Serious-Engine/Sources/EngineGui/WndDisplayTexture.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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// WndDisplayTexture.cpp : implementation file
//
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#include "EngineGui/StdH.h"
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#include <Engine/Graphics/TextureEffects.h>
#ifdef _DEBUG
#undef new
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CWndDisplayTexture
TIME timeLastTick;
CWndDisplayTexture::CWndDisplayTexture()
{
m_pLeftMouseButtonClicked = NULL;
m_pLeftMouseButtonReleased = NULL;
m_pRightMouseButtonClicked = NULL;
m_pRightMouseButtonMoved = NULL;
m_pDrawPort = NULL;
m_pViewPort = NULL;
m_iTimerID = -1;
m_bChequeredAlpha = TRUE;
m_bForce32 = FALSE;
m_bDrawLine = FALSE;
}
CWndDisplayTexture::~CWndDisplayTexture()
{
}
BEGIN_MESSAGE_MAP(CWndDisplayTexture, CWnd)
//{{AFX_MSG_MAP(CWndDisplayTexture)
ON_WM_DESTROY()
ON_WM_PAINT()
ON_WM_TIMER()
ON_WM_LBUTTONDOWN()
ON_WM_RBUTTONDOWN()
ON_WM_LBUTTONUP()
ON_WM_MOUSEMOVE()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CWndDisplayTexture message handlers
// converts window mouse coordinates to buffer coordinates
static void ConvertCoords( CTextureData *pTD, PIX &pixU, PIX &pixV)
{
}
void CWndDisplayTexture::OnPaint()
{
{ CPaintDC dc(this); } // device context for painting
if( m_iTimerID==-1) m_iTimerID = (int)SetTimer( 1, 50, NULL);
if( m_pViewPort==NULL && m_pDrawPort==NULL)
{ // initialize canvas for active texture button
_pGfx->CreateWindowCanvas( m_hWnd, &m_pViewPort, &m_pDrawPort);
}
// get texture data
CTextureData *pTD = (CTextureData*)m_toTexture.GetData();
BOOL bAlphaChannel = FALSE;
// if there is a valid drawport, and the drawport can be locked
if( m_pDrawPort!=NULL && m_pDrawPort->Lock())
{ // if it has any texture
if( pTD!=NULL) {
PIX pixWidth = pTD->GetPixWidth();
PIX pixHeight = pTD->GetPixHeight();
// adjust for effect texture
if( pTD->td_ptegEffect != NULL) {
pixWidth = pTD->td_pixBufferWidth;
pixHeight = pTD->td_pixBufferHeight;
}
// get window / texture factor
if( pixWidth >= pixHeight) {
m_fWndTexRatio = FLOAT(m_pDrawPort->GetWidth()) /pixWidth;
} else {
m_fWndTexRatio = FLOAT(m_pDrawPort->GetHeight()) /pixHeight;
}
// get width and height of texture window
m_pixWinWidth = pixWidth *m_fWndTexRatio;
m_pixWinHeight = pixHeight*m_fWndTexRatio;
m_pixWinOffsetU = (m_pDrawPort->GetWidth() -m_pixWinWidth ) /2;
m_pixWinOffsetV = (m_pDrawPort->GetHeight()-m_pixWinHeight) /2;
// determine texture's alpha channel presence
bAlphaChannel = pTD->td_ulFlags&TEX_ALPHACHANNEL;
} else {
// whole screen
m_fWndTexRatio = 1.0f;
m_pixWinWidth = m_pDrawPort->GetWidth();
m_pixWinHeight = m_pDrawPort->GetHeight();
m_pixWinOffsetU = 0;
m_pixWinOffsetV = 0;
}
// clear window background
m_pDrawPort->Fill( C_GRAY|CT_OPAQUE);
// if chequered alpha flag is turned on
#define CHESS_BOX_WIDTH 16
#define CHESS_BOX_HEIGHT 16
if( m_bChequeredAlpha && bAlphaChannel)
{ // create chess looking background
for( INDEX iVert=0; iVert<(m_pixWinHeight/CHESS_BOX_HEIGHT)+1; iVert++) {
// create chess looking background
for( INDEX iHoriz=0; iHoriz<(m_pixWinWidth/CHESS_BOX_WIDTH)+1; iHoriz++) {
COLOR colBox = C_WHITE;
if( (iHoriz+iVert)&1) colBox = C_lGRAY;
// fill part of a drawport with a given color
m_pDrawPort->Fill( iHoriz*CHESS_BOX_WIDTH +m_pixWinOffsetU,
iVert *CHESS_BOX_HEIGHT+m_pixWinOffsetV,
CHESS_BOX_WIDTH, CHESS_BOX_HEIGHT, colBox|CT_OPAQUE);
}
}
}
// if it has any texture
if( pTD!=NULL) {
// create rectangle proportional with texture ratio covering whole draw port
PIXaabbox2D rectPict = PIXaabbox2D( PIX2D( m_pixWinOffsetU, m_pixWinOffsetV),
PIX2D( m_pixWinOffsetU+m_pixWinWidth, m_pixWinOffsetV+m_pixWinHeight));
// draw texture
m_pDrawPort->PutTexture( &m_toTexture, rectPict);
}
// draw line on left mouse move
if( m_bDrawLine) {
m_pDrawPort->DrawLine(m_pixLineStartU, m_pixLineStartV,
m_pixLineStopU, m_pixLineStopV, C_WHITE|CT_OPAQUE, 0xCCCCCCCC);
m_pDrawPort->DrawLine(m_pixLineStartU, m_pixLineStartV,
m_pixLineStopU, m_pixLineStopV, C_BLACK|CT_OPAQUE, 0x33333333);
}
// unlock the drawport
m_pDrawPort->Unlock();
// swap if there is a valid viewport
if( m_pViewPort!=NULL) m_pViewPort->SwapBuffers();
}
// if this is effect texture
if( pTD!=NULL && pTD->td_ptegEffect!=NULL)
{ // display rendering speed
DOUBLE dMS = pTD->td_ptegEffect->GetRenderingTime() * 1000.0;
// only if valid
if( dMS>0) {
char achrSpeed[256];
CDlgCreateEffectTexture *pDialog = (CDlgCreateEffectTexture*)GetParent();
sprintf( achrSpeed, "Rendering speed: %.2f ms", dMS);
pDialog->m_strRendSpeed = achrSpeed;
pDialog->UpdateData( FALSE);
}
// reset statistics
STAT_Reset();
}
}
void CWndDisplayTexture::OnTimer(UINT nIDEvent)
{
// on our timer discard test animation window
if( nIDEvent == 1)
{
TIME timeCurrentTick = _pTimer->GetRealTimeTick();
if( timeCurrentTick > timeLastTick )
{
_pTimer->SetCurrentTick( timeCurrentTick);
timeLastTick = timeCurrentTick;
}
Invalidate(FALSE);
}
CWnd::OnTimer(nIDEvent);
}
void CWndDisplayTexture::OnDestroy()
{
if( m_pViewPort != NULL)
{
_pGfx->DestroyWindowCanvas( m_pViewPort);
m_pViewPort = NULL;
}
KillTimer( m_iTimerID);
_pTimer->SetCurrentTick( 0.0f);
CWnd::OnDestroy();
}
void CWndDisplayTexture::OnLButtonDown(UINT nFlags, CPoint point)
{
// start drawing line
m_bDrawLine = TRUE;
// store mouse start coordinates
m_pixLineStartU = point.x;
m_pixLineStartV = point.y;
m_pixLineStopU = point.x;
m_pixLineStopV = point.y;
// get texture data from surface
CTextureData *pTD = (CTextureData*)m_toTexture.GetData();
PIX pixU = point.x-m_pixWinOffsetU;
PIX pixV = point.y-m_pixWinOffsetV;
if( pixU<0 || pixU>m_pixWinWidth ) return;
if( pixV<0 || pixV>m_pixWinHeight) return;
pixU = PIX(pixU/m_fWndTexRatio);
pixV = PIX(pixV/m_fWndTexRatio);
// if there is valid mouse down function set
if( m_pLeftMouseButtonClicked != NULL)
{ // call it
m_pLeftMouseButtonClicked(pixU, pixV);
}
CWnd::OnLButtonDown(nFlags, point);
}
void CWndDisplayTexture::OnLButtonUp(UINT nFlags, CPoint point)
{
// stop drawing line
m_bDrawLine = FALSE;
// get texture data from surface
CTextureData *pTD = (CTextureData*)m_toTexture.GetData();
PIX pixU = point.x-m_pixWinOffsetU;
PIX pixV = point.y-m_pixWinOffsetV;
if( pixU<0 || pixU>m_pixWinWidth ) return;
if( pixV<0 || pixV>m_pixWinHeight) return;
pixU = PIX(pixU/m_fWndTexRatio);
pixV = PIX(pixV/m_fWndTexRatio);
// if there is valid mouse down function set
if( m_pLeftMouseButtonReleased != NULL)
{ // call it
m_pLeftMouseButtonReleased(pixU, pixV);
}
CWnd::OnLButtonUp(nFlags, point);
}
void CWndDisplayTexture::OnRButtonDown(UINT nFlags, CPoint point)
{
// get texture data from surface
CTextureData *pTD = (CTextureData*)m_toTexture.GetData();
PIX pixU = point.x-m_pixWinOffsetU;
PIX pixV = point.y-m_pixWinOffsetV;
if( pixU<0 || pixU>m_pixWinWidth ) return;
if( pixV<0 || pixV>m_pixWinHeight) return;
pixU = PIX(pixU/m_fWndTexRatio);
pixV = PIX(pixV/m_fWndTexRatio);
// if there is valid mouse down function set
if( m_pRightMouseButtonClicked != NULL)
{ // call it
m_pRightMouseButtonClicked(pixU, pixV);
}
CWnd::OnRButtonDown(nFlags, point);
}
void CWndDisplayTexture::OnMouseMove(UINT nFlags, CPoint point)
{
// if right mouse is down
if (nFlags&MK_RBUTTON) {
// get texture data from surface
CTextureData *pTD = (CTextureData*)m_toTexture.GetData();
PIX pixU = point.x-m_pixWinOffsetU;
PIX pixV = point.y-m_pixWinOffsetV;
if( pixU<0 || pixU>m_pixWinWidth ) return;
if( pixV<0 || pixV>m_pixWinHeight) return;
pixU = PIX(pixU/m_fWndTexRatio);
pixV = PIX(pixV/m_fWndTexRatio);
// if there is valid mouse down function set
if( m_pRightMouseButtonMoved != NULL)
{ // call it
m_pRightMouseButtonMoved(pixU, pixV);
}
// if left mouse is down
} else if (nFlags&MK_LBUTTON) {
// store mouse coordinates
m_pixLineStopU = point.x;
m_pixLineStopV = point.y;
}
CWnd::OnMouseMove(nFlags, point);
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}