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itgmania212121/stepmania/src/Sprite.cpp
T

369 lines
11 KiB
C++

#include "stdafx.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 "GameConstantsAndTypes.h"
Sprite::Sprite()
{
m_pTexture = NULL;
m_bDrawIfTextureNull = false;
m_iNumStates = 0;
m_iCurState = 0;
m_bIsAnimating = TRUE;
m_fSecsIntoState = 0.0;
m_bUsingCustomTexCoords = false;
}
Sprite::~Sprite()
{
// LOG->Trace( "Sprite Destructor" );
TEXTUREMAN->UnloadTexture( m_sTexturePath );
}
bool Sprite::LoadFromTexture( CString sTexturePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
LOG->Trace( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath.GetString()) );
//Init();
return LoadTexture( sTexturePath, bForceReload, iMipMaps, iAlphaBits, bDither, bStretch );
}
// Sprite file has the format:
//
// [Sprite]
// Texture=Textures\Logo.bmp
// Frame0000=0
// Delay0000=1.0
// Frame0001=3
// Delay0000=2.0
bool Sprite::LoadFromSpriteFile( CString sSpritePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
LOG->Trace( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath.GetString()) );
//Init();
m_sSpritePath = sSpritePath;
// Split for the directory. We'll need it below
CString sFontDir, sFontFileName, sFontExtension;
splitrelpath( m_sSpritePath, sFontDir, sFontFileName, sFontExtension );
// read sprite file
IniFile ini;
ini.SetPath( m_sSpritePath );
if( !ini.ReadFile() )
throw RageException( "Error opening Sprite file '%s'.", m_sSpritePath.GetString() );
CString sTextureFile;
ini.GetValue( "Sprite", "Texture", sTextureFile );
if( sTextureFile == "" )
throw RageException( "Error reading value 'Texture' from %s.", m_sSpritePath.GetString() );
CString sTexturePath = sFontDir + sTextureFile; // save the path of the new texture
if( !DoesFileExist(sTexturePath) )
throw RageException( "The sprite file '%s' points to a texture '%s' which doesn't exist.", m_sSpritePath.GetString(), sTexturePath.GetString() );
// Load the texture
if( !LoadTexture( sTexturePath ) )
return FALSE;
// Read in frames and delays from the sprite file,
// overwriting the states that LoadFromTexture created.
for( UINT i=0; i<MAX_SPRITE_STATES; i++ )
{
CString sFrameKey = ssprintf( "Frame%04d", i );
CString sDelayKey = ssprintf( "Delay%04d", i );
m_iStateToFrame[i] = 0;
if( !ini.GetValueI( "Sprite", sFrameKey, m_iStateToFrame[i] ) )
break;
if( m_iStateToFrame[i] >= m_pTexture->GetNumFrames() )
throw RageException( "In '%s', %s is %d, but the texture %s only has %d frames.",
m_sSpritePath.GetString(), sFrameKey.GetString(), m_iStateToFrame[i], sTexturePath, m_pTexture->GetNumFrames() );
m_fDelay[i] = 0.2f;
if( !ini.GetValueF( "Sprite", sDelayKey, m_fDelay[i] ) )
break;
if( m_iStateToFrame[i] == 0 && m_fDelay[i] > -0.00001f && m_fDelay[i] < 0.00001f ) // both values are empty
break;
m_iNumStates = i+1;
}
if( m_iNumStates == 0 )
{
m_iNumStates = 1;
m_iStateToFrame[0] = 0;
m_fDelay[0] = 10;
}
return true;
}
void Sprite::UnloadTexture()
{
if( m_pTexture != NULL ) // If there was a previous bitmap...
TEXTUREMAN->UnloadTexture( m_sTexturePath ); // Unload it.
m_pTexture = NULL;
m_sTexturePath = "";
}
bool Sprite::LoadTexture( CString sTexturePath, bool bForceReload, int iMipMaps, int iAlphaBits, bool bDither, bool bStretch )
{
UnloadTexture();
m_sTexturePath = sTexturePath;
m_pTexture = TEXTUREMAN->LoadTexture( m_sTexturePath );
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 0.2 second delay.
for( int i=0; i<m_pTexture->GetNumFrames(); i++ )
{
m_iStateToFrame[i] = i;
m_fDelay[i] = 0.1f;
m_iNumStates = i+1;
}
return true;
}
void Sprite::Update( float fDeltaTime )
{
Actor::Update( fDeltaTime ); // do tweening
if( !m_bIsAnimating )
return;
// update animation
m_fSecsIntoState += fDeltaTime;
if( m_fSecsIntoState > m_fDelay[m_iCurState] ) // it's time to switch frames
{
// increment frame and reset the counter
m_fSecsIntoState -= m_fDelay[m_iCurState]; // leave the left over time for the next frame
m_iCurState ++;
if( m_iCurState >= m_iNumStates )
m_iCurState = 0;
}
}
void Sprite::DrawPrimitives()
{
if( m_pTexture == NULL && !m_bDrawIfTextureNull )
return;
if( m_pTexture && m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
::Sleep( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
// Offset so that pixels are aligned to texels
// Offset by -0.5, -0.5 if 640x480
// Offset by -1.0, -1.0 if 320x240
DISPLAY->TranslateLocal(
-0.5f*SCREEN_WIDTH/(float)PREFSMAN->m_iDisplayWidth,
-0.5f*SCREEN_HEIGHT/(float)PREFSMAN->m_iDisplayHeight,
0 );
// use m_temp_* variables to draw the object
RectF quadVerticies;
switch( m_HorizAlign )
{
case align_top: quadVerticies.left = 0; quadVerticies.right = m_size.x; break;
case align_middle: quadVerticies.left = -m_size.x/2; quadVerticies.right = m_size.x/2; break;
case align_bottom: quadVerticies.left = -m_size.x; quadVerticies.right = 0; break;
default: ASSERT( false );
}
switch( m_VertAlign )
{
case align_bottom: 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_top: quadVerticies.top = -m_size.y; quadVerticies.bottom = 0; break;
default: ASSERT( false );
}
static RageVertex v[4];
v[0].p = RageVector3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[1].p = RageVector3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
if( m_pTexture )
{
if( m_bUsingCustomTexCoords )
{
v[0].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[1].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
DISPLAY->EnableTextureWrapping();
}
else
{
UINT uFrameNo = m_iStateToFrame[m_iCurState];
const RectF *pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[1].t = RageVector2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right
// if the texture has more than one frame, we're going to get border mess from the
// neighboring frame, so don't bother turning wrapping off.
if( m_pTexture->GetNumFrames() == 1 )
DISPLAY->DisableTextureWrapping();
}
}
DISPLAY->SetTexture( m_pTexture );
DISPLAY->SetTextureModeModulate();
if( m_bBlendAdd )
DISPLAY->SetBlendModeAdd();
else
DISPLAY->SetBlendModeNormal();
if( m_temp.diffuse[0].a != 0 )
{
//////////////////////
// render the shadow
//////////////////////
if( m_bShadow )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( 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*m_temp.diffuse[0].a); // semi-transparent black
DISPLAY->DrawQuad( v );
DISPLAY->PopMatrix();
}
//////////////////////
// render the diffuse pass
//////////////////////
v[0].c = m_temp.diffuse[2]; // bottom left
v[1].c = m_temp.diffuse[0]; // top left
v[2].c = m_temp.diffuse[3]; // bottom right
v[3].c = m_temp.diffuse[1]; // top right
DISPLAY->DrawQuad( v );
}
//////////////////////
// render the glow pass
//////////////////////
if( m_temp.glow.a != 0 )
{
DISPLAY->SetTextureModeGlow();
v[0].c = v[1].c = v[2].c = v[3].c = m_temp.glow;
DISPLAY->DrawQuad( v );
}
}
void Sprite::SetState( int iNewState )
{
ASSERT( iNewState >= 0 && iNewState < m_iNumStates );
CLAMP(iNewState, 0, m_iNumStates-1);
m_iCurState = iNewState;
m_fSecsIntoState = 0.0;
}
void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
{
m_bUsingCustomTexCoords = true;
m_CustomTexCoords[0] = new_texcoord_frect.left; m_CustomTexCoords[1] = new_texcoord_frect.bottom; // bottom left
m_CustomTexCoords[2] = new_texcoord_frect.left; m_CustomTexCoords[3] = new_texcoord_frect.top; // top left
m_CustomTexCoords[4] = new_texcoord_frect.right; m_CustomTexCoords[5] = new_texcoord_frect.bottom; // bottom right
m_CustomTexCoords[6] = new_texcoord_frect.right; m_CustomTexCoords[7] = new_texcoord_frect.top; // top right
}
void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: bottom left, top left, bottom right, top right
{
m_bUsingCustomTexCoords = true;
for( int i=0; i<8; i++ )
m_CustomTexCoords[i] = fTexCoords[i];
}
void Sprite::GetCustomTextureCoords( float fTexCoordsOut[8] ) // order: bottom left, top left, bottom right, top right
{
for( int i=0; i<8; i++ )
fTexCoordsOut[i] = m_CustomTexCoords[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: bottom left, top 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 );
}
void Sprite::StopUsingCustomCoords()
{
m_bUsingCustomTexCoords = false;
}