15261a4cfe
It's a complex function that was used in just one place,and can be easily replaced with printf format specifiers from <cinttypes>.
153 lines
4.7 KiB
C++
153 lines
4.7 KiB
C++
#include "global.h"
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#include "ActorFrameTexture.h"
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#include "RageTextureRenderTarget.h"
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#include "RageTextureManager.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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#include <cinttypes>
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#include <cstdint>
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameTextureAutoDeleteChildren, ActorFrameTexture );
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ActorFrameTexture *ActorFrameTexture::Copy() const { return new ActorFrameTexture(*this); }
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ActorFrameTexture::ActorFrameTexture()
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{
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m_bDepthBuffer = false;
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m_bAlphaBuffer = false;
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m_bFloat = false;
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m_bPreserveTexture = false;
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static uint64_t i = 0;
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++i;
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m_sTextureName = ssprintf( "ActorFrameTexture %" PRIu64, i );
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m_pRenderTarget = nullptr;
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}
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ActorFrameTexture::ActorFrameTexture( const ActorFrameTexture &cpy ):
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ActorFrame(cpy)
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{
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FAIL_M( "ActorFrameTexture copy not implemented" );
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}
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ActorFrameTexture::~ActorFrameTexture()
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{
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/* Release our reference to the texture. */
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TEXTUREMAN->UnloadTexture( m_pRenderTarget );
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}
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void ActorFrameTexture::Create()
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{
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if( m_pRenderTarget != nullptr )
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{
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LuaHelpers::ReportScriptError( "Can't Create an already created ActorFrameTexture" );
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return;
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}
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if( TEXTUREMAN->IsTextureRegistered( m_sTextureName ) )
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{
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LuaHelpers::ReportScriptError( "ActorFrameTexture: Texture Name already in use." );
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return;
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}
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if( (int)m_size.x < 1 || (int)m_size.y < 1 )
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{
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LuaHelpers::ReportScriptError( "ActorFrameTexture: Cannot have width or height less than 1" );
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return;
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}
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RageTextureID id( m_sTextureName );
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id.Policy = RageTextureID::TEX_VOLATILE;
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RenderTargetParam param;
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param.bWithDepthBuffer = m_bDepthBuffer;
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param.bWithAlpha = m_bAlphaBuffer;
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param.bFloat = m_bFloat;
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param.iWidth = (int) m_size.x;
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param.iHeight = (int) m_size.y;
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m_pRenderTarget = new RageTextureRenderTarget( id, param );
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m_pRenderTarget->m_bWasUsed = true;
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/* This passes ownership of m_pRenderTarget to TEXTUREMAN, but we retain
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* our reference to it until we call TEXTUREMAN->UnloadTexture. */
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TEXTUREMAN->RegisterTexture( id, m_pRenderTarget );
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}
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void ActorFrameTexture::DrawPrimitives()
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{
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if( m_pRenderTarget == nullptr )
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return;
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m_pRenderTarget->BeginRenderingTo( m_bPreserveTexture );
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ActorFrame::DrawPrimitives();
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m_pRenderTarget->FinishRenderingTo();
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the ActorFrameTexture. */
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class LunaActorFrameTexture : public Luna<ActorFrameTexture>
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{
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public:
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static int Create( T* p, lua_State *L ) { p->Create(); COMMON_RETURN_SELF; }
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static int EnableDepthBuffer( T* p, lua_State *L ) { p->EnableDepthBuffer(BArg(1)); COMMON_RETURN_SELF; }
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static int EnableAlphaBuffer( T* p, lua_State *L ) { p->EnableAlphaBuffer(BArg(1)); COMMON_RETURN_SELF; }
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static int EnableFloat( T* p, lua_State *L ) { p->EnableFloat(BArg(1)); COMMON_RETURN_SELF; }
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static int EnablePreserveTexture( T* p, lua_State *L ) { p->EnablePreserveTexture(BArg(1)); COMMON_RETURN_SELF; }
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static int SetTextureName( T* p, lua_State *L ) { p->SetTextureName(SArg(1)); COMMON_RETURN_SELF; }
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static int GetTexture( T* p, lua_State *L )
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{
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RageTexture *pTexture = p->GetTexture();
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if( pTexture == nullptr )
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{
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lua_pushnil(L);
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}
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else
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{
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pTexture->PushSelf(L);
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}
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return 1;
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}
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LunaActorFrameTexture()
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{
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ADD_METHOD( Create );
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ADD_METHOD( EnableDepthBuffer );
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ADD_METHOD( EnableAlphaBuffer );
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ADD_METHOD( EnableFloat );
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ADD_METHOD( EnablePreserveTexture );
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ADD_METHOD( SetTextureName );
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ADD_METHOD( GetTexture );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ActorFrameTexture, ActorFrame )
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// lua end
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/*
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* (c) 2006 Glenn Maynard
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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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