コード例 #1
0
ファイル: Image.cpp プロジェクト: nishazzar/falltergeist
Image::Image(libfalltergeist::Frm::File* frm, unsigned int direction) : Falltergeist::UI::Base()
{
    if (direction >= frm->directions()->size())
    {
        throw Exception("Image::Image(frm, direction) - direction not found: " + std::to_string(direction));
    }

    // direction texture
    setTexture(new Graphics::Texture(frm->directions()->at(direction)->width(), frm->directions()->at(direction)->height()));

    // full frm texture
    Graphics::Texture* texture = new Graphics::Texture(frm->width(), frm->height());
    texture->loadFromRGBA(frm->rgba(ResourceManager::getInstance()->palFileType("color.pal")));

    // direction offset in full texture
    unsigned int y = 0;
    for (unsigned int i = 0; i != direction; ++i)
    {
        y += frm->directions()->at(direction)->height();
    }

    texture->copyTo(_texture, 0, 0, 0, y, frm->directions()->at(direction)->width(), frm->directions()->at(direction)->height());
    delete texture;
    auto dir = frm->directions()->at(direction);
    setOffset(
        frm->offsetX(direction) + dir->shiftX(),
        frm->offsetY(direction) + dir->shiftY()
    );
}
コード例 #2
0
ファイル: Image.cpp プロジェクト: g4th/falltergeist
Image::Image(Format::Frm::File *frm, unsigned int direction) : Falltergeist::UI::Base(), _sprite(frm)
{
    if (direction >= frm->directions()->size())
    {
        //throw Exception("Image::Image(frm, direction) - direction not found: " + std::to_string(direction));
        direction = 0;
    }
    auto dir = frm->directions()->at(direction);
    setOffset(frm->offsetX(direction) + dir->shiftX(),
      frm->offsetY(direction) + dir->shiftY());
}
コード例 #3
0
ファイル: renderman.c プロジェクト: doctorxyz/open-ps2-loader
			w = txt->Width;
		if (h == DIM_UNDEF)
			h = txt->Height;

		if (scaled)
			dim = aspectWidth * (w >> 1);
		else
			dim = w >> 1;
		q->ul.x = x - dim;
		q->br.x = x + dim;

		if (scaled)
			dim = aspectHeight * (h >> 1);
		else
			dim = h >> 1;
		q->ul.y = shiftY(y) - dim;
		q->br.y = shiftY(y) + dim;
	} else {
		if (w == DIM_UNDEF)
			w = txt->Width;
		if (h == DIM_UNDEF)
			h = txt->Height;

		q->ul.x = x;
		if (scaled)
			q->br.x = x + aspectWidth * w;
		else
			q->br.x = x + w;

		q->ul.y = shiftY(y);
		if (scaled)
コード例 #4
0
ファイル: Animation.cpp プロジェクト: smaximov/falltergeist
Animation::Animation(std::string frmName, unsigned int direction) : ActiveUI()
{
    auto frm = ResourceManager::frmFileType(frmName);
    setTexture(ResourceManager::texture(frmName));


    int xOffset = frm->shiftX(direction);
    int yOffset = frm->shiftY(direction);


    // Смещение кадра в текстуре анимации
    unsigned int x = 0;
    unsigned int y = 0;

    for (unsigned int d = 0; d != direction; ++d)
    {
        y += frm->height(d); //? может i - 1
    }


    for (auto f = 0; f != frm->framesPerDirection(); ++f)
    {
        xOffset += frm->offsetX(direction, f);
        yOffset += frm->offsetY(direction, f);

        auto frame = new AnimationFrame();
        frame->setWidth(frm->width(direction, f));
        frame->setHeight(frm->height(direction, f));
        frame->setXOffset(xOffset);
        frame->setYOffset(yOffset);
        frame->setY(y);
        frame->setX(x);

        auto fps = frm->framesPerSecond();
        if (fps == 0)
        {
            frame->setDuration(1000);
        }
        else
        {
            frame->setDuration(std::round(1000.0/static_cast<double>(frm->framesPerSecond())));
        }

        x += frm->width(direction);
        frames()->push_back(frame);
    }

    if (frm->animatedPalette())
    {
        AnimatedPalette*  palette=Game::getInstance()->animatedPalette();
        auto masks = frm->animatedMasks();

        if ((*masks)[libfalltergeist::FrmFileType::MASK_MONITOR] != NULL)
        {
            for (auto i=0; i<5; i++)
            {
                unsigned int* mask = new unsigned int[frm->width() * frm->height()]();

                //modify
                for (unsigned int j = 0; j< frm->width() * frm->height(); j++)
                {
                    mask[j] = palette->color((*masks)[libfalltergeist::FrmFileType::MASK_MONITOR][j],i);
                }
                //set
                auto texture = new Texture(frm->width(), frm->height());
                texture->loadFromRGBA(mask);
                _monitorTextures.push_back(texture);
            }
        }

        if ((*masks)[libfalltergeist::FrmFileType::MASK_SLIME] != NULL)
        {
            for (auto i=0; i<4; i++)
            {
                unsigned int* mask = new unsigned int[frm->width() * frm->height()]();	

                //modify
                for (unsigned int j = 0; j< frm->width() * frm->height(); j++)
                {
                    mask[j] = palette->color(((*masks)[libfalltergeist::FrmFileType::MASK_SLIME][j]),i);
                }
                //set
                auto texture = new Texture(frm->width(), frm->height());
                texture->loadFromRGBA(mask);
                _slimeTextures.push_back(texture);
            }
        }

        if ((*masks)[libfalltergeist::FrmFileType::MASK_SHORE] != NULL)
        {
            for (auto i=0; i<6; i++)
            {
                unsigned int* mask = new unsigned int[frm->width() * frm->height()]();

                //modify
                for (unsigned int j = 0; j< frm->width() * frm->height(); j++)
                {
                    mask[j] = palette->color(((*masks)[libfalltergeist::FrmFileType::MASK_SHORE][j]),i);
                }
                //set
                auto texture = new Texture(frm->width(), frm->height());
                texture->loadFromRGBA(mask);
                _shoreTextures.push_back(texture);
            }
        }


        if ((*masks)[libfalltergeist::FrmFileType::MASK_FIRE_SLOW] != NULL)
        {
            for (auto i=0; i<5; i++)
            {
                unsigned int* mask = new unsigned int[frm->width() * frm->height()]();

                //modify
                for (unsigned int j = 0; j< frm->width() * frm->height(); j++)
                {
                    mask[j] = palette->color(((*masks)[libfalltergeist::FrmFileType::MASK_FIRE_SLOW][j]),i);
                }
                //set
                auto texture = new Texture(frm->width(), frm->height());
                texture->loadFromRGBA(mask);
                _fireSlowTextures.push_back(texture);
            }
        }


        if ((*masks)[libfalltergeist::FrmFileType::MASK_FIRE_FAST] != NULL)
        {
            for (auto i=0; i<5; i++)
            {
                unsigned int* mask = new unsigned int[frm->width() * frm->height()]();
                //modify
                for (unsigned int j = 0; j< frm->width() * frm->height(); j++)
                {
                    mask[j] = palette->color(((*masks)[libfalltergeist::FrmFileType::MASK_FIRE_FAST][j]),i);
                }
                //set
                auto texture = new Texture(frm->width(), frm->height());
                texture->loadFromRGBA(mask);
                _fireFastTextures.push_back(texture);
            }
        }

        if ((*masks)[libfalltergeist::FrmFileType::MASK_REDDOT] != NULL)
        {
            for (auto i=0; i<16; i++)
            {
                unsigned int* mask = new unsigned int[frm->width() * frm->height()]();
                //modify
                for (unsigned int j = 0; j< frm->width() * frm->height(); j++)
                {
                    mask[j] = palette->color(((*masks)[libfalltergeist::FrmFileType::MASK_REDDOT][j]),i);
                }
                //set
                auto texture = new Texture(frm->width(), frm->height());
                texture->loadFromRGBA(mask);
                _reddotTextures.push_back(texture);
            }
        }
    }
}