Files
itgmania212121/stepmania/src/Sprite.h
T
2005-02-12 20:29:38 +00:00

165 lines
5.8 KiB
C++

/* Sprite - A bitmap Actor that animates and moves around. */
#ifndef SPRITE_H
#define SPRITE_H
#include "Actor.h"
#include "RageTextureID.h"
class RageTexture;
template<class T>
class LunaSprite : public LunaActor<T>
{
public:
LunaSprite() { LUA->Register( Register ); }
/* 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; }
/* 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. */
static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; }
static int loop( T* p, lua_State *L ) { p->SetLooping(BArg(1)); return 0; }
static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; }
static void Register(lua_State *L) {
ADD_METHOD( customtexturerect )
ADD_METHOD( texcoordvelocity )
ADD_METHOD( scaletoclipped )
ADD_METHOD( stretchtexcoords )
ADD_METHOD( position )
ADD_METHOD( loop )
ADD_METHOD( rate )
LunaActor<T>::Register( L );
}
};
class Sprite: public Actor
{
public:
Sprite();
virtual ~Sprite();
virtual bool EarlyAbortDraw();
virtual void DrawPrimitives();
virtual void Update( float fDeltaTime );
virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop );
virtual void LoseFocus();
void UpdateAnimationState(); // take m_fSecondsIntoState, and move to a new state
/* Adjust texture properties for song backgrounds. */
static RageTextureID SongBGTexture( RageTextureID ID );
/* Adjust texture properties for song banners. */
static RageTextureID SongBannerTexture( RageTextureID ID );
/* Just a convenience function; load an image that'll be used in the
* background. */
virtual bool LoadBG( RageTextureID ID );
virtual bool Load( RageTextureID ID );
void UnloadTexture();
RageTexture* GetTexture() { return m_pTexture; };
virtual void EnableAnimation( bool bEnable );
virtual int GetNumStates() const;
virtual void SetState( int iNewState );
virtual float GetAnimationLengthSeconds() const;
virtual void SetSecondsIntoAnimation( float fSeconds );
CString GetTexturePath() const;
void SetCustomTextureRect( const RectF &new_texcoord_frect );
void SetCustomTextureCoords( float fTexCoords[8] );
void SetCustomSourceRect( const RectF &rectSourceCoords ); // in source pixel space
void SetCustomImageRect( RectF rectImageCoords ); // in image pixel space
void SetCustomImageCoords( float fImageCoords[8] );
const RectF *GetCurrentTextureCoordRect() const;
void StopUsingCustomCoords();
void GetActiveTextureCoords(float fTexCoordsOut[8]) const;
void StretchTexCoords( float fX, float fY );
void SetPosition( float f );
void SetLooping( bool b );
void SetPlaybackRate( float f );
void SetTexCoordVelocity(float fVelX, float fVelY) { m_fTexCoordVelocityX = fVelX; m_fTexCoordVelocityY = fVelY; }
// Scale the Sprite maintaining the aspect ratio so that it fits
// within (fWidth,fHeight) and is clipped to (fWidth,fHeight).
void ScaleToClipped( float fWidth, float fHeight );
static bool IsDiagonalBanner( int iWidth, int iHeight );
//
// Commands
//
virtual void PushSelf( lua_State *L );
protected:
virtual bool LoadFromTexture( RageTextureID ID );
virtual bool LoadFromSpriteFile( RageTextureID ID );
void DrawTexture( const TweenState *state );
CString m_sSpritePath;
RageTexture* m_pTexture;
bool m_bDrawIfTextureNull;
struct State
{
int iFrameIndex;
float fDelay; // "seconds to show"
};
vector<State> m_States;
int m_iCurState;
float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
bool m_bUsingCustomTexCoords;
bool m_bSkipNextUpdate;
float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
// Remembered clipped dimensions are applied on Load().
// -1 means no remembered dimensions;
float m_fRememberedClipWidth, m_fRememberedClipHeight;
float m_fTexCoordVelocityX;
float m_fTexCoordVelocityY;
};
#endif
/*
* (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.
*/