From 4ce7d47899d66b264d33791f053186143b1a863a Mon Sep 17 00:00:00 2001 From: Steve Checkoway Date: Sat, 29 Oct 2005 12:22:43 +0000 Subject: [PATCH] Cleanup. --- stepmania/src/Sprite.cpp | 46 +++++++++++++++++++++------------------- 1 file changed, 24 insertions(+), 22 deletions(-) diff --git a/stepmania/src/Sprite.cpp b/stepmania/src/Sprite.cpp index ad7bf96f32..07117a463c 100644 --- a/stepmania/src/Sprite.cpp +++ b/stepmania/src/Sprite.cpp @@ -175,13 +175,13 @@ retry: CString sDelayKey = ssprintf( "Delay%04d", i ); State newState; - if( !pNode->GetAttrValue( sFrameKey, newState.iFrameIndex ) ) + if( !pNode->GetAttrValue(sFrameKey, newState.iFrameIndex) ) break; if( newState.iFrameIndex >= m_pTexture->GetNumFrames() ) RageException::Throw( "In '%s', %s is %d, but the texture %s only has %d frames.", m_sSpritePath.c_str(), sFrameKey.c_str(), newState.iFrameIndex, sPath.c_str(), m_pTexture->GetNumFrames() ); - if( !pNode->GetAttrValue( sDelayKey, newState.fDelay ) ) + if( !pNode->GetAttrValue(sDelayKey, newState.fDelay) ) break; if( i == 0 ) // the ini file defines at least one frame @@ -265,7 +265,7 @@ void Sprite::LoadFromTexture( RageTextureID ID ) // Assume the frames of this animation play in sequential order with 0.1 second delay. m_States.clear(); - for( int i=0; iGetNumFrames(); i++ ) + for( int i=0; iGetNumFrames(); ++i ) { State newState = { i, 0.1f }; m_States.push_back( newState ); @@ -371,7 +371,7 @@ void Sprite::Update( float fDelta ) } } -static void TexCoordsFromArray(RageSpriteVertex *v, const float *f) +static void TexCoordsFromArray( RageSpriteVertex *v, const float *f ) { v[0].t = RageVector2( f[0], f[1] ); // top left v[1].t = RageVector2( f[2], f[3] ); // bottom left @@ -379,7 +379,7 @@ static void TexCoordsFromArray(RageSpriteVertex *v, const float *f) v[3].t = RageVector2( f[6], f[7] ); // top right } -void TexCoordArrayFromRect(float fImageCoords[8], const RectF &rect) +void TexCoordArrayFromRect( float fImageCoords[8], const RectF &rect ) { fImageCoords[0] = rect.left; fImageCoords[1] = rect.top; // top left fImageCoords[2] = rect.left; fImageCoords[3] = rect.bottom; // bottom left @@ -430,7 +430,7 @@ void Sprite::DrawTexture( const TweenState *state ) #define IF_CROP_POS(side,opp_side) \ if(state->crop.side!=0) \ croppedQuadVerticies.side = \ - SCALE( crop.side, 0.f, 1.f, quadVerticies.side, quadVerticies.opp_side ); + SCALE( crop.side, 0.f, 1.f, quadVerticies.side, quadVerticies.opp_side ) IF_CROP_POS( left, right ); IF_CROP_POS( top, bottom ); IF_CROP_POS( right, left ); @@ -452,8 +452,8 @@ void Sprite::DrawTexture( const TweenState *state ) if( m_pTexture ) { float f[8]; - GetActiveTextureCoords(f); - TexCoordsFromArray(v, f); + GetActiveTextureCoords( f ); + TexCoordsFromArray( v, f ); RageVector2 texCoords[4] = { @@ -507,7 +507,7 @@ void Sprite::DrawTexture( const TweenState *state ) { DISPLAY->PushMatrix(); DISPLAY->TranslateWorld( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units - v[0].c = v[1].c = v[2].c = v[3].c = RageColor(0,0,0,0.5f*state->diffuse[0].a); // semi-transparent black + v[0].c = v[1].c = v[2].c = v[3].c = RageColor( 0, 0, 0, 0.5f*state->diffuse[0].a ); // semi-transparent black DISPLAY->DrawQuad( v ); DISPLAY->PopMatrix(); } @@ -740,7 +740,7 @@ void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect ) { m_bUsingCustomTexCoords = true; m_bTextureWrapping = true; - TexCoordArrayFromRect(m_CustomTexCoords, new_texcoord_frect); + TexCoordArrayFromRect( m_CustomTexCoords, new_texcoord_frect ); } void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: top left, bottom left, bottom right, top right @@ -785,7 +785,7 @@ const RectF *Sprite::GetCurrentTextureCoordRect() const /* If we're using custom coordinates, return them; otherwise return the coordinates * for the current state. */ -void Sprite::GetActiveTextureCoords(float fTexCoordsOut[8]) const +void Sprite::GetActiveTextureCoords( float fTexCoordsOut[8] ) const { if(m_bUsingCustomTexCoords) { @@ -797,7 +797,7 @@ void Sprite::GetActiveTextureCoords(float fTexCoordsOut[8]) const { // GetCurrentTextureCoords const RectF *pTexCoordRect = GetCurrentTextureCoordRect(); - TexCoordArrayFromRect(fTexCoordsOut, *pTexCoordRect); + TexCoordArrayFromRect( fTexCoordsOut, *pTexCoordRect ); } } @@ -833,18 +833,20 @@ void Sprite::ScaleToClipped( float fWidth, float fHeight ) }; Sprite::SetCustomImageCoords( fCustomImageCoords ); - if( fWidth != -1 && fHeight != -1) + if( fWidth != -1 && fHeight != -1 ) + { m_size = RageVector2( fWidth, fHeight ); + } else { /* If no crop size is set, then we're only being used to crop diagonal * banners so they look like regular ones. We don't actually care about * the size of the image, only that it has an aspect ratio of 4:1. */ - m_size = RageVector2(256, 64); + m_size = RageVector2( 256, 64 ); } SetZoom( 1 ); } - else if( m_pTexture->GetID().filename.find( "(was rotated)" ) != m_pTexture->GetID().filename.npos && + else if( m_pTexture->GetID().filename.find("(was rotated)") != m_pTexture->GetID().filename.npos && fWidth != -1 && fHeight != -1 ) { /* Dumb hack. Normally, we crop all sprites except for diagonal banners, @@ -864,7 +866,7 @@ void Sprite::ScaleToClipped( float fWidth, float fHeight ) Sprite::StopUsingCustomCoords(); // first find the correct zoom - Sprite::ScaleToCover( RectF(0,0,fWidth,fHeight) ); + Sprite::ScaleToCover( RectF(0, 0, fWidth, fHeight) ); // find which dimension is larger bool bXDimNeedsToBeCropped = GetZoomedWidth() > fWidth+0.01; @@ -922,9 +924,9 @@ void Sprite::StretchTexCoords( float fX, float fY ) SetCustomTextureCoords( fTexCoords ); } -void Sprite::SetPosition( float f ) { GetTexture()->SetPosition(f); } -void Sprite::SetLooping( bool b ) { GetTexture()->SetLooping(b); } -void Sprite::SetPlaybackRate( float f ) { GetTexture()->SetPlaybackRate(f); } +void Sprite::SetPosition( float f ) { GetTexture()->SetPosition( f ); } +void Sprite::SetLooping( bool b ) { GetTexture()->SetLooping( b ); } +void Sprite::SetPlaybackRate( float f ) { GetTexture()->SetPlaybackRate( f ); } // lua start @@ -967,9 +969,9 @@ public: * not an Actor) if these are needed for other things that use textures. * We'd need to break the command helpers into a separate function; RageTexture * shouldn't depend on Actor. */ - static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; } - static int loop( T* p, lua_State *L ) { p->SetLooping(!!IArg(1)); return 0; } - static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; } + static int position( T* p, lua_State *L ) { p->SetPosition( FArg(1) ); return 0; } + static int loop( T* p, lua_State *L ) { p->SetLooping( !!IArg(1) ); return 0; } + static int rate( T* p, lua_State *L ) { p->SetPlaybackRate( FArg(1) ); return 0; } static void Register(lua_State *L) { ADD_METHOD( Load );