Coverage Report

Created: 2025-12-25 06:34

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/src/ogre/OgreMain/include/OgreRectangle2D.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef _Rectangle2D_H__
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#define _Rectangle2D_H__
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#include "OgrePrerequisites.h"
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#include "OgreSimpleRenderable.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Scene
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    *  @{
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    */
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    /** Allows the rendering of a simple 2D rectangle
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    This class renders a simple 2D rectangle; this rectangle has no depth and
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    therefore is best used with specific render queue and depth settings,
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    like RENDER_QUEUE_BACKGROUND and 'depth_write off' for backdrops, and 
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    RENDER_QUEUE_OVERLAY and 'depth_check off' for fullscreen quads.
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    */
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    class _OgreExport Rectangle2D : public SimpleRenderable
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    {
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    protected:
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        /** Override this method to prevent parent transforms (rotation,translation,scale)
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        */
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        void getWorldTransforms( Matrix4* xform ) const override;
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        void _initRectangle2D(bool includeTextureCoords, HardwareBuffer::Usage vBufUsage);
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    public:
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        Rectangle2D(bool includeTextureCoordinates = false, HardwareBuffer::Usage vBufUsage = HBU_GPU_ONLY);
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        Rectangle2D(const String& name, bool includeTextureCoordinates = false, HardwareBuffer::Usage vBufUsage = HBU_GPU_ONLY);
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        ~Rectangle2D();
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        /** Sets the corners of the rectangle, in relative coordinates.
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        @param
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        left Left position in screen relative coordinates, -1 = left edge, 1.0 = right edge
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        @param top Top position in screen relative coordinates, 1 = top edge, -1 = bottom edge
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        @param right Right position in screen relative coordinates
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        @param bottom Bottom position in screen relative coordinates
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        @param updateAABB Tells if you want to recalculate the AABB according to 
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        the new corners. If false, the axis aligned bounding box will remain identical.
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        */
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        void setCorners(float left, float top, float right, float bottom, bool updateAABB = false);
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        /** Sets the normals of the rectangle
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        */
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        void setNormals(const Vector3& topLeft, const Vector3& bottomLeft, const Vector3& topRight,
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                        const Vector3& bottomRight);
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        /** Sets the UVs of the rectangle
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        Doesn't do anything if the rectangle wasn't built with texture coordinates
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        */
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        void setUVs(const Vector2& topLeft, const Vector2& bottomLeft, const Vector2& topRight,
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                    const Vector2& bottomRight);
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        void setDefaultUVs();
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        Real getSquaredViewDepth(const Camera* cam) const override
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        { (void)cam; return 0; }
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        Real getBoundingRadius(void) const override { return 0; }
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        const String& getMovableType() const override;
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    };
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    /** @} */
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    /** @} */
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}// namespace
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#endif
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