NazaraEngine/include/Nazara/Graphics/TextSprite.inl

209 lines
4.6 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/TextSprite.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
/*!
* \brief Constructs a TextSprite object by default
*/
inline TextSprite::TextSprite() :
m_color(Color::White),
m_scale(1.f)
{
ResetMaterials(1U);
SetDefaultMaterial();
}
/*!
* \brief Constructs a TextSprite object with a drawer
*
* \param drawer Drawer used to compose text on the sprite
*/
inline TextSprite::TextSprite(const AbstractTextDrawer& drawer) :
TextSprite()
{
Update(drawer);
}
/*!
* \brief Constructs a TextSprite object by assignation
*
* \param sprite TextSprite to copy into this
*/
inline TextSprite::TextSprite(const TextSprite& sprite) :
InstancedRenderable(sprite),
m_renderInfos(sprite.m_renderInfos),
m_localVertices(sprite.m_localVertices),
m_color(sprite.m_color),
m_localBounds(sprite.m_localBounds),
m_scale(sprite.m_scale)
{
for (auto it = sprite.m_atlases.begin(); it != sprite.m_atlases.end(); ++it)
{
const AbstractAtlas* atlas = it->first;
AtlasSlots& atlasSlots = m_atlases[atlas];
atlasSlots.clearSlot.Connect(atlas->OnAtlasCleared, this, &TextSprite::OnAtlasInvalidated);
atlasSlots.layerChangeSlot.Connect(atlas->OnAtlasLayerChange, this, &TextSprite::OnAtlasLayerChange);
atlasSlots.releaseSlot.Connect(atlas->OnAtlasRelease, this, &TextSprite::OnAtlasInvalidated);
}
}
/*!
* \brief Clears the data
*/
inline void TextSprite::Clear()
{
m_atlases.clear();
m_boundingVolume.MakeNull();
m_localVertices.clear();
m_renderInfos.clear();
}
/*!
* \brief Gets the color of the text sprite
* \return Current color
*/
inline const Color& TextSprite::GetColor() const
{
return m_color;
}
/*!
* \brief Gets the current scale of the text sprite
* \return Current scale
*/
inline float TextSprite::GetScale() const
{
return m_scale;
}
/*!
* \brief Sets the color of the text sprite
*
* \param color Color for the text sprite
*/
inline void TextSprite::SetColor(const Color& color)
{
m_color = color;
InvalidateVertices();
}
/*!
* \brief Sets the default material of the text sprite (just default material)
*/
inline void TextSprite::SetDefaultMaterial()
{
SetMaterial(Material::New("Translucent2D"));
}
/*!
* \brief Sets the material of the text sprite
*
* \param material Material for the text sprite
*/
inline void TextSprite::SetMaterial(MaterialRef material)
{
InstancedRenderable::SetMaterial(0, std::move(material));
}
inline void TextSprite::SetMaterial(std::size_t skinIndex, MaterialRef material)
{
InstancedRenderable::SetMaterial(skinIndex, 0, std::move(material));
}
/*!
* \brief Sets the current scale of the text sprite
*
* \param scale Scale of the text sprite
*/
inline void TextSprite::SetScale(float scale)
{
m_scale = scale;
InvalidateBoundingVolume();
InvalidateVertices();
}
/*!
* \brief Sets the current text sprite with the content of the other one
* \return A reference to this
*
* \param text sprite The other TextSprite
*/
inline TextSprite& TextSprite::operator=(const TextSprite& text)
{
InstancedRenderable::operator=(text);
m_atlases.clear();
m_color = text.m_color;
m_renderInfos = text.m_renderInfos;
m_localBounds = text.m_localBounds;
m_localVertices = text.m_localVertices;
m_scale = text.m_scale;
// Connect to the slots of the new atlases
for (auto it = text.m_atlases.begin(); it != text.m_atlases.end(); ++it)
{
const AbstractAtlas* atlas = it->first;
AtlasSlots& atlasSlots = m_atlases[atlas];
atlasSlots.clearSlot.Connect(atlas->OnAtlasCleared, this, &TextSprite::OnAtlasInvalidated);
atlasSlots.layerChangeSlot.Connect(atlas->OnAtlasLayerChange, this, &TextSprite::OnAtlasLayerChange);
atlasSlots.releaseSlot.Connect(atlas->OnAtlasRelease, this, &TextSprite::OnAtlasInvalidated);
}
InvalidateBoundingVolume();
InvalidateVertices();
return *this;
}
/*!
* \brief Invalidates the vertices
*/
inline void TextSprite::InvalidateVertices()
{
InvalidateInstanceData(0);
}
/*!
* \brief Creates a new text sprite from the arguments
* \return A reference to the newly created text sprite
*
* \param args Arguments for the text sprite
*/
template<typename... Args>
TextSpriteRef TextSprite::New(Args&&... args)
{
std::unique_ptr<TextSprite> object(new TextSprite(std::forward<Args>(args)...));
object->SetPersistent(false);
return object.release();
}
}
#include <Nazara/Graphics/DebugOff.hpp>