Files
itgmania212121/stepmania/src/Sprite.cpp
T
Chris Danford 7caffe0c93 Initial checkin
2001-11-03 10:52:42 +00:00

377 lines
8.7 KiB
C++

#include "stdafx.h"
//-----------------------------------------------------------------------------
// File: Sprite.cpp
//
// Desc: A bitmap actor that animates and moves around.
//
// Copyright (c) 2001 Chris Danford. All rights reserved.
//-----------------------------------------------------------------------------
#include "Sprite.h"
#include "RageTextureManager.h"
#include "IniFile.h"
#include <assert.h>
#include <math.h>
Sprite::Sprite()
{
Init();
}
void Sprite::Init()
{
Actor::Init();
m_pTexture = NULL;
m_uNumStates = 0;
m_uCurState = 0;
m_bIsAnimating = TRUE;
m_fSecsIntoState = 0.0;
m_bUsingCustomSrcRect = FALSE ;
m_Effect = no_effect ;
m_fPercentBetweenColors = 0.0f ;
m_bTweeningTowardEndColor = TRUE ;
m_fDeltaPercentPerSecond = 1.0 ;
m_fWagRadians = 0.2f ;
m_fWagPeriod = 2.0f ;
m_fWagTimer = 0.0f ;
m_fSpinSpeed = 2.0f ;
m_fVibrationDistance = 5.0f ;
m_bVisibleThisFrame = FALSE;
m_bBlendAdd = FALSE;
}
Sprite::~Sprite()
{
// RageLog( "Sprite Destructor" );
TM->UnloadTexture( m_sTexturePath );
}
BOOL Sprite::LoadFromTexture( CString sTexturePath )
{
RageLog( ssprintf("Sprite::LoadFromTexture(%s)", sTexturePath) );
Init();
return LoadTexture( sTexturePath );
}
// Sprite file has the format:
//
// [Sprite]
// Texture=Textures\Logo 1x1.bmp
// Frame0000=0
// Delay0000=1.0
// Frame0001=3
// Delay0000=2.0
BOOL Sprite::LoadFromSpriteFile( CString sSpritePath )
{
RageLog( ssprintf("Sprite::LoadFromSpriteFile(%s)", sSpritePath) );
Init();
m_sSpritePath = sSpritePath;
// read sprite file
IniFile ini;
ini.SetPath( m_sSpritePath );
if( !ini.ReadFile() )
RageError( ssprintf("Error opening Sprite file '%s'.", m_sSpritePath) );
CString sTexturePath = ini.GetValue( "Sprite", "Texture" );
if( sTexturePath == "" )
RageError( ssprintf("Error reading value 'Texture' from %s.", m_sSpritePath) );
// 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 sStateNo;
sStateNo.Format( "%u%u%u%u", (i%10000)/1000, (i%1000)/100, (i%100)/10, (i%10) ); // four digit state no
CString sFrameKey( CString("Frame") + sStateNo );
CString sDelayKey( CString("Delay") + sStateNo );
m_uFrame[i] = ini.GetValueI( "Sprite", sFrameKey );
if( m_uFrame[i] >= m_pTexture->GetNumFrames() )
RageError( ssprintf("In '%s', %s is %d, but the texture %s only has %d frames.",
m_sSpritePath, sFrameKey, m_uFrame[i], sTexturePath, m_pTexture->GetNumFrames()) );
m_fDelay[i] = (float)ini.GetValueF( "Sprite", sDelayKey );
if( m_uFrame[i] == 0 && m_fDelay[i] > -0.00001f && m_fDelay[i] < 0.00001f ) // both values are empty
break;
m_uNumStates = i+1;
}
if( m_uNumStates == 0 )
RageError( ssprintf("Failed to find at least one state in %s.", m_sSpritePath) );
return TRUE;
}
BOOL Sprite::LoadTexture( CString sTexturePath )
{
if( m_sTexturePath != "" ) // If there was a previous bitmap...
TM->UnloadTexture( m_sTexturePath ); // Unload it.
m_sTexturePath = sTexturePath;
m_pTexture = TM->LoadTexture( m_sTexturePath );
assert( m_pTexture != NULL );
SetWidth( (FLOAT)m_pTexture->GetFrameWidth() );
SetHeight( (FLOAT)m_pTexture->GetFrameHeight() );
// Assume the frames of this animation play in sequential order with 0.2 second delay.
for( UINT i=0; i<m_pTexture->GetNumFrames(); i++ )
{
m_uFrame[i] = i;
m_fDelay[i] = 0.1f;
m_uNumStates = i+1;
}
return TRUE;
}
void Sprite::PrintDebugInfo()
{
// Actor::PrintDebugInfo();
RageLog( "Sprite::PrintDebugInfo()" );
RageLog( "m_uNumStates: %u, m_uCurState: %u, m_fSecsIntoState: %f",
m_uNumStates, m_uCurState, m_fSecsIntoState );
}
void Sprite::Update( const FLOAT &fDeltaTime )
{
//PrintDebugInfo();
Actor::Update( fDeltaTime ); // do tweening
// update animation
if( m_bIsAnimating )
{
m_fSecsIntoState += fDeltaTime;
if( m_fSecsIntoState > m_fDelay[m_uCurState] ) // it's time to switch frames
{
// increment frame and reset the counter
m_fSecsIntoState -= m_fDelay[m_uCurState]; // leave the left over time for the next frame
m_uCurState ++;
if( m_uCurState >= m_uNumStates )
m_uCurState = 0;
}
}
// update SpriteEffect
switch( m_Effect )
{
case no_effect:
break;
case blinking:
case camelion:
case glowing:
if( m_bTweeningTowardEndColor ) {
m_fPercentBetweenColors += m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors > 1.0f ) {
m_fPercentBetweenColors = 1.0f;
m_bTweeningTowardEndColor = FALSE;
}
}
else { // !m_bTweeningTowardEndColor
m_fPercentBetweenColors -= m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors < 0.0f ) {
m_fPercentBetweenColors = 0.0f;
m_bTweeningTowardEndColor = TRUE;
}
}
case wagging:
m_fWagTimer += fDeltaTime;
if( m_fWagTimer > m_fWagPeriod )
m_fWagTimer -= m_fWagPeriod;
break;
case spinning:
FLOAT rotation;
rotation = GetRotation();
rotation += m_fSpinSpeed * fDeltaTime;
if( rotation > 2.0f * D3DX_PI )
rotation -= 2.0f * D3DX_PI;
else if( rotation < 0.0f )
rotation += 2.0f * D3DX_PI;
SetRotation( rotation );
break;
case vibrating:
break;
case flickering:
break;
}
}
void Sprite::Draw()
{
if( m_pTexture == NULL )
return;
UINT uFrameNo = m_uFrame[m_uCurState];
LPRECT pRectSrc;
if( m_bUsingCustomSrcRect )
pRectSrc = &m_rectCustomSrcRect;
else
pRectSrc = m_pTexture->GetFrameRect( uFrameNo );
//::SetRect( &rectSrc, 0, 0, m_pTexture->GetImageWidth(), m_pTexture->GetImageHeight() );
D3DXVECTOR2 scaling;
scaling.x = GetZoom();
scaling.y = GetZoom();
D3DXVECTOR2 translation;
translation.x = (float)GetLeftEdge();
translation.y = (float)GetTopEdge();
D3DXVECTOR3 rotation = m_rotation;
D3DXVECTOR2 rot_center;
rot_center.x = GetZoomedWidth()/2.0f;
rot_center.y = GetZoomedHeight()/2.0f;
D3DXCOLOR color = m_color;
// update SpriteEffect
switch( m_Effect )
{
case no_effect:
break;
case blinking:
color = m_bTweeningTowardEndColor ? m_start_color : m_end_color;
break;
case camelion:
case glowing:
color = m_start_color*m_fPercentBetweenColors + m_end_color*(1.0f-m_fPercentBetweenColors);
break;
case wagging:
rotation.z = m_fWagRadians * (FLOAT)sin(
(m_fWagTimer / m_fWagPeriod) // percent through wag
* 2.0 * D3DX_PI );
break;
case spinning:
// nothing special needed
break;
case vibrating:
translation.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
translation.y += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
break;
case flickering:
m_bVisibleThisFrame = !m_bVisibleThisFrame;
if( m_bVisibleThisFrame )
return; // don't draw the frame
break;
}
SCREEN->DrawQuad( m_pTexture,
pRectSrc,
&scaling, // scaling
&rot_center, // rotation center
&rotation, // rotation
&translation, // translation
color,
m_Effect == glowing ? op_add : op_modulate,
m_bBlendAdd );
}
void Sprite::SetState( UINT uNewState )
{
ASSERT( uNewState >= 0 && uNewState < m_uNumStates );
m_uCurState = uNewState;
m_fSecsIntoState = 0.0;
}
void Sprite::SetCustomSrcRect( RECT newRect )
{
m_bUsingCustomSrcRect = TRUE;
m_rectCustomSrcRect = newRect;
SetWidth( (FLOAT) RECTWIDTH(newRect) );
SetHeight( (FLOAT) RECTHEIGHT(newRect) );
};
VOID Sprite::SetEffectNone()
{
m_Effect = no_effect;
//m_color = D3DXCOLOR( 1.0,1.0,1.0,1.0 );
}
VOID Sprite::SetEffectBlinking( FLOAT fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = blinking;
m_start_color = Color;
m_end_color = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
VOID Sprite::SetEffectCamelion( FLOAT fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = camelion;
m_start_color = Color;
m_end_color = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
VOID Sprite::SetEffectGlowing( FLOAT fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = glowing;
m_start_color = Color;
m_end_color = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
VOID Sprite::SetEffectWagging( FLOAT fWagRadians, FLOAT fWagPeriod )
{
m_Effect = wagging;
m_fWagRadians = fWagRadians;
m_fWagPeriod = fWagPeriod;
}
VOID Sprite::SetEffectSpinning( FLOAT fSpinSpeed /*radians per second*/ )
{
m_Effect = spinning;
m_fSpinSpeed = fSpinSpeed;
}
VOID Sprite::SetEffectVibrating( FLOAT fVibrationDistance )
{
m_Effect = vibrating;
m_fVibrationDistance = fVibrationDistance;
}
VOID Sprite::SetEffectFlickering()
{
m_Effect = flickering;
}