minetest/irr/src/CGUISpriteBank.cpp

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2024-03-21 20:13:15 +01:00
// 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 &currentBatch = 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