// Copyright (C) 2002-2009 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" #ifdef _IRR_COMPILE_WITH_GUI_ #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() { // drop textures for (u32 i=0; idrop(); // drop video driver if (Driver) Driver->drop(); } core::array< core::rect >& 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; idrop(); 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(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; } //! draws a sprite in 2d with scale and color void CGUISpriteBank::draw2DSprite(u32 index, const core::position2di& pos, const core::rect* clip, const video::SColor& color, u32 starttime, u32 currenttime, bool loop, bool center) { if (index >= Sprites.size() || Sprites[index].Frames.empty() ) return; // work out frame number u32 frame = 0; if (Sprites[index].frameTime) { u32 f = ((currenttime - starttime) / Sprites[index].frameTime); if (loop) frame = f % Sprites[index].Frames.size(); else frame = (f >= Sprites[index].Frames.size()) ? Sprites[index].Frames.size()-1 : f; } const video::ITexture* tex = Textures[Sprites[index].Frames[frame].textureNumber]; if (!tex) return; const u32 rn = Sprites[index].Frames[frame].rectNumber; if (rn >= Rectangles.size()) return; const core::rect& r = Rectangles[rn]; if (center) { core::position2di p = pos; p -= r.getSize() / 2; Driver->draw2DImage(tex, p, r, clip, color, true); } else { Driver->draw2DImage(tex, pos, r, clip, color, true); } } void CGUISpriteBank::draw2DSpriteBatch( const core::array& indices, const core::array& pos, const core::rect* clip, const video::SColor& color, u32 starttime, u32 currenttime, bool loop, bool center) { const irr::u32 drawCount = core::min_(indices.size(), pos.size()); core::array drawBatches(Textures.size()); 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]; if (index >= Sprites.size() || Sprites[index].Frames.empty() ) continue; // work out frame number u32 frame = 0; if (Sprites[index].frameTime) { u32 f = ((currenttime - starttime) / Sprites[index].frameTime); if (loop) frame = f % Sprites[index].Frames.size(); else frame = (f >= Sprites[index].Frames.size()) ? Sprites[index].Frames.size()-1 : f; } const u32 texNum = Sprites[index].Frames[frame].textureNumber; SDrawBatch& currentBatch = drawBatches[texNum]; const u32 rn = Sprites[index].Frames[frame].rectNumber; if (rn >= Rectangles.size()) return; const core::rect& 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(Textures[i], drawBatches[i].positions, drawBatches[i].sourceRects, clip, color, true); } } } // namespace gui } // namespace irr #endif // _IRR_COMPILE_WITH_GUI_