#include "global.h" #include #include "Sprite.h" #include "RageTextureManager.h" #include "XmlFile.h" #include "RageLog.h" #include "RageException.h" #include "RageDisplay.h" #include "RageTexture.h" #include "RageUtil.h" #include "ActorUtil.h" #include "arch/Dialog/Dialog.h" #include "Foreach.h" #include "LuaBinding.h" #include "LuaManager.h" REGISTER_ACTOR_CLASS( Sprite ) Sprite::Sprite() { m_pTexture = NULL; m_bDrawIfTextureNull = false; m_iCurState = 0; m_fSecsIntoState = 0.0f; m_bUsingCustomTexCoords = false; m_bSkipNextUpdate = false; m_fRememberedClipWidth = -1; m_fRememberedClipHeight = -1; m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = 0; } Sprite::~Sprite() { UnloadTexture(); } Sprite::Sprite( const Sprite &cpy ): Actor( cpy ) { #define CPY(a) a = cpy.a CPY( m_bDrawIfTextureNull ); CPY( m_States ); CPY( m_iCurState ); CPY( m_fSecsIntoState ); CPY( m_bUsingCustomTexCoords ); CPY( m_bSkipNextUpdate ); memcpy( m_CustomTexCoords, cpy.m_CustomTexCoords, sizeof(m_CustomTexCoords) ); CPY( m_fRememberedClipWidth ); CPY( m_fRememberedClipHeight ); CPY( m_fTexCoordVelocityX ); CPY( m_fTexCoordVelocityY ); #undef CPY if( cpy.m_pTexture != NULL ) m_pTexture = TEXTUREMAN->CopyTexture( cpy.m_pTexture ); else m_pTexture = NULL; } RageTextureID Sprite::SongBGTexture( RageTextureID ID ) { ID.bMipMaps = true; /* Song backgrounds are, by definition, in the background, so there's no need to keep alpha. */ ID.iAlphaBits = 0; /* By default, song graphics are volatile: they're removed after one use. This * is because some screens iteratively load and display lots of them (eg. ScreenSelectMusic,, * ScreenEditMenu) one at a time, and we don't want to have hundreds of banners loaded at once. */ ID.Policy = RageTextureID::TEX_VOLATILE; ID.bDither = true; return ID; } RageTextureID Sprite::SongBannerTexture( RageTextureID ID ) { /* Song banners often have HOT PINK color keys. */ ID.bHotPinkColorKey = true; /* Ignore the texture color depth preference and always use 32-bit textures * if possible. Banners are loaded while moving the wheel, so we want it to * be as fast as possible. */ ID.iColorDepth = 32; /* If we don't support RGBA8 (and will probably fall back on RGBA4), we're probably * on something very old and slow, so let's opt for banding instead of slowing things * down further by dithering. */ // ID.bDither = true; ID.Policy = RageTextureID::TEX_VOLATILE; return ID; } void Sprite::Load( RageTextureID ID ) { if( !ID.filename.empty() ) LoadFromTexture( ID ); }; void Sprite::LoadFromNode( const RString& sDir, const XNode* pNode ) { RString sPath; if( pNode->GetAttrValue( "Texture", sPath ) ) { LuaHelpers::RunAtExpressionS( sPath ); bool bIsAbsolutePath = sPath.Left(1) == "/"; sPath = bIsAbsolutePath ? sPath : sDir+sPath; } if( !sPath.empty() ) { if( !TEXTUREMAN->IsTextureRegistered( RageTextureID(sPath) ) ) ActorUtil::ResolvePath( sPath, sDir ); // Load the texture LoadFromTexture( sPath ); // Read in frames and delays from the sprite file, // overwriting the states that LoadFromTexture created. // If the .sprite file doesn't define any states, leave // frames and delays created during LoadFromTexture(). for( int i=0; true; i++ ) { RString sFrameKey = ssprintf( "Frame%04d", i ); RString sDelayKey = ssprintf( "Delay%04d", i ); State newState; if( !pNode->GetAttrValue(sFrameKey, newState.iFrameIndex) ) break; if( newState.iFrameIndex >= m_pTexture->GetNumFrames() ) RageException::Throw( "In '%s', %s is %d, but the texture %s only has %d frames.", sDir.c_str(), sFrameKey.c_str(), newState.iFrameIndex, sPath.c_str(), m_pTexture->GetNumFrames() ); if( !pNode->GetAttrValue(sDelayKey, newState.fDelay) ) break; if( i == 0 ) // the ini file defines at least one frame m_States.clear(); // clear before adding m_States.push_back( newState ); } } Actor::LoadFromNode( sDir, pNode ); } void Sprite::UnloadTexture() { if( m_pTexture != NULL ) // If there was a previous bitmap... { TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it. m_pTexture = NULL; /* Make sure we're reset to frame 0, so if we're reused, we aren't left on * a frame number that may be greater than the number of frames in the newly * loaded image. */ SetState( 0 ); } } void Sprite::EnableAnimation( bool bEnable ) { bool bWasEnabled = m_bIsAnimating; Actor::EnableAnimation( bEnable ); if( bEnable && !bWasEnabled ) { /* * When we start animating a movie, we need to discard the first update; send * 0 instead of the passed time. This is for two reasons: * * First, and most fundamentally, the time we'll receive on the next update * represents time that passed *before* the movie was started. For example, * 1: 20ms passes; 2: EnableAnimation(true); 3: Update(.020). We don't want * to send that 20ms to the texture; on the first update, the movie's time * should be 0. * * Second, we don't receive Update() calls if we're in a BGAnimation that * doesn't have focus. It looks like 1: EnableAnimation(false); 2: 30 seconds * pass; 3: EnableAnimation(true); 4: Update(30). We must be sure not to send * that long 30-second update to the movie. * * (detail: the timestamps here are actually coming from GetEffectDeltaTime()) */ m_bSkipNextUpdate = true; } } void Sprite::LoadFromTexture( RageTextureID ID ) { LOG->Trace( "Sprite::LoadFromTexture( %s )", ID.filename.c_str() ); if( !m_pTexture || !(m_pTexture->GetID() == ID) ) { /* Load the texture if it's not already loaded. We still need * to do the rest, even if it's the same texture, since we need * to reset Sprite::m_size, etc. */ UnloadTexture(); m_pTexture = TEXTUREMAN->LoadTexture( ID ); ASSERT( m_pTexture->GetTextureWidth() >= 0 ); ASSERT( m_pTexture->GetTextureHeight() >= 0 ); } ASSERT( m_pTexture != NULL ); /* Hack: if we load "_blank", mark the actor hidden, so we can short-circuit * rendering later on. (This helps NoteField rendering.) */ if( !SetExtension(Basename(ID.filename), "").CompareNoCase("_blank") ) this->SetHidden( true ); // the size of the sprite is the size of the image before it was scaled Sprite::m_size.x = (float)m_pTexture->GetSourceFrameWidth(); Sprite::m_size.y = (float)m_pTexture->GetSourceFrameHeight(); // Assume the frames of this animation play in sequential order with 0.1 second delay. m_States.clear(); for( int i=0; iGetNumFrames(); ++i ) { State newState = { i, 0.1f }; m_States.push_back( newState ); } // apply clipping (if any) if( m_fRememberedClipWidth != -1 && m_fRememberedClipHeight != -1 ) ScaleToClipped( m_fRememberedClipWidth, m_fRememberedClipHeight ); } void Sprite::UpdateAnimationState() { // Don't bother with state switching logic if there's only one state. // We already know what's going to show. if( m_States.size() > 1 ) { while( m_fSecsIntoState+0.0001f > m_States[m_iCurState].fDelay ) // it's time to switch frames { // increment frame and reset the counter m_fSecsIntoState -= m_States[m_iCurState].fDelay; // leave the left over time for the next frame m_iCurState = (m_iCurState+1) % m_States.size(); } } } /* * We treat frame animation and movie animation slightly differently. * * Sprite animation is always tied directly to the effect timer. If you pause * animation, wait a while and restart it, sprite animations will snap back to the * effect timer. This allows sprites to animate to the beat in BGAnimations, where * they might be disabled for a while. * * Movies don't do this; if you pause a movie, wait a while and restart it, it'll * pick up where it left off. We may have a lot of movies loaded, so it's too * expensive to decode movies that aren't being displayed. Movies also don't loop * when the effect timer loops. * * (I'd like to handle sprite and movie animation as consistently as possible; the above * is just documentation of current practice.) */ void Sprite::Update( float fDelta ) { Actor::Update( fDelta ); // do tweening const bool bSkipThisMovieUpdate = m_bSkipNextUpdate; m_bSkipNextUpdate = false; if( !m_bIsAnimating ) return; if( !m_pTexture ) // no texture, nothing to animate return; float fTimePassed = GetEffectDeltaTime(); m_fSecsIntoState += fTimePassed; if( m_fSecsIntoState < 0 ) wrap( m_fSecsIntoState, GetAnimationLengthSeconds() ); UpdateAnimationState(); /* If the texture is a movie, decode frames. */ if( !bSkipThisMovieUpdate ) m_pTexture->DecodeSeconds( max(0, fTimePassed) ); // // update scrolling // if( m_fTexCoordVelocityX != 0 || m_fTexCoordVelocityY != 0 ) { float fTexCoords[8]; Sprite::GetActiveTextureCoords( fTexCoords ); // top left, bottom left, bottom right, top right fTexCoords[0] += fDelta*m_fTexCoordVelocityX; fTexCoords[1] += fDelta*m_fTexCoordVelocityY; fTexCoords[2] += fDelta*m_fTexCoordVelocityX; fTexCoords[3] += fDelta*m_fTexCoordVelocityY; fTexCoords[4] += fDelta*m_fTexCoordVelocityX; fTexCoords[5] += fDelta*m_fTexCoordVelocityY; fTexCoords[6] += fDelta*m_fTexCoordVelocityX; fTexCoords[7] += fDelta*m_fTexCoordVelocityY; /* When wrapping, avoid gradual loss of precision and sending unreasonably large * texture coordinates to the renderer by pushing texture coordinates back to 0. * As long as we adjust all four coordinates by the same amount, this won't be visible. */ if( m_bTextureWrapping ) { const float fXAdjust = floorf( fTexCoords[0] ); const float fYAdjust = floorf( fTexCoords[1] ); fTexCoords[0] -= fXAdjust; fTexCoords[2] -= fXAdjust; fTexCoords[4] -= fXAdjust; fTexCoords[6] -= fXAdjust; fTexCoords[1] -= fYAdjust; fTexCoords[3] -= fYAdjust; fTexCoords[5] -= fYAdjust; fTexCoords[7] -= fYAdjust; } Sprite::SetCustomTextureCoords( fTexCoords ); } } void TexCoordArrayFromRect( float fImageCoords[8], const RectF &rect ) { fImageCoords[0] = rect.left; fImageCoords[1] = rect.top; // top left fImageCoords[2] = rect.left; fImageCoords[3] = rect.bottom; // bottom left fImageCoords[4] = rect.right; fImageCoords[5] = rect.bottom; // bottom right fImageCoords[6] = rect.right; fImageCoords[7] = rect.top; // top right } void Sprite::DrawTexture( const TweenState *state ) { Actor::SetGlobalRenderStates(); // set Actor-specified render states // bail if cropped all the way if( state->crop.left + state->crop.right >= 1 || state->crop.top + state->crop.bottom >= 1 ) return; // use m_temp_* variables to draw the object RectF quadVerticies; switch( m_HorizAlign ) { case align_left: quadVerticies.left = 0; quadVerticies.right = m_size.x; break; case align_center: quadVerticies.left = -m_size.x/2; quadVerticies.right = m_size.x/2; break; case align_right: quadVerticies.left = -m_size.x; quadVerticies.right = 0; break; default: ASSERT( false ); } switch( m_VertAlign ) { case align_top: quadVerticies.top = 0; quadVerticies.bottom = m_size.y; break; case align_middle: quadVerticies.top = -m_size.y/2; quadVerticies.bottom = m_size.y/2; break; case align_bottom: quadVerticies.top = -m_size.y; quadVerticies.bottom = 0; break; default: ASSERT(0); } /* Don't draw anything outside of the texture's image area. Texels outside * of the image area aren't guaranteed to be initialized. */ /* HACK: Clamp the crop values. It would be more accurate to clip the * vertices to that the diffuse value is adjusted. */ RectF crop = state->crop; CLAMP( crop.left, 0, 1 ); CLAMP( crop.right, 0, 1 ); CLAMP( crop.top, 0, 1 ); CLAMP( crop.bottom, 0, 1 ); RectF croppedQuadVerticies = quadVerticies; #define IF_CROP_POS(side,opp_side) \ if(state->crop.side!=0) \ croppedQuadVerticies.side = \ SCALE( crop.side, 0.f, 1.f, quadVerticies.side, quadVerticies.opp_side ) IF_CROP_POS( left, right ); IF_CROP_POS( top, bottom ); IF_CROP_POS( right, left ); IF_CROP_POS( bottom, top ); static RageSpriteVertex v[4]; v[0].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.top, 0 ); // top left v[1].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.bottom, 0 ); // bottom left v[2].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.bottom, 0 ); // bottom right v[3].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.top, 0 ); // top right DISPLAY->ClearAllTextures(); DISPLAY->SetTexture( TextureUnit_1, m_pTexture? m_pTexture->GetTexHandle():0 ); // Must call this after setting the texture or else texture // parameters have no effect. Actor::SetTextureRenderStates(); // set Actor-specified render states if( m_pTexture ) { float f[8]; GetActiveTextureCoords( f ); if( state->crop.left || state->crop.right || state->crop.top || state->crop.bottom ) { RageVector2 texCoords[4] = { RageVector2( f[0], f[1] ), // top left RageVector2( f[2], f[3] ), // bottom left RageVector2( f[4], f[5] ), // bottom right RageVector2( f[6], f[7] ) // top right }; for( int i = 0; i < 4; ++i ) { RageSpriteVertex *pVert = &v[i]; float fTopX = SCALE( pVert->p.x, quadVerticies.left, quadVerticies.right, texCoords[0].x, texCoords[3].x ); float fBottomX = SCALE( pVert->p.x, quadVerticies.left, quadVerticies.right, texCoords[1].x, texCoords[2].x ); pVert->t.x = SCALE( pVert->p.y, quadVerticies.top, quadVerticies.bottom, fTopX, fBottomX ); float fLeftY = SCALE( pVert->p.y, quadVerticies.top, quadVerticies.bottom, texCoords[0].y, texCoords[1].y ); float fRightY = SCALE( pVert->p.y, quadVerticies.top, quadVerticies.bottom, texCoords[3].y, texCoords[2].y ); pVert->t.y = SCALE( pVert->p.x, quadVerticies.left, quadVerticies.right, fLeftY, fRightY ); } } else { v[0].t = RageVector2( f[0], f[1] ); // top left v[1].t = RageVector2( f[2], f[3] ); // bottom left v[2].t = RageVector2( f[4], f[5] ); // bottom right v[3].t = RageVector2( f[6], f[7] ); // top right } } else { // Just make sure we don't throw NaN/INF at the renderer: for( unsigned i = 0; i < 4; ++i ) v[i].t.x = v[i].t.y = 0; } /* Draw if we're not fully transparent */ if( state->diffuse[0].a > 0 || state->diffuse[1].a > 0 || state->diffuse[2].a > 0 || state->diffuse[3].a > 0 ) { DISPLAY->SetTextureModeModulate(); ////////////////////// // render the shadow ////////////////////// if( m_fShadowLength != 0 ) { DISPLAY->PushMatrix(); DISPLAY->TranslateWorld( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units v[0].c = v[1].c = v[2].c = v[3].c = RageColor( 0, 0, 0, 0.5f*state->diffuse[0].a ); // semi-transparent black DISPLAY->DrawQuad( v ); DISPLAY->PopMatrix(); } ////////////////////// // render the diffuse pass ////////////////////// v[0].c = state->diffuse[0]; // top left v[1].c = state->diffuse[2]; // bottom left v[2].c = state->diffuse[3]; // bottom right v[3].c = state->diffuse[1]; // top right DISPLAY->DrawQuad( v ); } ////////////////////// // render the glow pass ////////////////////// if( state->glow.a > 0.0001f ) { DISPLAY->SetTextureModeGlow(); v[0].c = v[1].c = v[2].c = v[3].c = state->glow; DISPLAY->DrawQuad( v ); } } /* XXX: move to RageTypes.cpp */ RageColor scale( float x, float l1, float h1, const RageColor &a, const RageColor &b ) { return RageColor( SCALE( x, l1, h1, a.r, b.r ), SCALE( x, l1, h1, a.g, b.g ), SCALE( x, l1, h1, a.b, b.b ), SCALE( x, l1, h1, a.a, b.a ) ); } bool Sprite::EarlyAbortDraw() const { return m_pTexture == NULL && !m_bDrawIfTextureNull; } void Sprite::DrawPrimitives() { if( m_pTempState->fade.top > 0 || m_pTempState->fade.bottom > 0 || m_pTempState->fade.left > 0 || m_pTempState->fade.right > 0 ) { /* We're fading the edges. */ const RectF &FadeDist = m_pTempState->fade; /* Actual size of the fade on each side: */ RectF FadeSize = FadeDist; /* If the cropped size is less than the fade distance in either dimension, clamp. */ const float HorizRemaining = 1.0f - (m_pTempState->crop.left + m_pTempState->crop.right); if( FadeDist.left+FadeDist.right > 0 && HorizRemaining < FadeDist.left+FadeDist.right ) { const float LeftPercent = FadeDist.left/(FadeDist.left+FadeDist.right); FadeSize.left = LeftPercent * HorizRemaining; FadeSize.right = (1.0f-LeftPercent) * HorizRemaining; } const float VertRemaining = 1.0f - (m_pTempState->crop.top + m_pTempState->crop.bottom); if( FadeDist.top+FadeDist.bottom > 0 && VertRemaining < FadeDist.top+FadeDist.bottom ) { const float TopPercent = FadeDist.top/(FadeDist.top+FadeDist.bottom); FadeSize.top = TopPercent * VertRemaining; FadeSize.bottom = (1.0f-TopPercent) * VertRemaining; } /* Alpha value of the un-faded side of each fade rect: */ const float RightAlpha = SCALE( FadeSize.right, FadeDist.right, 0, 1, 0 ); const float LeftAlpha = SCALE( FadeSize.left, FadeDist.left, 0, 1, 0 ); const float TopAlpha = SCALE( FadeSize.top, FadeDist.top, 0, 1, 0 ); const float BottomAlpha = SCALE( FadeSize.bottom, FadeDist.bottom, 0, 1, 0 ); /* Draw the inside: */ TweenState ts = *m_pTempState; ts.crop.left += FadeDist.left; ts.crop.right += FadeDist.right; ts.crop.top += FadeDist.top; ts.crop.bottom += FadeDist.bottom; DrawTexture( &ts ); if( FadeSize.left > 0.001f ) { /* Draw the left: */ ts.crop = m_pTempState->crop; // restore ts.crop.right = 1 - (ts.crop.left + FadeSize.left); ts.crop.top += FadeDist.top; // lop off the corner if fading both x and y ts.crop.bottom += FadeDist.bottom; ts.diffuse[0] = m_pTempState->diffuse[0]; // top left -> top left ts.diffuse[2] = m_pTempState->diffuse[2]; // bottom left -> bottom left ts.diffuse[3] = m_pTempState->diffuse[2]; // bottom left -> bottom right ts.diffuse[1] = m_pTempState->diffuse[0]; // top left -> top right ts.diffuse[0].a = 0; // top left ts.diffuse[2].a = 0; // bottom left ts.diffuse[3].a *= LeftAlpha; // bottom right ts.diffuse[1].a *= LeftAlpha; // top right DrawTexture( &ts ); } if( FadeSize.right > 0.001f ) { /* Draw the right: */ ts.crop = m_pTempState->crop; // restore ts.crop.left = 1 - (ts.crop.right + FadeSize.right); ts.crop.top += FadeDist.top; ts.crop.bottom += FadeDist.bottom; ts.diffuse[0] = m_pTempState->diffuse[1]; // top right -> top left ts.diffuse[2] = m_pTempState->diffuse[3]; // bottom right -> bottom left ts.diffuse[3] = m_pTempState->diffuse[3]; // bottom right -> bottom right ts.diffuse[1] = m_pTempState->diffuse[1]; // top right -> top right ts.diffuse[0].a *= RightAlpha; // top left ts.diffuse[2].a *= RightAlpha; // bottom left ts.diffuse[3].a = 0; // bottom right ts.diffuse[1].a = 0; // top right DrawTexture( &ts ); } if( FadeSize.top > 0.001f ) { /* Draw the top: */ ts.crop = m_pTempState->crop; // restore ts.crop.bottom = 1 - (ts.crop.top + FadeSize.top); ts.crop.left += FadeDist.left; ts.crop.right += FadeDist.right; ts.diffuse[0] = m_pTempState->diffuse[0]; // top left -> top left ts.diffuse[2] = m_pTempState->diffuse[0]; // top left -> bottom left ts.diffuse[3] = m_pTempState->diffuse[1]; // top right -> bottom right ts.diffuse[1] = m_pTempState->diffuse[1]; // top right -> top right ts.diffuse[0].a = 0; // top left ts.diffuse[2].a *= TopAlpha; // bottom left ts.diffuse[3].a *= TopAlpha; // bottom right ts.diffuse[1].a = 0; // top right DrawTexture( &ts ); } if( FadeSize.bottom > 0.001f ) { /* Draw the bottom: */ ts.crop = m_pTempState->crop; // restore ts.crop.top = 1 - (ts.crop.bottom + FadeSize.bottom); ts.crop.left += FadeDist.left; ts.crop.right += FadeDist.right; ts.diffuse[0] = m_pTempState->diffuse[2]; // bottom left -> top left ts.diffuse[2] = m_pTempState->diffuse[2]; // bottom left -> bottom left ts.diffuse[3] = m_pTempState->diffuse[3]; // bottom right -> bottom right ts.diffuse[1] = m_pTempState->diffuse[3]; // bottom right -> top right ts.diffuse[0].a *= BottomAlpha; // top left ts.diffuse[2].a = 0; // bottom left ts.diffuse[3].a = 0; // bottom right ts.diffuse[1].a *= BottomAlpha; // top right DrawTexture( &ts ); } } else { DrawTexture( m_pTempState ); } } int Sprite::GetNumStates() const { return m_States.size(); } void Sprite::SetState( int iNewState ) { // This assert will likely trigger if the "missing" theme element graphic // is loaded in place of a multi-frame sprite. We want to know about these // problems in debug builds, but they're not fatal. // // Never warn about setting state 0. if( iNewState != 0 && (iNewState < 0 || iNewState >= (int)m_States.size()) ) { // Don't warn about number of states in "_blank". if( !m_pTexture || m_pTexture->GetID().filename.find("_blank") == string::npos ) { RString sError; if( m_pTexture ) sError = ssprintf("A Sprite '%s' (\"%s\") tried to set state index %d, but it has only %u states.", m_pTexture->GetID().filename.c_str(), this->m_sName.c_str(), iNewState, unsigned(m_States.size())); else sError = ssprintf("A Sprite (\"%s\") tried to set state index %d, but no texture is loaded.", this->m_sName.c_str(), iNewState ); Dialog::OK( sError, "SPRITE_INVALID_FRAME" ); } } CLAMP(iNewState, 0, (int)m_States.size()-1); m_iCurState = iNewState; m_fSecsIntoState = 0.0f; } float Sprite::GetAnimationLengthSeconds() const { float fTotal = 0; FOREACH_CONST( State, m_States, s ) fTotal += s->fDelay; return fTotal; } void Sprite::SetSecondsIntoAnimation( float fSeconds ) { SetState( 0 ); // rewind to the first state m_fSecsIntoState = fSeconds; UpdateAnimationState(); } RString Sprite::GetTexturePath() const { if( m_pTexture==NULL ) return RString(); return m_pTexture->GetID().filename; } void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect ) { m_bUsingCustomTexCoords = true; m_bTextureWrapping = true; TexCoordArrayFromRect( m_CustomTexCoords, new_texcoord_frect ); } void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: top left, bottom left, bottom right, top right { m_bUsingCustomTexCoords = true; m_bTextureWrapping = true; for( int i=0; i<8; i++ ) m_CustomTexCoords[i] = fTexCoords[i]; } void Sprite::SetCustomImageRect( RectF rectImageCoords ) { // Convert to a rectangle in texture coordinate space. rectImageCoords.left *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth(); rectImageCoords.right *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth(); rectImageCoords.top *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight(); rectImageCoords.bottom *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight(); SetCustomTextureRect( rectImageCoords ); } void Sprite::SetCustomImageCoords( float fImageCoords[8] ) // order: top left, bottom left, bottom right, top right { // convert image coords to texture coords in place for( int i=0; i<8; i+=2 ) { fImageCoords[i+0] *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth(); fImageCoords[i+1] *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight(); } SetCustomTextureCoords( fImageCoords ); } const RectF *Sprite::GetCurrentTextureCoordRect() const { ASSERT_M( m_iCurState < (int) m_States.size(), ssprintf("%d, %d", int(m_iCurState), int(m_States.size())) ); unsigned int uFrameNo = m_States[m_iCurState].iFrameIndex; return m_pTexture->GetTextureCoordRect( uFrameNo ); } /* If we're using custom coordinates, return them; otherwise return the coordinates * for the current state. */ void Sprite::GetActiveTextureCoords( float fTexCoordsOut[8] ) const { if(m_bUsingCustomTexCoords) { // GetCustomTextureCoords for( int i=0; i<8; i++ ) fTexCoordsOut[i] = m_CustomTexCoords[i]; } else { // GetCurrentTextureCoords const RectF *pTexCoordRect = GetCurrentTextureCoordRect(); TexCoordArrayFromRect( fTexCoordsOut, *pTexCoordRect ); } } void Sprite::StopUsingCustomCoords() { m_bUsingCustomTexCoords = false; } void Sprite::SetTexCoordVelocity(float fVelX, float fVelY) { m_fTexCoordVelocityX = fVelX; m_fTexCoordVelocityY = fVelY; } void Sprite::ScaleToClipped( float fWidth, float fHeight ) { m_fRememberedClipWidth = fWidth; m_fRememberedClipHeight = fHeight; if( !m_pTexture ) return; int iSourceWidth = m_pTexture->GetSourceWidth(); int iSourceHeight = m_pTexture->GetSourceHeight(); // save the original X&Y. We're going to resore them later. float fOriginalX = GetX(); float fOriginalY = GetY(); if( IsDiagonalBanner(iSourceWidth, iSourceHeight) ) // this is a SSR/DWI CroppedSprite { float fCustomImageCoords[8] = { 0.02f, 0.78f, // top left 0.22f, 0.98f, // bottom left 0.98f, 0.22f, // bottom right 0.78f, 0.02f, // top right }; Sprite::SetCustomImageCoords( fCustomImageCoords ); if( fWidth != -1 && fHeight != -1 ) { m_size = RageVector2( fWidth, fHeight ); } else { /* If no crop size is set, then we're only being used to crop diagonal * banners so they look like regular ones. We don't actually care about * the size of the image, only that it has an aspect ratio of 4:1. */ m_size = RageVector2( 256, 64 ); } SetZoom( 1 ); } else if( m_pTexture->GetID().filename.find("(was rotated)") != string::npos && fWidth != -1 && fHeight != -1 ) { /* Dumb hack. Normally, we crop all sprites except for diagonal banners, * which are stretched. Low-res versions of banners need to do the same * thing as their full resolution counterpart, so the crossfade looks right. * However, low-res diagonal banners are un-rotated, to save space. BannerCache * drops the above text into the "filename" (which is otherwise unused for * these banners) to tell us this. */ Sprite::StopUsingCustomCoords(); m_size = RageVector2( fWidth, fHeight ); SetZoom( 1 ); } else if( fWidth != -1 && fHeight != -1 ) { // this is probably a background graphic or something not intended to be a CroppedSprite Sprite::StopUsingCustomCoords(); // first find the correct zoom Sprite::ScaleToCover( RectF(0, 0, fWidth, fHeight) ); // find which dimension is larger bool bXDimNeedsToBeCropped = GetZoomedWidth() > fWidth+0.01; if( bXDimNeedsToBeCropped ) // crop X { float fPercentageToCutOff = (this->GetZoomedWidth() - fWidth) / this->GetZoomedWidth(); float fPercentageToCutOffEachSide = fPercentageToCutOff / 2; // generate a rectangle with new texture coordinates RectF fCustomImageRect( fPercentageToCutOffEachSide, 0, 1 - fPercentageToCutOffEachSide, 1 ); SetCustomImageRect( fCustomImageRect ); } else // crop Y { float fPercentageToCutOff = (this->GetZoomedHeight() - fHeight) / this->GetZoomedHeight(); float fPercentageToCutOffEachSide = fPercentageToCutOff / 2; // generate a rectangle with new texture coordinates RectF fCustomImageRect( 0, fPercentageToCutOffEachSide, 1, 1 - fPercentageToCutOffEachSide ); SetCustomImageRect( fCustomImageRect ); } m_size = RageVector2( fWidth, fHeight ); SetZoom( 1 ); } // restore original XY SetXY( fOriginalX, fOriginalY ); } bool Sprite::IsDiagonalBanner( int iWidth, int iHeight ) { /* A diagonal banner is a square. Give a couple pixels of leeway. */ return iWidth >= 100 && abs(iWidth - iHeight) < 2; } void Sprite::StretchTexCoords( float fX, float fY ) { float fTexCoords[8]; GetActiveTextureCoords( fTexCoords ); for( int j=0; j<8; j+=2 ) { fTexCoords[j ] += fX; fTexCoords[j+1] += fY; } SetCustomTextureCoords( fTexCoords ); } void Sprite::AddImageCoords( float fX, float fY ) { float fTexCoords[8]; GetActiveTextureCoords( fTexCoords ); for( int j=0; j<8; j+=2 ) { fTexCoords[j ] += fX / (float)m_pTexture->GetTextureWidth(); fTexCoords[j+1] += fY / (float)m_pTexture->GetTextureHeight(); } SetCustomTextureCoords( fTexCoords ); } // lua start #include "LuaBinding.h" class LunaSprite: public Luna { public: LunaSprite() { LUA->Register( Register ); } static int Load( T* p, lua_State *L ) { RageTextureID ID( SArg(1) ); p->Load( ID ); return 0; } static int LoadBackground( T* p, lua_State *L ) { RageTextureID ID( SArg(1) ); p->Load( Sprite::SongBGTexture(ID) ); return 1; } static int LoadBanner( T* p, lua_State *L ) { RageTextureID ID( SArg(1) ); 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 addimagecoords( T* p, lua_State *L ) { p->AddImageCoords( FArg(1),FArg(2) ); return 0; } static int setstate( T* p, lua_State *L ) { p->SetState( IArg(1) ); return 0; } static int GetAnimationLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetAnimationLengthSeconds() ); return 1; } static int GetTexture( T* p, lua_State *L ) { RageTexture *pTexture = p->GetTexture(); if( pTexture != NULL ) pTexture->PushSelf(L); else lua_pushnil( L ); return 1; } 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( addimagecoords ); ADD_METHOD( setstate ); ADD_METHOD( GetAnimationLengthSeconds ); ADD_METHOD( GetTexture ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( Sprite, Actor ) // lua end /* * (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. */