// // Copyright (c) 2008-2014 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 "Context.h" #include "Sprite2D.h" #include "StaticSprite2D.h" #include "Texture2D.h" #include "DebugNew.h" namespace Urho3D { extern const char* URHO2D_CATEGORY; StaticSprite2D::StaticSprite2D(Context* context) : Drawable2D(context), flipX_(false), flipY_(false), color_(Color::WHITE) { vertices_.Reserve(6); } StaticSprite2D::~StaticSprite2D() { } void StaticSprite2D::RegisterObject(Context* context) { context->RegisterFactory(URHO2D_CATEGORY); ACCESSOR_ATTRIBUTE(StaticSprite2D, VAR_BOOL, "Flip X", GetFlipX, SetFlipX, bool, false, AM_DEFAULT); ACCESSOR_ATTRIBUTE(StaticSprite2D, VAR_BOOL, "Flip Y", GetFlipY, SetFlipY, bool, false, AM_DEFAULT); REF_ACCESSOR_ATTRIBUTE(StaticSprite2D, VAR_COLOR, "Color", GetColor, SetColor, Color, Color::WHITE, AM_DEFAULT); COPY_BASE_ATTRIBUTES(StaticSprite2D, Drawable2D); } void StaticSprite2D::SetFlip(bool flipX, bool flipY) { if (flipX_ == flipX && flipY_ == flipY) return; flipX_ = flipX; flipY_ = flipY; MarkVerticesDirty(); MarkGeometryDirty(); } void StaticSprite2D::SetFlipX(bool flipX) { SetFlip(flipX, flipY_); } void StaticSprite2D::SetFlipY(bool flipY) { SetFlip(flipX_, flipY); } void StaticSprite2D::SetColor(const Color& color) { color_ = color; MarkVerticesDirty(); MarkGeometryDirty(); } void StaticSprite2D::UpdateVertices() { if (!verticesDirty_) return; vertices_.Clear(); if (!sprite_) return; Texture2D* texture = sprite_->GetTexture(); if (!texture) return; const IntRect& rectangle_ = sprite_->GetRectangle(); if (rectangle_.Width() == 0 || rectangle_.Height() == 0) return; /* V1 --------V2 | / | | / | | / | | / | | / | V0 --------V3 */ Vertex2D vertex0; Vertex2D vertex1; Vertex2D vertex2; Vertex2D vertex3; float pixelPerUnit = 1.0f / unitPerPixel_; float width = (float)rectangle_.Width() * pixelPerUnit; float height = (float)rectangle_.Height() * pixelPerUnit; const Vector2& hotSpot = sprite_->GetHotSpot(); float hotSpotX = flipX_ ? (1.0f - hotSpot.x_) : hotSpot.x_; float hotSpotY = flipY_ ? (1.0f - hotSpot.y_) : hotSpot.y_; float leftX = -width * hotSpotX; float rightX = width * (1.0f - hotSpotX); float bottomY = -height * hotSpotY; float topY = height * (1.0f - hotSpotY); vertex0.position_ = Vector3(leftX, bottomY, zValue_); vertex1.position_ = Vector3(leftX, topY, zValue_); vertex2.position_ = Vector3(rightX, topY, zValue_); vertex3.position_ = Vector3(rightX, bottomY, zValue_); float invTexW = 1.0f / (float)texture->GetWidth(); float invTexH = 1.0f / (float)texture->GetHeight(); float leftU = rectangle_.left_ * invTexW; float rightU = rectangle_.right_ * invTexW; float topV = rectangle_.top_ * invTexH; float bottomV = rectangle_.bottom_ * invTexH; vertex0.uv_ = Vector2(leftU, bottomV); vertex1.uv_ = Vector2(leftU, topV); vertex2.uv_ = Vector2(rightU, topV); vertex3.uv_ = Vector2(rightU, bottomV); if (flipX_) { Swap(vertex0.uv_.x_, vertex3.uv_.x_); Swap(vertex1.uv_.x_, vertex2.uv_.x_); } if (flipY_) { Swap(vertex0.uv_.y_, vertex1.uv_.y_); Swap(vertex2.uv_.y_, vertex3.uv_.y_); } vertex0.color_ = vertex1.color_ = vertex2.color_ = vertex3.color_ = color_.ToUInt(); vertices_.Push(vertex0); vertices_.Push(vertex1); vertices_.Push(vertex2); vertices_.Push(vertex3); MarkGeometryDirty(); verticesDirty_ = false; } }