Added support for PSPF_FLIP flag and cleaned up.

This commit is contained in:
Major Cooke 2020-10-02 15:02:04 -05:00 committed by Christoph Oelckers
parent 7c4c0163a3
commit c41733e436

View file

@ -460,8 +460,8 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
y1 = viewwindowy + vh / 2 - (ftexturemid * scale); y1 = viewwindowy + vh / 2 - (ftexturemid * scale);
y2 = y1 + (r.height * scale) + 1; y2 = y1 + (r.height * scale) + 1;
const bool flip = (psp->Flags & PSPF_FLIP);
if (!(mirror) != !(psp->Flags & (PSPF_FLIP))) if (!(mirror) != !(flip))
{ {
u2 = spi.GetSpriteUL(); u2 = spi.GetSpriteUL();
v1 = spi.GetSpriteVT(); v1 = spi.GetSpriteVT();
@ -479,7 +479,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
auto verts = screen->mVertexData->AllocVertices(4); auto verts = screen->mVertexData->AllocVertices(4);
mx = verts.second; mx = verts.second;
// [MC] Code copied from DTA_Rotate // [MC] Code copied from DTA_Rotate.
// Big thanks to IvanDobrovski who helped me modify this. // Big thanks to IvanDobrovski who helped me modify this.
FVector2 c[4]; FVector2 c[4];
@ -489,26 +489,18 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
c[3] = FVector2(x2, y2); c[3] = FVector2(x2, y2);
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
c[i] += FVector2(psp->Coord[i].X * scalex, psp->Coord[i].Y * scale); {
const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X;
c[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
}
if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0) if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
{ {
// Nothing to draw in this case.
if (psp->scalex == 0.0 || psp->scaley == 0.0) if (psp->scalex == 0.0 || psp->scaley == 0.0)
return false; return false;
FAngle rot = float(psp->rotation); // [MC] Sets up the alignment for starting the pivot at, in a corner.
rot.Normalized360(); float anchorx, anchory;
float cosang = rot.Cos();
float sinang = rot.Sin();
float px = float(psp->px);
float py = float(psp->py);
float anchorx, anchory, xcenter, ycenter;
float minx = MIN(x1, x2);
float miny = MIN(y1, y2);
float width = MAX(x1, x2) - minx;
float height = MAX(y1, y2) - miny;
switch (psp->VAlign) switch (psp->VAlign)
{ {
default: default:
@ -524,32 +516,39 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
case PSPA_CENTER: anchorx = 0.5; break; case PSPA_CENTER: anchorx = 0.5; break;
case PSPA_RIGHT: anchorx = 1.0; break; case PSPA_RIGHT: anchorx = 1.0; break;
} }
// Handle PSPF_FLIP.
if (flip) anchorx = 1.0 - anchorx;
FAngle rot = float((flip) ? -psp->rotation : psp->rotation);
rot.Normalized360();
const float cosang = rot.Cos();
const float sinang = rot.Sin();
float xcenter, ycenter;
const float width = x2 - x1;
const float height = y2 - y1;
const float px = float((flip) ? -psp->px : psp->px);
const float py = float(psp->py);
// Set up the center and offset accordingly. PivotPercent changes it to be a range [0.0, 1.0]
// instead of pixels and is enabled by default.
if (psp->Flags & PSPF_PIVOTPERCENT) if (psp->Flags & PSPF_PIVOTPERCENT)
{ {
xcenter = minx + (width * anchorx + width * px); xcenter = x1 + (width * anchorx + width * px);
ycenter = miny + (height * anchory + height * py); ycenter = y1 + (height * anchory + height * py);
} }
else else
{ {
xcenter = minx + (width * anchorx + scalex * px); xcenter = x1 + (width * anchorx + scalex * px);
ycenter = miny + (height * anchory + scale * py); ycenter = y1 + (height * anchory + scale * py);
} }
x1 -= xcenter; // Now adjust the position, rotation and scale of the image based on the latter two.
y1 -= ycenter;
x2 -= xcenter;
y2 -= ycenter;
float ssx = float(psp->scalex);
float ssy = float(psp->scaley);
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
c[i] -= {xcenter, ycenter}; c[i] -= {xcenter, ycenter};
float xx = xcenter + ssx * (c[i].X * cosang + c[i].Y * sinang); const float xx = xcenter + psp->scalex * (c[i].X * cosang + c[i].Y * sinang);
float yy = ycenter - ssy * (c[i].X * sinang - c[i].Y * cosang); const float yy = ycenter - psp->scaley * (c[i].X * sinang - c[i].Y * cosang);
c[i] = {xx, yy}; c[i] = {xx, yy};
} }
} }