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8ab1a69972
- add GLSL postprocessing shader to world view and have it replicate the old gamma ramp - clear framebuffer between frames to fix visual bugs outside map - remove old gamma ramp code (was disabled) and remove gamma adjustments to hud elements as they're now unaffected by the shader - additional visual preset config updates
165 lines
4.2 KiB
C++
165 lines
4.2 KiB
C++
#include "ui/SpritePanel.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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const string kTopAlignment = "top";
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const string kBottomAlignment = "bottom";
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SpritePanel::SpritePanel(const string& inBaseSpriteName, const string& inRenderMode)
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{
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this->mBaseSpriteName = inBaseSpriteName;
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ASSERT(this->mBaseSpriteName.c_str() != "");
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this->mRenderMode = inRenderMode;
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this->mSpriteHandle = 0;
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//this->mGammaSlope = 1.0f;
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}
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int SpritePanel::GetNumSpritesAcross()
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{
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ASSERT(this->mSpriteHandle);
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int theFrame = 0;
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int theSpriteWidth = SPR_Width(this->mSpriteHandle, theFrame);
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int theCompWidth;
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int theCompHeight;
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this->getSize(theCompWidth, theCompHeight);
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int theNumSpritesAcross = max(1, ((theCompWidth + theSpriteWidth - 1)/theSpriteWidth));
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return theNumSpritesAcross;
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}
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int SpritePanel::GetNumSpritesDown()
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{
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ASSERT(this->mSpriteHandle);
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int theFrame = 0;
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int theSpriteHeight = SPR_Height(this->mSpriteHandle, theFrame);
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int theCompWidth;
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int theCompHeight;
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this->getSize(theCompWidth, theCompHeight);
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int theNumSpritesDown = max(1, ((theCompHeight + theSpriteHeight - 1)/theSpriteHeight));
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return theNumSpritesDown;
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}
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//void SpritePanel::NotifyGammaChange(float inGammaSlope)
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//{
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// this->mGammaSlope = inGammaSlope;
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//}
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void SpritePanel::paint()
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{
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int theScreenWidth = ScreenWidth();
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int theScreenHeight = ScreenHeight();
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if(!this->mSpriteHandle)
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{
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// Load it up
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char theSpriteName[256];
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sprintf(theSpriteName, "sprites/%d%s.spr", theScreenWidth, this->mBaseSpriteName.c_str());
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this->mSpriteHandle = SPR_Load(theSpriteName);
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// If loaded, reposition component if bottom aligned
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if(this->mSpriteHandle)
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{
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if(this->mVAlignment == kBottomAlignment)
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{
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int theX, theY;
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this->getPos(theX, theY);
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int theWidth, theHeight;
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this->getSize(theWidth, theHeight);
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int theSpriteHeight = SPR_Height(this->mSpriteHandle, 0);
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int theNumSpritesDown = this->GetNumSpritesDown();
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int theAdjustedHeightDiff = (theSpriteHeight*theNumSpritesDown - theHeight);
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this->setPos(theX, theY - theAdjustedHeightDiff);
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int theNewHeight = theHeight + theAdjustedHeightDiff;
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this->setSize(theWidth, theNewHeight);
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}
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}
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}
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if(this->mSpriteHandle)
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{
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// NOTE: Assumes that all frames are the same size
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int theFrame = 0;
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int theCompWidth;
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int theCompHeight;
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this->getSize(theCompWidth, theCompHeight);
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int theNumSpritesAcross = this->GetNumSpritesAcross();
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int theNumSpritesDown = this->GetNumSpritesDown();
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int theNumFramesToFillArea = theNumSpritesAcross*theNumSpritesDown;
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int theCurrentFrame = 0;
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int theNumFrames = SPR_Frames(this->mSpriteHandle);
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int theSpriteWidth = SPR_Width(this->mSpriteHandle, theFrame);
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int theSpriteHeight = SPR_Height(this->mSpriteHandle, theFrame);
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int theAlignBottomOffset = 0;
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//if(this->mVAlignment == kBottomAlignment)
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//{
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// theAlignBottomOffset = min(0, theCompHeight - theNumSpritesDown*theSpriteHeight);
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//}
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for(int theY = 0; theY < theNumSpritesDown; theY++)
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{
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for(int theX = 0; theX < theNumSpritesAcross; theX++)
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{
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if(theCurrentFrame < theNumFrames)
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{
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//int theGammaAwareColorComponent = (int)(255.0f/this->mGammaSlope);
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//SPR_Set(this->mSpriteHandle, theGammaAwareColorComponent, theGammaAwareColorComponent, theGammaAwareColorComponent);
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SPR_Set(this->mSpriteHandle, 255, 255, 255);
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int theFinalX = theX*theSpriteWidth;
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int theFinalY = theY*theSpriteHeight + theAlignBottomOffset;
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//if(!theAlignmentIsTop)
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//{
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// theFinalY = theScreenHeight - (theNumSpritesDown - theY)*theSpriteHeight;
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//}
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if(this->mRenderMode == "alphatest")
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{
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SPR_DrawHoles(theCurrentFrame, theFinalX, theFinalY, NULL);
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}
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else if(this->mRenderMode == "additive")
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{
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SPR_DrawAdditive(theCurrentFrame, theFinalX, theFinalY, NULL);
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}
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else
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{
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SPR_Draw(theCurrentFrame, theFinalX, theFinalY, NULL);
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}
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theCurrentFrame++;
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}
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}
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}
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}
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}
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void SpritePanel::paintBackground()
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{
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}
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void SpritePanel::SetVAlignment(const string& inAlignment)
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{
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ASSERT((inAlignment == kTopAlignment) || (inAlignment == kBottomAlignment));
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this->mVAlignment = inAlignment;
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}
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void SpritePanel::VidInit(void)
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{
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this->mSpriteHandle = 0;
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}
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