open_toontown_panda3d/panda/src/display/graphicsChannel.cxx

244 lines
8.8 KiB
C++

// Filename: graphicsChannel.cxx
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "graphicsChannel.h"
#include "graphicsWindow.h"
#include "config_display.h"
#include "pmap.h"
////////////////////////////////////////////////////////////////////
// Static variables
////////////////////////////////////////////////////////////////////
TypeHandle GraphicsChannel::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
GraphicsChannel::
GraphicsChannel() {
_window = NULL;
_is_active = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
GraphicsChannel::
GraphicsChannel(GraphicsWindow *window)
: _window(window)
{
_is_active = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::Copy Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
INLINE GraphicsChannel::
GraphicsChannel(const GraphicsChannel&) {
display_cat.error()
<< "GraphicsChannels should never be copied" << endl;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::Copy Assignment Operator
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
INLINE GraphicsChannel &GraphicsChannel::
operator=(const GraphicsChannel&) {
display_cat.error()
<< "GraphicsChannels should never be assigned" << endl;
return *this;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::Destructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
GraphicsChannel::
~GraphicsChannel() {
// We don't have to destruct our child display regions explicitly,
// since they are all reference-counted and will go away when their
// pointers do. However, we do need to zero out their pointers to
// us.
GraphicsLayers::iterator li;
for (li = _layers.begin();
li != _layers.end();
++li) {
(*li)->_channel = NULL;
}
// We don't need to remove ourself from the windows's list of
// channels. We must have already been removed, or we wouldn't be
// destructing!
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::make_layer
// Access: Public
// Description: Creates a new GraphicsLayer, associated with the
// window, at the indicated index position. If the
// index position negative or past the end of the array,
// the end of the array is assumed. The layers will be
// rendered on top of each other, in increasing order by
// index, from back to front.
////////////////////////////////////////////////////////////////////
GraphicsLayer *GraphicsChannel::
make_layer(int index) {
PT(GraphicsLayer) layer = new GraphicsLayer(this);
if (index < 0 || index >= (int)_layers.size()) {
_layers.push_back(layer);
} else {
_layers.insert(_layers.begin() + index, layer);
}
return layer;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::get_num_layers
// Access: Public
// Description: Returns the number of layers currently associated
// with the channel.
////////////////////////////////////////////////////////////////////
int GraphicsChannel::
get_num_layers() const {
return _layers.size();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::get_layer
// Access: Public
// Description: Returns the nth layer associated with the channel.
////////////////////////////////////////////////////////////////////
GraphicsLayer *GraphicsChannel::
get_layer(int index) const {
nassertr(index >= 0 && index < (int)_layers.size(), NULL);
return _layers[index];
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::move_layer
// Access: Public
// Description: Changes the ordering of the layers so that the
// indicated layer will move to the indicated position.
// If to_index is negative or past the end of the array,
// the end of the array is assumed.
////////////////////////////////////////////////////////////////////
void GraphicsChannel::
move_layer(int from_index, int to_index) {
nassertv(from_index >= 0 && from_index < (int)_layers.size());
PT(GraphicsLayer) layer = _layers[from_index];
if (to_index < 0 || to_index >= (int)_layers.size()) {
_layers.erase(_layers.begin() + from_index);
_layers.push_back(layer);
} else if (to_index > from_index) {
// Move the layer later in the list.
_layers.insert(_layers.begin() + to_index, layer);
_layers.erase(_layers.begin() + from_index);
} else if (to_index < from_index) {
// Move the layer earlier in the list.
_layers.erase(_layers.begin() + from_index);
_layers.insert(_layers.begin() + to_index, layer);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::remove_layer
// Access: Public
// Description: Removes the nth layer. This changes the numbers of
// all subsequent layers.
////////////////////////////////////////////////////////////////////
void GraphicsChannel::
remove_layer(int index) {
nassertv(index >= 0 && index < (int)_layers.size());
_layers.erase(_layers.begin() + index);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::get_window
// Access: Public
// Description: Returns the GraphicsWindow that this channel is
// associated with. It is possible that the
// GraphicsWindow might have been deleted while an
// outstanding PT(GraphicsChannel) prevented all of its
// children channels from also being deleted; in this
// unlikely case, get_window() may return NULL.
////////////////////////////////////////////////////////////////////
GraphicsWindow *GraphicsChannel::
get_window() const {
return _window;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::get_pipe
// Access: Public
// Description: Returns the GraphicsPipe that this channel is
// ultimately associated with, or NULL if no pipe is
// associated.
////////////////////////////////////////////////////////////////////
GraphicsPipe *GraphicsChannel::
get_pipe() const {
return (_window != (GraphicsWindow *)NULL) ? _window->get_pipe() : NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::window_resized
// Access: Public, Virtual
// Description: This is called whenever the parent window has been
// resized; it should do whatever needs to be done to
// adjust the channel to account for it.
////////////////////////////////////////////////////////////////////
void GraphicsChannel::
window_resized(int x, int y) {
// By default, a normal GraphicsChannel fills the whole window, and
// so when the window resizes so does the channel, by the same
// amount.
GraphicsLayers::iterator li;
for (li = _layers.begin();
li != _layers.end();
++li) {
(*li)->channel_resized(x, y);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsChannel::win_display_regions_changed
// Access: Public
// Description: Intended to be called when the active state on a
// nested channel or layer or display region changes,
// forcing the window to recompute its list of active
// display regions.
////////////////////////////////////////////////////////////////////
void GraphicsChannel::
win_display_regions_changed() {
if (_window != (GraphicsWindow *)NULL) {
_window->win_display_regions_changed();
}
}