#include "global.h" /* ----------------------------------------------------------------------------- Class: ModelTypes Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ModelTypes.h" #include "IniFile.h" #include "RageUtil.h" #include "RageTexture.h" #include "RageTextureManager.h" #include "RageLog.h" AnimatedTexture::AnimatedTexture() { iCurState = 0; fSecsIntoFrame = 0; } AnimatedTexture::~AnimatedTexture() { Unload(); } void AnimatedTexture::Load( CString sTexOrIniPath ) { ASSERT( vFrames.empty() ); // don't load more than once CString sDir, sFName, sExt; splitrelpath( sTexOrIniPath, sDir, sFName, sExt ); bool bIsIni = sTexOrIniPath.Right(3).CompareNoCase("ini")== 0; if( bIsIni ) { IniFile ini; ini.SetPath( sTexOrIniPath ); if( !ini.ReadFile() ) RageException::Throw( "Error reading %s: %s", sTexOrIniPath.c_str(), ini.error.c_str() ); if( !ini.GetKey("AnimatedTexture") ) RageException::Throw( "The animated texture file '%s' doesn't contain a section called 'AnimatedTexture'.", sTexOrIniPath.c_str() ); for( int i=0; i<1000; i++ ) { CString sFileKey = ssprintf( "Frame%04d", i ); CString sDelayKey = ssprintf( "Delay%04d", i ); CString sFileName; float fDelay = 0; if( ini.GetValue( "AnimatedTexture", sFileKey, sFileName ) && ini.GetValueF( "AnimatedTexture", sDelayKey, fDelay ) ) { RageTextureID ID; ID.filename = sDir+sFileName; ID.bStretch = true; ID.bHotPinkColorKey = true; AnimatedTextureState state = { TEXTUREMAN->LoadTexture( ID ), fDelay }; vFrames.push_back( state ); } else break; } } else { RageTextureID ID; ID.filename = sTexOrIniPath; ID.bHotPinkColorKey = true; ID.bStretch = true; AnimatedTextureState state = { TEXTUREMAN->LoadTexture( ID ), 10 }; vFrames.push_back( state ); } } void AnimatedTexture::Update( float fDelta ) { if( vFrames.empty() ) return; ASSERT( iCurState < (int)vFrames.size() ); fSecsIntoFrame += fDelta; if( fSecsIntoFrame > vFrames[iCurState].fDelaySecs ) { fSecsIntoFrame -= vFrames[iCurState].fDelaySecs; iCurState = (iCurState+1) % vFrames.size(); } } RageTexture* AnimatedTexture::GetCurrentTexture() { if( vFrames.empty() ) return NULL; ASSERT( iCurState < (int)vFrames.size() ); return vFrames[iCurState].pTexture; } void AnimatedTexture::SetState( int iState ) { CLAMP( iState, 0, GetNumStates()-1 ); iCurState = iState; } int AnimatedTexture::GetNumStates() { return vFrames.size(); } void AnimatedTexture::Unload() { for(unsigned i = 0; i < vFrames.size(); ++i) TEXTUREMAN->UnloadTexture(vFrames[i].pTexture); vFrames.clear(); iCurState = 0; fSecsIntoFrame = 0; }