Exemple #1
0
RectangleList *MicroTileArray::getRectangles() {

	RectangleList *rects = new RectangleList();

	int x, y;
	int x0, y0, x1, y1;
	int i = 0;

	for (y = 0; y < _tilesH; ++y) {
		for (x = 0; x < _tilesW; ++x) {

			int finish = 0;
			BoundingBox boundingBox = _tiles[i];

			if (isBoundingBoxEmpty(boundingBox)) {
				++i;
				continue;
			}

			x0 = (x * TileSize) + TileX0(boundingBox);
			y0 = (y * TileSize) + TileY0(boundingBox);
			y1 = (y * TileSize) + TileY1(boundingBox);

			if (TileX1(boundingBox) == TileSize - 1 && x != _tilesW - 1) {	// check if the tile continues
				while (!finish) {
					++x;
					++i;
					if (x == _tilesW || i >= _tilesW * _tilesH ||
						TileY0(_tiles[i]) != TileY0(boundingBox) ||
						TileY1(_tiles[i]) != TileY1(boundingBox) ||
						TileX0(_tiles[i]) != 0)
					{
						--x;
						--i;
						finish = 1;
					}
				}
			}

			x1 = (x * TileSize) + TileX1(_tiles[i]);

			rects->push_back(Common::Rect(x0, y0, x1 + 1, y1 + 1));

			++i;
		}
	}

	return rects;
}
Exemple #2
0
void MicroTileArray::updateBoundingBox(BoundingBox &boundingBox, byte x0, byte y0, byte x1, byte y1) {
	if (!isBoundingBoxEmpty(boundingBox)) {
		x0 = MIN(TileX0(boundingBox), x0);
		y0 = MIN(TileY0(boundingBox), y0);
		x1 = MAX(TileX1(boundingBox), x1);
		y1 = MAX(TileY1(boundingBox), y1);
	}
	setBoundingBox(boundingBox, x0, y0, x1, y1);
}
Exemple #3
0
Common::Rect * MicroTileArray::getRectangles(int *num_rects, int min_x, int min_y, int max_x, int max_y) {

	Common::Rect *rects = new Common::Rect[_tilesW * _tilesH];

	int n_rects = 0;
	int x, y;
	int x0, y0, x1, y1;
	int i = 0;

	for (y = 0; y < _tilesH; ++y) {
		for (x = 0; x < _tilesW; ++x) {

			int start;
			int finish = 0;
			BoundingBox boundingBox;

			boundingBox = _tiles[i];

			if (isBoundingBoxEmpty(boundingBox)) {
				++i;
				continue;
			}

			x0 = (x * TileSize) + TileX0(boundingBox);
			y0 = (y * TileSize) + TileY0(boundingBox);
			y1 = (y * TileSize) + TileY1(boundingBox);

			x0 = CLIP (x0, min_x, max_x);
			y0 = CLIP (y0, min_y, max_y);
			y1 = CLIP (y1, min_y, max_y);
			
			// FIXME: Why is the following code in an #if block?
#if 1
			start = i;

			if (TileX1(boundingBox) == TileSize - 1 && x != _tilesW - 1) {	// check if the tile continues
				while (!finish) {
					++x;
					++i;

					if (x == _tilesW || i >= _tilesW * _tilesH ||
						TileY0(_tiles[i]) != TileY0(boundingBox) ||
						TileY1(_tiles[i]) != TileY1(boundingBox) ||
						TileX0(_tiles[i]) != 0)
					{
						--x;
						--i;
						finish = 1;
					}
				}
			}
#endif
			x1 = (x * TileSize) + TileX1(_tiles[i]);

			x1 = CLIP (x1, min_x, max_x);

			// FIXME: Why is the following code in an #if block?

			#if 1

			rects[n_rects].left = x0;
			rects[n_rects].top = y0;
			rects[n_rects].right = x1 + 1;
			rects[n_rects].bottom = y1 + 1;
			n_rects++;

			#else

			// FIXME: Why is this code disabled?

			if (glom [start] != -1 && /* try to glom */
				rects [glom [start]].left == x0 &&
				rects [glom [start]].right == x1 &&
				rects [glom [start]].bottom == y0 - 1)
			{
				rects [glom [start]].bottom = y1;
				if (y != tilesH - 1) {
					glom [start + tilesW] = glom [start];
				}
			} else {
				rects[n_rects].left = x0;
				rects[n_rects].top = y0;
				rects[n_rects].right = x1;
				rects[n_rects].bottom = y1;
				if (y != tilesH - 1) {
					glom [start + tilesW] = n_rects;
				}
				n_rects ++;
			}

			#endif

			++i;
		}	// for (x = 0; x < _tilesW; ++x)
	}	// for (y = 0; y < _tilesH; ++y)

	*num_rects = n_rects;

	//delete glom;

	return rects;

}