Files
itgmania212121/stepmania/src/Sprite.cpp
T
Chris Danford 2929bacb08 show per-diffculty award on Eval screen every time it's received (not just the first time)
clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
2004-03-20 02:59:08 +00:00

838 lines
25 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Sprite
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include <math.h>
#include <assert.h>
#include "Sprite.h"
#include "RageTextureManager.h"
#include "IniFile.h"
#include "RageLog.h"
#include "RageException.h"
#include "PrefsManager.h"
#include "RageDisplay.h"
#include "RageTexture.h"
#include "GameConstantsAndTypes.h"
#include "SDL_utils.h"
#include "ActorUtil.h"
#include "arch/ArchHooks/ArchHooks.h"
Sprite::Sprite()
{
m_pTexture = NULL;
m_bDrawIfTextureNull = false;
m_iCurState = 0;
m_fSecsIntoState = 0.0;
m_bUsingCustomTexCoords = false;
m_fRememberedClipWidth = -1;
m_fRememberedClipHeight = -1;
m_fTexCoordVelocityX = 0;
m_fTexCoordVelocityY = 0;
}
Sprite::~Sprite()
{
UnloadTexture();
}
bool Sprite::LoadBG( RageTextureID ID )
{
ID.bMipMaps = true;
// Don't we want to dither 16 bit textures at least?
// ID.bDither = true;
return Load(ID);
}
bool Sprite::Load( RageTextureID ID )
{
if( ID.filename == "" ) return true;
if( ID.filename.Right(7) == ".sprite" )
return LoadFromSpriteFile( ID );
else
return LoadFromTexture( ID );
};
// Sprite file has the format:
//
// [Sprite]
// Texture=Textures\Logo.bmp
// Frame0000=0
// Delay0000=1.0
// Frame0001=3
// Delay0000=2.0
// BaseRotationXDegrees=0
// BaseRotationYDegrees=0
// BaseRotationZDegrees=0
// BaseZoomX=1
// BaseZoomY=1
// BaseZoomZ=1
bool Sprite::LoadFromSpriteFile( RageTextureID ID )
{
LOG->Trace( ssprintf("Sprite::LoadFromSpriteFile(%s)", ID.filename.c_str()) );
retry:
//Init();
m_sSpritePath = ID.filename;
// read sprite file
IniFile ini;
ini.SetPath( m_sSpritePath );
if( !ini.ReadFile() )
RageException::Throw( "Error opening Sprite file '%s'.", m_sSpritePath.c_str() );
CString sTextureFile;
ini.GetValue( "Sprite", "Texture", sTextureFile );
if( sTextureFile == "" )
RageException::Throw( "Error reading value 'Texture' from %s.", m_sSpritePath.c_str() );
// save the path of the real texture
ID.filename = Dirname(m_sSpritePath) + sTextureFile;
{
vector<CString> asElementPaths;
GetDirListing( ID.filename + "*", asElementPaths, false, true );
if(asElementPaths.size() == 0)
{
CString sMessage = ssprintf( "The sprite file '%s' points to a texture '%s' which doesn't exist.", m_sSpritePath.c_str(), ID.filename.c_str() );
switch( HOOKS->MessageBoxAbortRetryIgnore(sMessage) )
{
case ArchHooks::abort:
RageException::Throw( "Error reading value 'Texture' from %s.", m_sSpritePath.c_str() );
case ArchHooks::retry:
goto retry;
case ArchHooks::ignore:
return false;
default:
ASSERT(0);
}
}
if(asElementPaths.size() > 1)
{
CString message = ssprintf(
"There is more than one file that matches "
"'%s'. Please remove all but one of these matches.",
ID.filename.c_str() );
RageException::Throw( message );
}
ID.filename = asElementPaths[0];
}
// Load the texture
LoadFromTexture( ID );
// 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++ )
{
CString sFrameKey = ssprintf( "Frame%04d", i );
CString sDelayKey = ssprintf( "Delay%04d", i );
State newState;
if( !ini.GetValue( "Sprite", 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.",
m_sSpritePath.c_str(), sFrameKey.c_str(), newState.iFrameIndex, ID.filename.c_str(), m_pTexture->GetNumFrames() );
if( !ini.GetValue( "Sprite", 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 );
}
float f;
if( ini.GetValue( "Sprite", "BaseRotationXDegrees", f ) ) Actor::SetBaseRotationX( f );
if( ini.GetValue( "Sprite", "BaseRotationYDegrees", f ) ) Actor::SetBaseRotationY( f );
if( ini.GetValue( "Sprite", "BaseRotationZDegrees", f ) ) Actor::SetBaseRotationZ( f );
if( ini.GetValue( "Sprite", "BaseZoomX", f ) ) Actor::SetBaseZoomX( f );
if( ini.GetValue( "Sprite", "BaseZoomY", f ) ) Actor::SetBaseZoomY( f );
if( ini.GetValue( "Sprite", "BaseZoomZ", f ) ) Actor::SetBaseZoomZ( f );
return true;
}
void Sprite::UnloadTexture()
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it.
m_pTexture = NULL;
}
void Sprite::EnableAnimation( bool bEnable )
{
Actor::EnableAnimation( bEnable );
if(m_pTexture)
bEnable ? m_pTexture->Play() : m_pTexture->Pause();
}
bool 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 );
// 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; i<m_pTexture->GetNumFrames(); 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 );
return true;
}
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 > 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();
}
}
}
void Sprite::Update( float fDelta )
{
Actor::Update( fDelta ); // do tweening
if( !m_bIsAnimating )
return;
if( !m_pTexture ) // no texture, nothing to animate
return;
m_fSecsIntoState += fDelta;
UpdateAnimationState();
//
// 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;
Sprite::SetCustomTextureCoords( fTexCoords );
}
}
static void TexCoordsFromArray(RageSpriteVertex *v, const float *f)
{
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
}
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 )
{
// 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 )
{
// FIXME: Top and bottom are flipped, but changing them now breaks a lot
// in our themes. -Chris
// Looks correct to me? -glenn
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);
}
RectF croppedQuadVerticies = quadVerticies;
#define IF_CROP_POS(side,opp_side) \
if(state->crop.side>0) \
croppedQuadVerticies.side = \
SCALE( state->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( 0, m_pTexture );
// Must call this after setting the texture or else texture
// parameters have no effect.
Actor::SetRenderStates(); // set Actor-specified render states
if( m_pTexture )
{
float f[8];
GetActiveTextureCoords(f);
TexCoordsFromArray(v, f);
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
};
if( state->crop.left>0 )
{
v[0].t.x = SCALE( state->crop.left, 0.f, 1.f, texCoords[0].x, texCoords[3].x );
v[1].t.x = SCALE( state->crop.left, 0.f, 1.f, texCoords[1].x, texCoords[2].x );
}
if( state->crop.right>0 )
{
v[2].t.x = SCALE( state->crop.right, 0.f, 1.f, texCoords[2].x, texCoords[1].x );
v[3].t.x = SCALE( state->crop.right, 0.f, 1.f, texCoords[3].x, texCoords[0].x );
}
if( state->crop.top>0 )
{
v[0].t.y = SCALE( state->crop.top, 0.f, 1.f, texCoords[0].y, texCoords[1].y );
v[3].t.y = SCALE( state->crop.top, 0.f, 1.f, texCoords[3].y, texCoords[2].y );
}
if( state->crop.bottom>0 )
{
v[1].t.y = SCALE( state->crop.bottom, 0.f, 1.f, texCoords[1].y, texCoords[0].y );
v[2].t.y = SCALE( state->crop.bottom, 0.f, 1.f, texCoords[2].y, texCoords[3].y );
}
}
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(state->glowmode);
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()
{
return m_pTexture == NULL && !m_bDrawIfTextureNull;
// return false;
}
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;
}
const RageColor &FadeColor = m_pTempState->fadecolor;
/* Alpha value of the un-faded side of each fade rect: */
const RageColor RightColor = scale( FadeSize.right, FadeDist.right, 0, RageColor(1,1,1,1), FadeColor );
const RageColor LeftColor = scale( FadeSize.left, FadeDist.left, 0, RageColor(1,1,1,1), FadeColor );
const RageColor TopColor = scale( FadeSize.top, FadeDist.top, 0, RageColor(1,1,1,1), FadeColor );
const RageColor BottomColor = scale( FadeSize.bottom, FadeDist.bottom, 0, RageColor(1,1,1,1), FadeColor );
/* 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
memcpy( ts.diffuse, m_pTempState->diffuse, sizeof(ts.diffuse) ); // 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] *= FadeColor; // top left
ts.diffuse[2] *= FadeColor; // bottom left
ts.diffuse[3] *= LeftColor; // bottom right
ts.diffuse[1] *= LeftColor; // top right
DrawTexture( &ts );
}
if( FadeSize.right > 0.001f )
{
/* Draw the right: */
ts.crop = m_pTempState->crop; // restore
memcpy( ts.diffuse, m_pTempState->diffuse, sizeof(ts.diffuse) ); // restore
ts.crop.left = 1 - (ts.crop.right + FadeSize.right);
ts.crop.top += FadeDist.top;
ts.crop.bottom += FadeDist.bottom;
ts.diffuse[0] *= RightColor; // top left
ts.diffuse[2] *= RightColor; // bottom left
ts.diffuse[3] *= FadeColor; // bottom right
ts.diffuse[1] *= FadeColor; // top right
DrawTexture( &ts );
}
if( FadeSize.top > 0.001f )
{
/* Draw the top: */
ts.crop = m_pTempState->crop; // restore
memcpy( ts.diffuse, m_pTempState->diffuse, sizeof(ts.diffuse) ); // restore
ts.crop.bottom = 1 - (ts.crop.top + FadeSize.top);
ts.crop.left += FadeDist.left;
ts.crop.right += FadeDist.right;
ts.diffuse[0] *= FadeColor; // top left
ts.diffuse[2] *= TopColor; // bottom left
ts.diffuse[3] *= TopColor; // bottom right
ts.diffuse[1] *= FadeColor; // top right
DrawTexture( &ts );
}
if( FadeSize.bottom > 0.001f )
{
/* Draw the bottom: */
ts.crop = m_pTempState->crop; // restore
memcpy( ts.diffuse, m_pTempState->diffuse, sizeof(ts.diffuse) ); // restore
ts.crop.top = 1 - (ts.crop.bottom + FadeSize.bottom);
ts.crop.left += FadeDist.left;
ts.crop.right += FadeDist.right;
ts.diffuse[0] *= BottomColor; // top left
ts.diffuse[2] *= FadeColor; // bottom left
ts.diffuse[3] *= FadeColor; // bottom right
ts.diffuse[1] *= BottomColor; // top right
DrawTexture( &ts );
}
#if 0
/* Not yet sure how to compute the inner diffuse color. */
if( FadeSize.top > 0.001f && FadeSize.left > 0.001f )
{
/* Draw the top-left: */
ts.crop = m_pTempState->crop; // restore
memcpy( ts.diffuse, m_pTempState->diffuse, sizeof(ts.diffuse) ); // restore
ts.crop.right = 1 - (ts.crop.left + FadeSize.left);
ts.crop.bottom = 1 - (ts.crop.top + FadeSize.top);
ts.diffuse[0] *= FadeColor; // top left
ts.diffuse[2] *= FadeColor; // bottom left
// XXX?
ts.diffuse[3] *= (TopColor+LeftColor) * 0.5f; // bottom right
ts.diffuse[1] *= FadeColor; // top right
DrawTexture( &ts );
}
#endif
}
else
{
DrawTexture( m_pTempState );
}
}
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.
if( iNewState < 0 || iNewState >= (int)m_States.size() )
{
CString sError;
if( m_pTexture )
sError = ssprintf("The 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 );
HOOKS->MessageBoxOK( sError );
}
CLAMP(iNewState, 0, (int)m_States.size()-1);
m_iCurState = iNewState;
m_fSecsIntoState = 0.0;
}
void Sprite::SetSecondsIntoAnimation( float fSeconds )
{
SetState( 0 ); // rewind to the first state
m_fSecsIntoState = fSeconds;
UpdateAnimationState();
}
CString Sprite::GetTexturePath() const
{
if( m_pTexture==NULL )
return "";
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
{
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::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)" ) != m_pTexture->GetID().filename.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( RectI(0, 0,
(int)fWidth,
(int)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::HandleCommand( const ParsedCommand &command )
{
HandleParams;
const CString& sName = sParam(0);
// Commands that go in the tweening queue:
// Commands that take effect immediately (ignoring the tweening queue):
if( sName=="customtexturerect" ) SetCustomTextureRect( RectF(fParam(1),fParam(2),fParam(3),fParam(4)) );
else if( sName=="texcoordvelocity" ) SetTexCoordVelocity( fParam(1),fParam(2) );
else if( sName=="scaletoclipped" ) ScaleToClipped( fParam(1),fParam(2) );
else if( sName=="stretchtexcoords" ) StretchTexCoords( fParam(1),fParam(2) );
/* 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. */
else if( sName=="position" ) GetTexture()->SetPosition( fParam(1) );
else if( sName=="loop" ) GetTexture()->SetLooping( bParam(1) );
else if( sName=="play" ) GetTexture()->Play();
else if( sName=="pause" ) GetTexture()->Pause();
else if( sName=="rate" ) GetTexture()->SetPlaybackRate( fParam(1) );
else
{
Actor::HandleCommand( command );
return;
}
CheckHandledParams;
}