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Aquaria/BBGE/Quad.h
fgenesis 9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00

146 lines
3.5 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef __quad__
#define __quad__
#include "RenderObject.h"
class OutlineRect : public RenderObject
{
public:
OutlineRect();
void setWidthHeight(int w, int h);
void setLineSize(int ls);
bool renderCenter;
protected:
int w, h, w2, h2;
int lineSize;
void onRender();
};
class Quad : public RenderObject
{
public:
Quad(const std::string &tex, const Vector &pos);
Quad();
void createGrid(int x, int y);
void destroy();
bool isCoordinateInside(Vector coord, int minSize=0);
bool isCoordinateInsideWorld(const Vector &coord, int minSize=0);
bool isCoordinateInsideWorldRect(const Vector &coord, int w, int h);
void flipVertical();
void flipHorizontal();
void setTextureSmooth(const std::string &texture, float t);
void spawnChildClone(float t);
void burn();
void unburn();
void setWidthHeight(float w, float h=-1);
void setWidth(float w);
void setHeight(float h);
int getWidth() const {return int(width);}
int getHeight() const {return int(height);}
void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
void setDrawGridAlpha(int x, int y, float alpha);
void calculateQuadLighting();
void repeatTextureToFill(bool on);
void refreshRepeatTextureToFill();
bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }
void setGridPoints(bool vert, const std::vector<Vector> &points);
void setStrip(const std::vector<Vector> &strip);
virtual void createStrip(bool stripVert, int num);
float getStripSegmentSize();
void resetStrip();
Vector ** getDrawGrid() { return drawGrid; }
void reloadDevice();
void deleteGrid();
InterpolatedVector upperLeftTextureCoordinates, lowerRightTextureCoordinates;
//InterpolatedVector upperLeftColor, upperRightColor, lowerLeftColor, lowerRightColor;
//InterpolatedVector llalpha, lralpha, ulalpha, uralpha;
//bool oriented;
enum GridType
{
GRID_WAVY = 0,
GRID_SET = 1
};
unsigned char gridType; // unsigned char to save space
char autoWidth, autoHeight; // char to save space
bool renderQuad, renderBorder, renderCenter;
bool stripVert;
std::vector<Vector>strip;
Vector texOff;
float borderAlpha;
Vector repeatToFillScale;
protected:
bool repeatingTextureToFill;
float gridTimer;
int xDivs, yDivs;
Vector ** drawGrid;
void resetGrid();
void updateGrid(float dt);
void renderGrid();
float drawGridOffsetX;
float drawGridOffsetY;
float drawGridModX;
float drawGridModY;
float drawGridTimeMultiplier;
bool drawGridOut;
static Vector renderBorderColor;
void onSetTexture();
void onRender();
void onUpdate(float dt);
private:
bool doUpdateGrid;
void initQuad();
};
class PauseQuad : public Quad
{
public:
PauseQuad();
int pauseLevel;
protected:
void onUpdate(float dt);
};
#define QUAD(x) Quad *x = new Quad; addRenderObject(x);
#endif