Updated common/graphics, client/base_scene.*pp to SDL2
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@@ -21,28 +21,71 @@
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*/
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#include "tile_sheet.hpp"
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void TileSheet::Load(std::string fname, int tileWidth, int tileHeight) {
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image.LoadSurface(fname);
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image.SetClipW(tileWidth);
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image.SetClipH(tileHeight);
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xCount = image.GetSurface()->w / image.GetClipW();
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yCount = image.GetSurface()->h / image.GetClipH();
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TileSheet& TileSheet::operator=(TileSheet const& rhs) {
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//don't screw yourself
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if (this == &rhs) {
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return *this;
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}
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Free();
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//Copy the other TileSheet's stuff
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texture = rhs.texture;
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clip = rhs.clip;
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local = false;
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countX = rhs.countX;
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countY = rhs.countY;
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}
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void TileSheet::Unload() {
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image.FreeSurface();
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xCount = yCount = 0;
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TileSheet& TileSheet::operator=(TileSheet&& rhs) {
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//don't screw yourself
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if (this == &rhs) {
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return *this;
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}
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Free();
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//Copy the other TileSheet's stuff
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texture = rhs.texture;
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clip = rhs.clip;
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local = false;
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countX = rhs.countX;
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countY = rhs.countY;
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rhs.texture = nullptr;
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rhs.clip = {0, 0, 0, 0};
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rhs.local = false;
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rhs.countX = 0;
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rhs.countY = 0;
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}
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void TileSheet::DrawTileTo(SDL_Surface* const dest, int x, int y, Region::type_t tile) {
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//0 is invisible
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if (tile == 0) return;
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image.SetClipX((tile-1) % xCount * image.GetClipW());
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image.SetClipY((tile-1) / xCount * image.GetClipH());
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image.DrawTo(dest, x, y);
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void TileSheet::Load(SDL_Renderer* renderer, std::string fname, int tileWidth, int tileHeight) {
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Image::Load(renderer, fname);
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countX = clip.w / tileWidth;
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countY = clip.h / tileHeight;
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clip.w = tileWidth;
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clip.h = tileHeight;
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}
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void TileSheet::DrawRegionTo(SDL_Surface* const dest, Region* const region, int camX, int camY) {
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SDL_Texture* TileSheet::SetTexture(SDL_Texture* ptr, int tileWidth, int tileHeight) {
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Image::SetTexture(ptr);
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countX = clip.w / tileWidth;
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countY = clip.h / tileHeight;
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clip.w = tileWidth;
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clip.h = tileHeight;
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}
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void TileSheet::Free() {
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Image::Free();
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countX = countY = 0;
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}
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void TileSheet::DrawLayerTo(SDL_Renderer* const renderer, Region* const region, int layer, int camX, int camY, double scaleX, double scaleY) {
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//TODO: empty
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}
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void TileSheet::DrawRegionTo(SDL_Renderer* const renderer, Region* const region, int camX, int camY, double scaleX, double scaleY) {
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//TODO: (2) make TileSheet a friend class of Region
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Region::type_t tile = 0;
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for (register int i = 0; i < REGION_WIDTH; ++i) {
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for (register int j = 0; j < REGION_HEIGHT; ++j) {
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@@ -50,12 +93,14 @@ void TileSheet::DrawRegionTo(SDL_Surface* const dest, Region* const region, int
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tile = region->GetTile(i, j, k);
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//0 is invisible
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if (tile == 0) continue;
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image.SetClipX((tile-1) % xCount * image.GetClipW());
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image.SetClipY((tile-1) / xCount * image.GetClipH());
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image.DrawTo(dest,
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(region->GetX() + i) * image.GetClipW() - camX,
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(region->GetY() + j) * image.GetClipH() - camY);
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clip.x = (tile-1) % countX * clip.h;
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clip.y = (tile-1) / countX * clip.w;
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//TODO: (2) raw rendering; improve preformance
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Image::DrawTo(renderer,
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(region->GetX() + i) * clip.w - camX,
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(region->GetY() + j) * clip.h - camY,
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scaleX, scaleY);
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}
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}
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}
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}
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}
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