static int draw_child(struct sprite *s, struct srt *srt, struct sprite_trans * ts) { struct sprite_trans temp; struct matrix temp_matrix; struct sprite_trans *t = trans_mul(&s->t, ts, &temp, &temp_matrix); switch (s->type) { case TYPE_PICTURE: switch_program(t, PROGRAM_PICTURE); sprite_drawquad(s->s.pic, srt, t); return 0; case TYPE_POLYGON: switch_program(t, PROGRAM_PICTURE); sprite_drawpolygon(s->s.poly, srt, t); return 0; case TYPE_LABEL: if (s->data.text) { switch_program(t, s->s.label->edge ? PROGRAM_TEXT_EDGE : PROGRAM_TEXT); label_draw(s->data.text, s->s.label,srt,t); } return 0; case TYPE_ANCHOR: anchor_update(s, srt, t); return 0; case TYPE_ANIMATION: break; case TYPE_PANNEL: if (s->data.scissor) { // enable scissor set_scissor(s->s.pannel, srt, t); return 1; } else { return 0; } default: // todo : invalid type return 0; } // draw animation struct pack_animation *ani = s->s.ani; int frame = real_frame(s) + s->start_frame; struct pack_frame * pf = &ani->frame[frame]; int i; int scissor = 0; for (i=0;i<pf->n;i++) { struct pack_part *pp = &pf->part[i]; int index = pp->component_id; struct sprite * child = s->data.children[index]; if (child == NULL || child->visible == false) { continue; } struct sprite_trans temp2; struct matrix temp_matrix2; struct sprite_trans *ct = trans_mul(&pp->t, t, &temp2, &temp_matrix2); scissor += draw_child(child, srt, ct); } for (i=0;i<scissor;i++) { scissor_pop(); } return 0; }
static void drawparticle(struct sprite *s, struct particle_system *ps, struct pack_picture *pic, const struct srt *srt) { int n = ps->particleCount; int i; struct matrix *old_m = s->t.mat; uint32_t old_c = s->t.color; shader_blend(ps->config->srcBlend, ps->config->dstBlend); for (i=0;i<n;i++) { struct particle *p = &ps->particles[i]; struct matrix *mat = &ps->matrix[i]; uint32_t color = p->color_val; s->t.mat = mat; s->t.color = color; sprite_drawquad(pic, NULL, &s->t); } shader_defaultblend(); s->t.mat = old_m; s->t.color = old_c; }