96 lines
2.8 KiB
C++
96 lines
2.8 KiB
C++
#include "Frame.h"
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#include <osgText/Text>
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Frame::Frame()
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: osg::Geode(),
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bgcolor_(0.5f, 0.5f, 0.5f, 1.0f),
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rect_(0, 0, 100, 100),
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caption_("Frame")
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{
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}
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Frame::Frame(const Frame ©, const osg::CopyOp ©op)
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: osg::Geode(copy, copyop),
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bgcolor_(copy.bgcolor_),
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rect_(copy.rect_),
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caption_(copy.caption_)
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{
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}
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void Frame::rebuild()
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{
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removeDrawable(0, getNumDrawables());
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addDrawable(build_quad(rect_, bgcolor_));
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addDrawable(build_quad(Rect(rect_.x0 + 4, rect_.y1 - 24, rect_.x1 - 4, rect_.y1 - 4), osg::Vec4(0, 0, 0, bgcolor_.w()), false, 0.1f));
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osg::ref_ptr<osgText::Text> caption_text = new osgText::Text;
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caption_text->setText(caption_);
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caption_text->setColor(osg::Vec4(1, 1, 1, 1));
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caption_text->setAlignment(osgText::Text::CENTER_CENTER);
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caption_text->setFont("fonts/arial.ttf");
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caption_text->setCharacterSize(16);
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caption_text->setFontResolution(16, 16);
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caption_text->setPosition(osg::Vec3((rect_.x0 + rect_.x1) / 2, rect_.y1 - 15, 0.2f));
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addDrawable(caption_text.get());
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rebuild_client_area(Rect(rect_.x0 + 4, rect_.y0 + 4, rect_.x1 - 4, rect_.y1 - 28));
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}
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osg::Geometry *Frame::build_quad(const Rect &rect, const osg::Vec4 &color, bool shadow, float z)
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{
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const float shadow_space = 8;
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const float shadow_size = 10;
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osg::ref_ptr<osg::Geometry> geo = new osg::Geometry;
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osg::ref_ptr<osg::Vec3Array> vx = new osg::Vec3Array;
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vx->push_back(osg::Vec3(rect.x0, rect.y0, z));
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vx->push_back(osg::Vec3(rect.x1, rect.y0, z));
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vx->push_back(osg::Vec3(rect.x1, rect.y1, z));
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vx->push_back(osg::Vec3(rect.x0, rect.y1, z));
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if (shadow) {
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vx->push_back(osg::Vec3(rect.x0+shadow_space, rect.y0-shadow_size, z));
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vx->push_back(osg::Vec3(rect.x1+shadow_size, rect.y0-shadow_size, z));
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vx->push_back(osg::Vec3(rect.x1, rect.y0, z));
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vx->push_back(osg::Vec3(rect.x0+shadow_space, rect.y0, z));
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vx->push_back(osg::Vec3(rect.x1, rect.y1-shadow_space, z));
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vx->push_back(osg::Vec3(rect.x1, rect.y0, z));
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vx->push_back(osg::Vec3(rect.x1+shadow_size, rect.y0-shadow_size, z));
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vx->push_back(osg::Vec3(rect.x1+shadow_size, rect.y1-shadow_space, z));
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}
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geo->setVertexArray(vx.get());
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osg::ref_ptr<osg::Vec4Array> clr = new osg::Vec4Array;
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clr->push_back(color);
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clr->push_back(color);
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clr->push_back(color);
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clr->push_back(color);
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if (shadow) {
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float alpha = color.w() * 0.5f;
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const osg::Vec3 black(0, 0, 0);
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clr->push_back(osg::Vec4(black, 0));
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clr->push_back(osg::Vec4(black, 0));
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clr->push_back(osg::Vec4(black, alpha));
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clr->push_back(osg::Vec4(black, alpha));
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clr->push_back(osg::Vec4(black, alpha));
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clr->push_back(osg::Vec4(black, alpha));
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clr->push_back(osg::Vec4(black, 0));
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clr->push_back(osg::Vec4(black, 0));
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}
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geo->setColorArray(clr.get());
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geo->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
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geo->addPrimitiveSet(new osg::DrawArrays(GL_QUADS, 0, shadow? 12: 4));
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return geo.take();
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}
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