فهرست منبع

Add SpriteBatch:set(q) and make add(q) return the index

Bart van Strien 14 سال پیش
والد
کامیت
dc66ea20c1

+ 36 - 32
src/modules/graphics/opengl/SpriteBatch.cpp

@@ -99,50 +99,54 @@ namespace opengl
 		delete element_buf;
 		delete element_buf;
 	}
 	}
 
 
-	void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
+	int SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
 	{
 	{
 		// Only do this if there's a free slot.
 		// Only do this if there's a free slot.
-		if(next < size)
-		{
-			// Needed for texture coordinates.
-			memcpy(sprite, image->getVertices(), sizeof(vertex)*4);
+		if((index == -1 && next >= size) || index < -1 || index >= size)
+			return -1;
+
+		// Needed for colors.
+		memcpy(sprite, image->getVertices(), sizeof(vertex)*4);
 
 
-			// Transform.
-			Matrix t;
-			t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
-			t.transform(sprite, sprite, 4);
+		// Transform.
+		Matrix t;
+		t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
+		t.transform(sprite, sprite, 4);
 
 
-			if (color)
-				setColorv(sprite, *color);
+		if (color)
+			setColorv(sprite, *color);
 
 
-			addv(sprite);
+		addv(sprite, (index == -1 ? next : index));
 
 
-			// Increment counter.
-			next++;
-		}
+		// Increment counter.
+		if (index == -1)
+			return next++;
+		return index;
 	}
 	}
 
 
-	void SpriteBatch::addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky)
+	int SpriteBatch::addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index /*= -1*/)
 	{
 	{
 		// Only do this if there's a free slot.
 		// Only do this if there's a free slot.
-		if(next < size)
-		{
-			// Needed for colors.
-			memcpy(sprite, quad->getVertices(), sizeof(vertex)*4);
+		if((index == -1 && next >= size) || index < -1 || index >= next)
+			return -1;
+
+		// Needed for colors.
+		memcpy(sprite, quad->getVertices(), sizeof(vertex)*4);
 
 
-			// Transform.
-			Matrix t;
-			t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
-			t.transform(sprite, sprite, 4);
+		// Transform.
+		Matrix t;
+		t.setTransformation(x, y, a, sx, sy, ox, oy, kx, ky);
+		t.transform(sprite, sprite, 4);
 
 
-			if (color)
-				setColorv(sprite, *color);
+		if (color)
+			setColorv(sprite, *color);
 
 
-			addv(sprite);
+		addv(sprite, (index == -1 ? next : index));
 
 
-			// Increment counter.
-			next++;
-		}
+		// Increment counter.
+		if (index == -1)
+			return next++;
+		return index;
 	}
 	}
 
 
 	void SpriteBatch::clear()
 	void SpriteBatch::clear()
@@ -226,13 +230,13 @@ namespace opengl
 		glPopMatrix();
 		glPopMatrix();
 	}
 	}
 
 
-	void SpriteBatch::addv(const vertex * v)
+	void SpriteBatch::addv(const vertex * v, int index)
 	{
 	{
 		int sprite_size = sizeof(vertex) * 4;
 		int sprite_size = sizeof(vertex) * 4;
 
 
 		VertexArray::Bind bind(*array_buf);
 		VertexArray::Bind bind(*array_buf);
 
 
-		array_buf->fill(next * sprite_size, sprite_size, v);
+		array_buf->fill(index * sprite_size, sprite_size, v);
 	}
 	}
 
 
 	void SpriteBatch::setColorv(vertex * v, const Color & color)
 	void SpriteBatch::setColorv(vertex * v, const Color & color)

+ 3 - 3
src/modules/graphics/opengl/SpriteBatch.h

@@ -83,8 +83,8 @@ namespace opengl
 		SpriteBatch(Image * image, int size, int usage);
 		SpriteBatch(Image * image, int size, int usage);
 		virtual ~SpriteBatch();
 		virtual ~SpriteBatch();
 
 
-		void add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky);
-		void addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky);
+		int add(float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index = -1);
+		int addq(Quad * quad, float x, float y, float a, float sx, float sy, float ox, float oy, float kx, float ky, int index = -1);
 		void clear();
 		void clear();
 
 
 		void * lock();
 		void * lock();
@@ -115,7 +115,7 @@ namespace opengl
 
 
 	private:
 	private:
 
 
-		void addv(const vertex * v);
+		void addv(const vertex * v, int index);
 
 
 		/**
 		/**
 		 * Set the color for vertices.
 		 * Set the color for vertices.

+ 168 - 130
src/modules/graphics/opengl/wrap_SpriteBatch.cpp

@@ -1,133 +1,171 @@
-/**
-* Copyright (c) 2006-2011 LOVE Development Team
-* 
-* This software is provided 'as-is', without any express or implied
-* warranty.  In no event will the authors be held liable for any damages
-* arising from the use of this software.
-* 
-* Permission is granted to anyone to use this software for any purpose,
-* including commercial applications, and to alter it and redistribute it
-* freely, subject to the following restrictions:
-* 
-* 1. The origin of this software must not be misrepresented; you must not
-*    claim that you wrote the original software. If you use this software
-*    in a product, an acknowledgment in the product documentation would be
-*    appreciated but is not required.
-* 2. Altered source versions must be plainly marked as such, and must not be
-*    misrepresented as being the original software.
-* 3. This notice may not be removed or altered from any source distribution.
-**/
-
-#include "wrap_SpriteBatch.h"
-
-namespace love
-{
-namespace graphics
-{
-namespace opengl
-{
-	SpriteBatch * luax_checkspritebatch(lua_State * L, int idx)
-	{
-		return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T); 
-	}
-
-	int w_SpriteBatch_add(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-		float x = (float)luaL_optnumber(L, 2, 0.0f);
-		float y = (float)luaL_optnumber(L, 3, 0.0f);
-		float angle = (float)luaL_optnumber(L, 4, 0.0f);
-		float sx = (float)luaL_optnumber(L, 5, 1.0f);
-		float sy = (float)luaL_optnumber(L, 6, sx);
-		float ox = (float)luaL_optnumber(L, 7, 0);
-		float oy = (float)luaL_optnumber(L, 8, 0);
-		float kx = (float)luaL_optnumber(L, 10, 0);
-		float ky = (float)luaL_optnumber(L, 11, 0);
-		t->add(x, y, angle, sx, sy, ox, oy, kx, ky);
-		return 0;
-	}
-
-	int w_SpriteBatch_addq(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-		Quad * q = luax_checktype<Quad>(L, 2, "Quad", GRAPHICS_QUAD_T);
-		float x = (float)luaL_optnumber(L, 3, 0.0f);
-		float y = (float)luaL_optnumber(L, 4, 0.0f);
-		float angle = (float)luaL_optnumber(L, 5, 0.0f);
-		float sx = (float)luaL_optnumber(L, 6, 1.0f);
-		float sy = (float)luaL_optnumber(L, 7, sx);
-		float ox = (float)luaL_optnumber(L, 8, 0);
-		float oy = (float)luaL_optnumber(L, 9, 0);
-		float kx = (float)luaL_optnumber(L, 10, 0);
-		float ky = (float)luaL_optnumber(L, 11, 0);
-		t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky);
-		return 0;
-	}
-
-	int w_SpriteBatch_clear(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-		t->clear();
-		return 0;
-	}
-
-	int w_SpriteBatch_bind(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-		t->lock();
-		return 0;
-	}
-
-	int w_SpriteBatch_unbind(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-		t->unlock();
-		return 0;
-	}
-
-	int w_SpriteBatch_setImage(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-		Image * image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
-		t->setImage(image);
-		return 0;
-	}
-
-	int w_SpriteBatch_setColor(lua_State * L)
-	{
-		SpriteBatch * t = luax_checkspritebatch(L, 1);
-
-		if (lua_gettop(L) <= 1)
-			t->setColor();
-		else
-		{
-			Color c;
+/**
+* Copyright (c) 2006-2011 LOVE Development Team
+* 
+* This software is provided 'as-is', without any express or implied
+* warranty.  In no event will the authors be held liable for any damages
+* arising from the use of this software.
+* 
+* Permission is granted to anyone to use this software for any purpose,
+* including commercial applications, and to alter it and redistribute it
+* freely, subject to the following restrictions:
+* 
+* 1. The origin of this software must not be misrepresented; you must not
+*    claim that you wrote the original software. If you use this software
+*    in a product, an acknowledgment in the product documentation would be
+*    appreciated but is not required.
+* 2. Altered source versions must be plainly marked as such, and must not be
+*    misrepresented as being the original software.
+* 3. This notice may not be removed or altered from any source distribution.
+**/
+
+#include "wrap_SpriteBatch.h"
+
+namespace love
+{
+namespace graphics
+{
+namespace opengl
+{
+	SpriteBatch * luax_checkspritebatch(lua_State * L, int idx)
+	{
+		return luax_checktype<SpriteBatch>(L, idx, "SpriteBatch", GRAPHICS_SPRITE_BATCH_T); 
+	}
+
+	int w_SpriteBatch_add(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		float x = (float)luaL_optnumber(L, 2, 0.0f);
+		float y = (float)luaL_optnumber(L, 3, 0.0f);
+		float angle = (float)luaL_optnumber(L, 4, 0.0f);
+		float sx = (float)luaL_optnumber(L, 5, 1.0f);
+		float sy = (float)luaL_optnumber(L, 6, sx);
+		float ox = (float)luaL_optnumber(L, 7, 0);
+		float oy = (float)luaL_optnumber(L, 8, 0);
+		float kx = (float)luaL_optnumber(L, 9, 0);
+		float ky = (float)luaL_optnumber(L, 10, 0);
+		lua_pushnumber(L, t->add(x, y, angle, sx, sy, ox, oy, kx, ky));
+		return 1;
+	}
+
+	int w_SpriteBatch_addq(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		Quad * q = luax_checktype<Quad>(L, 2, "Quad", GRAPHICS_QUAD_T);
+		float x = (float)luaL_optnumber(L, 3, 0.0f);
+		float y = (float)luaL_optnumber(L, 4, 0.0f);
+		float angle = (float)luaL_optnumber(L, 5, 0.0f);
+		float sx = (float)luaL_optnumber(L, 6, 1.0f);
+		float sy = (float)luaL_optnumber(L, 7, sx);
+		float ox = (float)luaL_optnumber(L, 8, 0);
+		float oy = (float)luaL_optnumber(L, 9, 0);
+		float kx = (float)luaL_optnumber(L, 10, 0);
+		float ky = (float)luaL_optnumber(L, 11, 0);
+		lua_pushnumber(L, t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky));
+		return 1;
+	}
+
+	int w_SpriteBatch_set(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		int index = luaL_checkinteger(L, 2);
+		float x = (float)luaL_optnumber(L, 3, 0.0f);
+		float y = (float)luaL_optnumber(L, 4, 0.0f);
+		float angle = (float)luaL_optnumber(L, 5, 0.0f);
+		float sx = (float)luaL_optnumber(L, 6, 1.0f);
+		float sy = (float)luaL_optnumber(L, 7, sx);
+		float ox = (float)luaL_optnumber(L, 8, 0);
+		float oy = (float)luaL_optnumber(L, 9, 0);
+		float kx = (float)luaL_optnumber(L, 10, 0);
+		float ky = (float)luaL_optnumber(L, 11, 0);
+		t->add(x, y, angle, sx, sy, ox, oy, kx, ky, index);
+		return 0;
+	}
+
+	int w_SpriteBatch_setq(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		int index = luaL_checkinteger(L, 2);
+		Quad * q = luax_checktype<Quad>(L, 3, "Quad", GRAPHICS_QUAD_T);
+		float x = (float)luaL_optnumber(L, 4, 0.0f);
+		float y = (float)luaL_optnumber(L, 5, 0.0f);
+		float angle = (float)luaL_optnumber(L, 6, 0.0f);
+		float sx = (float)luaL_optnumber(L, 7, 1.0f);
+		float sy = (float)luaL_optnumber(L, 8, sx);
+		float ox = (float)luaL_optnumber(L, 9, 0);
+		float oy = (float)luaL_optnumber(L, 10, 0);
+		float kx = (float)luaL_optnumber(L, 11, 0);
+		float ky = (float)luaL_optnumber(L, 12, 0);
+		t->addq(q, x, y, angle, sx, sy, ox, oy, kx, ky, index);
+		return 0;
+	}
+
+
+	int w_SpriteBatch_clear(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		t->clear();
+		return 0;
+	}
+
+	int w_SpriteBatch_bind(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		t->lock();
+		return 0;
+	}
+
+	int w_SpriteBatch_unbind(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		t->unlock();
+		return 0;
+	}
+
+	int w_SpriteBatch_setImage(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+		Image * image = luax_checktype<Image>(L, 2, "Image", GRAPHICS_IMAGE_T);
+		t->setImage(image);
+		return 0;
+	}
+
+	int w_SpriteBatch_setColor(lua_State * L)
+	{
+		SpriteBatch * t = luax_checkspritebatch(L, 1);
+
+		if (lua_gettop(L) <= 1)
+			t->setColor();
+		else
+		{
+			Color c;
 			c.r = (unsigned char)luaL_checkint(L, 2);
 			c.r = (unsigned char)luaL_checkint(L, 2);
 			c.g = (unsigned char)luaL_checkint(L, 3);
 			c.g = (unsigned char)luaL_checkint(L, 3);
 			c.b = (unsigned char)luaL_checkint(L, 4);
 			c.b = (unsigned char)luaL_checkint(L, 4);
-			c.a = (unsigned char)luaL_optint(L, 5, 255);
-			t->setColor(c);
-		}
-
-		return 0;
-	}
-
-	static const luaL_Reg functions[] = {
-		{ "add", w_SpriteBatch_add },
-		{ "addq", w_SpriteBatch_addq },
-		{ "clear", w_SpriteBatch_clear },
-		{ "bind", w_SpriteBatch_bind },
-		{ "unbind", w_SpriteBatch_unbind },
-		{ "setImage", w_SpriteBatch_setImage },
-		{ "setColor", w_SpriteBatch_setColor },
-		{ 0, 0 }
-	};
-
-	int luaopen_spritebatch(lua_State * L)
-	{
-		return luax_register_type(L, "SpriteBatch", functions);
-	}
-
-} // opengl
-} // graphics
-} // love
+			c.a = (unsigned char)luaL_optint(L, 5, 255);
+			t->setColor(c);
+		}
+
+		return 0;
+	}
+
+	static const luaL_Reg functions[] = {
+		{ "add", w_SpriteBatch_add },
+		{ "addq", w_SpriteBatch_addq },
+		{ "set", w_SpriteBatch_set },
+		{ "setq", w_SpriteBatch_setq },
+		{ "clear", w_SpriteBatch_clear },
+		{ "bind", w_SpriteBatch_bind },
+		{ "unbind", w_SpriteBatch_unbind },
+		{ "setImage", w_SpriteBatch_setImage },
+		{ "setColor", w_SpriteBatch_setColor },
+		{ 0, 0 }
+	};
+
+	int luaopen_spritebatch(lua_State * L)
+	{
+		return luax_register_type(L, "SpriteBatch", functions);
+	}
+
+} // opengl
+} // graphics
+} // love

+ 2 - 0
src/modules/graphics/opengl/wrap_SpriteBatch.h

@@ -33,6 +33,8 @@ namespace opengl
 	SpriteBatch * luax_checkspritebatch(lua_State * L, int idx);
 	SpriteBatch * luax_checkspritebatch(lua_State * L, int idx);
 	int w_SpriteBatch_add(lua_State * L);
 	int w_SpriteBatch_add(lua_State * L);
 	int w_SpriteBatch_addq(lua_State * L);
 	int w_SpriteBatch_addq(lua_State * L);
+	int w_SpriteBatch_set(lua_State * L);
+	int w_SpriteBatch_setq(lua_State * L);
 	int w_SpriteBatch_clear(lua_State * L);
 	int w_SpriteBatch_clear(lua_State * L);
 	int w_SpriteBatch_lock(lua_State * L);
 	int w_SpriteBatch_lock(lua_State * L);
 	int w_SpriteBatch_unlock(lua_State * L);
 	int w_SpriteBatch_unlock(lua_State * L);