no message

This commit is contained in:
Chris Danford
2002-05-19 01:59:48 +00:00
parent 62f3f01a05
commit 2f80235590
141 changed files with 2540 additions and 2058 deletions
+20 -18
View File
@@ -5,7 +5,7 @@
Desc: A bitmap actor that animates and moves around.
Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
@@ -33,16 +33,16 @@ Sprite::~Sprite()
{
// LOG->WriteLine( "Sprite Destructor" );
TEXTURE->UnloadTexture( m_sTexturePath );
TEXTUREMAN->UnloadTexture( m_sTexturePath );
}
bool Sprite::LoadFromTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
bool Sprite::LoadFromTexture( CString sTexturePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
LOG->WriteLine( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath) );
//Init();
return LoadTexture( sTexturePath, dwHints, bForceReload );
return LoadTexture( sTexturePath, bForceReload, iMipMaps, iAlphaBits, bDither, bStretch );
}
// Sprite file has the format:
@@ -53,7 +53,7 @@ bool Sprite::LoadFromTexture( CString sTexturePath, DWORD dwHints, bool bForceRe
// Delay0000=1.0
// Frame0001=3
// Delay0000=2.0
bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForceReload )
bool Sprite::LoadFromSpriteFile( CString sSpritePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
LOG->WriteLine( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath) );
@@ -123,12 +123,12 @@ bool Sprite::LoadFromSpriteFile( CString sSpritePath, DWORD dwHints, bool bForce
void Sprite::UnloadTexture()
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
TEXTURE->UnloadTexture( m_sTexturePath ); // Unload it.
TEXTUREMAN->UnloadTexture( m_sTexturePath ); // Unload it.
m_pTexture = NULL;
m_sTexturePath = "";
}
bool Sprite::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload )
bool Sprite::LoadTexture( CString sTexturePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
UnloadTexture();
@@ -136,7 +136,7 @@ bool Sprite::LoadTexture( CString sTexturePath, DWORD dwHints, bool bForceReload
m_sTexturePath = sTexturePath;
m_pTexture = TEXTURE->LoadTexture( m_sTexturePath, dwHints, bForceReload );
m_pTexture = TEXTUREMAN->LoadTexture( m_sTexturePath, bForceReload, iMipMaps, iAlphaBits, bDither, bStretch );
assert( m_pTexture != NULL );
// the size of the sprite is the size of the image before it was scaled
@@ -184,9 +184,9 @@ void Sprite::Update( float fDeltaTime )
}
void Sprite::RenderPrimitives()
void Sprite::DrawPrimitives()
{
SCREEN->TranslateLocal( -0.5f, -0.5f, 0 ); // offset so that pixels are aligned to texels
DISPLAY->TranslateLocal( -0.5f, -0.5f, 0 ); // offset so that pixels are aligned to texels
if( m_pTexture == NULL )
return;
@@ -217,8 +217,8 @@ void Sprite::RenderPrimitives()
}
LPDIRECT3DVERTEXBUFFER8 pVB = SCREEN->GetVertexBuffer();
CUSTOMVERTEX* v;
LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
RAGEVERTEX* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
v[0].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
@@ -252,14 +252,14 @@ void Sprite::RenderPrimitives()
// Set the stage...
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
pd3dDevice->SetTexture( 0, m_pTexture->GetD3DTexture() );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, m_bBlendAdd ? D3DBLEND_ONE : D3DBLEND_INVSRCALPHA );
pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(CUSTOMVERTEX) );
pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(RAGEVERTEX) );
@@ -270,8 +270,8 @@ void Sprite::RenderPrimitives()
//////////////////////
if( m_bShadow )
{
SCREEN->PushMatrix();
SCREEN->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
@@ -288,7 +288,7 @@ void Sprite::RenderPrimitives()
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
SCREEN->PopMatrix();
DISPLAY->PopMatrix();
}
@@ -345,6 +345,8 @@ void Sprite::RenderPrimitives()
void Sprite::SetState( int iNewState )
{
ASSERT( iNewState >= 0 && iNewState < m_iNumStates );
if( iNewState < 0 )
iNewState = 0;
m_iCurState = iNewState;
m_fSecsIntoState = 0.0;
}