/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd 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 OR COPYRIGHT HOLDERS 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 __PanelOverlayElement_H__ #define __PanelOverlayElement_H__ #include "OgreOverlayContainer.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Overlays * @{ */ /** OverlayElement representing a flat, single-material (or transparent) panel which can contain other elements. @remarks This class subclasses OverlayContainer because it can contain other elements. Like other containers, if hidden it's contents are also hidden, if moved it's contents also move etc. The panel itself is a 2D rectangle which is either completely transparent, or is rendered with a single material. The texture(s) on the panel can be tiled depending on your requirements. @par This component is suitable for backgrounds and grouping other elements. Note that because it has a single repeating material it cannot have a discrete border (unless the texture has one and the texture is tiled only once). For a bordered panel, see it's subclass BorderPanelOverlayElement. @par Note that the material can have all the usual effects applied to it like multiple texture layers, scrolling / animated textures etc. For multiple texture layers, you have to set the tiling level for each layer. */ class _OgreOverlayExport PanelOverlayElement : public OverlayContainer { public: /** Constructor. */ PanelOverlayElement(const String& name); virtual ~PanelOverlayElement(); /** Initialise */ virtual void initialise(void); /** Sets the number of times textures should repeat. @param x The number of times the texture should repeat horizontally @param y The number of times the texture should repeat vertically @param layer The texture layer to specify (only needs to be altered if you're using a multi-texture layer material) */ void setTiling(Real x, Real y, ushort layer = 0); Real getTileX(ushort layer = 0) const; /** Gets the number of times the texture should repeat vertically. @param layer The texture layer to specify (only needs to be altered if you're using a multi-texture layer material) */ Real getTileY(ushort layer = 0) const; /** Sets the texture coordinates for the panel. */ void setUV(Real u1, Real v1, Real u2, Real v2); /** Get the uv coordinates for the panel*/ void getUV(Real& u1, Real& v1, Real& u2, Real& v2) const; /** Sets whether this panel is transparent (used only as a grouping level), or if it is actually rendered. */ void setTransparent(bool isTransparent); /** Returns whether this panel is transparent. */ bool isTransparent(void) const; /** See OverlayElement. */ virtual const String& getTypeName(void) const; /** See Renderable. */ void getRenderOperation(RenderOperation& op); /** Overridden from OverlayElement */ void setMaterialName(const String& matName); /** Overridden from OverlayContainer */ void _updateRenderQueue(RenderQueue* queue); /** Command object for specifying tiling (see ParamCommand).*/ class _OgrePrivate CmdTiling : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for specifying transparency (see ParamCommand).*/ class _OgrePrivate CmdTransparent : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; /** Command object for specifying UV coordinates (see ParamCommand).*/ class _OgrePrivate CmdUVCoords : public ParamCommand { public: String doGet(const void* target) const; void doSet(void* target, const String& val); }; protected: /// Flag indicating if this panel should be visual or just group things bool mTransparent; // Texture tiling Real mTileX[OGRE_MAX_TEXTURE_LAYERS]; Real mTileY[OGRE_MAX_TEXTURE_LAYERS]; size_t mNumTexCoordsInBuffer; Real mU1, mV1, mU2, mV2; RenderOperation mRenderOp; /// Internal method for setting up geometry, called by OverlayElement::update virtual void updatePositionGeometry(void); /// Called to update the texture coords when layers change virtual void updateTextureGeometry(void); /// Method for setting up base parameters for this class void addBaseParameters(void); static String msTypeName; // Command objects static CmdTiling msCmdTiling; static CmdTransparent msCmdTransparent; static CmdUVCoords msCmdUVCoords; }; /** @} */ /** @} */ } #endif