GetRenderTransform( groupToScreen, true ); MatrixMultiply( groupToScreen, rawToLocal, m_RelToScreenHoldAspectRatio );
// Update all children
for ( int i = 0; i < m_MemberList.Count(); i++ ) { m_MemberList[i]->UpdateRenderTransforms( stageRenderInfo ); }
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGraphicGroup::AddToGroup( CGameGraphic *pGraphic ) { m_MemberList.AddToTail( pGraphic ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CGraphicGroup::RemoveFromGroup( CGameGraphic *pGraphic ) { for ( int i = 0; i < m_MemberList.Count(); i++ ) { // TODO, what if the graphic is a group?
if ( m_MemberList[i] == pGraphic ) { m_MemberList.Remove( i ); return; } } }
//-----------------------------------------------------------------------------
// Returns true if any graphic in this group has the state.
//-----------------------------------------------------------------------------
bool CGraphicGroup::HasState( const char *pStateName ) { if ( CGameGraphic::HasState( pStateName ) ) return true;
for ( int i = 0; i < m_MemberList.Count(); i++ ) { if ( m_MemberList[i]->HasState( pStateName ) ) return true; } return false; }
//-----------------------------------------------------------------------------
// Set the state of all members to this state
//-----------------------------------------------------------------------------
void CGraphicGroup::SetState( const char *pStateName ) { CGameGraphic::SetState( pStateName );
for ( int i = 0; i < m_MemberList.Count(); i++ ) { m_MemberList[i]->SetState( pStateName ); } }
//-----------------------------------------------------------------------------
// Start playing animations
//-----------------------------------------------------------------------------
void CGraphicGroup::StartPlaying() { CGameGraphic::StartPlaying();
for ( int i = 0; i < m_MemberList.Count(); i++ ) { m_MemberList[i]->StartPlaying(); } }
//-----------------------------------------------------------------------------
// Stop playing animations
//-----------------------------------------------------------------------------
void CGraphicGroup::StopPlaying() { CGameGraphic::StopPlaying();
for ( int i = 0; i < m_MemberList.Count(); i++ ) { m_MemberList[i]->StopPlaying(); } }
//-----------------------------------------------------------------------------
// Move all members to the next available state
// Note this could put all of them into different states
//-----------------------------------------------------------------------------
void CGraphicGroup::AdvanceState() { CGameGraphic::AdvanceState();
for ( int i = 0; i < m_MemberList.Count(); i++ ) { m_MemberList[i]->AdvanceState(); } }
//-----------------------------------------------------------------------------
// Return the first member of this group that can have keyfocus.
//-----------------------------------------------------------------------------
CHitArea *CGraphicGroup::GetKeyFocusRequestGraphic() { for ( int i = 0; i < m_MemberList.Count(); i++ ) { if ( m_MemberList[i]->CanAcceptInput() ) { return ( CHitArea * )m_MemberList[i]; } } return NULL; }
//-----------------------------------------------------------------------------
// Does this graphic own a graphic with this name?
//-----------------------------------------------------------------------------
CGameGraphic *CGraphicGroup::FindGraphicByName( const char *pName ) const { int nGraphicCount = m_MemberList.Count(); for ( int i = 0; i < nGraphicCount; ++i ) { CGameGraphic *pMember = m_MemberList[i]; if ( pMember->IsGraphicNamed( pName ) ) { // Match.
return pMember; } }
return NULL; }
//-----------------------------------------------------------------------------
// Group visibility affects all children.
//-----------------------------------------------------------------------------
void CGraphicGroup::SetVisible( bool bVisible ) { CGameGraphic::SetVisible( bVisible );
int nGraphicCount = m_MemberList.Count(); for ( int i = 0; i < nGraphicCount; ++i ) { CGameGraphic *pMember = m_MemberList[i]; pMember->SetVisible( bVisible ); } }
//-----------------------------------------------------------------------------
// Return the appropriate render transform.
// m_RelToScreenHoldAspectRatio is calculated for a stage aspect ratio that has not changed.
//-----------------------------------------------------------------------------
void CGraphicGroup::GetRenderTransform( matrix3x4_t &relToScreen, bool bMaintainAspectRatio ) const { if ( bMaintainAspectRatio ) { relToScreen = m_RelToScreenHoldAspectRatio; } else { relToScreen = m_Geometry.m_RenderToScreen; } }
//-----------------------------------------------------------------------------
// If any parent of this group should maintain aspect ratio, this group should.
//-----------------------------------------------------------------------------
bool CGraphicGroup::MaintainAspectRatio() const { if ( m_pGroup && !m_Geometry.m_bMaintainAspectRatio ) { return m_pGroup->MaintainAspectRatio(); }
return m_Geometry.m_bMaintainAspectRatio; }
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