Files
itgmania212121/src/Sprite.cpp
T
Arthur Eubanks ecfcb11a00 Remove implicit conversion operator from RString to const char*
This is required for the RString to std::string migration.

Mostly automated from https://github.com/aeubanks/rewriter/blob/main/c_str.cc, with some manual intervention required for fixing up `a + b.c_str()` to `(a + b).c_str()`.

Added some overloads for some common global functions like sm_crash to reduce the number of changes required here.
2025-05-15 21:14:54 -07:00

1379 lines
42 KiB
C++

#include "global.h"
#include "Sprite.h"
#include "RageTextureManager.h"
#include "XmlFile.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "RageTexture.h"
#include "RageTimer.h"
#include "RageUtil.h"
#include "ActorUtil.h"
#include "LuaBinding.h"
#include "LuaManager.h"
#include "ImageCache.h"
#include "ThemeMetric.h"
#include <numeric>
#include <cassert>
#include <cfloat>
#include <cmath>
#include <cstddef>
#include <vector>
REGISTER_ACTOR_CLASS( Sprite );
const float min_state_delay= 0.0001f;
Sprite::Sprite()
{
m_pTexture = nullptr;
m_iCurState = 0;
m_fSecsIntoState = 0.0f;
m_animation_length_seconds= 0.0f;
m_bUsingCustomTexCoords = false;
m_bUsingCustomPosCoords = false;
m_bSkipNextUpdate = true;
m_DecodeMovie = false;
m_EffectMode = EffectMode_Normal;
m_fRememberedClipWidth = -1;
m_fRememberedClipHeight = -1;
m_fTexCoordVelocityX = 0;
m_fTexCoordVelocityY = 0;
m_use_effect_clock_for_texcoords= false;
}
// NoteSkinManager needs a sprite with a texture set to return in cases where
// the noteskin doesn't return a valid actor. I would really prefer to make
// Sprite::Sprite load the default texture, but that causes problems for
// banners on ScreenSelectMusic and videos on ScreenGameplay. So rather than
// dig through either of those, NoteSkinManager uses this special function.
Sprite* Sprite::NewBlankSprite()
{
Sprite* news= new Sprite;
news->Load(TEXTUREMAN->GetDefaultTextureID());
return news;
}
Sprite::~Sprite()
{
UnloadTexture();
}
Sprite::Sprite( const Sprite &cpy ):
Actor( cpy )
{
#define CPY(a) a = cpy.a
CPY( m_States );
CPY(m_animation_length_seconds);
CPY( m_iCurState );
CPY( m_fSecsIntoState );
CPY( m_bUsingCustomTexCoords );
CPY( m_bUsingCustomPosCoords );
CPY( m_bSkipNextUpdate );
CPY( m_DecodeMovie );
CPY( m_EffectMode );
memcpy( m_CustomTexCoords, cpy.m_CustomTexCoords, sizeof(m_CustomTexCoords) );
memcpy( m_CustomPosCoords, cpy.m_CustomPosCoords, sizeof(m_CustomPosCoords) );
CPY( m_fRememberedClipWidth );
CPY( m_fRememberedClipHeight );
CPY( m_fTexCoordVelocityX );
CPY( m_fTexCoordVelocityY );
CPY(m_use_effect_clock_for_texcoords);
#undef CPY
if( cpy.m_pTexture != nullptr )
m_pTexture = TEXTUREMAN->CopyTexture( cpy.m_pTexture );
else
m_pTexture = nullptr;
}
Sprite &Sprite::operator=( Sprite other )
{
using std::swap;
#define SWAP(a) swap(a, other.a)
SWAP( m_States );
SWAP(m_animation_length_seconds);
SWAP( m_iCurState );
SWAP( m_fSecsIntoState );
SWAP( m_bUsingCustomTexCoords );
SWAP( m_bUsingCustomPosCoords );
SWAP( m_bSkipNextUpdate );
SWAP( m_DecodeMovie );
SWAP( m_EffectMode );
memcpy( m_CustomTexCoords, other.m_CustomTexCoords, sizeof(m_CustomTexCoords) );
memcpy( m_CustomPosCoords, other.m_CustomPosCoords, sizeof(m_CustomPosCoords) );
SWAP( m_fRememberedClipWidth );
SWAP( m_fRememberedClipHeight );
SWAP( m_fTexCoordVelocityX );
SWAP( m_fTexCoordVelocityY );
SWAP(m_use_effect_clock_for_texcoords);
SWAP(m_pTexture);
#undef SWAP
return *this;
}
void Sprite::InitState()
{
Actor::InitState();
m_iCurState = 0;
m_fSecsIntoState = 0.0f;
m_bSkipNextUpdate = true;
}
void Sprite::SetAllStateDelays(float fDelay)
{
for(unsigned int i=0;i<m_States.size();i++)
{
m_States[i].fDelay = fDelay;
}
RecalcAnimationLengthSeconds();
}
RageTextureID Sprite::SongBGTexture( RageTextureID ID )
{
ID.bMipMaps = true;
/* Song backgrounds are, by definition, in the background, so there's no need to keep alpha. */
ID.iAlphaBits = 0;
/* By default, song graphics are volatile: they're removed after one use. This
* is because some screens iteratively load and display lots of them (eg. ScreenSelectMusic,,
* ScreenEditMenu) one at a time, and we don't want to have hundreds of banners loaded at once. */
ID.Policy = RageTextureID::TEX_VOLATILE;
ID.bDither = true;
return ID;
}
RageTextureID Sprite::SongBannerTexture( RageTextureID ID )
{
// Older song banners often have HOT PINK color keys.
/* Use color keying only if the graphic is a diagonal banner.
* The color key convention is causing small holes in moderm banners that
* use magenta, and it's not good to require graphic makers to know about
* archaic color key conventions. -Chris */
// I disabled this anyways, it's extremely annoying -Colby
ID.bHotPinkColorKey = false;
/* Ignore the texture color depth preference and always use 32-bit textures
* if possible. Banners are loaded while moving the wheel, so we want it to
* be as fast as possible. */
ID.iColorDepth = 32;
/* If we don't support RGBA8 (and will probably fall back on RGBA4), we're
* probably on something very old and slow, so let's opt for banding
* instead of slowing things down further by dithering. */
// ID.bDither = true;
ID.Policy = RageTextureID::TEX_VOLATILE;
return ID;
}
void Sprite::Load( RageTextureID ID )
{
if( !ID.filename.empty() )
LoadFromTexture( ID );
LoadStatesFromTexture();
};
void Sprite::LoadFromNode( const XNode* pNode )
{
/* Texture may refer to the ID of a render target; if it's already
* registered, use it without trying to resolve it. */
RString sPath;
pNode->GetAttrValue( "Texture", sPath );
if( !sPath.empty() && !TEXTUREMAN->IsTextureRegistered( RageTextureID(sPath) ) )
ActorUtil::GetAttrPath( pNode, "Texture", sPath );
if( !sPath.empty() )
{
// Load the texture
LoadFromTexture( sPath );
LoadStatesFromTexture();
// Read in frames and delays from the sprite file,
// overwriting the states that LoadFromTexture created.
// If the .sprite file doesn't define any states, leave
// frames and delays created during LoadFromTexture().
std::vector<State> aStates;
const XNode *pFrames = pNode->GetChild( "Frames" );
if( pFrames != nullptr )
{
/* All attributes are optional. If Frame is omitted, use the previous state's
* frame (or 0 if the first).
* Frames = {
* { Delay=1.0f; Frame=0; { x=0, y=0 }, { x=1, y=1 } };
* }
*/
int iFrameIndex = 0;
for( int i=0; true; i++ )
{
const XNode *pFrame = pFrames->GetChild( ssprintf("%i", i+1) ); // +1 for Lua's arrays
if( pFrame == nullptr )
break;
State newState;
if( !pFrame->GetAttrValue("Delay", newState.fDelay) )
{
newState.fDelay = 0.1f;
}
pFrame->GetAttrValue( "Frame", iFrameIndex );
if( iFrameIndex >= m_pTexture->GetNumFrames() )
{
LuaHelpers::ReportScriptErrorFmt( "%s: State #%i is frame %d, but the texture \"%s\" only has %d frames",
ActorUtil::GetWhere(pNode).c_str(), i+1, iFrameIndex, sPath.c_str(), m_pTexture->GetNumFrames() );
}
newState.rect = *m_pTexture->GetTextureCoordRect( iFrameIndex );
const XNode *pPoints[2] = { pFrame->GetChild( "1" ), pFrame->GetChild( "2" ) };
if( pPoints[0] != nullptr && pPoints[1] != nullptr )
{
RectF r = newState.rect;
float fX = 1.0f, fY = 1.0f;
pPoints[0]->GetAttrValue( "x", fX );
pPoints[0]->GetAttrValue( "y", fY );
newState.rect.left = SCALE( fX, 0.0f, 1.0f, r.left, r.right );
newState.rect.top = SCALE( fY, 0.0f, 1.0f, r.top, r.bottom );
pPoints[1]->GetAttrValue( "x", fX );
pPoints[1]->GetAttrValue( "y", fY );
newState.rect.right = SCALE( fX, 0.0f, 1.0f, r.left, r.right );
newState.rect.bottom = SCALE( fY, 0.0f, 1.0f, r.top, r.bottom );
}
aStates.push_back( newState );
}
}
else for( int i=0; true; i++ )
{
// deprecated
RString sFrameKey = ssprintf( "Frame%04d", i );
RString sDelayKey = ssprintf( "Delay%04d", i );
State newState;
int iFrameIndex;
if( !pNode->GetAttrValue(sFrameKey, iFrameIndex) )
break;
if( iFrameIndex >= m_pTexture->GetNumFrames() )
LuaHelpers::ReportScriptErrorFmt( "%s: %s is %d, but the texture \"%s\" only has %d frames",
ActorUtil::GetWhere(pNode).c_str(), sFrameKey.c_str(), iFrameIndex, sPath.c_str(), m_pTexture->GetNumFrames() );
newState.rect = *m_pTexture->GetTextureCoordRect( iFrameIndex );
if( !pNode->GetAttrValue(sDelayKey, newState.fDelay) )
break;
aStates.push_back( newState );
}
if( !aStates.empty() )
{
m_States = aStates;
Sprite::m_size.x = aStates[0].rect.GetWidth() / m_pTexture->GetSourceToTexCoordsRatioX();
Sprite::m_size.y = aStates[0].rect.GetHeight() / m_pTexture->GetSourceToTexCoordsRatioY();
}
}
Actor::LoadFromNode( pNode );
RecalcAnimationLengthSeconds();
}
void Sprite::UnloadTexture()
{
if( m_pTexture != nullptr ) // If there was a previous bitmap...
{
TEXTUREMAN->UnloadTexture( m_pTexture ); // Unload it.
m_pTexture = nullptr;
/* Make sure we're reset to frame 0, so if we're reused, we aren't left
* on a frame number that may be greater than the number of frames in
* the newly loaded image. */
SetState( 0 );
}
}
void Sprite::EnableAnimation( bool bEnable )
{
bool bWasEnabled = m_bIsAnimating;
Actor::EnableAnimation( bEnable );
if( bEnable && !bWasEnabled )
{
/* When we start animating a movie, we need to discard the first update; send
* 0 instead of the passed time. This is for two reasons:
*
* First, and most fundamentally, the time we'll receive on the next update
* represents time that passed *before* the movie was started. For example,
* 1: 20ms passes; 2: EnableAnimation(true); 3: Update(.020). We don't want
* to send that 20ms to the texture; on the first update, the movie's time
* should be 0.
*
* Second, we don't receive Update() calls if we're in a BGAnimation that
* doesn't have focus. It looks like 1: EnableAnimation(false); 2: 30 seconds
* pass; 3: EnableAnimation(true); 4: Update(30). We must be sure not to send
* that long 30-second update to the movie.
*
* (detail: the timestamps here are actually coming from GetEffectDeltaTime())
*/
m_bSkipNextUpdate = true;
}
}
void Sprite::SetTexture( RageTexture *pTexture )
{
ASSERT( pTexture != nullptr );
if( m_pTexture != pTexture )
{
UnloadTexture();
m_pTexture = pTexture;
}
ASSERT( m_pTexture->GetTextureWidth() >= 0 );
ASSERT( m_pTexture->GetTextureHeight() >= 0 );
// the size of the sprite is the size of the image before it was scaled
Sprite::m_size.x = (float)m_pTexture->GetSourceFrameWidth();
Sprite::m_size.y = (float)m_pTexture->GetSourceFrameHeight();
// apply clipping (if any)
if( m_fRememberedClipWidth != -1 && m_fRememberedClipHeight != -1 )
ScaleToClipped( m_fRememberedClipWidth, m_fRememberedClipHeight );
// Load default states if we haven't before.
if( m_States.empty() )
LoadStatesFromTexture();
}
void Sprite::LoadFromTexture( RageTextureID ID )
{
// LOG->Trace( "Sprite::LoadFromTexture( %s )", ID.filename.c_str() );
RageTexture *pTexture = nullptr;
if( m_pTexture && m_pTexture->GetID() == ID )
{
pTexture = m_pTexture;
}
else
{
pTexture = TEXTUREMAN->LoadTexture( ID );
}
if (ActorUtil::GetFileType(ID.filename) == FT_Movie)
{
m_DecodeMovie = true;
}
SetTexture( pTexture );
}
void Sprite::LoadFromCached( const RString &sDir, const RString &sPath )
{
if( sPath.empty() )
{
Load( THEME->GetPathG("Common","fallback %s", sDir.c_str()) );
return;
}
RageTextureID ID;
// Try to load the low quality version.
ID = IMAGECACHE->LoadCachedImage( sDir, sPath );
if( TEXTUREMAN->IsTextureRegistered(ID) )
Load( ID );
else if( IsAFile(sPath) )
Load( sPath );
else
Load( THEME->GetPathG("Common","fallback %s", sDir.c_str()) );
}
void Sprite::LoadStatesFromTexture()
{
// Assume the frames of this animation play in sequential order with 0.1 second delay.
m_States.clear();
if( m_pTexture == nullptr )
{
State newState;
newState.fDelay = 0.1f;
newState.rect = RectF( 0, 0, 1, 1 );
m_States.push_back( newState );
return;
}
for( int i=0; i<m_pTexture->GetNumFrames(); ++i )
{
State newState;
newState.fDelay = 0.1f;
newState.rect = *m_pTexture->GetTextureCoordRect( i );
m_States.push_back( newState );
}
RecalcAnimationLengthSeconds();
}
void Sprite::UpdateAnimationState()
{
// Don't bother with state switching logic if there's only one state.
// We already know what's going to show.
if( m_States.size() > 1 )
{
// UpdateAnimationState changed to not loop forever on negative state
// delay. This allows a state to last forever when it is reached, so
// the animation has a built-in ending point. -Kyz
while(m_States[m_iCurState].fDelay > min_state_delay &&
m_fSecsIntoState+min_state_delay > m_States[m_iCurState].fDelay)
// it's time to switch frames
{
// increment frame and reset the counter
m_fSecsIntoState -= m_States[m_iCurState].fDelay; // leave the left over time for the next frame
m_iCurState = (m_iCurState+1) % m_States.size();
if(m_iCurState == 0)
{
PlayCommand("AnimationFinished");
}
}
}
}
/* We treat frame animation and movie animation slightly differently.
*
* Sprite animation is always tied directly to the effect timer. If you pause
* animation, wait a while and restart it, sprite animations will snap back to
* the effect timer. This allows sprites to animate to the beat in BGAnimations,
* where they might be disabled for a while.
*
* Movies don't do this; if you pause a movie, wait a while and restart it,
* it'll pick up where it left off. We may have a lot of movies loaded, so
* it's too expensive to decode movies that aren't being displayed. Movies
* also don't loop when the effect timer loops.
*
* (I'd like to handle sprite and movie animation as consistently as possible;
* the above is just documentation of current practice.) -glenn */
// todo: see if "current" practice is just that. -aj
void Sprite::Update( float fDelta )
{
Actor::Update( fDelta ); // do tweening
const bool bSkipThisMovieUpdate = m_bSkipNextUpdate;
m_bSkipNextUpdate = false;
if( !m_bIsAnimating )
return;
if( !m_pTexture ) // no texture, nothing to animate
return;
float fTimePassed = GetEffectDeltaTime();
m_fSecsIntoState += fTimePassed;
if( m_fSecsIntoState < 0 )
wrap( m_fSecsIntoState, GetAnimationLengthSeconds() );
UpdateAnimationState();
// If the texture is a movie, decode frames.
if(!bSkipThisMovieUpdate && m_DecodeMovie)
m_pTexture->UpdateMovie( std::max(0.0f, fTimePassed) );
// update scrolling
if( m_fTexCoordVelocityX != 0 || m_fTexCoordVelocityY != 0 )
{
float coord_delta= fDelta;
if(m_use_effect_clock_for_texcoords)
{
coord_delta= fTimePassed;
}
float fTexCoords[8];
Sprite::GetActiveTextureCoords( fTexCoords );
// top left, bottom left, bottom right, top right
fTexCoords[0] += coord_delta * m_fTexCoordVelocityX;
fTexCoords[1] += coord_delta * m_fTexCoordVelocityY;
fTexCoords[2] += coord_delta * m_fTexCoordVelocityX;
fTexCoords[3] += coord_delta * m_fTexCoordVelocityY;
fTexCoords[4] += coord_delta * m_fTexCoordVelocityX;
fTexCoords[5] += coord_delta * m_fTexCoordVelocityY;
fTexCoords[6] += coord_delta * m_fTexCoordVelocityX;
fTexCoords[7] += coord_delta * m_fTexCoordVelocityY;
/* When wrapping, avoid gradual loss of precision and sending
* unreasonably large texture coordinates to the renderer by pushing
* texture coordinates back to 0. As long as we adjust all four
* coordinates by the same amount, this won't be visible. */
if( m_bTextureWrapping )
{
const float fXAdjust = std::floor( fTexCoords[0] );
const float fYAdjust = std::floor( fTexCoords[1] );
fTexCoords[0] -= fXAdjust;
fTexCoords[2] -= fXAdjust;
fTexCoords[4] -= fXAdjust;
fTexCoords[6] -= fXAdjust;
fTexCoords[1] -= fYAdjust;
fTexCoords[3] -= fYAdjust;
fTexCoords[5] -= fYAdjust;
fTexCoords[7] -= fYAdjust;
}
Sprite::SetCustomTextureCoords( fTexCoords );
}
}
void TexCoordArrayFromRect( float fImageCoords[8], const RectF &rect )
{
fImageCoords[0] = rect.left; fImageCoords[1] = rect.top; // top left
fImageCoords[2] = rect.left; fImageCoords[3] = rect.bottom; // bottom left
fImageCoords[4] = rect.right; fImageCoords[5] = rect.bottom; // bottom right
fImageCoords[6] = rect.right; fImageCoords[7] = rect.top; // top right
}
void Sprite::DrawTexture( const TweenState *state )
{
Actor::SetGlobalRenderStates(); // set Actor-specified render states
RectF crop = state->crop;
// bail if cropped all the way
if( crop.left + crop.right >= 1 ||
crop.top + crop.bottom >= 1 )
return;
// use m_temp_* variables to draw the object
RectF quadVerticies;
quadVerticies.left = -m_size.x/2.0f;
quadVerticies.right = +m_size.x/2.0f;
quadVerticies.top = -m_size.y/2.0f;
quadVerticies.bottom = +m_size.y/2.0f;
/* Don't draw anything outside of the texture's image area. Texels outside
* of the image area aren't guaranteed to be initialized. */
/* HACK: Clamp the crop values. It would be more accurate to clip the
* vertices so that the diffuse value is adjusted. */
CLAMP( crop.left, 0, 1 );
CLAMP( crop.right, 0, 1 );
CLAMP( crop.top, 0, 1 );
CLAMP( crop.bottom, 0, 1 );
RectF croppedQuadVerticies = quadVerticies;
#define IF_CROP_POS(side,opp_side) \
if(state->crop.side!=0) \
croppedQuadVerticies.side = \
SCALE( crop.side, 0.f, 1.f, quadVerticies.side, quadVerticies.opp_side )
IF_CROP_POS( left, right );
IF_CROP_POS( top, bottom );
IF_CROP_POS( right, left );
IF_CROP_POS( bottom, top );
static RageSpriteVertex v[4];
v[0].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.top, 0 ); // top left
v[1].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.bottom, 0 ); // bottom left
v[2].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.top, 0 ); // top right
if( m_bUsingCustomPosCoords )
{
for( int i=0; i < 4; ++i)
{
v[i].p.x+= m_CustomPosCoords[i*2];
v[i].p.y+= m_CustomPosCoords[(i*2)+1];
}
}
DISPLAY->ClearAllTextures();
DISPLAY->SetTexture( TextureUnit_1, m_pTexture? m_pTexture->GetTexHandle():0 );
// Must call this after setting the texture or else texture
// parameters have no effect.
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetEffectMode( m_EffectMode );
if( m_pTexture )
{
float f[8];
GetActiveTextureCoords( f );
if( state->crop.left || state->crop.right || state->crop.top || state->crop.bottom )
{
RageVector2 texCoords[4] = {
RageVector2( f[0], f[1] ), // top left
RageVector2( f[2], f[3] ), // bottom left
RageVector2( f[4], f[5] ), // bottom right
RageVector2( f[6], f[7] ) // top right
};
for( int i = 0; i < 4; ++i )
{
RageSpriteVertex *pVert = &v[i];
float fTopX = SCALE( pVert->p.x, quadVerticies.left, quadVerticies.right, texCoords[0].x, texCoords[3].x );
float fBottomX = SCALE( pVert->p.x, quadVerticies.left, quadVerticies.right, texCoords[1].x, texCoords[2].x );
pVert->t.x = SCALE( pVert->p.y, quadVerticies.top, quadVerticies.bottom, fTopX, fBottomX );
float fLeftY = SCALE( pVert->p.y, quadVerticies.top, quadVerticies.bottom, texCoords[0].y, texCoords[1].y );
float fRightY = SCALE( pVert->p.y, quadVerticies.top, quadVerticies.bottom, texCoords[3].y, texCoords[2].y );
pVert->t.y = SCALE( pVert->p.x, quadVerticies.left, quadVerticies.right, fLeftY, fRightY );
}
}
else
{
v[0].t = RageVector2( f[0], f[1] ); // top left
v[1].t = RageVector2( f[2], f[3] ); // bottom left
v[2].t = RageVector2( f[4], f[5] ); // bottom right
v[3].t = RageVector2( f[6], f[7] ); // top right
}
}
else
{
// Just make sure we don't throw NaN/INF at the renderer:
for( unsigned i = 0; i < 4; ++i )
v[i].t.x = v[i].t.y = 0;
}
// Draw if we're not fully transparent
if( state->diffuse[0].a > 0 ||
state->diffuse[1].a > 0 ||
state->diffuse[2].a > 0 ||
state->diffuse[3].a > 0 )
{
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
// render the shadow
if( m_fShadowLengthX != 0 || m_fShadowLengthY != 0 )
{
DISPLAY->PushMatrix();
DISPLAY->TranslateWorld( m_fShadowLengthX, m_fShadowLengthY, 0 ); // shift by 5 units
RageColor c = m_ShadowColor;
c.a *= state->diffuse[0].a;
v[0].c = v[1].c = v[2].c = v[3].c = c; // semi-transparent black
DISPLAY->DrawQuad( v );
DISPLAY->PopMatrix();
}
// render the diffuse pass
v[0].c = state->diffuse[0]; // top left
v[1].c = state->diffuse[2]; // bottom left
v[2].c = state->diffuse[3]; // bottom right
v[3].c = state->diffuse[1]; // top right
DISPLAY->DrawQuad( v );
}
// render the glow pass
if( state->glow.a > 0.0001f )
{
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Glow );
v[0].c = v[1].c = v[2].c = v[3].c = state->glow;
DISPLAY->DrawQuad( v );
}
DISPLAY->SetEffectMode( EffectMode_Normal );
}
bool Sprite::EarlyAbortDraw() const
{
return m_pTexture == nullptr;
}
void Sprite::DrawPrimitives()
{
if( m_pTempState->fade.top > 0 ||
m_pTempState->fade.bottom > 0 ||
m_pTempState->fade.left > 0 ||
m_pTempState->fade.right > 0 )
{
// We're fading the edges.
const RectF &FadeDist = m_pTempState->fade;
// Actual size of the fade on each side:
RectF FadeSize = FadeDist;
// If the cropped size is less than the fade distance in either dimension, clamp.
const float HorizRemaining = 1.0f - (m_pTempState->crop.left + m_pTempState->crop.right);
if( FadeDist.left+FadeDist.right > 0 &&
HorizRemaining < FadeDist.left+FadeDist.right )
{
const float LeftPercent = FadeDist.left/(FadeDist.left+FadeDist.right);
FadeSize.left = LeftPercent * HorizRemaining;
FadeSize.right = (1.0f-LeftPercent) * HorizRemaining;
}
const float VertRemaining = 1.0f - (m_pTempState->crop.top + m_pTempState->crop.bottom);
if( FadeDist.top+FadeDist.bottom > 0 &&
VertRemaining < FadeDist.top+FadeDist.bottom )
{
const float TopPercent = FadeDist.top/(FadeDist.top+FadeDist.bottom);
FadeSize.top = TopPercent * VertRemaining;
FadeSize.bottom = (1.0f-TopPercent) * VertRemaining;
}
// Alpha value of the un-faded side of each fade rect:
const float RightAlpha = SCALE( FadeSize.right, FadeDist.right, 0, 1, 0 );
const float LeftAlpha = SCALE( FadeSize.left, FadeDist.left, 0, 1, 0 );
const float TopAlpha = SCALE( FadeSize.top, FadeDist.top, 0, 1, 0 );
const float BottomAlpha = SCALE( FadeSize.bottom, FadeDist.bottom, 0, 1, 0 );
// Draw the inside:
TweenState ts = *m_pTempState;
ts.crop.left += FadeDist.left;
ts.crop.right += FadeDist.right;
ts.crop.top += FadeDist.top;
ts.crop.bottom += FadeDist.bottom;
DrawTexture( &ts );
if( FadeSize.left > 0.001f )
{
// Draw the left:
ts.crop = m_pTempState->crop; // restore
ts.crop.right = 1 - (ts.crop.left + FadeSize.left);
ts.crop.top += FadeDist.top; // lop off the corner if fading both x and y
ts.crop.bottom += FadeDist.bottom;
ts.diffuse[0] = m_pTempState->diffuse[0]; // top left -> top left
ts.diffuse[2] = m_pTempState->diffuse[2]; // bottom left -> bottom left
ts.diffuse[3] = m_pTempState->diffuse[2]; // bottom left -> bottom right
ts.diffuse[1] = m_pTempState->diffuse[0]; // top left -> top right
ts.diffuse[0].a = 0; // top left
ts.diffuse[2].a = 0; // bottom left
ts.diffuse[3].a *= LeftAlpha; // bottom right
ts.diffuse[1].a *= LeftAlpha; // top right
DrawTexture( &ts );
}
if( FadeSize.right > 0.001f )
{
// Draw the right:
ts.crop = m_pTempState->crop; // restore
ts.crop.left = 1 - (ts.crop.right + FadeSize.right);
ts.crop.top += FadeDist.top;
ts.crop.bottom += FadeDist.bottom;
ts.diffuse[0] = m_pTempState->diffuse[1]; // top right -> top left
ts.diffuse[2] = m_pTempState->diffuse[3]; // bottom right -> bottom left
ts.diffuse[3] = m_pTempState->diffuse[3]; // bottom right -> bottom right
ts.diffuse[1] = m_pTempState->diffuse[1]; // top right -> top right
ts.diffuse[0].a *= RightAlpha; // top left
ts.diffuse[2].a *= RightAlpha; // bottom left
ts.diffuse[3].a = 0; // bottom right
ts.diffuse[1].a = 0; // top right
DrawTexture( &ts );
}
if( FadeSize.top > 0.001f )
{
// Draw the top:
ts.crop = m_pTempState->crop; // restore
ts.crop.bottom = 1 - (ts.crop.top + FadeSize.top);
ts.crop.left += FadeDist.left;
ts.crop.right += FadeDist.right;
ts.diffuse[0] = m_pTempState->diffuse[0]; // top left -> top left
ts.diffuse[2] = m_pTempState->diffuse[0]; // top left -> bottom left
ts.diffuse[3] = m_pTempState->diffuse[1]; // top right -> bottom right
ts.diffuse[1] = m_pTempState->diffuse[1]; // top right -> top right
ts.diffuse[0].a = 0; // top left
ts.diffuse[2].a *= TopAlpha; // bottom left
ts.diffuse[3].a *= TopAlpha; // bottom right
ts.diffuse[1].a = 0; // top right
DrawTexture( &ts );
}
if( FadeSize.bottom > 0.001f )
{
// Draw the bottom:
ts.crop = m_pTempState->crop; // restore
ts.crop.top = 1 - (ts.crop.bottom + FadeSize.bottom);
ts.crop.left += FadeDist.left;
ts.crop.right += FadeDist.right;
ts.diffuse[0] = m_pTempState->diffuse[2]; // bottom left -> top left
ts.diffuse[2] = m_pTempState->diffuse[2]; // bottom left -> bottom left
ts.diffuse[3] = m_pTempState->diffuse[3]; // bottom right -> bottom right
ts.diffuse[1] = m_pTempState->diffuse[3]; // bottom right -> top right
ts.diffuse[0].a *= BottomAlpha; // top left
ts.diffuse[2].a = 0; // bottom left
ts.diffuse[3].a = 0; // bottom right
ts.diffuse[1].a *= BottomAlpha; // top right
DrawTexture( &ts );
}
}
else
{
DrawTexture( m_pTempState );
}
}
int Sprite::GetNumStates() const
{
return m_States.size();
}
void Sprite::SetState( int iNewState )
{
/*
* This assert will likely trigger if the "missing" theme element graphic
* is loaded in place of a multi-frame sprite. We want to know about these
* problems in debug builds, but they're not fatal.
*/
// Never warn about setting state 0.
if( iNewState != 0 && (iNewState < 0 || iNewState >= (int)m_States.size()) )
{
// Don't warn about number of states in "_blank" or "_missing".
if( !m_pTexture || (m_pTexture->GetID().filename.find("_blank") == std::string::npos &&
m_pTexture->GetID().filename.find("_missing") == std::string::npos) )
{
RString sError;
if( m_pTexture )
sError = ssprintf("A Sprite '%s' (\"%s\") tried to set state to frame %d, but it has only %u frames.",
/*
* Using the state directly tends to give you an error message like "tried to set frame 6 of 6"
* which is very confusing if you don't know that one is 0-indexed and the other is 1-indexed.
* - Colby
*/
m_pTexture->GetID().filename.c_str(), this->m_sName.c_str(), iNewState+1, unsigned(m_States.size()));
else
sError = ssprintf("A Sprite (\"%s\") tried to set state index %d, but no texture is loaded.",
this->m_sName.c_str(), iNewState );
LuaHelpers::ReportScriptError(sError, "SPRITE_INVALID_FRAME");
}
}
CLAMP(iNewState, 0, (int)m_States.size()-1);
m_iCurState = iNewState;
m_fSecsIntoState = 0.0f;
}
void Sprite::RecalcAnimationLengthSeconds()
{
m_animation_length_seconds = 0;
for (State const &s : m_States)
{
m_animation_length_seconds += s.fDelay;
}
}
void Sprite::SetSecondsIntoAnimation( float fSeconds )
{
SetState( 0 ); // rewind to the first state
if( m_pTexture )
m_pTexture->SetPosition( fSeconds );
m_fSecsIntoState = fSeconds;
UpdateAnimationState();
}
RString Sprite::GetTexturePath() const
{
if( m_pTexture == nullptr )
return RString();
return m_pTexture->GetID().filename;
}
void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
{
m_bUsingCustomTexCoords = true;
m_bTextureWrapping = true;
TexCoordArrayFromRect( m_CustomTexCoords, new_texcoord_frect );
}
void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: top left, bottom left, bottom right, top right
{
m_bUsingCustomTexCoords = true;
m_bTextureWrapping = true;
for( int i=0; i<8; i++ )
m_CustomTexCoords[i] = fTexCoords[i];
}
void Sprite::SetCustomImageRect( RectF rectImageCoords )
{
// Convert to a rectangle in texture coordinate space.
rectImageCoords.left *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
rectImageCoords.right *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
rectImageCoords.top *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
rectImageCoords.bottom *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
SetCustomTextureRect( rectImageCoords );
}
void Sprite::SetCustomImageCoords( float fImageCoords[8] ) // order: top left, bottom left, bottom right, top right
{
// convert image coords to texture coords in place
for( int i=0; i<8; i+=2 )
{
fImageCoords[i+0] *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
fImageCoords[i+1] *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
}
SetCustomTextureCoords( fImageCoords );
}
void Sprite::SetCustomPosCoords( float fPosCoords[8] ) // order: top left, bottom left, bottom right, top right
{
m_bUsingCustomPosCoords= true;
for( int i=0; i<8; ++i )
{
m_CustomPosCoords[i]= fPosCoords[i];
}
}
const RectF *Sprite::GetCurrentTextureCoordRect() const
{
return GetTextureCoordRectForState( m_iCurState );
}
const RectF *Sprite::GetTextureCoordRectForState( int iState ) const
{
ASSERT_M( iState < (int) m_States.size(), ssprintf("%d, %d", int(iState), int(m_States.size())) );
return &m_States[iState].rect;
}
/* If we're using custom coordinates, return them; otherwise return the
* coordinates for the current state. */
void Sprite::GetActiveTextureCoords( float fTexCoordsOut[8] ) const
{
if(m_bUsingCustomTexCoords)
{
// GetCustomTextureCoords
for( int i=0; i<8; i++ )
fTexCoordsOut[i] = m_CustomTexCoords[i];
}
else
{
// GetCurrentTextureCoords
const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
TexCoordArrayFromRect( fTexCoordsOut, *pTexCoordRect );
}
}
void Sprite::StopUsingCustomCoords()
{
m_bUsingCustomTexCoords = false;
}
void Sprite::StopUsingCustomPosCoords()
{
m_bUsingCustomPosCoords = false;
}
void Sprite::SetTexCoordVelocity(float fVelX, float fVelY)
{
m_fTexCoordVelocityX = fVelX;
m_fTexCoordVelocityY = fVelY;
}
void Sprite::ScaleToClipped( float fWidth, float fHeight )
{
m_fRememberedClipWidth = fWidth;
m_fRememberedClipHeight = fHeight;
if( !m_pTexture )
return;
float fScaleFudgePercent = 0.15f; // scale up to this amount in one dimension to avoid clipping.
// save the original X and Y. We're going to restore them later.
float fOriginalX = GetX();
float fOriginalY = GetY();
if( fWidth != -1 && fHeight != -1 )
{
// this is probably a background graphic or something not intended to be a CroppedSprite
Sprite::StopUsingCustomCoords();
// first find the correct zoom
Sprite::ScaleToCover( RectF(0, 0, fWidth, fHeight) );
// find which dimension is larger
bool bXDimNeedsToBeCropped = GetZoomedWidth() > fWidth+0.01;
if( bXDimNeedsToBeCropped ) // crop X
{
float fPercentageToCutOff = (this->GetZoomedWidth() - fWidth) / this->GetZoomedWidth();
fPercentageToCutOff = std::max( fPercentageToCutOff-fScaleFudgePercent, 0.0f );
float fPercentageToCutOffEachSide = fPercentageToCutOff / 2;
// generate a rectangle with new texture coordinates
RectF fCustomImageRect(
fPercentageToCutOffEachSide,
0,
1 - fPercentageToCutOffEachSide,
1 );
SetCustomImageRect( fCustomImageRect );
}
else // crop Y
{
float fPercentageToCutOff = (this->GetZoomedHeight() - fHeight) / this->GetZoomedHeight();
fPercentageToCutOff = std::max( fPercentageToCutOff-fScaleFudgePercent, 0.0f );
float fPercentageToCutOffEachSide = fPercentageToCutOff / 2;
// generate a rectangle with new texture coordinates
RectF fCustomImageRect(
0,
fPercentageToCutOffEachSide,
1,
1 - fPercentageToCutOffEachSide );
SetCustomImageRect( fCustomImageRect );
}
m_size = RageVector2( fWidth, fHeight );
SetZoom( 1 );
}
// restore original XY
SetXY( fOriginalX, fOriginalY );
}
// magic hurr
// This code should either be removed or refactored in the future -aj
void Sprite::CropTo( float fWidth, float fHeight )
{
m_fRememberedClipWidth = fWidth;
m_fRememberedClipHeight = fHeight;
if( !m_pTexture )
return;
// save the original X&Y. We're going to restore them later.
float fOriginalX = GetX();
float fOriginalY = GetY();
if( fWidth != -1 && fHeight != -1 )
{
// this is probably a background graphic or something not intended to be a CroppedSprite
Sprite::StopUsingCustomCoords();
// first find the correct zoom
Sprite::ScaleToCover( RectF(0, 0, fWidth, fHeight) );
// find which dimension is larger
bool bXDimNeedsToBeCropped = GetZoomedWidth() > fWidth+0.01;
if( bXDimNeedsToBeCropped ) // crop X
{
float fPercentageToCutOff = (this->GetZoomedWidth() - fWidth) / this->GetZoomedWidth();
float fPercentageToCutOffEachSide = fPercentageToCutOff / 2;
// generate a rectangle with new texture coordinates
RectF fCustomImageRect(
fPercentageToCutOffEachSide,
0,
1 - fPercentageToCutOffEachSide,
1 );
SetCustomImageRect( fCustomImageRect );
}
else // crop Y
{
float fPercentageToCutOff = (this->GetZoomedHeight() - fHeight) / this->GetZoomedHeight();
float fPercentageToCutOffEachSide = fPercentageToCutOff / 2;
// generate a rectangle with new texture coordinates
RectF fCustomImageRect(
0,
fPercentageToCutOffEachSide,
1,
1 - fPercentageToCutOffEachSide );
SetCustomImageRect( fCustomImageRect );
}
m_size = RageVector2( fWidth, fHeight );
SetZoom( 1 );
}
// restore original XY
SetXY( fOriginalX, fOriginalY );
}
// end magic
void Sprite::StretchTexCoords( float fX, float fY )
{
float fTexCoords[8];
GetActiveTextureCoords( fTexCoords );
for( int j=0; j<8; j+=2 )
{
fTexCoords[j ] += fX;
fTexCoords[j+1] += fY;
}
SetCustomTextureCoords( fTexCoords );
}
void Sprite::AddImageCoords( float fX, float fY )
{
float fTexCoords[8];
GetActiveTextureCoords( fTexCoords );
for( int j=0; j<8; j+=2 )
{
fTexCoords[j ] += fX / (float)m_pTexture->GetTextureWidth();
fTexCoords[j+1] += fY / (float)m_pTexture->GetTextureHeight();
}
SetCustomTextureCoords( fTexCoords );
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the Sprite. */
class LunaSprite: public Luna<Sprite>
{
public:
static int Load( T* p, lua_State *L )
{
if( lua_isnil(L, 1) )
{
p->UnloadTexture();
}
else
{
RageTextureID ID( SArg(1) );
if(lua_isstring(L, 2))
{
RString additional_hints= SArg(2);
ID.AdditionalTextureHints= additional_hints;
}
p->Load( ID );
}
COMMON_RETURN_SELF;
}
static int LoadBackground( T* p, lua_State *L )
{
RageTextureID ID( SArg(1) );
TEXTUREMAN->DisableOddDimensionWarning();
p->Load( Sprite::SongBGTexture(ID) );
TEXTUREMAN->EnableOddDimensionWarning();
return 1;
}
static int LoadBanner( T* p, lua_State *L )
{
RageTextureID ID( SArg(1) );
TEXTUREMAN->DisableOddDimensionWarning();
p->Load( Sprite::SongBannerTexture(ID) );
TEXTUREMAN->EnableOddDimensionWarning();
return 1;
}
/* 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)) ); COMMON_RETURN_SELF; }
static int SetCustomImageRect( T* p, lua_State *L ) { p->SetCustomImageRect( RectF(FArg(1),FArg(2),FArg(3),FArg(4)) ); COMMON_RETURN_SELF; }
static int SetCustomPosCoords( T* p, lua_State *L )
{
float coords[8];
for( int i=0; i<8; ++i )
{
coords[i]= FArg(i+1);
if( std::isnan(coords[i]) )
{
coords[i]= 0.0f;
}
}
p->SetCustomPosCoords(coords);
COMMON_RETURN_SELF;
}
static int StopUsingCustomPosCoords( T* p, lua_State *L ) { p->StopUsingCustomPosCoords(); COMMON_RETURN_SELF; }
static int texcoordvelocity( T* p, lua_State *L ) { p->SetTexCoordVelocity( FArg(1),FArg(2) ); COMMON_RETURN_SELF; }
static int get_use_effect_clock_for_texcoords(T* p, lua_State* L)
{
lua_pushboolean(L, p->m_use_effect_clock_for_texcoords);
return 1;
}
static int set_use_effect_clock_for_texcoords(T* p, lua_State* L)
{
p->m_use_effect_clock_for_texcoords= BArg(1);
COMMON_RETURN_SELF;
}
static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped( FArg(1),FArg(2) ); COMMON_RETURN_SELF; }
static int CropTo( T* p, lua_State *L ) { p->CropTo( FArg(1),FArg(2) ); COMMON_RETURN_SELF; }
static int stretchtexcoords( T* p, lua_State *L ) { p->StretchTexCoords( FArg(1),FArg(2) ); COMMON_RETURN_SELF; }
static int addimagecoords( T* p, lua_State *L ) { p->AddImageCoords( FArg(1),FArg(2) ); COMMON_RETURN_SELF; }
static int setstate( T* p, lua_State *L ) { p->SetState( IArg(1) ); COMMON_RETURN_SELF; }
static int GetState( T* p, lua_State *L ) { lua_pushnumber( L, p->GetState() ); return 1; }
static int SetStateProperties(T* p, lua_State* L)
{
// States table example:
// {{Frame= 0, Delay= .016, {0, 0}, {.25, .25}}}
// Each element in the States table must have a Frame and a Delay.
// Frame is optional, defaulting to 0.
// Delay is optional, defaulting to 0.
// The two tables in the state are the upper left and lower right and are
// optional.
if(!lua_istable(L, 1))
{
luaL_error(L, "State properties must be in a table.");
}
std::vector<Sprite::State> new_states;
size_t num_states= lua_objlen(L, 1);
if(num_states == 0)
{
luaL_error(L, "A Sprite cannot have zero states.");
}
for(size_t s= 0; s < num_states; ++s)
{
Sprite::State new_state;
lua_rawgeti(L, 1, s+1);
lua_getfield(L, -1, "Frame");
int frame_index= 0;
if(lua_isnumber(L, -1))
{
frame_index= IArg(-1);
if(frame_index < 0 || frame_index >= p->GetTexture()->GetNumFrames())
{
luaL_error(L, "Frame index out of range 0-%d.",
p->GetTexture()->GetNumFrames()-1);
}
}
new_state.rect= *p->GetTexture()->GetTextureCoordRect(frame_index);
lua_pop(L, 1);
lua_getfield(L, -1, "Delay");
if(lua_isnumber(L, -1))
{
new_state.fDelay= FArg(-1);
}
lua_pop(L, 1);
RectF r= new_state.rect;
lua_rawgeti(L, -1, 1);
if(lua_istable(L, -1))
{
lua_rawgeti(L, -1, 1);
// I have no idea why the points are from 0 to 1 and make it use only
// a portion of the state. This is just copied from LoadFromNode.
// -Kyz
new_state.rect.left= SCALE(FArg(-1), 0.0f, 1.0f, r.left, r.right);
lua_pop(L, 1);
lua_rawgeti(L, -1, 2);
new_state.rect.top= SCALE(FArg(-1), 0.0f, 1.0f, r.top, r.bottom);
lua_pop(L, 1);
}
lua_pop(L, 1);
lua_rawgeti(L, -1, 2);
if(lua_istable(L, -1))
{
lua_rawgeti(L, -1, 1);
// I have no idea why the points are from 0 to 1 and make it use only
// a portion of the state. This is just copied from LoadFromNode.
// -Kyz
new_state.rect.right= SCALE(FArg(-1), 0.0f, 1.0f, r.left, r.right);
lua_pop(L, 1);
lua_rawgeti(L, -1, 2);
new_state.rect.bottom= SCALE(FArg(-1), 0.0f, 1.0f, r.top, r.bottom);
lua_pop(L, 1);
}
lua_pop(L, 1);
new_states.push_back(new_state);
lua_pop(L, 1);
}
p->SetStateProperties(new_states);
COMMON_RETURN_SELF;
}
static int GetAnimationLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetAnimationLengthSeconds() ); return 1; }
static int SetSecondsIntoAnimation( T* p, lua_State *L ) { p->SetSecondsIntoAnimation(FArg(0)); COMMON_RETURN_SELF; }
static int SetTexture( T* p, lua_State *L )
{
RageTexture *pTexture = Luna<RageTexture>::check(L, 1);
pTexture = TEXTUREMAN->CopyTexture( pTexture );
p->SetTexture( pTexture );
COMMON_RETURN_SELF;
}
static int GetTexture( T* p, lua_State *L )
{
RageTexture *pTexture = p->GetTexture();
if( pTexture != nullptr )
pTexture->PushSelf(L);
else
lua_pushnil( L );
return 1;
}
static int SetEffectMode( T* p, lua_State *L )
{
EffectMode em = Enum::Check<EffectMode>(L, 1);
p->SetEffectMode( em );
COMMON_RETURN_SELF;
}
static int GetNumStates( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumStates() ); return 1; }
static int SetAllStateDelays( T* p, lua_State *L )
{
p->SetAllStateDelays(FArg(-1));
COMMON_RETURN_SELF;
}
DEFINE_METHOD(GetDecodeMovie, m_DecodeMovie);
static int SetDecodeMovie(T* p, lua_State *L)
{
p->m_DecodeMovie= BArg(1);
COMMON_RETURN_SELF;
}
static int LoadFromCached( T* p, lua_State *L )
{
p->LoadFromCached( SArg(1), SArg(2) );
COMMON_RETURN_SELF;
}
LunaSprite()
{
ADD_METHOD( Load );
ADD_METHOD( LoadBanner );
ADD_METHOD( LoadBackground );
ADD_METHOD( LoadFromCached );
ADD_METHOD( customtexturerect );
ADD_METHOD( SetCustomImageRect );
ADD_METHOD( SetCustomPosCoords );
ADD_METHOD( StopUsingCustomPosCoords );
ADD_METHOD( texcoordvelocity );
ADD_METHOD(get_use_effect_clock_for_texcoords);
ADD_METHOD(set_use_effect_clock_for_texcoords);
ADD_METHOD( scaletoclipped );
ADD_METHOD( CropTo );
ADD_METHOD( stretchtexcoords );
ADD_METHOD( addimagecoords );
ADD_METHOD( setstate );
ADD_METHOD( GetState );
ADD_METHOD( SetStateProperties );
ADD_METHOD( GetAnimationLengthSeconds );
ADD_METHOD( SetSecondsIntoAnimation );
ADD_METHOD( SetTexture );
ADD_METHOD( GetTexture );
ADD_METHOD( SetEffectMode );
ADD_METHOD( GetNumStates );
ADD_METHOD( SetAllStateDelays );
ADD_METHOD(GetDecodeMovie);
ADD_METHOD(SetDecodeMovie);
}
};
LUA_REGISTER_DERIVED_CLASS( Sprite, Actor )
// lua end
/*
* (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.
*/