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191 lines
5.7 KiB
C++
191 lines
5.7 KiB
C++
//
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// Overlay.cpp
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// interface/src/ui/overlays
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//
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// include this before QGLWidget, which includes an earlier version of OpenGL
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#include "InterfaceConfig.h"
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#include <QSvgRenderer>
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#include <QPainter>
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#include <QGLWidget>
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#include <SharedUtil.h>
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#include "Overlay.h"
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Overlay::Overlay() :
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_parent(NULL),
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_isLoaded(true),
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_alpha(DEFAULT_ALPHA),
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_glowLevel(0.0f),
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_pulse(0.0f),
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_pulseMax(0.0f),
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_pulseMin(0.0f),
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_pulsePeriod(1.0f),
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_pulseDirection(1.0f),
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_lastPulseUpdate(usecTimestampNow()),
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_glowLevelPulse(0.0f),
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_alphaPulse(0.0f),
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_colorPulse(0.0f),
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_color(DEFAULT_OVERLAY_COLOR),
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_visible(true),
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_anchor(NO_ANCHOR)
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{
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}
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void Overlay::init(QGLWidget* parent) {
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_parent = parent;
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}
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Overlay::~Overlay() {
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}
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void Overlay::setProperties(const QScriptValue& properties) {
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QScriptValue color = properties.property("color");
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if (color.isValid()) {
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QScriptValue red = color.property("red");
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QScriptValue green = color.property("green");
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QScriptValue blue = color.property("blue");
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if (red.isValid() && green.isValid() && blue.isValid()) {
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_color.red = red.toVariant().toInt();
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_color.green = green.toVariant().toInt();
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_color.blue = blue.toVariant().toInt();
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}
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}
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if (properties.property("alpha").isValid()) {
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setAlpha(properties.property("alpha").toVariant().toFloat());
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}
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if (properties.property("glowLevel").isValid()) {
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setGlowLevel(properties.property("glowLevel").toVariant().toFloat());
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}
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if (properties.property("pulseMax").isValid()) {
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setPulseMax(properties.property("pulseMax").toVariant().toFloat());
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}
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if (properties.property("pulseMin").isValid()) {
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setPulseMin(properties.property("pulseMin").toVariant().toFloat());
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}
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if (properties.property("pulsePeriod").isValid()) {
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setPulsePeriod(properties.property("pulsePeriod").toVariant().toFloat());
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}
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if (properties.property("glowLevelPulse").isValid()) {
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setGlowLevelPulse(properties.property("glowLevelPulse").toVariant().toFloat());
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}
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if (properties.property("alphaPulse").isValid()) {
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setAlphaPulse(properties.property("alphaPulse").toVariant().toFloat());
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}
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if (properties.property("colorPulse").isValid()) {
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setColorPulse(properties.property("colorPulse").toVariant().toFloat());
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}
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if (properties.property("visible").isValid()) {
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setVisible(properties.property("visible").toVariant().toBool());
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}
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if (properties.property("anchor").isValid()) {
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QString property = properties.property("anchor").toVariant().toString();
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if (property == "MyAvatar") {
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setAnchor(MY_AVATAR);
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}
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}
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}
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xColor Overlay::getColor() {
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if (_colorPulse == 0.0f) {
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return _color;
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}
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float pulseLevel = updatePulse();
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xColor result = _color;
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if (_colorPulse < 0.0f) {
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result.red *= (1.0f - pulseLevel);
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result.green *= (1.0f - pulseLevel);
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result.blue *= (1.0f - pulseLevel);
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} else {
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result.red *= pulseLevel;
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result.green *= pulseLevel;
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result.blue *= pulseLevel;
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}
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return result;
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}
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float Overlay::getAlpha() {
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if (_alphaPulse == 0.0f) {
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return _alpha;
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}
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float pulseLevel = updatePulse();
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return (_alphaPulse >= 0.0f) ? _alpha * pulseLevel : _alpha * (1.0f - pulseLevel);
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}
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float Overlay::getGlowLevel() {
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if (_glowLevelPulse == 0.0f) {
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return _glowLevel;
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}
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float pulseLevel = updatePulse();
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return (_glowLevelPulse >= 0.0f) ? _glowLevel * pulseLevel : _glowLevel * (1.0f - pulseLevel);
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}
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// glow level travels from min to max, then max to min in one period.
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float Overlay::updatePulse() {
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if (_pulsePeriod <= 0.0f) {
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return _pulse;
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}
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quint64 now = usecTimestampNow();
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quint64 elapsedUSecs = (now - _lastPulseUpdate);
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float elapsedSeconds = (float)elapsedUSecs / (float)USECS_PER_SECOND;
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float elapsedPeriods = elapsedSeconds / _pulsePeriod;
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// we can safely remove any "full" periods, since those just rotate us back
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// to our final glow level
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while (elapsedPeriods > 1.0f) {
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elapsedPeriods -= 1.0f;
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}
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_lastPulseUpdate = now;
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float glowDistance = (_pulseMax - _pulseMin);
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float glowDistancePerPeriod = glowDistance * 2.0f;
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// if we're currently traveling from min to max
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if (_pulseDirection > 0.0f) {
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float glowDelta = glowDistancePerPeriod * elapsedPeriods;
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// if by adding the glowDelta, we would pass our max, then calculate
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// the distance from the max back to where we'd land...
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if (_pulse + glowDelta >= _pulseMax) {
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float glowDeltaToMax = (_pulse + glowDelta) - _pulseMax;
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float glowDeltaFromMaxBack = glowDelta - glowDeltaToMax;
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glowDelta = -glowDeltaFromMaxBack;
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_pulseDirection = -1.0f;
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}
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_pulse += glowDelta;
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} else {
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float glowDelta = _pulseDirection * glowDistancePerPeriod * elapsedPeriods;
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// if by subtracting the glowDelta, we would pass our min, then calculate
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// the distance from the min back to where we'd land...
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if (_pulse + glowDelta <= _pulseMin) {
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float glowDeltaToMin = (_pulse + glowDelta) - _pulseMin;
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float glowDeltaFromMinBack = glowDelta - glowDeltaToMin;
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glowDelta = -glowDeltaFromMinBack;
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_pulseDirection = 1.0f;
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}
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_pulse += glowDelta;
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}
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return _pulse;
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}
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