ebeca35460
Performance should be good, it cleans some unused code too. Windows build not tested.
251 lines
5.5 KiB
C++
251 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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#ifdef _IRR_COMPILE_WITH_GUI_
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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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{
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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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// 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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// 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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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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//! 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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if (index >= Sprites.size() || Sprites[index].Frames.empty() )
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return;
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// work out frame number
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u32 frame = 0;
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if (Sprites[index].frameTime)
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{
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u32 f = ((currenttime - starttime) / Sprites[index].frameTime);
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if (loop)
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frame = f % Sprites[index].Frames.size();
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else
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frame = (f >= Sprites[index].Frames.size()) ? Sprites[index].Frames.size()-1 : f;
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}
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const video::ITexture* tex = Textures[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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if (center)
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{
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core::position2di p = pos;
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p -= r.getSize() / 2;
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Driver->draw2DImage(tex, p, r, clip, color, true);
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}
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else
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{
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Driver->draw2DImage(tex, pos, r, clip, color, true);
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}
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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( Textures.empty() )
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return;
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core::array<SDrawBatch> drawBatches(Textures.size());
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for(u32 i = 0;i < Textures.size();i++)
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{
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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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{
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const u32 index = indices[i];
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if (index >= Sprites.size() || Sprites[index].Frames.empty() )
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continue;
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// work out frame number
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u32 frame = 0;
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if (Sprites[index].frameTime)
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{
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u32 f = ((currenttime - starttime) / Sprites[index].frameTime);
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if (loop)
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frame = f % Sprites[index].Frames.size();
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else
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frame = (f >= Sprites[index].Frames.size()) ? Sprites[index].Frames.size()-1 : f;
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}
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const u32 texNum = Sprites[index].Frames[frame].textureNumber;
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SDrawBatch& currentBatch = 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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{
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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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}
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else
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{
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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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{
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if(!drawBatches[i].positions.empty() && !drawBatches[i].sourceRects.empty())
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Driver->draw2DImageBatch(Textures[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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#endif // _IRR_COMPILE_WITH_GUI_
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