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70 lines
2 KiB
C++
70 lines
2 KiB
C++
#ifndef BBGE_QUADGRID_H
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#define BBGE_QUADGRID_H
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#include <vector>
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#include "RenderObject.h"
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/*
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This class is an extension for Quad, where coordinates and UV coords can be set freely.
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Yes, the Quad class also has a grid function that's used for quad strips, segmented animation and so on, but this is different.
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TODO:
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In *most* cases a full Quad (as it's implemented right now) isn't needed.
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A Quad *should* be just a dumb texture with a center point that can be slapped somewhere and scaled/rotated/etc. Like a normal map tile (Element) without any specials applied.
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Only some Elements are worthy of being grid Quads -- those with a wavy tile effect applied.
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Same goes for bones. Most bones don't have any strip animation so they don't need what a Quad provides.
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Strip anim is just a 2xN or Nx2 grid, btw.
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A future goal is to eventually rip all strip/xy-grid/segs functionality out of the Quad, make the Quad dumb,
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and make this QuadGrid class derive from Quad (or probably PauseQuad) instead of RenderObject.
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The Bone and Element classes need to be fixed to accompany for this of course but
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*/
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class QuadGrid : public RenderObject
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{
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public:
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static QuadGrid *New(size_t w, size_t h);
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virtual ~QuadGrid();
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struct Point
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{
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float x, y, u, v;
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};
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inline Point& operator()(size_t x, size_t y)
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{
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return _points[y * _w + x];
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}
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inline const Point& operator()(size_t x, size_t y) const
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{
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return _points[y * _w + x];
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}
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virtual void onRender();
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virtual void onUpdate(float dt);
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void resetUV(float xmul = 1, float ymul = 1);
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void resetPos(float xmul = 1, float ymul = 1);
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inline size_t quadsX() const { return _w; }
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inline size_t quadsY() const { return _h; }
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inline size_t pointsX() const { return _w + 1; }
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inline size_t pointsY() const { return _h + 1; }
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public:
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InterpolatedVector texOffset;
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int pauseLevel;
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private:
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QuadGrid(size_t w, size_t h);
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const size_t _w, _h;
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std::vector<Point> _points;
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};
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#endif
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