Files
itgmania212121/src/ActorFrameTexture.cpp
T
phantom10111 15261a4cfe Remove ConvertI64FormatString()
It's a complex function that was used in just one place,and can be easily
replaced with printf format specifiers from <cinttypes>.
2025-03-15 09:43:45 -07:00

153 lines
4.7 KiB
C++

#include "global.h"
#include "ActorFrameTexture.h"
#include "RageTextureRenderTarget.h"
#include "RageTextureManager.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include <cinttypes>
#include <cstdint>
REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture );
ActorFrameTexture *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); }
ActorFrameTexture::ActorFrameTexture()
{
m_bDepthBuffer = false;
m_bAlphaBuffer = false;
m_bFloat = false;
m_bPreserveTexture = false;
static uint64_t i = 0;
++i;
m_sTextureName = ssprintf( "ActorFrameTexture %" PRIu64, i );
m_pRenderTarget = nullptr;
}
ActorFrameTexture::ActorFrameTexture( const ActorFrameTexture &cpy ):
ActorFrame(cpy)
{
FAIL_M( "ActorFrameTexture copy not implemented" );
}
ActorFrameTexture::~ActorFrameTexture()
{
/* Release our reference to the texture. */
TEXTUREMAN->UnloadTexture( m_pRenderTarget );
}
void ActorFrameTexture::Create()
{
if( m_pRenderTarget != nullptr )
{
LuaHelpers::ReportScriptError( "Can't Create an already created ActorFrameTexture" );
return;
}
if( TEXTUREMAN->IsTextureRegistered( m_sTextureName ) )
{
LuaHelpers::ReportScriptError( "ActorFrameTexture: Texture Name already in use." );
return;
}
if( (int)m_size.x < 1 || (int)m_size.y < 1 )
{
LuaHelpers::ReportScriptError( "ActorFrameTexture: Cannot have width or height less than 1" );
return;
}
RageTextureID id( m_sTextureName );
id.Policy = RageTextureID::TEX_VOLATILE;
RenderTargetParam param;
param.bWithDepthBuffer = m_bDepthBuffer;
param.bWithAlpha = m_bAlphaBuffer;
param.bFloat = m_bFloat;
param.iWidth = (int) m_size.x;
param.iHeight = (int) m_size.y;
m_pRenderTarget = new RageTextureRenderTarget( id, param );
m_pRenderTarget->m_bWasUsed = true;
/* This passes ownership of m_pRenderTarget to TEXTUREMAN, but we retain
* our reference to it until we call TEXTUREMAN->UnloadTexture. */
TEXTUREMAN->RegisterTexture( id, m_pRenderTarget );
}
void ActorFrameTexture::DrawPrimitives()
{
if( m_pRenderTarget == nullptr )
return;
m_pRenderTarget->BeginRenderingTo( m_bPreserveTexture );
ActorFrame::DrawPrimitives();
m_pRenderTarget->FinishRenderingTo();
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the ActorFrameTexture. */
class LunaActorFrameTexture : public Luna<ActorFrameTexture>
{
public:
static int Create( T* p, lua_State *L ) { p->Create(); COMMON_RETURN_SELF; }
static int EnableDepthBuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); COMMON_RETURN_SELF; }
static int EnableAlphaBuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); COMMON_RETURN_SELF; }
static int EnableFloat( T* p, lua_State *L ) { p->EnableFloat(BArg(1)); COMMON_RETURN_SELF; }
static int EnablePreserveTexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); COMMON_RETURN_SELF; }
static int SetTextureName( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); COMMON_RETURN_SELF; }
static int GetTexture( T* p, lua_State *L )
{
RageTexture *pTexture = p->GetTexture();
if( pTexture == nullptr )
{
lua_pushnil(L);
}
else
{
pTexture->PushSelf(L);
}
return 1;
}
LunaActorFrameTexture()
{
ADD_METHOD( Create );
ADD_METHOD( EnableDepthBuffer );
ADD_METHOD( EnableAlphaBuffer );
ADD_METHOD( EnableFloat );
ADD_METHOD( EnablePreserveTexture );
ADD_METHOD( SetTextureName );
ADD_METHOD( GetTexture );
}
};
LUA_REGISTER_DERIVED_CLASS( ActorFrameTexture, ActorFrame )
// lua end
/*
* (c) 2006 Glenn Maynard
* 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.
*/