Color is now Float4 with RGBA
This commit is contained in:
parent
e815f57238
commit
0cb569fdb7
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@ -21,19 +21,19 @@ namespace DanBias
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ButtonEllipse()
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ButtonEllipse()
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: EventButtonGUI(), radius(0)
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: EventButtonGUI(), radius(0)
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{}
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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{}
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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{}
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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{}
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{}
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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ButtonEllipse(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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{}
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{}
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@ -21,19 +21,19 @@ namespace DanBias
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ButtonRectangle()
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ButtonRectangle()
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: EventButtonGUI(), width(0), height(0)
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: EventButtonGUI(), width(0), height(0)
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{}
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, owner, pos, size, resize)
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{}
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, func, pos, size, resize)
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{}
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, pos, size, resize)
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{}
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{}
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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ButtonRectangle(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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: EventButtonGUI(textureName, buttonText, textColor, func, owner, userData, pos, size, resize)
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{}
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{}
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@ -31,30 +31,30 @@ namespace DanBias
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{
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{
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public:
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public:
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EventButtonGUI()
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EventButtonGUI()
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: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(0, 0, 0)
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: EventButton(), pos(0, 0), size(0, 0), texture(NULL), buttonText(""), textColor(1, 1, 1, 1)
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{}
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{}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos,
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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: EventButton(owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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{
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CreateTexture(textureName);
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CreateTexture(textureName);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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}
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}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Oyster::Math::Float3 pos,
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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: EventButton(func), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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{
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CreateTexture(textureName);
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CreateTexture(textureName);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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}
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}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, Oyster::Math::Float3 pos,
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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: EventButton(func, owner), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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{
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CreateTexture(textureName);
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CreateTexture(textureName);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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if(resize != ResizeAspectRatio_None) ResizeWithAspectRatio(resize);
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}
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}
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float3 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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EventButtonGUI(std::wstring textureName, std::wstring buttonText, Oyster::Math::Float4 textColor, EventFunc func, Owner owner, void* userData, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height)
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: EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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: EventButton(func, owner, userData), pos(pos), size(size), texture(NULL), buttonText(buttonText), textColor(textColor)
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{
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{
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CreateTexture(textureName);
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CreateTexture(textureName);
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@ -77,7 +77,7 @@ namespace DanBias
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if(EventButton<Owner>::Enabled())
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if(EventButton<Owner>::Enabled())
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{
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{
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// let the using dev decide what is rendered
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// let the using dev decide what is rendered
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Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float3(1.0f, 1.0f, 1.0f));
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Oyster::Graphics::API::RenderGuiElement(texture, pos, size, Oyster::Math::Float4(1.0f, 1.0f, 1.0f, 1.0f));
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//Render att xPos and yPos
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//Render att xPos and yPos
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//With width and height
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//With width and height
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@ -125,7 +125,7 @@ namespace DanBias
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Oyster::Graphics::API::Texture texture;
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Oyster::Graphics::API::Texture texture;
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std::wstring buttonText;
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std::wstring buttonText;
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Oyster::Math::Float3 textColor;
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Oyster::Math::Float4 textColor;
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};
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};
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}
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}
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}
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}
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@ -20,7 +20,7 @@ namespace DanBias { namespace Client
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{
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{
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public:
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public:
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TextField();
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TextField();
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TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
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TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize = ResizeAspectRatio_Height );
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virtual ~TextField();
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virtual ~TextField();
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virtual void RenderText();
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virtual void RenderText();
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@ -62,7 +62,7 @@ namespace DanBias { namespace Client
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}
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}
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template<typename Owner>
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template<typename Owner>
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TextField<Owner>::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float3 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
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TextField<Owner>::TextField( ::std::wstring backgroundTexture, ::Oyster::Math::Float4 textColor, Owner owner, Oyster::Math::Float3 pos, Oyster::Math::Float2 size, ResizeAspectRatio resize )
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: ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, resize )
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: ButtonRectangle( backgroundTexture, L"", textColor, owner, pos, size, resize )
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{
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{
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this->fontHeight = 0.025f;
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this->fontHeight = 0.025f;
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@ -58,7 +58,7 @@ bool LanMenuState::Init( SharedStateContent &shared )
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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this->privData->background = Graphics::API::CreateTexture( L"grass_md.png" );
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// create guiElements
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// create guiElements
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this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float3(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
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this->privData->connectIP = new TextField<LanMenuState*>( L"earth_md.png", Float4(1.0f), this, Float3(0.5f, 0.3f, 0.5f), Float2(0.8f, 0.09f), ResizeAspectRatio_None );
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this->privData->connectIP->ReserveLines( 1 );
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this->privData->connectIP->ReserveLines( 1 );
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this->privData->connectIP->AppendText( L"127.0.0.1" );
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this->privData->connectIP->AppendText( L"127.0.0.1" );
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this->privData->connectIP->SetFontHeight( 0.08f );
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this->privData->connectIP->SetFontHeight( 0.08f );
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@ -68,10 +68,10 @@ bool LanMenuState::Init( SharedStateContent &shared )
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this->privData->guiElements.AddButton( this->privData->connectIP );
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this->privData->guiElements.AddButton( this->privData->connectIP );
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ButtonRectangle<LanMenuState*> *guiElements;
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ButtonRectangle<LanMenuState*> *guiElements;
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float3(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Connect", Float4(1.0f), OnButtonInteract_Connect, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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this->privData->guiElements.AddButton( guiElements );
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this->privData->guiElements.AddButton( guiElements );
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Exit", Float3(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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guiElements = new ButtonRectangle<LanMenuState*>( L"earth_md.png", L"Exit", Float4(1.0f), OnButtonInteract_Exit, this, Float3(0.5f, 0.5f, 0.5f), Float2(0.3f, 0.05f), ResizeAspectRatio_None );
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this->privData->guiElements.AddButton( guiElements );
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this->privData->guiElements.AddButton( guiElements );
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// bind guiElements collection to the singleton eventhandler
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// bind guiElements collection to the singleton eventhandler
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// create buttons
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// create buttons
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ButtonRectangle<LobbyAdminState*> *button;
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ButtonRectangle<LobbyAdminState*> *button;
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button = new ButtonRectangle<LobbyAdminState*>( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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button = new ButtonRectangle<LobbyAdminState*>( L"earth_md.png", L"Ready", Float4(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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this->privData->guiElements.AddButton( button );
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// bind button collection to the singleton eventhandler
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// bind button collection to the singleton eventhandler
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// create buttons
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// create buttons
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ButtonRectangle<LobbyState*> *button;
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ButtonRectangle<LobbyState*> *button;
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button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float3(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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button = new ButtonRectangle<LobbyState*>( L"earth_md.png", L"Ready", Float4(1.0f), OnButtonInteract_Ready, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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this->privData->guiElements.AddButton( button );
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// bind button collection to the singleton eventhandler
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// bind button collection to the singleton eventhandler
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// create buttons
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// create buttons
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ButtonRectangle<MainState*> *button;
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ButtonRectangle<MainState*> *button;
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button = new ButtonRectangle<MainState*>( L"earth_md.png", L"Create", Float3(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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button = new ButtonRectangle<MainState*>( L"earth_md.png", L"Create", Float4(1.0f), OnButtonInteract_Create, this, Float3(0.5f, 0.2f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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this->privData->guiElements.AddButton( button );
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button = new ButtonRectangle<MainState*>( L"skysphere_md.png", L"Join", Float3(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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button = new ButtonRectangle<MainState*>( L"skysphere_md.png", L"Join", Float4(1.0f), OnButtonInteract_Join, this, Float3(0.5f, 0.4f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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this->privData->guiElements.AddButton( button );
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button = new ButtonRectangle<MainState*>( L"plane_texture_md.png", L"Quit", Float3(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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button = new ButtonRectangle<MainState*>( L"plane_texture_md.png", L"Quit", Float4(1.0f), OnButtonInteract_Quit, this, Float3(0.5f, 0.8f, 0.5f), Float2(0.3f, 0.1f), ResizeAspectRatio_Width );
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this->privData->guiElements.AddButton( button );
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this->privData->guiElements.AddButton( button );
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// bind button collection to the singleton eventhandler
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// bind button collection to the singleton eventhandler
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@ -161,7 +161,7 @@ namespace Oyster
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Render::Gui::Begin2DRender();
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Render::Gui::Begin2DRender();
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}
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}
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void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float3 color)
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void API::RenderGuiElement(API::Texture tex, Math::Float3 pos, Math::Float2 size, Math::Float4 color)
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{
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{
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Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
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Render::Gui::Render((ID3D11ShaderResourceView*)tex,pos,size,color);
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}
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}
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Render::Gui::Begin2DTextRender();
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Render::Gui::Begin2DTextRender();
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}
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}
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void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 color)
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void API::RenderText(std::wstring text, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 color)
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{
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{
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Render::Gui::RenderText(text, Pos, Size, FontSize, color);
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Render::Gui::RenderText(text, Pos, Size, FontSize, color);
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}
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}
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static void StartGuiRender();
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static void StartGuiRender();
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//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
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//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
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static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float3 Color = Math::Float3(1,1,1));
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static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float4 Color = Math::Float4(1,1,1,1));
|
||||||
|
|
||||||
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
|
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
|
||||||
static void StartTextRender();
|
static void StartTextRender();
|
||||||
|
|
||||||
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
|
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
|
||||||
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float3 Color = Math::Float3(1,1,1));
|
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 Color = Math::Float4(1,1,1,1));
|
||||||
|
|
||||||
//! @brief Performs light calculations, post effects and presents the scene
|
//! @brief Performs light calculations, post effects and presents the scene
|
||||||
static void EndFrame();
|
static void EndFrame();
|
||||||
|
|
|
@ -16,7 +16,7 @@ namespace Oyster
|
||||||
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
|
Core::PipelineManager::SetRenderPass(Render::Resources::Gui::Pass);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float3 color)
|
void Gui::Render(ID3D11ShaderResourceView* tex,Math::Float3 pos, Math::Float2 size, Math::Float4 color)
|
||||||
{
|
{
|
||||||
Core::deviceContext->PSSetShaderResources(0,1,&tex);
|
Core::deviceContext->PSSetShaderResources(0,1,&tex);
|
||||||
|
|
||||||
|
@ -37,7 +37,7 @@ namespace Oyster
|
||||||
Render::Resources::Gui::Data.Unmap();
|
Render::Resources::Gui::Data.Unmap();
|
||||||
|
|
||||||
data = Render::Resources::Color.Map();
|
data = Render::Resources::Color.Map();
|
||||||
memcpy(data,&color,sizeof(Math::Float3));
|
memcpy(data,&color,sizeof(Math::Float4));
|
||||||
Render::Resources::Color.Unmap();
|
Render::Resources::Color.Unmap();
|
||||||
|
|
||||||
|
|
||||||
|
@ -50,7 +50,7 @@ namespace Oyster
|
||||||
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
|
Core::PipelineManager::SetRenderPass(Resources::Gui::Text::Pass);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 color)
|
void Gui::RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 color)
|
||||||
{
|
{
|
||||||
|
|
||||||
//size.x = size.x / (text.length() * TEXT_SPACING /2);
|
//size.x = size.x / (text.length() * TEXT_SPACING /2);
|
||||||
|
@ -81,7 +81,7 @@ namespace Oyster
|
||||||
Definitions::Text2D tmpInst;
|
Definitions::Text2D tmpInst;
|
||||||
|
|
||||||
data = Render::Resources::Color.Map();
|
data = Render::Resources::Color.Map();
|
||||||
memcpy(data,&color,sizeof(Math::Float3));
|
memcpy(data,&color,sizeof(Math::Float4));
|
||||||
Render::Resources::Color.Unmap();
|
Render::Resources::Color.Unmap();
|
||||||
|
|
||||||
void* dest = Resources::Gui::Text::Vertex.Map();
|
void* dest = Resources::Gui::Text::Vertex.Map();
|
||||||
|
|
|
@ -12,9 +12,9 @@ namespace Oyster
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static void Begin2DRender();
|
static void Begin2DRender();
|
||||||
static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float3 tint = Math::Float3(1,1,1));
|
static void Render(ID3D11ShaderResourceView* tex, Math::Float3 pos, Math::Float2 size, Math::Float4 tint = Math::Float4(1,1,1,1));
|
||||||
static void Begin2DTextRender();
|
static void Begin2DTextRender();
|
||||||
static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float3 tint = Math::Float3(1,1,1));
|
static void RenderText(std::wstring text, Math::Float3 pos, Math::Float2 size, float FontSize, Math::Float4 tint = Math::Float4(1,1,1,1));
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -2,5 +2,5 @@
|
||||||
|
|
||||||
float4 main(Pixel2DIn input) : SV_Target0
|
float4 main(Pixel2DIn input) : SV_Target0
|
||||||
{
|
{
|
||||||
return Material.Sample(LinearSampler,input.Uv) * float4(Color,1);
|
return Material.Sample(LinearSampler,input.Uv) * Color;
|
||||||
}
|
}
|
|
@ -10,7 +10,7 @@ cbuffer EveryObject2D : register(b0)
|
||||||
|
|
||||||
cbuffer ColorData : register(b0)
|
cbuffer ColorData : register(b0)
|
||||||
{
|
{
|
||||||
float3 Color;
|
float4 Color;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Pixel2DIn
|
struct Pixel2DIn
|
||||||
|
|
Loading…
Reference in New Issue