#include #include "sprite.h" #define TEXSIZE 256 mogltk::Sprite::TexList * mogltk::Sprite::TexList::header = 0; mogltk::Sprite::Sprite(Handle * h, int asx, int asy) : sx(asx), sy(asy) { alloc(); for (int y = 0; y < sy; y++) { h->read(tlist->GetTex()->pixels + TEXSIZE * y + posx, sx); } } mogltk::Sprite::Sprite(Uint8 * p, int asx, int asy) : sx(asx), sy(asy) { alloc(); for (int y = 0; y < sy; y++) { bcopy(p, tlist->GetTex()->pixels + TEXSIZE * y + posx, sx); p += sx; } } mogltk::Sprite::~Sprite() { if (prev) prev->next = next else tlist->sprheader = next; if (next) next->prev = prev; if (!tlist->sprheader) { delete tlist; } } void mogltk::Sprite::alloc() { /* FIXMEEEEEEEEEEEEE */ bool found = false; TexList * p; for (p = tlist; p && !found; p = p->GetNext()) { for (y = 0; (py < (TEXSIZE - sy)) && !found; py++) { for (x = 0; (px < (TEXSIZE - sx)) && !found; px++) { if (p->strheader->canfit(x, y, x + sx, y + sy)) { found = true; } } } } if (!found) { #ifdef DEBUG printm(M_INFO, "Allocating a new texture for sprites\n"); #endif x = y = 0; p = new TexList(TEXSIZE); } tlist = p; } mogltk::Sprite::TexList::TexList(int size) { tex = new texture(size, size, true); if (header) header->next->prev = this; prev = 0; next = header; header = this; } mogltk::Sprite::TexList::~TexList() { delete tex; if (prev) prev->next = next else header = next; if (next) next->prev = prev; } const mogltk::texture * mogltk::Sprite::TexList::GetTex() const { return tex; } const mogltk::Sprite::TexList * mogltk::Sprite::TexList::GetHead() const { return header; } const mogltk::Sprite::TexList * mogltk::Sprite::TexList::GetNext() const { return next; } void mogltk::Sprite::TexList::Bind() const { tex->Bind(); } bool mogltk::Sprite::intersect(int x1, int y1, int x2, int y2) const { int sx1 = x, sy1 = y, sx2 = x + sx, sy2 = y + sy; return !((sx1 >= x2) || (sx2 <= x1) || (sy1 >= y1) || (sy2 <= y2)); } bool mogltk::Sprite::canfit(int x1, int y1, int x2, int y2) const { if (!intersect(x1, y1, x2, y2)) return true else if (next) return next->canfit() else return false; } void mogltk::Sprite::draw(int dx, int dy, Color c) { bool was2D; was2D = mogltk::glbase::is2D(); if (!was2D) mogltk::glbase::Enter2DMode(); tlist->Bind(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(x , y ); glVertex2i(dx , dy ); glTexCoord2i(x + sx - 1, y ); glVertex2i(dx + sx - 1, dy ); glTexCoord2i(x , y + sy - 1); glVertex2i(dx , dy + sy - 1); glTexCoord2i(x + sx - 1, y + sy - 1); glVertex2i(dx + sx - 1, dy + sy - 1); glEnd(); if (!was2D) mogltk::glbase::Leave2DMode(); }