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