in the middle of working on 1.70. Now compiles in Visual Studio.net
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@@ -20,9 +20,9 @@
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//-----------------------------------------------------------------------------
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// RageTexture constructor
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//-----------------------------------------------------------------------------
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RageTexture::RageTexture( LPRageScreen pScreen, CString sFilePath )
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RageTexture::RageTexture( RageScreen* pScreen, const CString &sFilePath )
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{
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// RageLog( "RageTexture::RageTexture()" );
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// HELPER.Log( "RageTexture::RageTexture()" );
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// save a pointer to the D3D device
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m_pd3dDevice = pScreen->GetDevice();
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@@ -33,10 +33,10 @@ RageTexture::RageTexture( LPRageScreen pScreen, CString sFilePath )
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// m_pd3dTexture = NULL;
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m_iRefCount = 1;
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m_uSourceWidth = m_uSourceHeight = 0;
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m_uTextureWidth = m_uTextureHeight = 0;
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m_uImageWidth = m_uImageHeight = 0;
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m_uFramesWide = m_uFramesHigh = 1;
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m_iSourceWidth = m_iSourceHeight = 0;
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m_iTextureWidth = m_iTextureHeight = 0;
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m_iImageWidth = m_iImageHeight = 0;
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m_iFramesWide = m_iFramesHigh = 1;
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}
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RageTexture::~RageTexture()
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@@ -47,30 +47,30 @@ RageTexture::~RageTexture()
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void RageTexture::CreateFrameRects()
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{
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GetFrameDimensionsFromFileName( m_sFilePath, &m_uFramesWide, &m_uFramesHigh );
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GetFrameDimensionsFromFileName( m_sFilePath, &m_iFramesWide, &m_iFramesHigh );
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///////////////////////////////////
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// Fill in the m_FrameRects with the bounds of each frame in the animation.
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///////////////////////////////////
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for( UINT j=0; j<m_uFramesHigh; j++ ) // traverse along Y
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for( int j=0; j<m_iFramesHigh; j++ ) // traverse along Y
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{
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for( UINT i=0; i<m_uFramesWide; i++ ) // traverse along X (important that this is the inner loop)
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for( int i=0; i<m_iFramesWide; i++ ) // traverse along X (important that this is the inner loop)
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{
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FRECT frect( (i+0)/(float)m_uFramesWide*m_uImageWidth /m_uTextureWidth, // these will all be between 0.0 and 1.0
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(j+0)/(float)m_uFramesHigh*m_uImageHeight/m_uTextureHeight,
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(i+1)/(float)m_uFramesWide*m_uImageWidth /m_uTextureWidth,
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(j+1)/(float)m_uFramesHigh*m_uImageHeight/m_uTextureHeight );
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m_TextureCoordRects.Add( frect ); // the index of this array element will be (i + j*m_uFramesWide)
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FRECT frect( (i+0)/(float)m_iFramesWide*m_iImageWidth /(float)m_iTextureWidth, // these will all be between 0.0 and 1.0
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(j+0)/(float)m_iFramesHigh*m_iImageHeight/(float)m_iTextureHeight,
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(i+1)/(float)m_iFramesWide*m_iImageWidth /(float)m_iTextureWidth,
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(j+1)/(float)m_iFramesHigh*m_iImageHeight/(float)m_iTextureHeight );
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m_TextureCoordRects.Add( frect ); // the index of this array element will be (i + j*m_iFramesWide)
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//RageLog( "Adding frect%d %f %f %f %f", (i + j*m_uFramesWide), frect.left, frect.top, frect.right, frect.bottom );
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//HELPER.Log( "Adding frect%d %f %f %f %f", (i + j*m_iFramesWide), frect.left, frect.top, frect.right, frect.bottom );
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}
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}
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}
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#include "string.h"
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void RageTexture::GetFrameDimensionsFromFileName( CString sPath, UINT* puFramesWide, UINT* puFramesHigh ) const
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void RageTexture::GetFrameDimensionsFromFileName( CString sPath, int* piFramesWide, int* piFramesHigh ) const
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{
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*puFramesWide = *puFramesHigh = 1; // set default values in case we don't find the dimension in the file name
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*piFramesWide = *piFramesHigh = 1; // set default values in case we don't find the dimension in the file name
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sPath.MakeLower();
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@@ -94,8 +94,8 @@ void RageTexture::GetFrameDimensionsFromFileName( CString sPath, UINT* puFramesW
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else if( !IsAnInt(arrayDimensionsBits[0]) || !IsAnInt(arrayDimensionsBits[1]) )
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continue;
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*puFramesWide = atoi(arrayDimensionsBits[0]);
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*puFramesHigh = atoi(arrayDimensionsBits[1]);
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*piFramesWide = atoi(arrayDimensionsBits[0]);
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*piFramesHigh = atoi(arrayDimensionsBits[1]);
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return;
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}
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