示例#1
0
/**
   Auxiliary function for all Test Cases
  
   This method returns a TRgb colour which is a lighter tone of colour aColor.
   
 */
TRgb CSimpleControl::LightRgb(TRgb aColor) const
	{
	TInt value = aColor.Value();

	TInt r = Min(255,((value & 0x000000ff)  ) + 30);
	TInt g = Min(255,((value & 0x0000ff00)  >> 8) + 30);
	TInt b = Min(255,((value & 0x00ff0000)  >> 16) + 30);

	return TRgb(r,g,b);
	}
示例#2
0
/**
   Auxiliary function for all Test Cases
  
   This method returns a TRgb colour which is a darker tone of colour aColor.
   
 */
TRgb CSimpleControl::DarkRgb(TRgb aColor) const
	{
	TInt value = aColor.Value();

	TInt r = Max(0,((value & 0x000000ff)  ) - 85);
	TInt g = Max(0,((value & 0x0000ff00)  >> 8) - 85);
	TInt b = Max(0,((value & 0x00ff0000)  >> 16) - 85);

	return TRgb(r,g,b);
	}
CGameSpriteFrame::CGameSpriteFrame(const TFileName& filename, TUint32 id, const CGameRect& r, CFbsBitmap* loader){

	loader->Load(filename, id, 0);
	
	TInt i,j;
	TInt h = loader->SizeInPixels().iHeight;
	TInt w = loader->SizeInPixels().iWidth;
	
	h = (h<r.h)?h:r.h;
	w = (w<r.w)?w:r.w;
	
	TInt H = minor2Pot(h);
	TInt W = minor2Pot(w);
	
	if(H>W)W=H;
	else H=W;
	
	this->texDim = H;
			 	    	    
	TRgb color;
	TPoint point;
	
	this->pixels = new TUint32[W*H];
		    	    
	for(i=0;i<w;i++){
		for(j=0;j<h;j++){
			point.SetXY(i,j);
			loader->GetPixel(color,point);
			this->pixels[i+j*W] = color.Value();
		}
	}
	
	glGenTextures(1, &(this->texId)); 

	glBindTexture(GL_TEXTURE_2D, this->texId);

	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

	GLint format = GL_RGBA;

	glTexImage2D(GL_TEXTURE_2D, 0, format, W, H, 0,
	format, GL_UNSIGNED_BYTE, this->pixels);
	
}