NS/main/source/ui/ScoreboardIcon.cpp

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#include "ScoreboardIcon.h"
#include "game_shared/vgui_loadtga.h"
#include "util/STLUtil.h"
#include <algorithm> //max
void loadImages( const int icon_number, std::vector<vgui::BitmapTGA*>& images );
vgui::Color uncompressColor( const int icon_color );
vgui::Color gammaAdjustColor( vgui::Color& color, const float gamma_slope );
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ScoreboardIcon::ScoreboardIcon( const int icon_number_, const int icon_color_ ) : icon_number( icon_number_ ), icon_color( icon_color_ )
{
this->base_color = uncompressColor( this->icon_color );
this->color = gammaAdjustColor( this->base_color, 1.0 );
loadImages( this->icon_number, this->images );
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ScoreboardIcon::~ScoreboardIcon(void)
{
//free memory taken by images
std::vector<vgui::BitmapTGA*>::iterator current, end = this->images.end();
for( current = this->images.begin(); current != end; ++current )
{
delete *current;
}
this->images.clear();
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgui::Color ScoreboardIcon::getColor(void) const
{
return base_color;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int ScoreboardIcon::getIconColor(void) const
{
return icon_color;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
int ScoreboardIcon::getIconNumber(void) const
{
return icon_number;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgui::BitmapTGA* ScoreboardIcon::getImage( const int frame_number ) const
{
if( this->images.empty() ) //images not found at load time
{ return NULL; }
int image_number = frame_number % (int)this->images.size();
vgui::BitmapTGA* image = const_cast<vgui::BitmapTGA*>(this->images[image_number]);
image->setColor( this->color );
return image;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
bool ScoreboardIcon::updateColor( const int icon_color, const float gamma_slope )
{
this->icon_color = icon_color;
this->base_color = uncompressColor( this->icon_color );
this->color = gammaAdjustColor( this->base_color, gamma_slope );
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
bool ScoreboardIcon::updateColor( const float gamma_slope )
{
this->color = gammaAdjustColor( this->base_color, gamma_slope );
return true;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgui::Color uncompressColor( const int icon_color )
{
int components[4] = {0,0,0,0}; //Alpha = 0
components[0] = ((icon_color >> 6) & 0x03) * 64; //Red
components[1] = ((icon_color >> 6) & 0x03) * 64; //Green
components[2] = ((icon_color >> 6) & 0x03) * 64; //Blue
int brightness_shift = (icon_color & 0x03) * 16; //shift value
float max = std::max(components[0], std::max(components[1], components[2]));
if( max != 0 )
{
components[0] += ((int)(components[0]/max))*brightness_shift;
components[1] += ((int)(components[1]/max))*brightness_shift;
components[2] += ((int)(components[2]/max))*brightness_shift;
}
else
{
components[0] += brightness_shift;
components[1] += brightness_shift;
components[2] += brightness_shift;
}
return vgui::Color( components[0], components[1], components[2], components[3] );
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
vgui::Color gammaAdjustColor( vgui::Color& color, const float gamma_slope )
{
int components[4];
color.getColor( components[0], components[1], components[2], components[3] );
////2024 - replace gamma ramp with shader
//ASSERT( gamma_slope != 0 );
//vgui::Color returnVal = vgui::Color( components[0]/gamma_slope, components[1]/gamma_slope, components[2]/gamma_slope, 0 );
vgui::Color returnVal = vgui::Color(components[0], components[1], components[2], 0);
return returnVal;
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void loadImages( const int icon_number, std::vector<vgui::BitmapTGA*>& images )
{
if( icon_number == 0 ) //special case, no icon
{ return; }
if( icon_number > 0xFFFF ) //bogus icon number
{ return; }
std::string directory = "gfx/vgui/icons/";
std::string extension = ".tga";
std::string icon_name;
unsigned char icon_bytes[2] = {
static_cast<unsigned char>(
(icon_number >> 8) & 0xFF
),
static_cast<unsigned char>(
icon_number & 0xFF
)
};
MakeHexPairsFromBytes(icon_bytes,icon_name,2);
icon_name = "0x" + icon_name;
std::string image_name = directory + icon_name + extension;
vgui::BitmapTGA* image = vgui_LoadTGA( image_name.c_str() );
int frame_number = 1;
while( image != NULL )
{
images.push_back( image );
if( image == NULL )
{ break; }
frame_number++;
image_name = directory + icon_name + "-" + MakeStringFromInt(frame_number) + extension;
image = vgui_LoadTGA( image_name.c_str() );
}
}