/*
** Haaf's Game Engine 1.7
** Copyright (C) 2003-2007, Relish Games
** hge.relishgames.com
**
** hgeSprite helper class implementation
*/
#include "hgesprite.h"
#include <math.h>
HGE *hgeSprite::hge=0;
hgeSprite::hgeSprite(HTEXTURE texture, float texx, float texy, float w, float h)
{
float texx1, texy1, texx2, texy2;
hge=hgeCreate(HGE_VERSION);
tx=texx; ty=texy;
width=w; height=h;
if(texture)
{
tex_width = (float)hge->Texture_GetWidth(texture);
tex_height = (float)hge->Texture_GetHeight(texture);
}
else
{
tex_width = 1.0f;
tex_height = 1.0f;
}
hotX=0;
hotY=0;
bXFlip=false;
bYFlip=false;
bHSFlip=false;
quad.tex=texture;
texx1=texx/tex_width;
texy1=texy/tex_height;
texx2=(texx+w)/tex_width;
texy2=(texy+h)/tex_height;
quad.v[0].tx = texx1; quad.v[0].ty = texy1;
quad.v[1].tx = texx2; quad.v[1].ty = texy1;
quad.v[2].tx = texx2; quad.v[2].ty = texy2;
quad.v[3].tx = texx1; quad.v[3].ty = texy2;
quad.v[0].z =
quad.v[1].z =
quad.v[2].z =
quad.v[3].z = 0.5f;
quad.v[0].col =
quad.v[1].col =
quad.v[2].col =
quad.v[3].col = 0xffffffff;
quad.blend=BLEND_DEFAULT;
}
hgeSprite::hgeSprite(const hgeSprite &spr)
{
memcpy(this, &spr, sizeof(hgeSprite));
hge=hgeCreate(HGE_VERSION);
}
void hgeSprite::Render(float x, float y)
{
float tempx1, tempy1, tempx2, tempy2;
tempx1 = x-hotX;
tempy1 = y-hotY;
tempx2 = x+width-hotX;
tempy2 = y+height-hotY;
quad.v[0].x = tempx1; quad.v[0].y = tempy1;
quad.v[1].x = tempx2; quad.v[1].y = tempy1;
quad.v[2].x = tempx2; quad.v[2].y = tempy2;
quad.v[3].x = tempx1; quad.v[3].y = tempy2;
hge->Gfx_RenderQuad(&quad);
}
void hgeSprite::RenderEx(float x, float y, float rot, float hscale, float vscale)
{
float tx1, ty1, tx2, ty2;
float sint, cost;
if(vscale==0) vscale=hscale;
tx1 = -hotX*hscale;
ty1 = -hotY*vscale;
tx2 = (width-hotX)*hscale;
ty2 = (height-hotY)*vscale;
if (rot != 0.0f)
{
cost = cosf(rot);
sint = sinf(rot);
quad.v[0].x = tx1*cost - ty1*sint + x;
quad.v[0].y = tx1*sint + ty1*cost + y;
quad.v[1].x = tx2*cost - ty1*sint + x;
quad.v[1].y = tx2*sint + ty1*cost + y;
quad.v[2].x = tx2*cost - ty2*sint + x;
quad.v[2].y = tx2*sint + ty2*cost + y;
quad.v[3].x = tx1*cost - ty2*sint + x;
quad.v[3].y = tx1*sint + ty2*cost + y;
}
else
{
quad.v[0].x = tx1 + x; quad.v[0].y = ty1 + y;
quad.v[1].x = tx2 + x; quad.v[1].y = ty1 + y;
quad.v[2].x = tx2 + x; quad.v[2].y = ty2 + y;
quad.v[3].x = tx1 + x; quad.v[3].y = ty2 + y;
}
hge->Gfx_RenderQuad(&quad);
}
void hgeSprite::RenderStretch(float x1, float y1, float x2, float y2)
{
quad.v[0].x = x1; quad.v[0].y = y1;
quad.v[1].x = x2; quad.v[1].y = y1;
quad.v[2].x = x2; quad.v[2].y = y2;
quad.v[3].x = x1; quad.v[3].y = y2;
hge->Gfx_RenderQuad(&quad);
}
void hgeSprite::Render4V(float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3)
{
quad.v[0].x = x0; quad.v[0].y = y0;
quad.v[1].x = x1; quad.v[1].y = y1;
quad.v[2].x = x2; quad.v[2].y = y2;
quad.v[3].x = x3; quad.v[3].y = y3;
hge->Gfx_RenderQuad(&quad);
}
hgeRect* hgeSprite::GetBoundingBoxEx(float x, float y, float rot, float hscale, float vscale, hgeRect *rect) const
{
float tx1, ty1, tx2, ty2;
float sint, cost;
rect->Clear();
tx1 = -hotX*hscale;
ty1 = -hotY*vscale;
tx2 = (width-hotX)*hscale;
ty2 = (height-hotY)*vscale;
if (rot != 0.0f)
{
cost = cosf(rot);
sint = sinf(rot);
rect->Encapsulate(tx1*cost - ty1*sint + x, tx1*sint + ty1*cost + y);
rect->Encapsulate(tx2*cost - ty1*sint + x, tx2*sint + ty1*cost + y);
rect->Encapsulate(tx2*cost - ty2*sint + x, tx2*sint + ty2*cost + y);
rect->Encapsulate(tx1*cost - ty2*sint + x, tx1*sint + ty2*cost + y);
}
else
{
rect->Encapsulate(tx1 + x, ty1 + y);
rect->Encapsulate(tx2 + x, ty1 + y);
rect->Encapsulate(tx2 + x, ty2 + y);
rect->Encapsulate(tx1 + x, ty2 + y);
}
return rect;
}
void hgeSprite::SetFlip(bool bX, bool bY, bool bHotSpot)
{
float tx, ty;
if(bHSFlip && bXFlip) hotX = width - hotX;
if(bHSFlip && bYFlip) hotY = height - hotY;
bHSFlip = bHotSpot;
if(bHSFlip && bXFlip) hotX = width - hotX;
if(bHSFlip && bYFlip) hotY = height - hotY;
if(bX != bXFlip)
{
tx=quad.v[0].tx; quad.v[0].tx=quad.v[1].tx; quad.v[1].tx=tx;
ty=quad.v[0].ty; quad.v[0].ty=quad.v[1].ty; quad.v[1].ty=ty;
tx=quad.v[3].tx; quad.v[3].tx=quad.v[2].tx; quad.v[2].tx=tx;
ty=quad.v[3].ty; quad.v[3].ty=quad.v[2].ty; quad.v[2].ty=ty;
bXFlip=!bXFlip;
}
if(bY != bYFlip)
{
tx=quad.v[0].tx; quad.v[0].tx=quad.v[3].tx; quad.v[3].tx=tx;
ty=quad.v[0].ty; quad.v[0].ty=quad.v[3].ty; quad.v[3].ty=ty;
tx=quad.v[1].tx; quad.v[1].tx=quad.v[2].tx; quad.v[2].tx=tx;
ty=quad.v[1].ty; quad.v[1].ty=quad.v[2].ty; quad.v[2].ty=ty;
bYFlip=!bYFlip;
}
}
void hgeSprite::SetTexture(HTEXTURE tex)
{
float tx1,ty1,tx2,ty2;
float tw,th;
quad.tex=tex;
if(tex)
{
tw = (float)hge->Texture_GetWidth(tex);
th = (float)hge->Texture_GetHeight(tex);
}
else
{
tw = 1.0f;
th = 1.0f;
}
if(tw!=tex_width || th!=tex_height)
{
tx1=quad.v[0].tx*tex_width;
ty1=quad.v[0].ty*tex_height;
tx2=quad.v[2].tx*tex_width;
ty2=quad.v[2].ty*tex_height;
tex_width=tw;
tex_height=th;
tx1/=tw; ty1/=th;
tx2/=tw; ty2/=th;
quad.v[0].tx=tx1; quad.v[0].ty=ty1;
quad.v[1].tx=tx2; quad.v[1].ty=ty1;
quad.v[2].tx=tx2; quad.v[2].ty=ty2;
quad.v[3].tx=tx1; quad.v[3].ty=ty2;
}
}
void hgeSprite::SetTextureRect(float x, float y, float w, float h, bool adjSize)
{
float tx1, ty1, tx2, ty2;
bool bX,bY,bHS;
tx=x;
ty=y;
if(adjSize)
{
width=w;
height=h;
}
tx1=tx/tex_width; ty1=ty/tex_height;
tx2=(tx+w)/tex_width; ty2=(ty+h)/tex_height;
quad.v[0].tx=tx1; quad.v[0].ty=ty1;
quad.v[1].tx=tx2; quad.v[1].ty=ty1;
quad.v[2].tx=tx2; quad.v[2].ty=ty2;
quad.v[3].tx=tx1; quad.v[3].ty=ty2;
bX=bXFlip; bY=bYFlip; bHS=bHSFlip;
bXFlip=false; bYFlip=false;
SetFlip(bX,bY,bHS);
}
void hgeSprite::SetColor(DWORD col, int i)
{
if(i != -1)
quad.v[i].col = col;
else
quad.v[0].col = quad.v[1].col = quad.v[2].col = quad.v[3].col = col;
}
void hgeSprite::SetZ(float z, int i)
{
if(i != -1)
quad.v[i].z = z;
else
quad.v[0].z = quad.v[1].z = quad.v[2].z = quad.v[3].z = z;
}