Represent alignment as a float; eliminates selects. (I havn't
yet decided whether these should be -1.0 ... +1.0, indicating "fully left aligned" and "fully right aligned", or 0.0 ... 1.0, indicating "anchor to this fractional position in m_size". It may become the latter.)
This commit is contained in:
+6
-17
@@ -72,8 +72,8 @@ void Actor::InitState()
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m_start.Init();
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m_current.Init();
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m_HorizAlign = HorizAlign_Center;
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m_VertAlign = VertAlign_Middle;
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m_fHorizAlign = 0.0f;
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m_fVertAlign = 0.0f;
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m_Effect = no_effect;
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m_fSecsIntoEffect = 0;
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@@ -166,8 +166,8 @@ Actor::Actor( const Actor &cpy ):
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CPY( m_bFirstUpdate );
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CPY( m_HorizAlign );
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CPY( m_VertAlign );
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CPY( m_fHorizAlign );
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CPY( m_fVertAlign );
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CPY( m_Effect );
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CPY( m_fSecsIntoEffect );
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@@ -730,19 +730,8 @@ void Actor::ScaleTo( const RectF &rect, StretchType st )
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break;
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}
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switch( m_HorizAlign )
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{
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case HorizAlign_Left: SetX( rect.left ); break;
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case HorizAlign_Center: SetX( rect.left + rect_width/2 ); break;
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case HorizAlign_Right: SetX( rect.left + rect_width ); break;
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}
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switch( m_VertAlign )
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{
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case VertAlign_Top: SetY( rect.top ); break;
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case VertAlign_Middle: SetY( rect.top + rect_height/2 ); break;
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case VertAlign_Bottom: SetY( rect.top + rect_height ); break;
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}
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SetX( rect.left + rect_width * SCALE( m_fHorizAlign, -1.0f, +1.0f, 0.0f, 1.0f ) );
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SetY( rect.top + rect_height * SCALE( m_fVertAlign, -1.0f, +1.0f, 0.0f, 1.0f ) );
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SetZoom( fNewZoom );
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}
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@@ -251,8 +251,8 @@ public:
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//
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// Alignment settings. These need to be virtual for BitmapText
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//
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virtual void SetHorizAlign( HorizAlign ha ) { m_HorizAlign = ha; }
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virtual void SetVertAlign( VertAlign va ) { m_VertAlign = va; }
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virtual void SetHorizAlign( HorizAlign ha ) { m_fHorizAlign = (ha == HorizAlign_Left)? -1.0f: (ha == HorizAlign_Center)? 0.0f: +1.0f; }
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virtual void SetVertAlign( VertAlign va ) { m_fVertAlign = (va == VertAlign_Top)? -1.0f: (va == VertAlign_Middle)? 0.0f: +1.0f; }
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//
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@@ -423,8 +423,8 @@ protected:
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//
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// Stuff for alignment
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//
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HorizAlign m_HorizAlign;
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VertAlign m_VertAlign;
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float m_fHorizAlign; /* -1 left 0 center +1 right */
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float m_fVertAlign; /* -1 top 0 center +1 bottom */
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//
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@@ -83,23 +83,15 @@ void ActorMultiTexture::DrawPrimitives()
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{
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Actor::SetGlobalRenderStates(); // set Actor-specified render states
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RageVector2 center = m_size;
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center.x *= m_fHorizAlign * -0.5f;
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center.y *= m_fVertAlign * -0.5f;
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RectF quadVerticies;
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switch( m_HorizAlign )
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{
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case HorizAlign_Left: quadVerticies.left = 0; quadVerticies.right = m_size.x; break;
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case HorizAlign_Center: quadVerticies.left = -m_size.x/2; quadVerticies.right = m_size.x/2; break;
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case HorizAlign_Right: quadVerticies.left = -m_size.x; quadVerticies.right = 0; break;
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default: ASSERT( false );
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}
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switch( m_VertAlign )
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{
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case VertAlign_Top: quadVerticies.top = 0; quadVerticies.bottom = m_size.y; break;
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case VertAlign_Middle: quadVerticies.top = -m_size.y/2; quadVerticies.bottom = m_size.y/2; break;
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case VertAlign_Bottom: quadVerticies.top = -m_size.y; quadVerticies.bottom = 0; break;
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default: ASSERT(0);
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}
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quadVerticies.left = center.x - m_size.x/2.0f;
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quadVerticies.right = center.x + m_size.x/2.0f;
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quadVerticies.top = center.y - m_size.y/2.0f;
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quadVerticies.bottom = center.y + m_size.y/2.0f;
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DISPLAY->ClearAllTextures();
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for( size_t i = 0; i < m_aTextureUnits.size(); ++i )
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@@ -188,14 +188,12 @@ void BitmapText::BuildChars()
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/* There's padding between every line: */
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m_size.y += iPadding * int(m_wTextLines.size()-1);
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int iY; // the top position of the first row of characters
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switch( m_VertAlign )
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{
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case VertAlign_Top: iY = 0; break;
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case VertAlign_Middle: iY = -lrintf(m_size.y/2.0f); break;
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case VertAlign_Bottom: iY = -(int)m_size.y; break;
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default: ASSERT( false );
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}
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RageVector2 center = m_size;
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// center.x *= m_fHorizAlign*-0.5f;
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center.y *= m_fVertAlign*-0.5f;
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// the top position of the first row of characters
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int iY = lrintf(center.y - m_size.y/2.0f);
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for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
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{
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@@ -206,14 +204,8 @@ void BitmapText::BuildChars()
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reverse( sLine.begin(), sLine.end() );
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const int iLineWidth = m_iLineWidths[i];
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int iX;
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switch( m_HorizAlign )
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{
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case HorizAlign_Left: iX = 0; break;
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case HorizAlign_Center: iX = -lrintf(iLineWidth/2.0f); break;
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case HorizAlign_Right: iX = -iLineWidth; break;
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default: ASSERT( false );
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}
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float fCenterX = iLineWidth * m_fHorizAlign * -0.5f;
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int iX = lrintf(fCenterX - iLineWidth/2.0f);
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for( unsigned i = 0; i < sLine.size(); ++i )
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{
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@@ -613,17 +605,19 @@ void BitmapText::DrawPrimitives()
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/* Rebuild when these change. */
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void BitmapText::SetHorizAlign( HorizAlign ha )
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{
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if( ha == m_HorizAlign )
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return;
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float fHorizAlign = m_fHorizAlign;
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Actor::SetHorizAlign(ha);
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if( fHorizAlign == m_fHorizAlign )
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return;
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BuildChars();
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}
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void BitmapText::SetVertAlign( VertAlign va )
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{
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if( va == m_VertAlign )
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return;
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float fVertAlign = m_fVertAlign;
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Actor::SetVertAlign(va);
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if( fVertAlign == m_fVertAlign )
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return;
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BuildChars();
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}
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@@ -426,23 +426,15 @@ void Sprite::DrawTexture( const TweenState *state )
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return;
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// use m_temp_* variables to draw the object
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RageVector2 center = m_size;
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center.x *= m_fHorizAlign * -0.5f;
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center.y *= m_fVertAlign * -0.5f;
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RectF quadVerticies;
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switch( m_HorizAlign )
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{
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case HorizAlign_Left: quadVerticies.left = 0; quadVerticies.right = m_size.x; break;
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case HorizAlign_Center: quadVerticies.left = -m_size.x/2; quadVerticies.right = m_size.x/2; break;
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case HorizAlign_Right: quadVerticies.left = -m_size.x; quadVerticies.right = 0; break;
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default: ASSERT( false );
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}
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switch( m_VertAlign )
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{
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case VertAlign_Top: quadVerticies.top = 0; quadVerticies.bottom = m_size.y; break;
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case VertAlign_Middle: quadVerticies.top = -m_size.y/2; quadVerticies.bottom = m_size.y/2; break;
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case VertAlign_Bottom: quadVerticies.top = -m_size.y; quadVerticies.bottom = 0; break;
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default: ASSERT(0);
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}
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quadVerticies.left = center.x - m_size.x/2.0f;
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quadVerticies.right = center.x + m_size.x/2.0f;
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quadVerticies.top = center.y - m_size.y/2.0f;
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quadVerticies.bottom = center.y + m_size.y/2.0f;
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/* Don't draw anything outside of the texture's image area. Texels outside
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