Previously, alignment had to be implemented by each actor, so it was

only ever supported by Sprite and BitmapText.  Handle it globally, using
m_size.  This way, an actor only needs to set m_size to support alignment.

This means alignment can be set for non-drawing ActorFrames, if a size
is set explicitly.  This allows stretching from the border of a frame
without playing games with extra nested frames.  "setsize,100,100;valign,4;zoomx,.5"

This adds an extra matrix multiply.  This will only happen for actors
actually set to non-centered alignment, which is the exception.

BitmapText still overrides this behavior a bit.  Alignment for text
does two things: changes the alignment of the bounding box vs. the
X/Y position (the generic behavior), and changes the alignment of
the text within the bounding box.
This commit is contained in:
Glenn Maynard
2007-03-01 04:29:05 +00:00
parent be4efcd0c2
commit c371d9f26b
5 changed files with 34 additions and 32 deletions
+18 -4
View File
@@ -72,8 +72,8 @@ void Actor::InitState()
m_start.Init();
m_current.Init();
m_fHorizAlign = 0.0f;
m_fVertAlign = 0.0f;
m_fHorizAlign = 0.5f;
m_fVertAlign = 0.5f;
m_Effect = no_effect;
m_fSecsIntoEffect = 0;
@@ -467,6 +467,20 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
}
}
if( unlikely(m_fHorizAlign != 0.5f || m_fVertAlign != 0.5f) )
{
float fX = SCALE( m_fHorizAlign, 0.0f, 1.0f, +m_size.x/2.0f, -m_size.x/2.0f );
float fY = SCALE( m_fVertAlign, 0.0f, 1.0f, +m_size.y/2.0f, -m_size.y/2.0f );
RageMatrix m;
RageMatrixTranslate(
&m,
fX,
fY,
0
);
DISPLAY->PreMultMatrix( m );
}
if( m_pTempState->quat.x != 0 || m_pTempState->quat.y != 0 || m_pTempState->quat.z != 0 || m_pTempState->quat.w != 1 )
{
RageMatrix mat;
@@ -730,8 +744,8 @@ void Actor::ScaleTo( const RectF &rect, StretchType st )
break;
}
SetX( rect.left + rect_width * SCALE( m_fHorizAlign, -1.0f, +1.0f, 0.0f, 1.0f ) );
SetY( rect.top + rect_height * SCALE( m_fVertAlign, -1.0f, +1.0f, 0.0f, 1.0f ) );
SetX( rect.left + rect_width * m_fHorizAlign );
SetY( rect.top + rect_height * m_fVertAlign );
SetZoom( fNewZoom );
}
+4 -4
View File
@@ -251,8 +251,8 @@ public:
//
// Alignment settings. These need to be virtual for BitmapText
//
virtual void SetHorizAlign( HorizAlign ha ) { m_fHorizAlign = (ha == HorizAlign_Left)? -1.0f: (ha == HorizAlign_Center)? 0.0f: +1.0f; }
virtual void SetVertAlign( VertAlign va ) { m_fVertAlign = (va == VertAlign_Top)? -1.0f: (va == VertAlign_Middle)? 0.0f: +1.0f; }
virtual void SetHorizAlign( HorizAlign ha ) { m_fHorizAlign = (ha == HorizAlign_Left)? 0.0f: (ha == HorizAlign_Center)? 0.5f: +1.0f; }
virtual void SetVertAlign( VertAlign va ) { m_fVertAlign = (va == VertAlign_Top)? 0.0f: (va == VertAlign_Middle)? 0.5f: +1.0f; }
//
@@ -423,8 +423,8 @@ protected:
//
// Stuff for alignment
//
float m_fHorizAlign; /* -1 left 0 center +1 right */
float m_fVertAlign; /* -1 top 0 center +1 bottom */
float m_fHorizAlign; /* 0.0 left 0.5 center 1.0 right */
float m_fVertAlign; /* 0.0 top 0.5 center 1.0 bottom */
//
+4 -8
View File
@@ -83,15 +83,11 @@ void ActorMultiTexture::DrawPrimitives()
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
RageVector2 center = m_size;
center.x *= m_fHorizAlign * -0.5f;
center.y *= m_fVertAlign * -0.5f;
RectF quadVerticies;
quadVerticies.left = center.x - m_size.x/2.0f;
quadVerticies.right = center.x + m_size.x/2.0f;
quadVerticies.top = center.y - m_size.y/2.0f;
quadVerticies.bottom = center.y + m_size.y/2.0f;
quadVerticies.left = -m_size.x/2.0f;
quadVerticies.right = +m_size.x/2.0f;
quadVerticies.top = -m_size.y/2.0f;
quadVerticies.bottom = +m_size.y/2.0f;
DISPLAY->ClearAllTextures();
for( size_t i = 0; i < m_aTextureUnits.size(); ++i )
+4 -8
View File
@@ -188,12 +188,8 @@ void BitmapText::BuildChars()
/* There's padding between every line: */
m_size.y += iPadding * int(m_wTextLines.size()-1);
RageVector2 center = m_size;
// center.x *= m_fHorizAlign*-0.5f;
center.y *= m_fVertAlign*-0.5f;
// the top position of the first row of characters
int iY = lrintf(center.y - m_size.y/2.0f);
int iY = lrintf(-m_size.y/2.0f);
for( unsigned i=0; i<m_wTextLines.size(); i++ ) // foreach line
{
@@ -203,9 +199,9 @@ void BitmapText::BuildChars()
if( m_pFont->IsRightToLeft() )
reverse( sLine.begin(), sLine.end() );
const int iLineWidth = m_iLineWidths[i];
float fCenterX = iLineWidth * m_fHorizAlign * -0.5f;
int iX = lrintf(fCenterX - iLineWidth/2.0f);
float fX = SCALE( m_fHorizAlign, 0.0f, 1.0f, -m_size.x/2.0f, +m_size.x/2.0f - iLineWidth );
int iX = lrintf( fX );
for( unsigned i = 0; i < sLine.size(); ++i )
{
+4 -8
View File
@@ -426,15 +426,11 @@ void Sprite::DrawTexture( const TweenState *state )
return;
// use m_temp_* variables to draw the object
RageVector2 center = m_size;
center.x *= m_fHorizAlign * -0.5f;
center.y *= m_fVertAlign * -0.5f;
RectF quadVerticies;
quadVerticies.left = center.x - m_size.x/2.0f;
quadVerticies.right = center.x + m_size.x/2.0f;
quadVerticies.top = center.y - m_size.y/2.0f;
quadVerticies.bottom = center.y + m_size.y/2.0f;
quadVerticies.left = -m_size.x/2.0f;
quadVerticies.right = +m_size.x/2.0f;
quadVerticies.top = -m_size.y/2.0f;
quadVerticies.bottom = +m_size.y/2.0f;
/* Don't draw anything outside of the texture's image area. Texels outside