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CEGUIRenderCache.h - Hosted on DriveHQ Cloud IT Platform
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路径: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\CEGUI\CEGUIRenderCache.h
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/*********************************************************************** filename: CEGUIRenderCache.h created: Fri Jun 17 2005 author: Paul D Turner
*************************************************************************/ /*************************************************************************** * Copyright (C) 2004 - 2006 Paul D Turner & The CEGUI Development Team * * 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 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 _CEGUIRenderCache_h_ #define _CEGUIRenderCache_h_ #include "CEGUIVector.h" #include "CEGUIRect.h" #include "CEGUIImage.h" #include "CEGUIFont.h" #include
#if defined(_MSC_VER) # pragma warning(push) # pragma warning(disable : 4251) #endif // Start of CEGUI namespace section namespace CEGUI { /*! \brief Class that acts as a cache for images that need to be rendered. This is in many ways an optimisation cache, it allows a full image redraw to occur while limiting the amount of information that needs to be re-calculated. \par Basically, unless the actual images (or their size) change, or the colours (or alpha) change then imagery cached in here will suffice for a full redraw. The reasoning behind this is that when some window underneath window 'X' changes, a full image redraw is required by the renderer, however, since window 'X' is unchanged, performing a total recalculation of all imagery is very wasteful, and so we use this cache to limit such waste. \par As another example, when a window is simply moved, there is no need to perform a total imagery recalculation; we can still use the imagery cached here since it is position independant. */ class CEGUIEXPORT RenderCache { public: /*! \brief Constructor */ RenderCache(); /*! \brief Destructor */ ~RenderCache(); /*! \brief Return whether the cache contains anything to draw. \return - true if the cache contains information about images to be drawn. - false if the cache is empty. */ bool hasCachedImagery() const; /*! \brief Send the contents of the cache to the Renderer. \param basePos Point that describes a screen offset that cached imagery will be rendered relative to. \param baseZ Z value that cached imagery will use as a base figure when calculating final z values. \param clipper Rect object describing a rect to which imagery will be clipped. \return Nothing */ void render(const Point& basePos, float baseZ, const Rect& clipper); /*! \brief Erase any stored image information. */ void clearCachedImagery(); /*! \brief Add an image to the cache. \param image Image object to be cached. \param destArea Destination area over which the Image object will be rendered. This area should be position independant; so position (0,0) will be to top-left corner of whatever it is you're rendering (like a Window for example). \param zOffset Zero based z offset for this image. Allows imagery to be layered. \param cols ColourRect object describing the colours to be applied when rendering this image. \return Nothing */ void cacheImage(const Image& image, const Rect& destArea, float zOffset, const ColourRect& cols, const Rect* clipper = 0, bool clipToDisplay = false); /*! \brief Add a text to the cache. \param text String object to be cached. \param font Font to be used when rendering. \param format TextFormatting value specifying the formatting to use when rendering. \param destArea Destination area over which the Image object will be rendered. This area should be position independant; so position (0,0) will be to top-left corner of whatever it is you're rendering (like a Window for example). \param zOffset Zero based z offset for this image. Allows imagery to be layered. \param cols ColourRect object describing the colours to be applied when rendering this image. \return Nothing */ void cacheText(const String& text, Font* font, TextFormatting format, const Rect& destArea, float zOffset, const ColourRect& cols, const Rect* clipper = 0, bool clipToDisplay = false); private: /*! \brief internal struct that holds info about a single image to be drawn. */ struct ImageInfo { const Image* source_image; Rect target_area; float z_offset; ColourRect colours; Rect customClipper; bool usingCustomClipper; bool clipToDisplay; }; /*! \brief internal struct that holds info about text to be drawn. */ struct TextInfo { String text; Font* source_font; TextFormatting formatting; Rect target_area; float z_offset; ColourRect colours; Rect customClipper; bool usingCustomClipper; bool clipToDisplay; }; typedef std::vector
ImageryList; typedef std::vector
TextList; ImageryList d_cachedImages; //!< Collection of ImageInfo structs. TextList d_cachedTexts; //!< Collection of TextInfo structs. }; } // End of CEGUI namespace section #if defined(_MSC_VER) # pragma warning(pop) #endif #endif // end of guard _CEGUIRenderCache_h_
CEGUIRenderCache.h
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