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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
247 lines
5.5 KiB
C++
247 lines
5.5 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CGUISpriteBank.h"
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#include "IGUIEnvironment.h"
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#include "IVideoDriver.h"
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#include "ITexture.h"
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namespace irr
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{
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namespace gui
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{
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CGUISpriteBank::CGUISpriteBank(IGUIEnvironment *env) :
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Environment(env), Driver(0)
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{
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#ifdef _DEBUG
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setDebugName("CGUISpriteBank");
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#endif
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if (Environment) {
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Driver = Environment->getVideoDriver();
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if (Driver)
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Driver->grab();
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}
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}
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CGUISpriteBank::~CGUISpriteBank()
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{
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clear();
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// drop video driver
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if (Driver)
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Driver->drop();
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}
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core::array<core::rect<s32>> &CGUISpriteBank::getPositions()
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{
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return Rectangles;
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}
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core::array<SGUISprite> &CGUISpriteBank::getSprites()
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{
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return Sprites;
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}
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u32 CGUISpriteBank::getTextureCount() const
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{
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return Textures.size();
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}
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video::ITexture *CGUISpriteBank::getTexture(u32 index) const
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{
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if (index < Textures.size())
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return Textures[index];
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else
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return 0;
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}
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void CGUISpriteBank::addTexture(video::ITexture *texture)
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{
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if (texture)
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texture->grab();
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Textures.push_back(texture);
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}
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void CGUISpriteBank::setTexture(u32 index, video::ITexture *texture)
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{
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while (index >= Textures.size())
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Textures.push_back(0);
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if (texture)
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texture->grab();
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if (Textures[index])
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Textures[index]->drop();
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Textures[index] = texture;
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}
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//! clear everything
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void CGUISpriteBank::clear()
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{
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// drop textures
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for (u32 i = 0; i < Textures.size(); ++i) {
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if (Textures[i])
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Textures[i]->drop();
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}
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Textures.clear();
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Sprites.clear();
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Rectangles.clear();
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}
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//! Add the texture and use it for a single non-animated sprite.
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s32 CGUISpriteBank::addTextureAsSprite(video::ITexture *texture)
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{
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if (!texture)
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return -1;
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addTexture(texture);
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u32 textureIndex = getTextureCount() - 1;
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u32 rectangleIndex = Rectangles.size();
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Rectangles.push_back(core::rect<s32>(0, 0, texture->getOriginalSize().Width, texture->getOriginalSize().Height));
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SGUISprite sprite;
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sprite.frameTime = 0;
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SGUISpriteFrame frame;
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frame.textureNumber = textureIndex;
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frame.rectNumber = rectangleIndex;
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sprite.Frames.push_back(frame);
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Sprites.push_back(sprite);
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return Sprites.size() - 1;
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}
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// get FrameNr for time. return true on exisiting frame
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inline bool CGUISpriteBank::getFrameNr(u32 &frame, u32 index, u32 time, bool loop) const
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{
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frame = 0;
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if (index >= Sprites.size())
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return false;
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const SGUISprite &sprite = Sprites[index];
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const u32 frameSize = sprite.Frames.size();
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if (frameSize < 1)
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return false;
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if (sprite.frameTime) {
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u32 f = (time / sprite.frameTime);
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if (loop)
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frame = f % frameSize;
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else
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frame = (f >= frameSize) ? frameSize - 1 : f;
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}
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return true;
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}
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//! draws a sprite in 2d with scale and color
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void CGUISpriteBank::draw2DSprite(u32 index, const core::position2di &pos,
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const core::rect<s32> *clip, const video::SColor &color,
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u32 starttime, u32 currenttime, bool loop, bool center)
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{
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u32 frame = 0;
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if (!getFrameNr(frame, index, currenttime - starttime, loop))
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return;
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const video::ITexture *tex = getTexture(Sprites[index].Frames[frame].textureNumber);
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if (!tex)
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return;
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const u32 rn = Sprites[index].Frames[frame].rectNumber;
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if (rn >= Rectangles.size())
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return;
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const core::rect<s32> &r = Rectangles[rn];
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core::position2di p(pos);
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if (center) {
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p -= r.getSize() / 2;
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}
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Driver->draw2DImage(tex, p, r, clip, color, true);
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}
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void CGUISpriteBank::draw2DSprite(u32 index, const core::rect<s32> &destRect,
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const core::rect<s32> *clip, const video::SColor *const colors,
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u32 timeTicks, bool loop)
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{
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u32 frame = 0;
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if (!getFrameNr(frame, index, timeTicks, loop))
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return;
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const video::ITexture *tex = getTexture(Sprites[index].Frames[frame].textureNumber);
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if (!tex)
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return;
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const u32 rn = Sprites[index].Frames[frame].rectNumber;
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if (rn >= Rectangles.size())
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return;
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Driver->draw2DImage(tex, destRect, Rectangles[rn], clip, colors, true);
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}
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void CGUISpriteBank::draw2DSpriteBatch(const core::array<u32> &indices,
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const core::array<core::position2di> &pos,
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const core::rect<s32> *clip,
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const video::SColor &color,
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u32 starttime, u32 currenttime,
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bool loop, bool center)
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{
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const irr::u32 drawCount = core::min_<u32>(indices.size(), pos.size());
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if (!getTextureCount())
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return;
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core::array<SDrawBatch> drawBatches(getTextureCount());
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for (u32 i = 0; i < Textures.size(); ++i) {
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drawBatches.push_back(SDrawBatch());
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drawBatches[i].positions.reallocate(drawCount);
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drawBatches[i].sourceRects.reallocate(drawCount);
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}
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for (u32 i = 0; i < drawCount; ++i) {
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const u32 index = indices[i];
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// work out frame number
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u32 frame = 0;
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if (!getFrameNr(frame, index, currenttime - starttime, loop))
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return;
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const u32 texNum = Sprites[index].Frames[frame].textureNumber;
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if (texNum >= drawBatches.size()) {
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continue;
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}
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SDrawBatch ¤tBatch = drawBatches[texNum];
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const u32 rn = Sprites[index].Frames[frame].rectNumber;
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if (rn >= Rectangles.size())
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return;
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const core::rect<s32> &r = Rectangles[rn];
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if (center) {
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core::position2di p = pos[i];
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p -= r.getSize() / 2;
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currentBatch.positions.push_back(p);
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currentBatch.sourceRects.push_back(r);
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} else {
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currentBatch.positions.push_back(pos[i]);
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currentBatch.sourceRects.push_back(r);
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}
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}
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for (u32 i = 0; i < drawBatches.size(); i++) {
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if (!drawBatches[i].positions.empty() && !drawBatches[i].sourceRects.empty())
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Driver->draw2DImageBatch(getTexture(i), drawBatches[i].positions,
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drawBatches[i].sourceRects, clip, color, true);
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}
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}
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} // namespace gui
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} // namespace irr
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