Add crop property to Actor - currently only used in Sprite

This commit is contained in:
Chris Danford
2003-06-20 23:04:11 +00:00
parent c0b41e3c4f
commit aac9739fac
16 changed files with 198 additions and 160 deletions
+53 -50
View File
@@ -219,6 +219,9 @@ void Sprite::Update( float fDeltaTime )
}
}
/*
No longer needed. -Chris
static void TexCoordsFromArray(RageVertex *v, const float *f)
{
v[0].t = RageVector2( f[0], f[1] ); // top left
@@ -234,12 +237,18 @@ void TexCoordArrayFromRect(float fImageCoords[8], const RectF &rect)
fImageCoords[4] = rect.right; fImageCoords[5] = rect.bottom; // bottom right
fImageCoords[6] = rect.right; fImageCoords[7] = rect.top; // top right
}
*/
void Sprite::DrawPrimitives()
{
if( m_pTexture == NULL && !m_bDrawIfTextureNull )
return;
// bail if cropped all the way
if( m_temp.crop.left + m_temp.crop.right > 1 ||
m_temp.crop.top + m_temp.crop.bottom > 1 )
return;
if( m_pTexture && m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
SDL_Delay( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
@@ -263,11 +272,19 @@ void Sprite::DrawPrimitives()
}
RectF croppedQuadVerticies = quadVerticies;
#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 );
IF_CROP_POS( left, right );
IF_CROP_POS( top, bottom );
IF_CROP_POS( right, left );
IF_CROP_POS( bottom, top );
static RageVertex v[4];
v[0].p = RageVector3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[1].p = RageVector3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
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
DISPLAY->SetTexture( m_pTexture );
@@ -277,9 +294,21 @@ void Sprite::DrawPrimitives()
if( m_pTexture )
{
float TexCoords[8];
GetActiveTexCoords(TexCoords);
TexCoordsFromArray(v, TexCoords);
const RectF texCoords = *(m_bUsingCustomTexCoords ?
GetCustomTextureCoords() :
GetCurrentTextureCoords());
RectF croppedTexCoords = texCoords;
#define IF_CROP_TEX(side,opp_side) if(m_temp.crop.side>0) croppedTexCoords.side = SCALE( m_temp.crop.side, 0.f, 1.f, texCoords.side, texCoords.opp_side );
IF_CROP_TEX( left, right );
IF_CROP_TEX( top, bottom );
IF_CROP_TEX( right, left );
IF_CROP_TEX( bottom, top );
v[0].t = RageVector2( croppedTexCoords.left, croppedTexCoords.top ); // top left
v[1].t = RageVector2( croppedTexCoords.left, croppedTexCoords.bottom ); // bottom left
v[2].t = RageVector2( croppedTexCoords.right, croppedTexCoords.bottom ); // bottom right
v[3].t = RageVector2( croppedTexCoords.right, croppedTexCoords.top ); // top right
}
DISPLAY->SetTextureModeModulate();
@@ -337,70 +366,44 @@ void Sprite::SetState( int iNewState )
m_fSecsIntoState = 0.0;
}
void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
void Sprite::SetCustomTextureCoords( const RectF &new_texcoord_frect )
{
m_bUsingCustomTexCoords = true;
m_bTextureWrapping = true;
TexCoordArrayFromRect(m_CustomTexCoords, new_texcoord_frect);
m_CustomTexCoords = new_texcoord_frect;
}
void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: top left, bottom left, bottom right, top right
const RectF* Sprite::GetCustomTextureCoords() const
{
m_bUsingCustomTexCoords = true;
m_bTextureWrapping = true;
for( int i=0; i<8; i++ )
m_CustomTexCoords[i] = fTexCoords[i];
return &m_CustomTexCoords;
}
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];
}
void Sprite::SetCustomImageRect( RectF rectImageCoords )
void Sprite::SetCustomImageCoords( const RectF &newImageCoords )
{
// Convert to a rectangle in texture coordinate space.
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();
RectF texCoords;
texCoords.left = newImageCoords.left * m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
texCoords.right = newImageCoords.right * m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
texCoords.top = newImageCoords.top * m_pTexture->GetImageHeight()/ (float)m_pTexture->GetTextureHeight();
texCoords.bottom = newImageCoords.bottom * m_pTexture->GetImageHeight()/ (float)m_pTexture->GetTextureHeight();
SetCustomTextureRect( rectImageCoords );
SetCustomTextureCoords( texCoords );
}
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
const RectF *Sprite::GetCurrentTextureCoords() const
{
unsigned int uFrameNo = m_States[m_iCurState].iFrameIndex;
return m_pTexture->GetTextureCoordRect( uFrameNo );
}
void Sprite::GetCurrentTextureCoords(float fImageCoords[8]) const
{
const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
TexCoordArrayFromRect(fImageCoords, *pTexCoordRect);
}
/* If we're using custom coordinates, return them; otherwise return the coordinates
* for the current state. */
void Sprite::GetActiveTexCoords(float fImageCoords[8]) const
const RectF* Sprite::GetActiveTextureCoords() const
{
if(m_bUsingCustomTexCoords) GetCustomTextureCoords(fImageCoords);
else GetCurrentTextureCoords(fImageCoords);
if(m_bUsingCustomTexCoords)
return GetCustomTextureCoords();
else
return GetCurrentTextureCoords();
}