// Copyright (C) 2012-2013 ChaosForge / Kornel Kisielewicz // http://chaosforge.org/ // // This file is part of NV Libraries. // For conditions of distribution and use, see copyright notice in nv.hh #include "nv/gui/gui_environment.hh" #include "nv/gui/gui_renderer.hh" /* TODO: parse a lua stylesheet as per Trac wiki IDEA: Store everything in std::unordered_maps, with lua_value's? A lua_value is a variant stores strings as const char* that deletes them on destructor? Question is that there might not be much gained on speed anyway, due to Lua's speed. Special function field allows delayed per parse execution? */ #include "nv/gfx/sliced_buffer.hh" #include "nv/gfx/texture_atlas.hh" #include using namespace nv; using namespace nv::gui; environment::environment( window* w, const std::string& shader_path ) : m_renderer( nullptr ), m_window( w ), m_screen( nullptr ) { m_area.dim( dimension( w->get_width(), w->get_height() ) ); m_screen = new screen( m_area ); m_renderer = new renderer( w, shader_path ); } void nv::gui::environment::load_style( const std::string& filename ) { m_renderer->load_style( filename ); } element* nv::gui::environment::create_element( element* parent, const rectangle& r ) { element* result = new element( r ); if ( parent == nullptr ) parent = m_screen; parent->add_child( result ); return result; } void nv::gui::environment::destroy_element( element* e ) { destroy_children( e ); e->detach(); delete e; } void environment::update( element* e, uint32 elapsed ) { e->on_update( elapsed ); if ( e->is_visible() ) { for ( object* i : *e ) { update( ((element*)i), elapsed ); } } if ( e->is_dirty() || e->m_render_data == nullptr ) { m_renderer->redraw( e, elapsed ); e->set_dirty( false ); } } void environment::draw( element* e ) { if ( e->is_visible() ) { e->on_draw(); m_renderer->draw( e ); for ( object* i : *e ) { draw((element*)i); } } } void environment::update() { update( m_screen, 0 ); } void environment::draw() { draw( m_screen ); m_renderer->draw(); } void environment::add_child( element* child ) { m_screen->add_child( child ); } void environment::destroy_children( element* e ) { while ( !e->m_children.empty() ) { destroy_element( (element*)e->m_children.front() ); } } environment::~environment() { destroy_element( m_screen ); delete m_renderer; }