bool PVRTTextureAtlas::LoadAtlasDefinitionFromFile(PVRParser &parser)
{	
	unsigned int ui32Width = parser.parse_unsigned_int();
	unsigned int ui32Height = parser.parse_unsigned_int();

	const unsigned int numTextures = parser.parse_unsigned_int();
	
	for (unsigned int i=0; i < numTextures; i++)
	{
		string name = parser.parse_string();

		TexRegistrationInfo info;

		info.uv_coords.offset.x = parser.parse_float();
		info.uv_coords.offset.y = parser.parse_float();
		info.uv_coords.span.x = parser.parse_float();
		info.uv_coords.span.y = parser.parse_float();

		info.transformation = CalculateTransformation(info.uv_coords.offset, info.uv_coords.span, PVRTVec2(0.0f, 0.0f));
		
		m_vRegistrationMap[name] = info;
	}
	
	return true;
}
Exemple #2
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UIImage::UIImage(const int x, const int y, const tstring & name, const UIDockInterface * pParrent, const tstring & asset_file)
    :UIElement(x, y, 0, 0, name, pParrent)
	,m_pTexture(nullptr)
	,m_ImageSprite()
	,m_Scale(1.0f,1.0f)
{
	m_pTexture = ContentManager::Load<ID3D10ShaderResourceView>(asset_file);
	
	UINT width(0), height(0);
	LemmingsHelpers::GetTextureDimensions(m_pTexture, width, height);
	//Spritesheet with 5 rows => idle, hover, click, toggle, disable
	SetDimensions(width, height);

	m_ImageSprite.pTexture = m_pTexture;
	m_ImageSprite.OffsetY = 0;
	m_ImageSprite.OffsetX = 0;
	m_ImageSprite.Color = D3DXCOLOR(1,1,1,m_AlphaValue);

	CalculateTransformation();
}
Exemple #3
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void UIImage::Update(const GameContext &context)
{
	CalculateTransformation();
	UIElement::Update(context);
}
	void RigidBody::CalculatedDerivedData()
	{
		m_orientation.Normalize();
		CalculateTransformation();
		CalculateInvInteriaTensorWorld();
	}