165 lines
5.8 KiB
C++
165 lines
5.8 KiB
C++
/* Sprite - A bitmap Actor that animates and moves around. */
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#ifndef SPRITE_H
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#define SPRITE_H
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#include "Actor.h"
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#include "RageTextureID.h"
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class RageTexture;
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template<class T>
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class LunaSprite : public LunaActor<T>
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{
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public:
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LunaSprite() { LUA->Register( Register ); }
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/* Commands that go in the tweening queue:
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* Commands that take effect immediately (ignoring the tweening queue): */
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static int customtexturerect( T* p, lua_State *L ) { p->SetCustomTextureRect( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); return 0; }
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static int texcoordvelocity( T* p, lua_State *L ) { p->SetTexCoordVelocity( FArg(1),FArg(2) ); return 0; }
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static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped( FArg(1),FArg(2) ); return 0; }
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static int stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); return 0; }
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/* Texture commands; these could be moved to RageTexture* (even though that's
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* not an Actor) if these are needed for other things that use textures.
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* We'd need to break the command helpers into a separate function; RageTexture
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* shouldn't depend on Actor. */
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static int position( T* p, lua_State *L ) { p->SetPosition(FArg(1)); return 0; }
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static int loop( T* p, lua_State *L ) { p->SetLooping(BArg(1)); return 0; }
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static int rate( T* p, lua_State *L ) { p->SetPlaybackRate(FArg(1)); return 0; }
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static void Register(lua_State *L) {
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ADD_METHOD( customtexturerect )
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ADD_METHOD( texcoordvelocity )
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ADD_METHOD( scaletoclipped )
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ADD_METHOD( stretchtexcoords )
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ADD_METHOD( position )
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ADD_METHOD( loop )
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ADD_METHOD( rate )
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LunaActor<T>::Register( L );
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}
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};
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class Sprite: public Actor
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{
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public:
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Sprite();
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virtual ~Sprite();
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virtual bool EarlyAbortDraw();
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virtual void DrawPrimitives();
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virtual void Update( float fDeltaTime );
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virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop );
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virtual void LoseFocus();
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void UpdateAnimationState(); // take m_fSecondsIntoState, and move to a new state
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/* Adjust texture properties for song backgrounds. */
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static RageTextureID SongBGTexture( RageTextureID ID );
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/* Adjust texture properties for song banners. */
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static RageTextureID SongBannerTexture( RageTextureID ID );
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/* Just a convenience function; load an image that'll be used in the
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* background. */
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virtual bool LoadBG( RageTextureID ID );
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virtual bool Load( RageTextureID ID );
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void UnloadTexture();
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RageTexture* GetTexture() { return m_pTexture; };
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virtual void EnableAnimation( bool bEnable );
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virtual int GetNumStates() const;
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virtual void SetState( int iNewState );
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virtual float GetAnimationLengthSeconds() const;
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virtual void SetSecondsIntoAnimation( float fSeconds );
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CString GetTexturePath() const;
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void SetCustomTextureRect( const RectF &new_texcoord_frect );
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void SetCustomTextureCoords( float fTexCoords[8] );
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void SetCustomSourceRect( const RectF &rectSourceCoords ); // in source pixel space
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void SetCustomImageRect( RectF rectImageCoords ); // in image pixel space
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void SetCustomImageCoords( float fImageCoords[8] );
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const RectF *GetCurrentTextureCoordRect() const;
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void StopUsingCustomCoords();
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void GetActiveTextureCoords(float fTexCoordsOut[8]) const;
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void StretchTexCoords( float fX, float fY );
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void SetPosition( float f );
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void SetLooping( bool b );
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void SetPlaybackRate( float f );
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void SetTexCoordVelocity(float fVelX, float fVelY) { m_fTexCoordVelocityX = fVelX; m_fTexCoordVelocityY = fVelY; }
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// Scale the Sprite maintaining the aspect ratio so that it fits
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// within (fWidth,fHeight) and is clipped to (fWidth,fHeight).
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void ScaleToClipped( float fWidth, float fHeight );
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static bool IsDiagonalBanner( int iWidth, int iHeight );
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//
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// Commands
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//
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virtual void PushSelf( lua_State *L );
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protected:
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virtual bool LoadFromTexture( RageTextureID ID );
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virtual bool LoadFromSpriteFile( RageTextureID ID );
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void DrawTexture( const TweenState *state );
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CString m_sSpritePath;
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RageTexture* m_pTexture;
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bool m_bDrawIfTextureNull;
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struct State
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{
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int iFrameIndex;
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float fDelay; // "seconds to show"
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};
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vector<State> m_States;
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int m_iCurState;
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float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
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bool m_bUsingCustomTexCoords;
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bool m_bSkipNextUpdate;
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float m_CustomTexCoords[8]; // (x,y) * 4: top left, bottom left, bottom right, top right
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// Remembered clipped dimensions are applied on Load().
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// -1 means no remembered dimensions;
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float m_fRememberedClipWidth, m_fRememberedClipHeight;
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float m_fTexCoordVelocityX;
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float m_fTexCoordVelocityY;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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