Files
itgmania212121/stepmania/src/RageTexture.cpp
T

102 lines
3.1 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: RageTexture.h
Desc: Abstract class for a texture with metadata.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "RageTexture.h"
#include "RageUtil.h"
//-----------------------------------------------------------------------------
// RageTexture constructor
//-----------------------------------------------------------------------------
RageTexture::RageTexture( RageScreen* pScreen, const CString &sFilePath )
{
// HELPER.Log( "RageTexture::RageTexture()" );
// save a pointer to the D3D device
m_pd3dDevice = pScreen->GetDevice();
assert( m_pd3dDevice != NULL );
// save the file path
m_sFilePath = sFilePath;
// m_pd3dTexture = NULL;
m_iRefCount = 1;
m_iSourceWidth = m_iSourceHeight = 0;
m_iTextureWidth = m_iTextureHeight = 0;
m_iImageWidth = m_iImageHeight = 0;
m_iFramesWide = m_iFramesHigh = 1;
}
RageTexture::~RageTexture()
{
}
void RageTexture::CreateFrameRects()
{
GetFrameDimensionsFromFileName( m_sFilePath, &m_iFramesWide, &m_iFramesHigh );
///////////////////////////////////
// Fill in the m_FrameRects with the bounds of each frame in the animation.
///////////////////////////////////
for( int j=0; j<m_iFramesHigh; j++ ) // traverse along Y
{
for( int i=0; i<m_iFramesWide; i++ ) // traverse along X (important that this is the inner loop)
{
FRECT frect( (i+0)/(float)m_iFramesWide*m_iImageWidth /(float)m_iTextureWidth, // these will all be between 0.0 and 1.0
(j+0)/(float)m_iFramesHigh*m_iImageHeight/(float)m_iTextureHeight,
(i+1)/(float)m_iFramesWide*m_iImageWidth /(float)m_iTextureWidth,
(j+1)/(float)m_iFramesHigh*m_iImageHeight/(float)m_iTextureHeight );
m_TextureCoordRects.Add( frect ); // the index of this array element will be (i + j*m_iFramesWide)
//HELPER.Log( "Adding frect%d %f %f %f %f", (i + j*m_iFramesWide), frect.left, frect.top, frect.right, frect.bottom );
}
}
}
#include "string.h"
void RageTexture::GetFrameDimensionsFromFileName( CString sPath, int* piFramesWide, int* piFramesHigh ) const
{
*piFramesWide = *piFramesHigh = 1; // set default values in case we don't find the dimension in the file name
sPath.MakeLower();
CString sDir, sFName, sExt;
splitrelpath( sPath, sDir, sFName, sExt);
CStringArray arrayBits;
split( sFName, " ", arrayBits, false );
for( int i=0; i<arrayBits.GetSize(); i++ )
{
CString &sBit = arrayBits[ i ];
// Test to see if it looks like "%ux%u" (e.g. 16x8)
CStringArray arrayDimensionsBits;
split( sBit, "x", arrayDimensionsBits, false );
if( arrayDimensionsBits.GetSize() != 2 )
continue;
else if( !IsAnInt(arrayDimensionsBits[0]) || !IsAnInt(arrayDimensionsBits[1]) )
continue;
*piFramesWide = atoi(arrayDimensionsBits[0]);
*piFramesHigh = atoi(arrayDimensionsBits[1]);
return;
}
}