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