//----------------------------------------------------------------------------- // Copyright (c) 2013 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _SPRITE_H_ #include "Sprite.h" #endif #ifndef _DGL_H_ #include "graphics/dgl.h" #endif #ifndef _STRINGBUFFER_H_ #include "string/stringBuffer.h" #endif // Script bindings. #include "Sprite_ScriptBinding.h" //------------------------------------------------------------------------------ IMPLEMENT_CONOBJECT(Sprite); //------------------------------------------------------------------------------ Sprite::Sprite() : mFlipX(false), mFlipY(false) { mUseComplexColor = false; mComplexColor0 = ColorF(1.0f, 1.0f, 1.0f, 1.0f); mComplexColor1 = ColorF(1.0f, 1.0f, 1.0f, 1.0f); mComplexColor2 = ColorF(1.0f, 1.0f, 1.0f, 1.0f); mComplexColor3 = ColorF(1.0f, 1.0f, 1.0f, 1.0f); } //------------------------------------------------------------------------------ Sprite::~Sprite() { } //------------------------------------------------------------------------------ void Sprite::copyTo(SimObject* object) { // Call to parent. Parent::copyTo(object); // Cast to sprite. Sprite* pSprite = static_cast(object); // Sanity! AssertFatal(pSprite != NULL, "Sprite::copyTo() - Object is not the correct type."); /// Render flipping. pSprite->setFlip( getFlipX(), getFlipY() ); } //------------------------------------------------------------------------------ void Sprite::initPersistFields() { // Call parent. Parent::initPersistFields(); /// Render flipping. addField("FlipX", TypeBool, Offset(mFlipX, Sprite), &writeFlipX, ""); addField("FlipY", TypeBool, Offset(mFlipY, Sprite), &writeFlipY, ""); addField("useComplexColor", TypeBool, Offset(mUseComplexColor, Sprite), &writeUseComplexColor, ""); } //------------------------------------------------------------------------------ void Sprite::sceneRender( const SceneRenderState* pSceneRenderState, const SceneRenderRequest* pSceneRenderRequest, BatchRender* pBatchRenderer ) { if (mUseComplexColor) { ImageFrameProviderCore::renderComplex( getFlipX(), getFlipY(), mRenderOOBB[0], mRenderOOBB[1], mRenderOOBB[2], mRenderOOBB[3], pBatchRenderer, mComplexColor0, mComplexColor1, mComplexColor2, mComplexColor3); } else { ImageFrameProvider::render( getFlipX(), getFlipY(), mRenderOOBB[0], mRenderOOBB[1], mRenderOOBB[2], mRenderOOBB[3], pBatchRenderer ); } } //------------------------------------------------------------------------------ const ColorF& Sprite::getComplexColor(const S8 cornerID) { if (cornerID == 1) { return mComplexColor0; } else if (cornerID == 2) { return mComplexColor1; } else if (cornerID == 3) { return mComplexColor2; } else if (cornerID == 4) { return mComplexColor3; } else { return ColorF(1.0f, 1.0f, 1.0f, 1.0f); } } //----------------------------------------------------------------------------- void Sprite::updateBlendColor(const F32 elapsedTime) { if (!mUseComplexColor) { SceneObject::updateBlendColor(elapsedTime); } else { updateFadeColor(mComplexColor0, mFadeToColorTL, elapsedTime); updateFadeColor(mComplexColor1, mFadeToColorTR, elapsedTime); updateFadeColor(mComplexColor2, mFadeToColorBR, elapsedTime); updateFadeColor(mComplexColor3, mFadeToColorBL, elapsedTime); } } //----------------------------------------------------------------------------- void Sprite::checkFadeComplete() { if (mFadeActive && ((mUseComplexColor && mComplexColor0 == mFadeToColorTL.TargetColor && mComplexColor1 == mFadeToColorTR.TargetColor && mComplexColor2 == mFadeToColorBR.TargetColor && mComplexColor3 == mFadeToColorBL.TargetColor) || (!mUseComplexColor && mBlendColor == mFadeToColor.TargetColor))) { mFadeActive = false; PROFILE_SCOPE(Sprite_onFadeToComplete); Con::executef(this, 1, "onFadeToComplete"); } } bool Sprite::fadeToComplex(const S8 cornerID, const ColorF& targetColor, const F32 deltaRed, const F32 deltaGreen, const F32 deltaBlue, const F32 deltaAlpha) { // Check in a scene. if (!getScene()) { Con::warnf("Sprite::fadeToComplex() - Cannot fade object (%d) to a color as it is not in a scene.", getId()); return false; } // Check targetColor. if (!targetColor.isValidColor()) { Con::warnf("Sprite::fadeToComplex() - Cannot fade object (%d) because the color is invalid.", getId()); return false; } // Check that the sprite is using complex colors if (!mUseComplexColor) { Con::warnf("Sprite::fadeToComplex() - Cannot fade object (%d) because the sprite is not using complex colors.", getId()); return false; } // Only set fading active if the target color is not the blending color. if (targetColor != getComplexColor(cornerID)) { mFadeActive = true; if (cornerID == 1) { mFadeToColorTL.set(targetColor, deltaRed, deltaGreen, deltaBlue, deltaAlpha); } else if (cornerID == 2) { mFadeToColorTR.set(targetColor, deltaRed, deltaGreen, deltaBlue, deltaAlpha); } else if (cornerID == 3) { mFadeToColorBL.set(targetColor, deltaRed, deltaGreen, deltaBlue, deltaAlpha); } else if (cornerID == 4) { mFadeToColorBR.set(targetColor, deltaRed, deltaGreen, deltaBlue, deltaAlpha); } } return true; }