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#include <SDL.h>
#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();
}