#include #include "glbase.h" #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()->GetPixels() + TEXSIZE * y + posx, sx * 4); } } 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()->GetPixels() + TEXSIZE * y + posx, sx * 4); p += sx * 4; } } 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 (posy = 0; (posy < (TEXSIZE - sy)) && !found; posy++) { for (posx = 0; (posx < (TEXSIZE - sx)) && !found; posx++) { if (p->sprheader->canfit(posx, posy, posx + sx, posy + sy)) { found = true; } } } } if (!found) { #ifdef DEBUG printm(M_INFO, "Allocating a new texture for sprites\n"); #endif posx = posy = 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; } mogltk::texture * mogltk::Sprite::TexList::GetTex() { return tex; } const mogltk::Sprite::TexList * mogltk::Sprite::TexList::GetHead() { return header; } const mogltk::Sprite::TexList * mogltk::Sprite::TexList::GetNext() const { return next; } mogltk::Sprite::TexList * mogltk::Sprite::TexList::GetNext() { 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 = posx, sy1 = posy, sx2 = posx + sx, sy2 = posy + 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(x1, y1, x2, y2); else return false; } void mogltk::Sprite::draw(int dx, int dy, ColorP c) { bool was2D; was2D = mogltk::glbase::is2D(); if (!was2D) mogltk::glbase::Enter2DMode(); c.Bind(); tlist->Bind(); glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(posx , posy ); glVertex2i(dx , dy ); glTexCoord2i(posx + sx - 1, posy ); glVertex2i(dx + sx - 1, dy ); glTexCoord2i(posx , posy + sy - 1); glVertex2i(dx , dy + sy - 1); glTexCoord2i(posx + sx - 1, posy + sy - 1); glVertex2i(dx + sx - 1, dy + sy - 1); glEnd(); if (!was2D) mogltk::glbase::Leave2DMode(); }