2003-02-16 04:01:45 +00:00
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#include "global.h"
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2001-11-04 19:34:28 +00:00
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/*
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-----------------------------------------------------------------------------
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2002-08-18 16:19:26 +00:00
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Class: Sprite
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2001-11-04 19:34:28 +00:00
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2002-08-18 16:19:26 +00:00
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Desc: See header.
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2001-11-04 19:34:28 +00:00
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2002-05-19 01:59:48 +00:00
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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2002-06-27 17:49:10 +00:00
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Chris Danford
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2001-11-04 19:34:28 +00:00
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-----------------------------------------------------------------------------
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*/
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2001-11-03 10:52:42 +00:00
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2002-08-23 01:06:36 +00:00
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#include <math.h>
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#include <assert.h>
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2001-11-03 10:52:42 +00:00
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#include "Sprite.h"
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#include "RageTextureManager.h"
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#include "IniFile.h"
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2002-05-01 19:14:55 +00:00
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#include "RageLog.h"
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2002-07-27 19:29:51 +00:00
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#include "RageException.h"
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2002-05-27 08:23:27 +00:00
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#include "PrefsManager.h"
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2002-11-11 04:53:31 +00:00
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#include "RageDisplay.h"
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#include "GameConstantsAndTypes.h"
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2003-02-14 06:31:09 +00:00
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#include "SDL_utils.h"
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2001-11-03 10:52:42 +00:00
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Sprite::Sprite()
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{
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m_pTexture = NULL;
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2002-11-11 04:53:31 +00:00
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m_bDrawIfTextureNull = false;
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2002-03-30 20:00:13 +00:00
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m_iCurState = 0;
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2001-11-03 10:52:42 +00:00
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m_fSecsIntoState = 0.0;
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2001-12-28 10:15:59 +00:00
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m_bUsingCustomTexCoords = false;
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2001-11-03 10:52:42 +00:00
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}
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2002-01-16 10:01:32 +00:00
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2001-11-03 10:52:42 +00:00
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Sprite::~Sprite()
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{
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2002-12-30 02:43:52 +00:00
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UnloadTexture();
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2001-11-03 10:52:42 +00:00
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}
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2003-03-23 18:52:18 +00:00
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bool Sprite::LoadBG( RageTextureID ID )
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{
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ID.iMipMaps = 1;
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ID.bDither = true;
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return Load(ID);
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}
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bool Sprite::Load( RageTextureID ID )
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{
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if( ID.filename == "" ) return true;
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if( ID.filename.Right(7) == ".sprite" )
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return LoadFromSpriteFile( ID );
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else
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return LoadFromTexture( ID );
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};
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2001-11-03 10:52:42 +00:00
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// Sprite file has the format:
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//
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// [Sprite]
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2001-12-19 01:50:57 +00:00
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// Texture=Textures\Logo.bmp
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2001-11-03 10:52:42 +00:00
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// Frame0000=0
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// Delay0000=1.0
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// Frame0001=3
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// Delay0000=2.0
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2003-02-06 07:32:57 +00:00
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// BaseRotationXDegrees=0
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// BaseRotationYDegrees=0
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// BaseRotationZDegrees=0
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// BaseZoomX=1
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// BaseZoomY=1
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// BaseZoomZ=1
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2002-12-30 02:43:52 +00:00
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bool Sprite::LoadFromSpriteFile( RageTextureID ID )
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2001-11-03 10:52:42 +00:00
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{
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2003-04-25 00:01:35 +00:00
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LOG->Trace( ssprintf("Sprite::LoadFromSpriteFile(%s)", ID.filename.c_str()) );
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2001-11-03 10:52:42 +00:00
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2002-01-16 10:01:32 +00:00
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//Init();
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2001-11-03 10:52:42 +00:00
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2002-12-30 02:43:52 +00:00
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m_sSpritePath = ID.filename;
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2001-11-03 10:52:42 +00:00
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2002-01-16 10:01:32 +00:00
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// Split for the directory. We'll need it below
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CString sFontDir, sFontFileName, sFontExtension;
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splitrelpath( m_sSpritePath, sFontDir, sFontFileName, sFontExtension );
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2001-11-03 10:52:42 +00:00
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// read sprite file
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IniFile ini;
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ini.SetPath( m_sSpritePath );
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if( !ini.ReadFile() )
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2003-04-25 00:01:35 +00:00
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RageException::Throw( "Error opening Sprite file '%s'.", m_sSpritePath.c_str() );
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2001-11-03 10:52:42 +00:00
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2002-05-20 08:59:37 +00:00
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CString sTextureFile;
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ini.GetValue( "Sprite", "Texture", sTextureFile );
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2002-09-24 03:12:04 +00:00
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if( sTextureFile == "" )
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2003-04-25 00:01:35 +00:00
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RageException::Throw( "Error reading value 'Texture' from %s.", m_sSpritePath.c_str() );
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2001-11-03 10:52:42 +00:00
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2002-12-30 02:43:52 +00:00
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ID.filename = sFontDir + sTextureFile; // save the path of the real texture
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2003-05-05 08:26:30 +00:00
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{
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vector<CString> asElementPaths;
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GetDirListing( ID.filename + "*", asElementPaths, false, true );
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if(asElementPaths.size() == 0)
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RageException::Throw( "The sprite file '%s' points to a texture '%s' which doesn't exist.", m_sSpritePath.c_str(), ID.filename.c_str() );
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if(asElementPaths.size() > 1)
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{
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CString message = ssprintf(
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"There is more than one file that matches "
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"'%s/%s'. Please remove all but one of these matches.",
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ID.filename.c_str() );
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RageException::Throw( message );
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}
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ID.filename = asElementPaths[0];
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}
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2002-09-24 03:12:04 +00:00
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2001-11-03 10:52:42 +00:00
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// Load the texture
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2002-12-30 02:43:52 +00:00
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LoadFromTexture( ID );
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2001-11-03 10:52:42 +00:00
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// Read in frames and delays from the sprite file,
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// overwriting the states that LoadFromTexture created.
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2003-05-22 05:28:37 +00:00
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// If the .sprite file doesn't define any states, leave
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// frames and delays created during LoadFromTexture().
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for( int i=0; true; i++ )
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2001-11-03 10:52:42 +00:00
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{
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2002-07-23 01:41:40 +00:00
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CString sFrameKey = ssprintf( "Frame%04d", i );
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CString sDelayKey = ssprintf( "Delay%04d", i );
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2003-05-22 05:28:37 +00:00
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State newState;
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if( !ini.GetValueI( "Sprite", sFrameKey, newState.iFrameIndex ) )
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2002-05-20 08:59:37 +00:00
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break;
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2003-05-22 05:28:37 +00:00
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if( newState.iFrameIndex >= m_pTexture->GetNumFrames() )
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2002-12-21 19:34:02 +00:00
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RageException::Throw( "In '%s', %s is %d, but the texture %s only has %d frames.",
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2003-05-22 05:28:37 +00:00
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m_sSpritePath.c_str(), sFrameKey.c_str(), newState.iFrameIndex, ID.filename.c_str(), m_pTexture->GetNumFrames() );
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2001-11-03 10:52:42 +00:00
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2003-05-22 05:28:37 +00:00
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if( !ini.GetValueF( "Sprite", sDelayKey, newState.fDelay ) )
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2001-11-03 10:52:42 +00:00
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break;
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2003-05-22 05:28:37 +00:00
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if( i == 0 ) // the ini file defines at least one frame
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m_States.clear(); // clear before adding
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2001-11-03 10:52:42 +00:00
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2003-05-22 05:28:37 +00:00
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m_States.push_back( newState );
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2002-01-16 10:01:32 +00:00
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}
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2001-11-03 10:52:42 +00:00
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2003-02-06 07:32:57 +00:00
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float f;
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2003-04-02 07:24:40 +00:00
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if( ini.GetValueF( "Sprite", "BaseRotationXDegrees", f ) ) Actor::SetBaseRotationX( f );
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if( ini.GetValueF( "Sprite", "BaseRotationYDegrees", f ) ) Actor::SetBaseRotationY( f );
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if( ini.GetValueF( "Sprite", "BaseRotationZDegrees", f ) ) Actor::SetBaseRotationZ( f );
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2003-02-06 07:32:57 +00:00
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if( ini.GetValueF( "Sprite", "BaseZoomX", f ) ) Actor::SetBaseZoomX( f );
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if( ini.GetValueF( "Sprite", "BaseZoomY", f ) ) Actor::SetBaseZoomY( f );
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if( ini.GetValueF( "Sprite", "BaseZoomZ", f ) ) Actor::SetBaseZoomZ( f );
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2002-01-16 10:01:32 +00:00
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return true;
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2001-11-03 10:52:42 +00:00
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}
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2002-04-16 17:31:00 +00:00
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void Sprite::UnloadTexture()
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2001-11-03 10:52:42 +00:00
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{
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2002-03-30 20:00:13 +00:00
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if( m_pTexture != NULL ) // If there was a previous bitmap...
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2002-12-30 02:43:52 +00:00
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TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it.
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2002-04-16 17:31:00 +00:00
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m_pTexture = NULL;
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}
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2003-03-23 18:52:18 +00:00
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void Sprite::EnableAnimation( bool bEnable )
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{
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Actor::EnableAnimation( bEnable );
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if(m_pTexture)
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bEnable ? m_pTexture->Play() : m_pTexture->Pause();
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}
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2002-12-30 02:43:52 +00:00
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bool Sprite::LoadFromTexture( RageTextureID ID )
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2002-04-16 17:31:00 +00:00
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{
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2003-03-16 00:45:06 +00:00
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if( !m_pTexture || !(m_pTexture->GetID() == ID) )
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{
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/* Load the texture if it's not already loaded. We still need
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* to do the rest, even if it's the same texture, since we need
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* to reset Sprite::m_size, etc. */
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UnloadTexture();
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m_pTexture = TEXTUREMAN->LoadTexture( ID );
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2003-05-22 05:28:37 +00:00
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ASSERT( m_pTexture->GetTextureWidth() >= 0 );
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ASSERT( m_pTexture->GetTextureHeight() >= 0 );
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2003-03-16 00:45:06 +00:00
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}
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2001-11-03 10:52:42 +00:00
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2002-12-30 02:43:52 +00:00
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ASSERT( m_pTexture != NULL );
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2001-11-25 04:31:44 +00:00
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// the size of the sprite is the size of the image before it was scaled
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2002-09-02 21:59:58 +00:00
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Sprite::m_size.x = (float)m_pTexture->GetSourceFrameWidth();
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Sprite::m_size.y = (float)m_pTexture->GetSourceFrameHeight();
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2001-11-03 10:52:42 +00:00
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// Assume the frames of this animation play in sequential order with 0.2 second delay.
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2003-05-22 05:28:37 +00:00
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m_States.clear();
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2002-03-30 20:00:13 +00:00
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for( int i=0; i<m_pTexture->GetNumFrames(); i++ )
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2001-11-03 10:52:42 +00:00
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{
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2003-05-22 05:28:37 +00:00
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State newState = { i, 0.1f };
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m_States.push_back( newState );
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2001-11-03 10:52:42 +00:00
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}
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2003-02-07 05:48:30 +00:00
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2002-08-23 08:26:11 +00:00
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return true;
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2001-11-03 10:52:42 +00:00
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}
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2001-12-11 11:25:37 +00:00
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void Sprite::Update( float fDeltaTime )
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2001-11-03 10:52:42 +00:00
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{
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Actor::Update( fDeltaTime ); // do tweening
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2002-10-16 00:28:01 +00:00
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if( !m_bIsAnimating )
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return;
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2001-11-03 10:52:42 +00:00
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2003-05-22 05:28:37 +00:00
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if( !m_pTexture ) // no texture, nothing to animate
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return;
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2001-11-03 10:52:42 +00:00
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// update animation
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2002-10-16 00:28:01 +00:00
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m_fSecsIntoState += fDeltaTime;
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2003-05-22 05:28:37 +00:00
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while( m_fSecsIntoState > m_States[m_iCurState].fDelay ) // it's time to switch frames
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2001-11-03 10:52:42 +00:00
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{
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2002-10-16 00:28:01 +00:00
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// increment frame and reset the counter
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2003-05-22 05:28:37 +00:00
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m_fSecsIntoState -= m_States[m_iCurState].fDelay; // leave the left over time for the next frame
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m_iCurState = (m_iCurState+1) % m_States.size();
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2001-11-03 10:52:42 +00:00
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}
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}
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2003-04-21 02:45:00 +00:00
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static void TexCoordsFromArray(RageVertex *v, const float *f)
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2003-04-21 01:35:37 +00:00
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{
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2003-04-21 02:45:00 +00:00
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v[0].t = RageVector2( f[0], f[1] ); // top left
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v[1].t = RageVector2( f[2], f[3] ); // bottom left
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v[2].t = RageVector2( f[4], f[5] ); // bottom right
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v[3].t = RageVector2( f[6], f[7] ); // top right
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}
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void TexCoordArrayFromRect(float fImageCoords[8], const RectF &rect)
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{
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fImageCoords[0] = rect.left; fImageCoords[1] = rect.top; // top left
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fImageCoords[2] = rect.left; fImageCoords[3] = rect.bottom; // bottom left
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fImageCoords[4] = rect.right; fImageCoords[5] = rect.bottom; // bottom right
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fImageCoords[6] = rect.right; fImageCoords[7] = rect.top; // top right
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2003-04-21 01:35:37 +00:00
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}
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2001-11-03 10:52:42 +00:00
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2002-05-19 01:59:48 +00:00
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void Sprite::DrawPrimitives()
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2001-11-03 10:52:42 +00:00
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{
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2002-11-11 04:53:31 +00:00
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if( m_pTexture == NULL && !m_bDrawIfTextureNull )
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2002-08-18 16:19:26 +00:00
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return;
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2003-06-23 04:49:28 +00:00
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// bail if cropped all the way
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if( m_temp.crop.left + m_temp.crop.right > 1 ||
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2003-06-20 23:04:11 +00:00
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m_temp.crop.top + m_temp.crop.bottom > 1 )
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2003-06-23 04:49:28 +00:00
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return;
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2003-06-20 23:04:11 +00:00
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2003-06-22 17:48:45 +00:00
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// This is causing terrible movie performance on an Athlon 1.3+Voodoo3.
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2003-06-23 04:49:28 +00:00
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// With the default delay of 2ms, the frame rate of demonstration dives
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2003-06-24 22:00:38 +00:00
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// from 110fps to 84. SDL_Delay must behave differently than Win32's
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// Sleep(). Leave this commented for now, and uncomment if we hear
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// about problems with dropped movie frames. -Chris
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// if( m_pTexture && m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
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// SDL_Delay( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
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2002-08-18 16:19:26 +00:00
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2002-03-30 20:00:13 +00:00
|
|
|
// use m_temp_* variables to draw the object
|
2002-10-31 06:00:30 +00:00
|
|
|
RectF quadVerticies;
|
2001-11-25 04:31:44 +00:00
|
|
|
|
2002-01-16 10:01:32 +00:00
|
|
|
switch( m_HorizAlign )
|
2001-12-11 11:25:37 +00:00
|
|
|
{
|
2003-02-17 12:19:42 +00:00
|
|
|
case align_left: quadVerticies.left = 0; quadVerticies.right = m_size.x; break;
|
|
|
|
|
case align_center: quadVerticies.left = -m_size.x/2; quadVerticies.right = m_size.x/2; break;
|
|
|
|
|
case align_right: quadVerticies.left = -m_size.x; quadVerticies.right = 0; break;
|
2002-02-11 04:46:31 +00:00
|
|
|
default: ASSERT( false );
|
2002-01-16 10:01:32 +00:00
|
|
|
}
|
2001-11-25 04:31:44 +00:00
|
|
|
|
2002-01-16 10:01:32 +00:00
|
|
|
switch( m_VertAlign )
|
|
|
|
|
{
|
2003-02-17 12:19:42 +00:00
|
|
|
case align_top: quadVerticies.top = 0; quadVerticies.bottom = m_size.y; break;
|
2002-01-16 10:01:32 +00:00
|
|
|
case align_middle: quadVerticies.top = -m_size.y/2; quadVerticies.bottom = m_size.y/2; break;
|
2003-02-17 12:19:42 +00:00
|
|
|
case align_bottom: quadVerticies.top = -m_size.y; quadVerticies.bottom = 0; break;
|
2003-05-15 06:09:19 +00:00
|
|
|
default: ASSERT(0);
|
2002-01-16 10:01:32 +00:00
|
|
|
}
|
2001-11-25 04:31:44 +00:00
|
|
|
|
|
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
RectF croppedQuadVerticies = quadVerticies;
|
2003-06-20 23:04:11 +00:00
|
|
|
#define IF_CROP_POS(side,opp_side) if(m_temp.crop.side>0) croppedQuadVerticies.side = SCALE( m_temp.crop.side, 0.f, 1.f, quadVerticies.side, quadVerticies.opp_side );
|
2003-06-23 04:49:28 +00:00
|
|
|
IF_CROP_POS( left, right );
|
|
|
|
|
IF_CROP_POS( top, bottom );
|
|
|
|
|
IF_CROP_POS( right, left );
|
|
|
|
|
IF_CROP_POS( bottom, top );
|
|
|
|
|
|
2003-06-20 23:04:11 +00:00
|
|
|
|
|
|
|
|
|
2002-10-28 05:30:45 +00:00
|
|
|
static RageVertex v[4];
|
2003-06-20 23:04:11 +00:00
|
|
|
v[0].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.top, 0 ); // top left
|
|
|
|
|
v[1].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.bottom, 0 ); // bottom left
|
|
|
|
|
v[2].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.bottom, 0 ); // bottom right
|
|
|
|
|
v[3].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.top, 0 ); // top right
|
2001-11-25 04:31:44 +00:00
|
|
|
|
2002-11-21 22:25:00 +00:00
|
|
|
DISPLAY->SetTexture( m_pTexture );
|
2001-11-25 04:31:44 +00:00
|
|
|
|
2003-05-15 06:09:19 +00:00
|
|
|
// Must call this after setting the texture or else texture
|
|
|
|
|
// parameters have no effect.
|
|
|
|
|
Actor::SetRenderStates(); // set Actor-specified render states
|
|
|
|
|
|
2002-11-11 04:53:31 +00:00
|
|
|
if( m_pTexture )
|
2002-01-16 10:01:32 +00:00
|
|
|
{
|
2003-06-23 04:49:28 +00:00
|
|
|
float f[8];
|
|
|
|
|
GetActiveTexCoords(f);
|
|
|
|
|
TexCoordsFromArray(v, f);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
RageVector2 texCoords[4] = {
|
|
|
|
|
RageVector2( f[0], f[1] ), // top left
|
|
|
|
|
RageVector2( f[2], f[3] ), // bottom left
|
|
|
|
|
RageVector2( f[4], f[5] ), // bottom right
|
|
|
|
|
RageVector2( f[6], f[7] ) // top right
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if( m_temp.crop.left>0 )
|
|
|
|
|
{
|
|
|
|
|
v[0].t.x = SCALE( m_temp.crop.left, 0.f, 1.f, texCoords[0].x, texCoords[3].x );
|
|
|
|
|
v[1].t.x = SCALE( m_temp.crop.left, 0.f, 1.f, texCoords[1].x, texCoords[2].x );
|
|
|
|
|
}
|
|
|
|
|
if( m_temp.crop.right>0 )
|
|
|
|
|
{
|
|
|
|
|
v[2].t.x = SCALE( m_temp.crop.right, 0.f, 1.f, texCoords[2].x, texCoords[1].x );
|
|
|
|
|
v[3].t.x = SCALE( m_temp.crop.right, 0.f, 1.f, texCoords[3].x, texCoords[0].x );
|
|
|
|
|
}
|
|
|
|
|
if( m_temp.crop.top>0 )
|
|
|
|
|
{
|
|
|
|
|
v[0].t.y = SCALE( m_temp.crop.top, 0.f, 1.f, texCoords[0].y, texCoords[1].y );
|
|
|
|
|
v[3].t.y = SCALE( m_temp.crop.top, 0.f, 1.f, texCoords[3].y, texCoords[2].y );
|
|
|
|
|
}
|
|
|
|
|
if( m_temp.crop.bottom>0 )
|
|
|
|
|
{
|
|
|
|
|
v[1].t.y = SCALE( m_temp.crop.bottom, 0.f, 1.f, texCoords[1].y, texCoords[0].y );
|
|
|
|
|
v[2].t.y = SCALE( m_temp.crop.bottom, 0.f, 1.f, texCoords[2].y, texCoords[3].y );
|
|
|
|
|
}
|
2002-01-16 10:01:32 +00:00
|
|
|
}
|
2001-12-28 10:15:59 +00:00
|
|
|
|
2002-11-11 04:53:31 +00:00
|
|
|
DISPLAY->SetTextureModeModulate();
|
2001-12-11 11:25:37 +00:00
|
|
|
|
2003-05-15 06:09:19 +00:00
|
|
|
/* Draw if we're not fully transparent */
|
2003-03-05 08:48:35 +00:00
|
|
|
if( m_temp.diffuse[0].a > 0 ||
|
|
|
|
|
m_temp.diffuse[1].a > 0 ||
|
|
|
|
|
m_temp.diffuse[2].a > 0 ||
|
2003-05-15 06:09:19 +00:00
|
|
|
m_temp.diffuse[3].a > 0 )
|
2002-01-16 10:01:32 +00:00
|
|
|
{
|
|
|
|
|
//////////////////////
|
|
|
|
|
// render the shadow
|
|
|
|
|
//////////////////////
|
2002-05-01 19:14:55 +00:00
|
|
|
if( m_bShadow )
|
2001-12-19 01:50:57 +00:00
|
|
|
{
|
2002-05-19 01:59:48 +00:00
|
|
|
DISPLAY->PushMatrix();
|
2003-05-22 05:28:37 +00:00
|
|
|
DISPLAY->TranslateWorld( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
|
2002-10-28 05:30:45 +00:00
|
|
|
v[0].c = v[1].c = v[2].c = v[3].c = RageColor(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
|
2002-11-11 04:53:31 +00:00
|
|
|
DISPLAY->DrawQuad( v );
|
2002-05-19 01:59:48 +00:00
|
|
|
DISPLAY->PopMatrix();
|
2001-12-19 01:50:57 +00:00
|
|
|
}
|
2001-12-11 11:25:37 +00:00
|
|
|
|
|
|
|
|
//////////////////////
|
2002-01-16 10:01:32 +00:00
|
|
|
// render the diffuse pass
|
2001-12-11 11:25:37 +00:00
|
|
|
//////////////////////
|
2003-04-03 22:10:40 +00:00
|
|
|
v[0].c = m_temp.diffuse[0]; // top left
|
|
|
|
|
v[1].c = m_temp.diffuse[2]; // bottom left
|
2002-10-28 05:30:45 +00:00
|
|
|
v[2].c = m_temp.diffuse[3]; // bottom right
|
|
|
|
|
v[3].c = m_temp.diffuse[1]; // top right
|
2002-11-11 04:53:31 +00:00
|
|
|
DISPLAY->DrawQuad( v );
|
2003-05-04 05:13:30 +00:00
|
|
|
// glEnable(GL_BLEND);
|
2001-12-11 11:25:37 +00:00
|
|
|
}
|
2001-11-03 10:52:42 +00:00
|
|
|
|
2002-01-16 10:01:32 +00:00
|
|
|
//////////////////////
|
2002-08-18 16:19:26 +00:00
|
|
|
// render the glow pass
|
2002-01-16 10:01:32 +00:00
|
|
|
//////////////////////
|
2003-05-04 05:10:51 +00:00
|
|
|
if( m_temp.glow.a > 0.0001f )
|
2002-01-16 10:01:32 +00:00
|
|
|
{
|
2003-05-04 22:35:42 +00:00
|
|
|
DISPLAY->SetTextureModeGlow(m_temp.glowmode);
|
2002-10-28 05:30:45 +00:00
|
|
|
v[0].c = v[1].c = v[2].c = v[3].c = m_temp.glow;
|
2002-11-11 04:53:31 +00:00
|
|
|
DISPLAY->DrawQuad( v );
|
2002-01-16 10:01:32 +00:00
|
|
|
}
|
2001-11-03 10:52:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2002-03-30 20:00:13 +00:00
|
|
|
void Sprite::SetState( int iNewState )
|
2001-11-03 10:52:42 +00:00
|
|
|
{
|
2003-04-24 06:16:04 +00:00
|
|
|
// This assert will likely trigger if the "missing" theme element graphic
|
|
|
|
|
// is loaded in place of a multi-frame sprite. We want to know about these
|
|
|
|
|
// problems in debug builds, but they're not fatal.
|
2003-05-22 05:28:37 +00:00
|
|
|
DEBUG_ASSERT( iNewState >= 0 && iNewState < (int)m_States.size() );
|
2003-04-24 06:16:04 +00:00
|
|
|
|
2003-05-22 05:28:37 +00:00
|
|
|
CLAMP(iNewState, 0, (int)m_States.size()-1);
|
2002-03-30 20:00:13 +00:00
|
|
|
m_iCurState = iNewState;
|
2001-11-03 10:52:42 +00:00
|
|
|
m_fSecsIntoState = 0.0;
|
|
|
|
|
}
|
|
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
|
2001-12-28 10:15:59 +00:00
|
|
|
{
|
|
|
|
|
m_bUsingCustomTexCoords = true;
|
2003-04-21 02:45:00 +00:00
|
|
|
m_bTextureWrapping = true;
|
2003-06-23 04:49:28 +00:00
|
|
|
TexCoordArrayFromRect(m_CustomTexCoords, new_texcoord_frect);
|
2001-12-28 10:15:59 +00:00
|
|
|
}
|
2001-11-03 10:52:42 +00:00
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: top left, bottom left, bottom right, top right
|
2002-06-27 17:49:10 +00:00
|
|
|
{
|
2003-06-23 04:49:28 +00:00
|
|
|
m_bUsingCustomTexCoords = true;
|
|
|
|
|
m_bTextureWrapping = true;
|
|
|
|
|
for( int i=0; i<8; i++ )
|
|
|
|
|
m_CustomTexCoords[i] = fTexCoords[i];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Sprite::GetCustomTextureCoords( float fTexCoordsOut[8] ) const // order: top left, bottom left, bottom right, top right
|
|
|
|
|
{
|
|
|
|
|
for( int i=0; i<8; i++ )
|
|
|
|
|
fTexCoordsOut[i] = m_CustomTexCoords[i];
|
2002-06-27 17:49:10 +00:00
|
|
|
}
|
|
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
|
|
|
|
|
void Sprite::SetCustomImageRect( RectF rectImageCoords )
|
2002-01-29 21:56:14 +00:00
|
|
|
{
|
|
|
|
|
// Convert to a rectangle in texture coordinate space.
|
2003-06-23 04:49:28 +00:00
|
|
|
rectImageCoords.left *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
|
|
|
|
rectImageCoords.right *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
|
|
|
|
rectImageCoords.top *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
|
|
|
|
|
rectImageCoords.bottom *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
|
2002-01-29 21:56:14 +00:00
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
SetCustomTextureRect( rectImageCoords );
|
2002-01-29 21:56:14 +00:00
|
|
|
}
|
|
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
void Sprite::SetCustomImageCoords( float fImageCoords[8] ) // order: top left, bottom left, bottom right, top right
|
|
|
|
|
{
|
|
|
|
|
// convert image coords to texture coords in place
|
|
|
|
|
for( int i=0; i<8; i+=2 )
|
|
|
|
|
{
|
|
|
|
|
fImageCoords[i+0] *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
|
|
|
|
fImageCoords[i+1] *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
SetCustomTextureCoords( fImageCoords );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const RectF *Sprite::GetCurrentTextureCoordRect() const
|
2003-02-08 23:45:06 +00:00
|
|
|
{
|
2003-05-22 05:28:37 +00:00
|
|
|
unsigned int uFrameNo = m_States[m_iCurState].iFrameIndex;
|
2003-02-08 23:45:06 +00:00
|
|
|
return m_pTexture->GetTextureCoordRect( uFrameNo );
|
|
|
|
|
}
|
|
|
|
|
|
2003-06-23 04:49:28 +00:00
|
|
|
void Sprite::GetCurrentTextureCoords(float fImageCoords[8]) const
|
|
|
|
|
{
|
|
|
|
|
const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
|
|
|
|
|
TexCoordArrayFromRect(fImageCoords, *pTexCoordRect);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2003-04-21 02:45:00 +00:00
|
|
|
/* If we're using custom coordinates, return them; otherwise return the coordinates
|
|
|
|
|
* for the current state. */
|
2003-06-23 04:49:28 +00:00
|
|
|
void Sprite::GetActiveTexCoords(float fImageCoords[8]) const
|
2003-04-21 02:45:00 +00:00
|
|
|
{
|
2003-06-23 04:49:28 +00:00
|
|
|
if(m_bUsingCustomTexCoords) GetCustomTextureCoords(fImageCoords);
|
|
|
|
|
else GetCurrentTextureCoords(fImageCoords);
|
2003-04-21 02:45:00 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2002-03-31 07:55:25 +00:00
|
|
|
void Sprite::StopUsingCustomCoords()
|
|
|
|
|
{
|
|
|
|
|
m_bUsingCustomTexCoords = false;
|
|
|
|
|
}
|
|
|
|
|
|