#include "global.h" #include "ActorFrameTexture.h" #include "RageTextureRenderTarget.h" #include "RageTextureManager.h" #include "ActorUtil.h" REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture ) Actor *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); } ActorFrameTexture::ActorFrameTexture() { m_bDepthBuffer = false; m_bAlphaBuffer = false; m_bPreserveTexture = false; m_pRenderTarget = NULL; } ActorFrameTexture::ActorFrameTexture( const ActorFrameTexture &cpy ) { FAIL_M( "ActorFrameTexture copy not implemented" ); } ActorFrameTexture::~ActorFrameTexture() { /* Release our reference to the texture. */ TEXTUREMAN->UnloadTexture( m_pRenderTarget ); } void ActorFrameTexture::Create() { RageTextureID id( m_sTextureName ); RenderTargetParam param; param.bWithDepthBuffer = m_bDepthBuffer; param.bWithAlpha = m_bAlphaBuffer; param.iWidth = (int) m_size.x; param.iHeight = (int) m_size.y; m_pRenderTarget = new RageTextureRenderTarget( id, param ); /* This passes ownership of m_pRenderTarget to TEXTUREMAN, but we retain * our reference to it until we call TEXTUREMAN->UnloadTexture. */ TEXTUREMAN->RegisterTexture( id, m_pRenderTarget ); } void ActorFrameTexture::DrawPrimitives() { m_pRenderTarget->BeginRenderingTo( m_bPreserveTexture ); ActorFrame::DrawPrimitives(); m_pRenderTarget->FinishRenderingTo(); } // lua start #include "LuaBinding.h" class LunaActorFrameTexture : public Luna { public: static int create( T* p, lua_State *L ) { p->Create(); return 0; } static int enabledepthbuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); return 0; } static int enablealphabuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); return 0; } static int enablepreservetexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); return 0; } static int settexturename( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); return 0; } LunaActorFrameTexture() { ADD_METHOD( create ); ADD_METHOD( enabledepthbuffer ); ADD_METHOD( enablealphabuffer ); ADD_METHOD( enablepreservetexture ); ADD_METHOD( settexturename ); } }; LUA_REGISTER_DERIVED_CLASS( ActorFrameTexture, ActorFrame ) // lua end /* * (c) 2006 Glenn Maynard * 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. */