// // Copyright (c) 2008-2017 the Urho3D project. // // 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. // #include "../Precompiled.h" #include "../Core/Context.h" #include "../Graphics/Texture2D.h" #include "../IO/Deserializer.h" #include "../Resource/ResourceCache.h" #include "../Atomic2D/Drawable2D.h" #include "../Atomic2D/Sprite2D.h" #include "../Atomic2D/SpriteSheet2D.h" #include "../DebugNew.h" namespace Atomic { Sprite2D::Sprite2D(Context* context) : Resource(context), hotSpot_(0.5f, 0.5f), offset_(0, 0), edgeOffset_(0.0f) { } Sprite2D::~Sprite2D() { } void Sprite2D::RegisterObject(Context* context) { context->RegisterFactory(); } bool Sprite2D::BeginLoad(Deserializer& source) { if (GetName().Empty()) SetName(source.GetName()); // Reload if (texture_) loadTexture_ = texture_; else { loadTexture_ = new Texture2D(context_); loadTexture_->SetName(GetName()); } // In case we're async loading, only call BeginLoad() for the texture (load image but do not upload to GPU) if (!loadTexture_->BeginLoad(source)) { // Reload failed if (loadTexture_ == texture_) texture_.Reset(); loadTexture_.Reset(); return false; } return true; } bool Sprite2D::EndLoad() { // Finish loading of the texture in the main thread bool success = false; if (loadTexture_ && loadTexture_->EndLoad()) { success = true; SetTexture(loadTexture_); if (texture_) SetRectangle(IntRect(0, 0, texture_->GetWidth(), texture_->GetHeight())); } else { // Reload failed if (loadTexture_ == texture_) texture_.Reset(); } loadTexture_.Reset(); return success; } void Sprite2D::SetTexture(Texture2D* texture) { texture_ = texture; // Ensure the texture doesn't have wrap addressing as that will cause bleeding bugs on the edges. // Could also choose border mode, but in that case a universally good border color (without alpha bugs) // would be hard to choose. Ideal is for the user to configure the texture parameters in its parameter // XML file. if (texture_->GetAddressMode(COORD_U) == ADDRESS_WRAP) { texture_->SetAddressMode(COORD_U, ADDRESS_CLAMP); texture_->SetAddressMode(COORD_V, ADDRESS_CLAMP); } } void Sprite2D::SetRectangle(const IntRect& rectangle) { rectangle_ = rectangle; } void Sprite2D::SetHotSpot(const Vector2& hotSpot) { hotSpot_ = hotSpot; } void Sprite2D::SetOffset(const IntVector2& offset) { offset_ = offset; } void Sprite2D::SetTextureEdgeOffset(float offset) { edgeOffset_ = offset; } void Sprite2D::SetSpriteSheet(SpriteSheet2D* spriteSheet) { spriteSheet_ = spriteSheet; } bool Sprite2D::GetDrawRectangle(Rect& rect, bool flipX, bool flipY) const { return GetDrawRectangle(rect, hotSpot_, flipX, flipY); } bool Sprite2D::GetDrawRectangle(Rect& rect, const Vector2& hotSpot, bool flipX, bool flipY) const { if (rectangle_.Width() == 0 || rectangle_.Height() == 0) return false; float width = (float)rectangle_.Width() * PIXEL_SIZE; float height = (float)rectangle_.Height() * PIXEL_SIZE; float hotSpotX = flipX ? (1.0f - hotSpot.x_) : hotSpot.x_; float hotSpotY = flipY ? (1.0f - hotSpot.y_) : hotSpot.y_; rect.min_.x_ = -width * hotSpotX; rect.max_.x_ = width * (1.0f - hotSpotX); rect.min_.y_ = -height * hotSpotY; rect.max_.y_ = height * (1.0f - hotSpotY); return true; } bool Sprite2D::GetTextureRectangle(Rect& rect, bool flipX, bool flipY) const { if (!texture_) return false; float invWidth = 1.0f / (float)texture_->GetWidth(); float invHeight = 1.0f / (float)texture_->GetHeight(); rect.min_.x_ = ((float)rectangle_.left_ + edgeOffset_) * invWidth; rect.max_.x_ = ((float)rectangle_.right_ - edgeOffset_) * invWidth; rect.min_.y_ = ((float)rectangle_.bottom_ - edgeOffset_) * invHeight; rect.max_.y_ = ((float)rectangle_.top_ + edgeOffset_) * invHeight; if (flipX) Swap(rect.min_.x_, rect.max_.x_); if (flipY) Swap(rect.min_.y_, rect.max_.y_); return true; } ResourceRef Sprite2D::SaveToResourceRef(Sprite2D* sprite) { SpriteSheet2D* spriteSheet = 0; if (sprite) spriteSheet = sprite->GetSpriteSheet(); if (!spriteSheet) return GetResourceRef(sprite, Sprite2D::GetTypeStatic()); // Combine sprite sheet name and sprite name as resource name. return ResourceRef(spriteSheet->GetType(), spriteSheet->GetName() + "@" + sprite->GetName()); } Sprite2D* Sprite2D::LoadFromResourceRef(Object* object, const ResourceRef& value) { if (!object) return 0; ResourceCache* cache = object->GetSubsystem(); if (value.type_ == Sprite2D::GetTypeStatic()) return cache->GetResource(value.name_); if (value.type_ == SpriteSheet2D::GetTypeStatic()) { // value.name_ include sprite sheet name and sprite name. Vector names = value.name_.Split('@'); if (names.Size() != 2) return 0; const String& spriteSheetName = names[0]; const String& spriteName = names[1]; SpriteSheet2D* spriteSheet = cache->GetResource(spriteSheetName); if (!spriteSheet) return 0; return spriteSheet->GetSprite(spriteName); } return 0; } }