/* Sprite - A bitmap Actor that animates and moves around. */ #ifndef SPRITE_H #define SPRITE_H #include "Actor.h" #include "RageTextureID.h" class RageTexture; class Sprite: public Actor { public: Sprite(); virtual ~Sprite(); virtual bool EarlyAbortDraw(); virtual void DrawPrimitives(); virtual void Update( float fDeltaTime ); virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop ); virtual void LoseFocus(); void UpdateAnimationState(); // take m_fSecondsIntoState, and move to a new state /* Adjust texture properties for song backgrounds. */ static RageTextureID SongBGTexture( RageTextureID ID ); /* Adjust texture properties for song banners. */ static RageTextureID SongBannerTexture( RageTextureID ID ); /* Just a convenience function; load an image that'll be used in the * background. */ virtual bool LoadBG( RageTextureID ID ); virtual bool Load( RageTextureID ID ); void UnloadTexture(); RageTexture* GetTexture() { return m_pTexture; }; virtual void EnableAnimation( bool bEnable ); virtual int GetNumStates() const; virtual void SetState( int iNewState ); virtual float GetAnimationLengthSeconds() const; virtual void SetSecondsIntoAnimation( float fSeconds ); CString GetTexturePath() const; void SetCustomTextureRect( const RectF &new_texcoord_frect ); void SetCustomTextureCoords( float fTexCoords[8] ); void SetCustomSourceRect( const RectF &rectSourceCoords ); // in source pixel space void SetCustomImageRect( RectF rectImageCoords ); // in image pixel space void SetCustomImageCoords( float fImageCoords[8] ); const RectF *GetCurrentTextureCoordRect() const; void StopUsingCustomCoords(); void GetActiveTextureCoords(float fTexCoordsOut[8]) const; void StretchTexCoords( float fX, float fY ); void SetPosition( float f ); void SetLooping( bool b ); void SetPlaybackRate( float f ); void SetTexCoordVelocity(float fVelX, float fVelY) { m_fTexCoordVelocityX = fVelX; m_fTexCoordVelocityY = fVelY; } // Scale the Sprite maintaining the aspect ratio so that it fits // within (fWidth,fHeight) and is clipped to (fWidth,fHeight). void ScaleToClipped( float fWidth, float fHeight ); static bool IsDiagonalBanner( int iWidth, int iHeight ); // // Commands // virtual void PushSelf( lua_State *L ); protected: virtual bool LoadFromTexture( RageTextureID ID ); virtual bool LoadFromSpriteFile( RageTextureID ID ); void DrawTexture( const TweenState *state ); CString m_sSpritePath; RageTexture* m_pTexture; bool m_bDrawIfTextureNull; struct State { int iFrameIndex; float fDelay; // "seconds to show" }; vector m_States; int m_iCurState; float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame bool m_bUsingCustomTexCoords; bool m_bSkipNextUpdate; float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right // Remembered clipped dimensions are applied on Load(). // -1 means no remembered dimensions; float m_fRememberedClipWidth, m_fRememberedClipHeight; float m_fTexCoordVelocityX; float m_fTexCoordVelocityY; }; template class LunaSprite : public LunaActor { public: LunaSprite() { LUA->Register( Register ); } static int Load( T* p, lua_State *L ) { RageTextureID ID( SArg(1) ); lua_pushboolean( LUA->L, p->Load(ID) ); return 1; } static int LoadBackground( T* p, lua_State *L ) { RageTextureID ID( SArg(1) ); lua_pushboolean( LUA->L, p->Load(Sprite::SongBGTexture(ID)) ); return 1; } static int LoadBanner( T* p, lua_State *L ) { RageTextureID ID( SArg(1) ); lua_pushboolean( LUA->L, p->Load(Sprite::SongBannerTexture(ID)) ); return 1; } /* Commands that go in the tweening queue: * Commands that take effect immediately (ignoring the tweening queue): */ static int customtexturerect( T* p, lua_State *L ) { p->SetCustomTextureRect( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; } static int texcoordvelocity( T* p, lua_State *L ) { p->SetTexCoordVelocity( FArg(1),FArg(2) ); return 0; } static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped( FArg(1),FArg(2) ); return 0; } static int stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); return 0; } static int setstate( T* p, lua_State *L ) { p->SetState( IArg(1) ); return 0; } /* Texture commands; these could be moved to RageTexture* (even though that's * not an Actor) if these are needed for other things that use textures. * We'd need to break the command helpers into a separate function; RageTexture * shouldn't depend on Actor. */ static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; } static int loop( T* p, lua_State *L ) { p->SetLooping(!!IArg(1)); return 0; } static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; } static void Register(lua_State *L) { ADD_METHOD( Load ) ADD_METHOD( LoadBanner ) ADD_METHOD( LoadBackground ) ADD_METHOD( customtexturerect ) ADD_METHOD( texcoordvelocity ) ADD_METHOD( scaletoclipped ) ADD_METHOD( stretchtexcoords ) ADD_METHOD( setstate ) ADD_METHOD( position ) ADD_METHOD( loop ) ADD_METHOD( rate ) LunaActor::Register( L ); } }; #endif /* * (c) 2001-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */