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/*
 * UltraStar Deluxe - Karaoke Game
 *
 * UltraStar Deluxe is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; see the file COPYING. If not, write to
 * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
 * Boston, MA 02110-1301, USA.
 *
 */

#include "background_image.hpp"
#include "drawable_control.hpp"

namespace usdx
{
	BackgroundImage::BackgroundImage(const DrawableControl &control,
									 boost::filesystem::wpath filename) :
		Background(control), color(255,255,255)
	{
		texture = new Texture(filename);

		this->tex[0] = 0.0f;
		this->tex[1] = 1.0f;
		this->tex[2] = 1.0f;
		this->tex[3] = 1.0f;
		this->tex[4] = 1.0f;
		this->tex[5] = 0.0f;
		this->tex[6] = 0.0f;
		this->tex[7] = 0.0f;
	}

	BackgroundImage::~BackgroundImage()
	{
		delete texture;
	}

	void BackgroundImage::draw(void)
	{
		this->vertices[0] = 0;
		this->vertices[1] = get_parent().get_height();
		this->vertices[2] = get_parent().get_width();
		this->vertices[3] = get_parent().get_height();
		this->vertices[4] = get_parent().get_width();
		this->vertices[5] = 0;
		this->vertices[6] = 0;
		this->vertices[7] = 0;

		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, texture->get_texture());

		glEnableClientState(GL_VERTEX_ARRAY);
		glEnableClientState(GL_TEXTURE_COORD_ARRAY);
		glEnableClientState(GL_COLOR_ARRAY);

		glVertexPointer(2, GL_INT, 0, vertices);
		glColorPointer(3, GL_UNSIGNED_BYTE, 0, color.get_array(4));
		glTexCoordPointer(2, GL_FLOAT, 0, tex);

		glDrawArrays(GL_QUADS, 0, 4);

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisableClientState(GL_TEXTURE_COORD_ARRAY);
		glDisableClientState(GL_COLOR_ARRAY);

		glDisable(GL_TEXTURE_2D);
	}
};