irrlicht/source/Irrlicht/CGUISpriteBank.cpp

212 lines
4.6 KiB
C++

// 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; i<Textures.size(); ++i)
if (Textures[i])
Textures[i]->drop();
// 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;
}
//! 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)
{
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<s32>& 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<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());
core::array<SDrawBatch> 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<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(Textures[i], drawBatches[i].positions,
drawBatches[i].sourceRects, clip, color, true);
}
}
} // namespace gui
} // namespace irr
#endif // _IRR_COMPILE_WITH_GUI_