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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\CEGUI\CEGUIImage.h
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/*********************************************************************** filename: CEGUIImage.h created: 13/3/2004 author: Paul D Turner purpose: Defines interface for Image class *************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. ***************************************************************************/ #ifndef _CEGUIImage_h_ #define _CEGUIImage_h_ #include "CEGUIBase.h" #include "CEGUIString.h" #include "CEGUIRect.h" #include "CEGUIColourRect.h" #include "CEGUIVector.h" #include "CEGUISize.h" #include "CEGUIRenderer.h" #include "CEGUIXMLSerializer.h" #include
#if defined(_MSC_VER) # pragma warning(push) # pragma warning(disable : 4251) #endif // Start of CEGUI namespace section namespace CEGUI { /*! \brief Class that represents a single Image of an Imageset. */ class CEGUIEXPORT Image { public: /*! \brief Return a Size object containing the dimensions of the Image. \return Size object holding the width and height of the Image. */ Size getSize(void) const {return Size(d_scaledWidth, d_scaledHeight);} /*! \brief Return the pixel width of the image. \return Width of this Image in pixels. */ float getWidth(void) const {return d_scaledWidth;} /*! \brief Return the pixel height of the image. \return Height of this Image in pixels */ float getHeight(void) const {return d_scaledHeight;} /*! \brief Return a Point object that contains the offset applied when rendering this Image \return Point object containing the offsets applied when rendering this Image */ Point getOffsets(void) const {return d_scaledOffset;} /*! \brief Return the X rendering offset \return X rendering offset. This is the number of pixels that the image is offset by when rendering at any given location. */ float getOffsetX(void) const {return d_scaledOffset.d_x;} /*! \brief Return the Y rendering offset \return Y rendering offset. This is the number of pixels that the image is offset by when rendering at any given location. */ float getOffsetY(void) const {return d_scaledOffset.d_y;} /*! \brief Return the name of this Image object. \return String object containing the name of this Image */ const String& getName(void) const; /*! \brief Return the name of the Imageset that contains this Image \return String object containing the name of the Imageset which this Image is a part of. */ const String& getImagesetName(void) const; /*! \brief Return the parent Imageset object that contains this Image \return The parent Imageset object. */ const Imageset* getImageset(void) const {return d_owner;} /*! \brief Return Rect describing the source texture area used by this Image. \return Rect object that describes, in pixels, the area upon the source texture which is used when rendering this Image. */ const Rect& getSourceTextureArea(void) const; /*! \brief Queue the image to be drawn. \note The final position of the Image will be adjusted by the offset values defined for this Image object. If absolute positioning is essential then these values should be taken into account prior to calling the draw() methods. However, by doing this you take away the ability of the Imageset designer to adjust the alignment and positioning of Images, therefore your component is far less useful since it requires code changes to modify image positioning that could have been handled from a data file. \param position Vector3 object containing the location where the Image is to be drawn \param size Size object describing the size that the Image is to be drawn at. \param clip_rect Rect object that defines an on-screen area that the Image will be clipped to when drawing. \param top_left_colour Colour (as 0xAARRGGBB value) to be applied to the top-left corner of the Image. \param top_right_colour Colour (as 0xAARRGGBB value) to be applied to the top-right corner of the Image. \param bottom_left_colour Colour (as 0xAARRGGBB value) to be applied to the bottom-left corner of the Image. \param bottom_right_colour Colour (as 0xAARRGGBB value) to be applied to the bottom-right corner of the Image. \param quad_split_mode One of the QuadSplitMode values specifying the way quads are split into triangles \return Nothing */ void draw(const Vector3& position, const Size& size, const Rect& clip_rect, const colour& top_left_colour = 0xFFFFFFFF, const colour& top_right_colour = 0xFFFFFFFF, const colour& bottom_left_colour = 0xFFFFFFFF, const colour& bottom_right_colour = 0xFFFFFFFF, QuadSplitMode quad_split_mode = TopLeftToBottomRight) const { draw(Rect(position.d_x, position.d_y, position.d_x + size.d_width, position.d_y + size.d_height), position.d_z, clip_rect, ColourRect(top_left_colour, top_right_colour, bottom_left_colour, bottom_right_colour), quad_split_mode); } /*! \brief Queue the image to be drawn. \note The final position of the Image will be adjusted by the offset values defined for this Image object. If absolute positioning is essential then these values should be taken into account prior to calling the draw() methods. However, by doing this you take away the ability of the Imageset designer to adjust the alignment and positioning of Images, therefore your component is far less useful since it requires code changes to modify image positioning that could have been handled from a data file. \param dest_rect Rect object defining the area on-screen where the Image is to be drawn. The Image will be scaled to fit the area as required. \param z Z-order position for the image. Positions increase "into the screen", so 0.0f is at the top of the z-order. \param clip_rect Rect object that defines an on-screen area that the Image will be clipped to when drawing. \param top_left_colour Colour (as 0xAARRGGBB value) to be applied to the top-left corner of the Image. \param top_right_colour Colour (as 0xAARRGGBB value) to be applied to the top-right corner of the Image. \param bottom_left_colour Colour (as 0xAARRGGBB value) to be applied to the bottom-left corner of the Image. \param bottom_right_colour Colour (as 0xAARRGGBB value) to be applied to the bottom-right corner of the Image. \param quad_split_mode One of the QuadSplitMode values specifying the way quads are split into triangles \return Nothing */ void draw(const Rect& dest_rect, float z, const Rect& clip_rect, const colour& top_left_colour = 0xFFFFFFFF, const colour& top_right_colour = 0xFFFFFFFF, const colour& bottom_left_colour = 0xFFFFFFFF, const colour& bottom_right_colour = 0xFFFFFFFF, QuadSplitMode quad_split_mode = TopLeftToBottomRight) const { draw(dest_rect, z, clip_rect, ColourRect(top_left_colour, top_right_colour, bottom_left_colour, bottom_right_colour), quad_split_mode); } /*! \brief Queue the image to be drawn. \note The final position of the Image will be adjusted by the offset values defined for this Image object. If absolute positioning is essential then these values should be taken into account prior to calling the draw() methods. However, by doing this you take away the ability of the Imageset designer to adjust the alignment and positioning of Images, therefore your component is far less useful since it requires code changes to modify image positioning that could have been handled from a data file. \param position Vector3 object containing the location where the Image is to be drawn \param size Size object describing the size that the Image is to be drawn at. \param clip_rect Rect object that defines an on-screen area that the Image will be clipped to when drawing. \param colours ColourRect object that describes the colour values to use for each corner of the Image. \param quad_split_mode One of the QuadSplitMode values specifying the way quads are split into triangles \return Nothing */ void draw(const Vector3& position, const Size& size, const Rect& clip_rect, const ColourRect& colours, QuadSplitMode quad_split_mode = TopLeftToBottomRight) const { draw(Rect(position.d_x, position.d_y, position.d_x + size.d_width, position.d_y + size.d_height), position.d_z, clip_rect, colours, quad_split_mode); } /*! \brief Queue the image to be drawn. \note The final position of the Image will be adjusted by the offset values defined for this Image object. If absolute positioning is essential then these values should be taken into account prior to calling the draw() methods. However, by doing this you take away the ability of the Imageset designer to adjust the alignment and positioning of Images, therefore your component is far less useful since it requires code changes to modify image positioning that could have been handled from a data file. \param position Vector3 object containing the location where the Image is to be drawn \note The image will be drawn at it's internally defined size. \param clip_rect Rect object that defines an on-screen area that the Image will be clipped to when drawing. \param colours ColourRect object that describes the colour values to use for each corner of the Image. \param quad_split_mode One of the QuadSplitMode values specifying the way quads are split into triangles \return Nothing */ void draw(const Vector3& position, const Rect& clip_rect, const ColourRect& colours, QuadSplitMode quad_split_mode = TopLeftToBottomRight) const { draw(Rect(position.d_x, position.d_y, position.d_x + getWidth(), position.d_y + getHeight()), position.d_z, clip_rect, colours, quad_split_mode); } /*! \brief Queue the image to be drawn. \note The final position of the Image will be adjusted by the offset values defined for this Image object. If absolute positioning is essential then these values should be taken into account prior to calling the draw() methods. However, by doing this you take away the ability of the Imageset designer to adjust the alignment and positioning of Images, therefore your component is far less useful since it requires code changes to modify image positioning that could have been handled from a data file. \param position Vector3 object containing the location where the Image is to be drawn \param clip_rect Rect object that defines an on-screen area that the Image will be clipped to when drawing. \param top_left_colour Colour (as 0xAARRGGBB value) to be applied to the top-left corner of the Image. \param top_right_colour Colour (as 0xAARRGGBB value) to be applied to the top-right corner of the Image. \param bottom_left_colour Colour (as 0xAARRGGBB value) to be applied to the bottom-left corner of the Image. \param bottom_right_colour Colour (as 0xAARRGGBB value) to be applied to the bottom-right corner of the Image. \param quad_split_mode One of the QuadSplitMode values specifying the way quads are split into triangles \return Nothing */ void draw(const Vector3& position, const Rect& clip_rect, const colour& top_left_colour = 0xFFFFFFFF, const colour& top_right_colour = 0xFFFFFFFF, const colour& bottom_left_colour = 0xFFFFFFFF, const colour& bottom_right_colour = 0xFFFFFFFF, QuadSplitMode quad_split_mode = TopLeftToBottomRight) const { draw(Rect(position.d_x, position.d_y, position.d_x + getWidth(), position.d_y + getHeight()), position.d_z, clip_rect, ColourRect(top_left_colour, top_right_colour, bottom_left_colour, bottom_right_colour), quad_split_mode); } /*! \brief Queue the image to be drawn. \note The final position of the Image will be adjusted by the offset values defined for this Image object. If absolute positioning is essential then these values should be taken into account prior to calling the draw() methods. However, by doing this you take away the ability of the Imageset designer to adjust the alignment and positioning of Images, therefore your component is far less useful since it requires code changes to modify image positioning that could have been handled from a data file. \param dest_rect Rect object defining the area on-screen where the Image is to be drawn. The Image will be scaled to fit the area as required. \param z Z-order position for the image. Positions increase "into the screen", so 0.0f is at the top of the z-order. \param clip_rect Rect object that defines an on-screen area that the Image will be clipped to when drawing. \param colours ColourRect object that describes the colour values to use for each corner of the Image. \param quad_split_mode One of the QuadSplitMode values specifying the way quads are split into triangles \return Nothing */ void draw(const Rect& dest_rect, float z, const Rect& clip_rect,const ColourRect& colours, QuadSplitMode quad_split_mode = TopLeftToBottomRight) const; /*! \brief Writes an xml representation of this Image object to \a out_stream. \param xml_stream Stream where xml data should be output. \return Nothing. */ void writeXMLToStream(XMLSerializer& xml_stream) const; friend class std::map
; friend struct std::pair
; /************************************************************************* Construction and Destruction *************************************************************************/ /*! \brief Default constructor (only used by std::map) */ Image(void) {} /*! \brief Constructor for Image objects. This is not normally used directly by client code, use the Imageset interface instead. \param owner Pointer to a Imageset object that owns this Image. This must not be NULL. \param name String object describing the name of the image being created. \param area Rect object describing an area that will be associated with this image. \param render_offset Point object that describes the offset to be applied when rendering this image. \param horzScaling float value indicating the initial horizontal scaling to be applied to this image. \param vertScaling float value indicating the initial vertical scaling to be applied to this image. \exception NullObjectException Thrown if \a owner was NULL. */ Image(const Imageset* owner, const String& name, const Rect& area, const Point& render_offset, float horzScaling = 1.0f, float vertScaling = 1.0f); /*! \brief Copy constructor */ Image(const Image& image); /*! \brief Destructor for Image objects. */ ~Image(void); private: /************************************************************************* Friends *************************************************************************/ friend class Imageset; /************************************************************************* Implementation Methods *************************************************************************/ /*! \brief set the horizontal scaling factor to be applied to this Image \param factor float value describing the scaling factor required. \return Nothing. */ void setHorzScaling(float factor); /*! \brief set the vertical scaling factor to be applied to this Image \param factor float value describing the scaling factor required. \return Nothing. */ void setVertScaling(float factor); /************************************************************************* Implementation Data *************************************************************************/ const Imageset* d_owner; //!< Link back to Imageset that owns this image Rect d_area; //!< Rect defining the area on the texture that makes up this image. Point d_offset; //!< Offset to use when rendering // image auto-scaling fields. float d_scaledWidth; //!< scaled image width. float d_scaledHeight; //!< scaled image height. Point d_scaledOffset; //!< scaled rendering offset. String d_name; //!< name of this image. }; } // End of CEGUI namespace section #if defined(_MSC_VER) # pragma warning(pop) #endif #endif // end of guard _CEGUIImage_h_
CEGUIImage.h
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