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#include <SDL.h>
#include "glbase.h"
#include "glsprite.h"
#include "engine.h"

#define TEXSIZE 256

mogltk::glSprite::glSprite(Handle * h, int asx, int asy) : Sprite(h, asx, asy) {
}

mogltk::glSprite::glSprite(Uint8 * p, int asx, int asy) : Sprite(p, asx, asy) {
}

mogltk::glSprite::~glSprite() {
}

void mogltk::glSprite::draw(int dx, int dy, ColorP c) {
    bool was2D;
    
    was2D = mogltk::engine::glbase_o->is2D();
    
    if (!was2D)
	mogltk::engine::glbase_o->Enter2DMode();

    c.Bind();

    Bind();
    glBegin(GL_TRIANGLE_STRIP);
    glTexCoord2i(GetPX()          , GetPY()          ); glVertex2i(dx          , dy          );
    glTexCoord2i(GetPX() + GetSX(), GetPY()          ); glVertex2i(dx + GetSX(), dy          );
    glTexCoord2i(GetPX()          , GetPY() + GetSY()); glVertex2i(dx          , dy + GetSY());
    glTexCoord2i(GetPX() + GetSX(), GetPY() + GetSY()); glVertex2i(dx + GetSX(), dy + GetSY());
    glEnd();

    if (!was2D)
	mogltk::engine::glbase_o->Leave2DMode();
}

void mogltk::glSprite::drawrotate(int cx, int cy, double a, ColorP c) {
    bool was2D;
    
    int sx, sy;
    
    sx = GetSX() / 2;
    sy = GetSY() / 2;
    
    was2D = mogltk::engine::glbase_o->is2D();
    
    if (!was2D)
	mogltk::engine::glbase_o->Enter2DMode();

    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glRotated(a, 0, 0, 1);
    glTranslated(cx, cy, 0);
    
    glMatrixMode(GL_TEXTURE);
    glRotated(a, 0, 0, 1);
    
    c.Bind();

    Bind();
    glBegin(GL_TRIANGLE_STRIP);
    glTexCoord2i(GetPX()          , GetPY()          ); glVertex2i(        - sx,         - sy);
    glTexCoord2i(GetPX() + GetSX(), GetPY()          ); glVertex2i(GetSX() - sx,         - sy);
    glTexCoord2i(GetPX()          , GetPY() + GetSY()); glVertex2i(        - sx, GetSY() - sy);
    glTexCoord2i(GetPX() + GetSX(), GetPY() + GetSY()); glVertex2i(GetSX() - sx, GetSY() - sy);
    glEnd();
    
    glPopMatrix();

    if (!was2D)
	mogltk::engine::glbase_o->Leave2DMode();
}