mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Copy irrlichtmt to <root>/irr/
This commit is contained in:
parent
a7908da968
commit
f638482fba
349 changed files with 109124 additions and 0 deletions
246
irr/src/CGUISpriteBank.cpp
Normal file
246
irr/src/CGUISpriteBank.cpp
Normal file
|
@ -0,0 +1,246 @@
|
|||
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||||
// This file is part of the "Irrlicht Engine".
|
||||
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||||
|
||||
#include "CGUISpriteBank.h"
|
||||
|
||||
#include "IGUIEnvironment.h"
|
||||
#include "IVideoDriver.h"
|
||||
#include "ITexture.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
namespace gui
|
||||
{
|
||||
|
||||
CGUISpriteBank::CGUISpriteBank(IGUIEnvironment *env) :
|
||||
Environment(env), Driver(0)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
setDebugName("CGUISpriteBank");
|
||||
#endif
|
||||
|
||||
if (Environment) {
|
||||
Driver = Environment->getVideoDriver();
|
||||
if (Driver)
|
||||
Driver->grab();
|
||||
}
|
||||
}
|
||||
|
||||
CGUISpriteBank::~CGUISpriteBank()
|
||||
{
|
||||
clear();
|
||||
|
||||
// drop video driver
|
||||
if (Driver)
|
||||
Driver->drop();
|
||||
}
|
||||
|
||||
core::array<core::rect<s32>> &CGUISpriteBank::getPositions()
|
||||
{
|
||||
return Rectangles;
|
||||
}
|
||||
|
||||
core::array<SGUISprite> &CGUISpriteBank::getSprites()
|
||||
{
|
||||
return Sprites;
|
||||
}
|
||||
|
||||
u32 CGUISpriteBank::getTextureCount() const
|
||||
{
|
||||
return Textures.size();
|
||||
}
|
||||
|
||||
video::ITexture *CGUISpriteBank::getTexture(u32 index) const
|
||||
{
|
||||
if (index < Textures.size())
|
||||
return Textures[index];
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CGUISpriteBank::addTexture(video::ITexture *texture)
|
||||
{
|
||||
if (texture)
|
||||
texture->grab();
|
||||
|
||||
Textures.push_back(texture);
|
||||
}
|
||||
|
||||
void CGUISpriteBank::setTexture(u32 index, video::ITexture *texture)
|
||||
{
|
||||
while (index >= Textures.size())
|
||||
Textures.push_back(0);
|
||||
|
||||
if (texture)
|
||||
texture->grab();
|
||||
|
||||
if (Textures[index])
|
||||
Textures[index]->drop();
|
||||
|
||||
Textures[index] = texture;
|
||||
}
|
||||
|
||||
//! clear everything
|
||||
void CGUISpriteBank::clear()
|
||||
{
|
||||
// drop textures
|
||||
for (u32 i = 0; i < Textures.size(); ++i) {
|
||||
if (Textures[i])
|
||||
Textures[i]->drop();
|
||||
}
|
||||
Textures.clear();
|
||||
Sprites.clear();
|
||||
Rectangles.clear();
|
||||
}
|
||||
|
||||
//! Add the texture and use it for a single non-animated sprite.
|
||||
s32 CGUISpriteBank::addTextureAsSprite(video::ITexture *texture)
|
||||
{
|
||||
if (!texture)
|
||||
return -1;
|
||||
|
||||
addTexture(texture);
|
||||
u32 textureIndex = getTextureCount() - 1;
|
||||
|
||||
u32 rectangleIndex = Rectangles.size();
|
||||
Rectangles.push_back(core::rect<s32>(0, 0, texture->getOriginalSize().Width, texture->getOriginalSize().Height));
|
||||
|
||||
SGUISprite sprite;
|
||||
sprite.frameTime = 0;
|
||||
|
||||
SGUISpriteFrame frame;
|
||||
frame.textureNumber = textureIndex;
|
||||
frame.rectNumber = rectangleIndex;
|
||||
sprite.Frames.push_back(frame);
|
||||
|
||||
Sprites.push_back(sprite);
|
||||
|
||||
return Sprites.size() - 1;
|
||||
}
|
||||
|
||||
// get FrameNr for time. return true on exisiting frame
|
||||
inline bool CGUISpriteBank::getFrameNr(u32 &frame, u32 index, u32 time, bool loop) const
|
||||
{
|
||||
frame = 0;
|
||||
if (index >= Sprites.size())
|
||||
return false;
|
||||
|
||||
const SGUISprite &sprite = Sprites[index];
|
||||
const u32 frameSize = sprite.Frames.size();
|
||||
if (frameSize < 1)
|
||||
return false;
|
||||
|
||||
if (sprite.frameTime) {
|
||||
u32 f = (time / sprite.frameTime);
|
||||
if (loop)
|
||||
frame = f % frameSize;
|
||||
else
|
||||
frame = (f >= frameSize) ? frameSize - 1 : f;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//! draws a sprite in 2d with scale and color
|
||||
void CGUISpriteBank::draw2DSprite(u32 index, const core::position2di &pos,
|
||||
const core::rect<s32> *clip, const video::SColor &color,
|
||||
u32 starttime, u32 currenttime, bool loop, bool center)
|
||||
{
|
||||
u32 frame = 0;
|
||||
if (!getFrameNr(frame, index, currenttime - starttime, loop))
|
||||
return;
|
||||
|
||||
const video::ITexture *tex = getTexture(Sprites[index].Frames[frame].textureNumber);
|
||||
if (!tex)
|
||||
return;
|
||||
|
||||
const u32 rn = Sprites[index].Frames[frame].rectNumber;
|
||||
if (rn >= Rectangles.size())
|
||||
return;
|
||||
|
||||
const core::rect<s32> &r = Rectangles[rn];
|
||||
core::position2di p(pos);
|
||||
if (center) {
|
||||
p -= r.getSize() / 2;
|
||||
}
|
||||
Driver->draw2DImage(tex, p, r, clip, color, true);
|
||||
}
|
||||
|
||||
void CGUISpriteBank::draw2DSprite(u32 index, const core::rect<s32> &destRect,
|
||||
const core::rect<s32> *clip, const video::SColor *const colors,
|
||||
u32 timeTicks, bool loop)
|
||||
{
|
||||
u32 frame = 0;
|
||||
if (!getFrameNr(frame, index, timeTicks, loop))
|
||||
return;
|
||||
|
||||
const video::ITexture *tex = getTexture(Sprites[index].Frames[frame].textureNumber);
|
||||
if (!tex)
|
||||
return;
|
||||
|
||||
const u32 rn = Sprites[index].Frames[frame].rectNumber;
|
||||
if (rn >= Rectangles.size())
|
||||
return;
|
||||
|
||||
Driver->draw2DImage(tex, destRect, Rectangles[rn], clip, colors, true);
|
||||
}
|
||||
|
||||
void CGUISpriteBank::draw2DSpriteBatch(const core::array<u32> &indices,
|
||||
const core::array<core::position2di> &pos,
|
||||
const core::rect<s32> *clip,
|
||||
const video::SColor &color,
|
||||
u32 starttime, u32 currenttime,
|
||||
bool loop, bool center)
|
||||
{
|
||||
const irr::u32 drawCount = core::min_<u32>(indices.size(), pos.size());
|
||||
|
||||
if (!getTextureCount())
|
||||
return;
|
||||
core::array<SDrawBatch> drawBatches(getTextureCount());
|
||||
for (u32 i = 0; i < Textures.size(); ++i) {
|
||||
drawBatches.push_back(SDrawBatch());
|
||||
drawBatches[i].positions.reallocate(drawCount);
|
||||
drawBatches[i].sourceRects.reallocate(drawCount);
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < drawCount; ++i) {
|
||||
const u32 index = indices[i];
|
||||
|
||||
// work out frame number
|
||||
u32 frame = 0;
|
||||
if (!getFrameNr(frame, index, currenttime - starttime, loop))
|
||||
return;
|
||||
|
||||
const u32 texNum = Sprites[index].Frames[frame].textureNumber;
|
||||
if (texNum >= drawBatches.size()) {
|
||||
continue;
|
||||
}
|
||||
SDrawBatch ¤tBatch = drawBatches[texNum];
|
||||
|
||||
const u32 rn = Sprites[index].Frames[frame].rectNumber;
|
||||
if (rn >= Rectangles.size())
|
||||
return;
|
||||
|
||||
const core::rect<s32> &r = Rectangles[rn];
|
||||
|
||||
if (center) {
|
||||
core::position2di p = pos[i];
|
||||
p -= r.getSize() / 2;
|
||||
|
||||
currentBatch.positions.push_back(p);
|
||||
currentBatch.sourceRects.push_back(r);
|
||||
} else {
|
||||
currentBatch.positions.push_back(pos[i]);
|
||||
currentBatch.sourceRects.push_back(r);
|
||||
}
|
||||
}
|
||||
|
||||
for (u32 i = 0; i < drawBatches.size(); i++) {
|
||||
if (!drawBatches[i].positions.empty() && !drawBatches[i].sourceRects.empty())
|
||||
Driver->draw2DImageBatch(getTexture(i), drawBatches[i].positions,
|
||||
drawBatches[i].sourceRects, clip, color, true);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace gui
|
||||
} // namespace irr
|
Loading…
Add table
Add a link
Reference in a new issue