808 lines
17 KiB
C++
808 lines
17 KiB
C++
#include "Sprite.hpp"
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#include "Game.hpp"
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Sprite::Sprite() : Sprite(NULL) {}
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Sprite::Sprite(Node* parent) :
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Node(parent), current_frameset_name(get_configuration()["animation"]["all-frames-frameset-name"])
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{
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add_frameset(current_frameset_name);
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frame_animation.play();
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}
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Sprite::Sprite(Node* parent, std::string path) : Sprite(parent)
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{
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associate(path);
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}
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void Sprite::reset()
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{
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Node::reset();
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activate();
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}
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void Sprite::associate(std::string path)
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{
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if (fs::is_regular_file(path))
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{
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frame_paths.push_back(fs::path(path));
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}
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else if (fs::is_directory(path))
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{
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fs::directory_iterator directory(path);
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std::vector<fs::path> paths;
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std::copy(directory, fs::directory_iterator(), std::back_inserter(paths));
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std::sort(paths.begin(), paths.end());
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for (const fs::path& name : paths)
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{
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frame_paths.push_back(name);
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}
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}
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else
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{
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std::ostringstream message;
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message << "invalid path " << path;
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get_root()->print_error(message.str());
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}
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}
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void Sprite::load()
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{
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for (const fs::path &path : frame_paths)
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{
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load_file(path);
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}
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}
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void Sprite::load_file(fs::path path)
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{
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Game *game = get_root();
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const char* previous_scale_quality = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, scale_quality.c_str());
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SDL_Texture *base = IMG_LoadTexture(game->renderer, path.string().c_str()), *texture;
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if (texture_access == SDL_TEXTUREACCESS_TARGET)
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{
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texture = sfw::duplicate_texture(get_renderer(), base);
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SDL_DestroyTexture(base);
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}
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else
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{
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texture = base;
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, previous_scale_quality);
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if (not texture)
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{
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game->print_sdl_error("Could not load image");
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}
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else
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{
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add_frames(texture);
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}
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}
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void Sprite::add_frames(SDL_Texture* frame)
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{
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bool preserve_center = frames.size() > 0;
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frames.push_back(frame);
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Frameset& all_frames_frameset = get_all_frames_frameset();
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all_frames_frameset.clear();
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for (std::size_t ii = 0; ii < frames.size(); ii++)
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{
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all_frames_frameset.add_frame_index(ii);
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}
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for (auto& [name, frameset] : framesets)
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{
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frameset.set_size();
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}
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update_size(preserve_center);
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}
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void Sprite::add_frames(const std::vector<SDL_Texture*>& frames)
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{
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for (SDL_Texture* frame : frames)
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{
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add_frames(frame);
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}
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}
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const std::vector<SDL_Texture*>& Sprite::get_frames() const
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{
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return frames;
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}
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Frameset& Sprite::get_all_frames_frameset()
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{
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return framesets[get_configuration()["animation"]["all-frames-frameset-name"]];
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}
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Frameset& Sprite::add_frameset(std::string name)
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{
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if (framesets.find(name) == framesets.end())
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{
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framesets[name] = Frameset(this);
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}
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return framesets[name];
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}
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Frameset& Sprite::set_frameset(std::string name)
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{
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current_frameset_name = name;
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frame_animation.set_frame_length(get_current_frameset().get_frame_length());
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if (is_loaded())
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{
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update_size(true);
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}
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return get_current_frameset();
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}
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Frameset& Sprite::get_current_frameset()
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{
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return framesets.at(current_frameset_name);
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}
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const Frameset& Sprite::get_current_frameset() const
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{
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return framesets.at(current_frameset_name);
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}
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void Sprite::set_frame_length(float length)
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{
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get_current_frameset().set_frame_length(length);
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}
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SDL_Texture* Sprite::get_current_frame() const
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{
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return frames[get_current_frameset().get_current_frame_index()];
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}
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const Box& Sprite::get_box(int index) const
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{
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return get_boxes()[index];
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}
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const std::vector<Box>& Sprite::get_boxes() const
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{
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return boxes;
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}
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void Sprite::add_box(glm::vec2 position, bool absolute)
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{
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if (!absolute)
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{
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position += get_nw();
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}
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boxes.emplace_back(glm::vec2(position.x, position.y), glm::vec2(get_w(), get_h()));
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}
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void Sprite::update_size(bool preserve_center)
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{
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for (std::size_t ii = 0; ii < boxes.size(); ii++)
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{
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boxes[ii].set_size(get_current_frameset().get_size(), preserve_center);
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if (scale != 1)
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{
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boxes[ii].scale(scale, preserve_center);
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}
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}
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}
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void Sprite::set_scale(float s)
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{
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scale = s;
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update_size(true);
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}
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void Sprite::set_scale_quality(const std::string& quality)
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{
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scale_quality = quality;
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}
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float Sprite::get_scale() const
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{
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return scale;
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}
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bool Sprite::is_loaded() const
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{
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return !frames.empty();
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}
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void Sprite::unload()
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{
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while (!frames.empty())
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{
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SDL_DestroyTexture(frames.back());
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frames.pop_back();
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}
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for (Box& box : boxes)
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{
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box.clear();
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}
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}
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void Sprite::advance_frame()
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{
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get_current_frameset().step();
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}
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void Sprite::hide()
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{
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hidden = true;
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}
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void Sprite::unhide()
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{
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hidden = false;
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}
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void Sprite::toggle_hidden()
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{
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hidden = !hidden;
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}
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bool Sprite::is_hidden() const
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{
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return hidden;
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}
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void Sprite::set_step(glm::vec2 s)
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{
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step.x = s.x;
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step.y = s.y;
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}
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void Sprite::set_alpha_mod(Uint8 mod)
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{
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alpha_mod = mod;
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}
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Uint8 Sprite::get_alpha_mod() const
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{
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return alpha_mod;
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}
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void Sprite::set_color_mod(const SDL_Color& color)
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{
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color_mod = color;
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}
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const SDL_Color& Sprite::get_color_mod() const
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{
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return color_mod;
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}
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float Sprite::get_w()
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{
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return get_box().get_w();
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}
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float Sprite::get_h()
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{
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return get_box().get_h();
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}
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glm::vec2 Sprite::get_size()
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{
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return get_box().get_size();
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}
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float Sprite::get_top(int index)
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{
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return get_box(index).get_top();
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}
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float Sprite::get_right(int index)
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{
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return get_box(index).get_right();
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}
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float Sprite::get_bottom(int index)
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{
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return get_box(index).get_bottom();
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}
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float Sprite::get_left(int index)
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{
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return get_box(index).get_left();
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}
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float Sprite::get_center_x(int index)
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{
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return get_box(index).get_center_x();
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}
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float Sprite::get_center_y(int index)
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{
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return get_box(index).get_center_y();
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}
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glm::vec2 Sprite::get_nw(int index)
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{
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return get_box(index).get_nw();
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}
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glm::vec2 Sprite::get_north(int index)
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{
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return get_box(index).get_north();
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}
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glm::vec2 Sprite::get_ne(int index)
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{
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return get_box(index).get_ne();
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}
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glm::vec2 Sprite::get_east(int index)
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{
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return get_box(index).get_east();
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}
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glm::vec2 Sprite::get_se(int index)
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{
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return get_box(index).get_se();
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}
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glm::vec2 Sprite::get_south(int index)
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{
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return get_box(index).get_south();
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}
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glm::vec2 Sprite::get_sw(int index)
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{
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return get_box(index).get_sw();
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}
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glm::vec2 Sprite::get_west(int index)
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{
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return get_box(index).get_west();
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}
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glm::vec2 Sprite::get_center(int index)
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{
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return get_box(index).get_center();
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}
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void Sprite::set_top(float top)
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{
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move({0, top - get_top()}, false);
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}
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void Sprite::set_right(float right)
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{
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move({right - get_right(), 0}, false);
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}
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void Sprite::set_bottom(float bottom)
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{
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move({0, bottom - get_bottom()}, false);
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}
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void Sprite::set_left(float left)
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{
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move({left - get_left(), 0}, false);
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}
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void Sprite::set_center_x(float x)
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{
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move({x - get_center_x(), 0}, false);
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}
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void Sprite::set_center_y(float y)
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{
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move({0, y - get_center_y()}, false);
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}
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void Sprite::set_nw(const glm::vec2& nw)
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{
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move(nw - get_nw(), false);
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}
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void Sprite::set_ne(const glm::vec2& ne)
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{
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move(ne - get_ne(), false);
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}
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void Sprite::set_se(const glm::vec2& se)
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{
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move(se - get_se(), false);
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}
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void Sprite::set_south(const glm::vec2& south)
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{
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move(south - get_south(), false);
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}
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void Sprite::set_sw(const glm::vec2& sw)
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{
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move(sw - get_sw(), false);
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}
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void Sprite::set_west(const glm::vec2& west)
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{
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move(west - get_west(), false);
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}
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void Sprite::set_center(const glm::vec2& center)
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{
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move(center - get_center(), false);
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}
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void Sprite::add_wrap(bool x, bool y)
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{
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add_wrap(x, y, get_display().get_window_box());
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}
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void Sprite::add_wrap(bool x, bool y, Box frame)
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{
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wrap = {x, y};
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int original_box_count = boxes.size();
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for (int ii = 0; ii < original_box_count; ii++)
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{
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if (x)
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{
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add_box({frame.get_w(), 0});
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}
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if (y)
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{
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add_box({0, frame.get_h()});
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}
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if (x && y)
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{
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add_box({frame.get_w(), frame.get_h()});
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}
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}
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wrap_frame = frame;
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}
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void Sprite::add_hue_shift_frames(int count)
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{
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float step = 360 / (count + 1);
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SDL_Texture* base = get_current_frame();
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for (float offset = step; offset <= 359.9; offset += step)
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{
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add_frames(sfw::get_hue_shifted_texture(get_renderer(), base, offset));
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}
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}
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glm::vec2 Sprite::move(glm::vec2 delta, bool weighted)
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{
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if (weighted)
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{
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delta = get_root()->weight(delta);
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}
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for (Box& box : boxes)
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{
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box.move(delta);
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}
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if (wrap.x)
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{
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if (get_right() > wrap_frame.get_right())
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{
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move({-wrap_frame.get_w(), 0}, false);
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}
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else if (get_right() < wrap_frame.get_left())
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{
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move({wrap_frame.get_w(), 0}, false);
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}
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}
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if (wrap.y)
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{
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if (get_bottom() > wrap_frame.get_bottom())
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{
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move({0, -wrap_frame.get_h()}, false);
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}
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else if (get_bottom() < wrap_frame.get_top())
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{
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move({0, wrap_frame.get_h()}, false);
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}
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}
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return delta;
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}
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bool Sprite::collide(const glm::vec2& point, bool all) const
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{
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if (!all)
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{
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return get_box().collide(point);
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}
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else
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{
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for (const Box& box : boxes)
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{
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if (box.collide(point))
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{
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return true;
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}
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}
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return false;
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}
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}
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bool Sprite::collide(const Segment& segment, glm::vec2* intersection, bool all) const
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{
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if (!all)
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{
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return get_box().collide(segment, intersection);
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}
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else
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{
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for (const Box& box : boxes)
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{
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if (box.collide(segment, intersection))
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{
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return true;
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}
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}
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return false;
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}
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}
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bool Sprite::collide(const Segment& segment, glm::vec2& intersection, bool all) const
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{
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return collide(segment, &intersection, all);
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}
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bool Sprite::collide(const Box& box, bool precise, Box* overlap, bool all, SDL_Texture* other_texture) const
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{
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if (precise)
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{
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int texture_access;
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SDL_QueryTexture(get_current_frame(), NULL, &texture_access, NULL, NULL);
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if (texture_access != SDL_TEXTUREACCESS_TARGET)
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{
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SDL_LogWarn(SDL_LOG_CATEGORY_ERROR,
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"can't do precise collision detection on texture without target access");
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precise = false;
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}
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else if (other_texture != NULL)
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{
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SDL_QueryTexture(other_texture, NULL, &texture_access, NULL, NULL);
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if (texture_access != SDL_TEXTUREACCESS_TARGET)
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{
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SDL_LogWarn(SDL_LOG_CATEGORY_ERROR,
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"can't use other texture in precise collision detection without target access");
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other_texture = NULL;
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}
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}
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if (precise && overlap == NULL)
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{
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Box o;
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overlap = &o;
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}
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}
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for (auto ii = 0; ii < static_cast<int>(get_boxes().size()); ii++)
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{
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if (get_box(ii).collide(box, overlap))
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{
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if (precise)
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{
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bool collision_detected = false;
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int w = overlap->get_w(), h = overlap->get_h();
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Uint32 format = SDL_PIXELFORMAT_RGBA32;
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int bytes_per_pixel = SDL_BYTESPERPIXEL(format);
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int bytes_per_row = bytes_per_pixel * w;
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int bytes_total = h * bytes_per_row;
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SDL_Rect rect;
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Uint8* other_region = NULL;
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if (other_texture != NULL)
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{
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rect.x = overlap->get_left() - box.get_left();
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rect.y = overlap->get_top() - box.get_top();
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rect.w = w;
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rect.h = h;
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other_region = new Uint8[bytes_total];
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SDL_SetRenderTarget(const_cast<SDL_Renderer*>(get_renderer()), other_texture);
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SDL_RenderReadPixels(
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const_cast<SDL_Renderer*>(get_renderer()), &rect, format, other_region, bytes_per_row);
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}
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rect.x = overlap->get_left() - get_box(ii).get_left();
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rect.y = overlap->get_top() - get_box(ii).get_top();
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rect.w = w;
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|
rect.h = h;
|
|
Uint8* region = new Uint8[bytes_total];
|
|
SDL_SetRenderTarget(const_cast<SDL_Renderer*>(get_renderer()), get_current_frame());
|
|
SDL_RenderReadPixels(
|
|
const_cast<SDL_Renderer*>(get_renderer()), &rect, format, region, bytes_per_row);
|
|
for (int byte_index = 3; byte_index < bytes_total; byte_index += 4)
|
|
{
|
|
if (region[byte_index] > 0 && (other_texture == NULL || other_region[byte_index] > 0))
|
|
{
|
|
collision_detected = true;
|
|
break;
|
|
}
|
|
}
|
|
delete[] region;
|
|
if (other_region != NULL)
|
|
{
|
|
delete[] other_region;
|
|
}
|
|
if (collision_detected)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
if (!all)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Sprite::collide(const Box& box, Box& overlap, bool precise, bool all) const
|
|
{
|
|
return collide(box, precise, &overlap, all);
|
|
}
|
|
|
|
bool Sprite::collide(const Sprite& sprite, bool precise, Box* overlap, bool all, bool all_other) const
|
|
{
|
|
SDL_Texture* other_sprite_texture = precise ? sprite.get_current_frame() : NULL;
|
|
if (all_other)
|
|
{
|
|
for (const Box& box : sprite.get_boxes())
|
|
{
|
|
if (collide(box, precise, overlap, all, other_sprite_texture))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
return collide(sprite.get_box(), precise, overlap, all, other_sprite_texture);
|
|
}
|
|
}
|
|
|
|
bool Sprite::collide(const Sprite& sprite, Box& overlap, bool precise, bool all, bool all_other) const
|
|
{
|
|
return collide(sprite, precise, &overlap, all, all_other);
|
|
}
|
|
|
|
void Sprite::update()
|
|
{
|
|
if (active)
|
|
{
|
|
move(step);
|
|
frame_animation.update();
|
|
blink_animation.update();
|
|
if (is_loaded() && !is_hidden() && get_current_frameset().get_frame_count())
|
|
{
|
|
SDL_Texture* texture = get_current_frame();
|
|
SDL_Renderer* renderer = get_root()->renderer;
|
|
SDL_SetTextureAlphaMod(texture, alpha_mod);
|
|
SDL_SetTextureColorMod(texture, color_mod.r, color_mod.g, color_mod.b);
|
|
SDL_SetRenderTarget(renderer, NULL);
|
|
if (wrap.x || wrap.y)
|
|
{
|
|
SDL_Rect wrap_frame_rect = wrap_frame;
|
|
SDL_RenderSetClipRect(renderer, &wrap_frame_rect);
|
|
}
|
|
for (auto ii = 0; ii < static_cast<int>(boxes.size()); ii++)
|
|
{
|
|
SDL_RenderCopyF(renderer, texture, NULL, &boxes[ii]);
|
|
}
|
|
if (wrap.x || wrap.y)
|
|
{
|
|
SDL_RenderSetClipRect(renderer, NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Frameset::Frameset() : Frameset(NULL) {}
|
|
|
|
Frameset::Frameset(Sprite* sprite) : sprite(sprite) {}
|
|
|
|
void Frameset::add_frame_index(int index)
|
|
{
|
|
add_frame_indicies({index});
|
|
}
|
|
|
|
void Frameset::add_frame_indicies(const std::vector<int>& indicies)
|
|
{
|
|
order.insert(order.end(), indicies.begin(), indicies.end());
|
|
}
|
|
|
|
void Frameset::set_frame_length(float length)
|
|
{
|
|
frame_length = length;
|
|
}
|
|
|
|
float Frameset::get_frame_length() const
|
|
{
|
|
return frame_length;
|
|
}
|
|
|
|
void Frameset::reset()
|
|
{
|
|
set_order_index(0);
|
|
}
|
|
|
|
void Frameset::clear()
|
|
{
|
|
order.clear();
|
|
reset();
|
|
}
|
|
|
|
int Frameset::get_order_index() const
|
|
{
|
|
return order_index;
|
|
}
|
|
|
|
void Frameset::set_order_index(int index)
|
|
{
|
|
order_index = index;
|
|
}
|
|
|
|
int Frameset::get_current_frame_index() const
|
|
{
|
|
return order[get_order_index()];
|
|
}
|
|
|
|
glm::vec2 Frameset::measure() const
|
|
{
|
|
glm::vec2 s(0, 0);
|
|
int w, h;
|
|
for (std::size_t index : order)
|
|
{
|
|
if (index < sprite->get_frames().size())
|
|
{
|
|
SDL_QueryTexture(sprite->get_frames()[index], nullptr, nullptr, &w, &h);
|
|
s.x = std::max(static_cast<float>(w * sprite->get_scale()), s.x);
|
|
s.y = std::max(static_cast<float>(h * sprite->get_scale()), s.y);
|
|
}
|
|
}
|
|
return s;
|
|
}
|
|
|
|
void Frameset::set_size()
|
|
{
|
|
set_size(measure());
|
|
}
|
|
|
|
void Frameset::set_size(const glm::vec2& s)
|
|
{
|
|
size = s;
|
|
}
|
|
|
|
const glm::vec2& Frameset::get_size() const
|
|
{
|
|
return size;
|
|
}
|
|
|
|
void Frameset::step()
|
|
{
|
|
if (order.size() > 0)
|
|
{
|
|
increment_index();
|
|
}
|
|
}
|
|
|
|
void Frameset::increment_index()
|
|
{
|
|
increment_index(reversed ? -1 : 1);
|
|
}
|
|
|
|
void Frameset::increment_index(int increment)
|
|
{
|
|
set_order_index((order_index + increment) % order.size());
|
|
}
|
|
|
|
int Frameset::get_frame_count() const
|
|
{
|
|
return order.size();
|
|
}
|
|
|
|
void Frameset::reverse()
|
|
{
|
|
reversed = !reversed;
|
|
}
|
|
|
|
Pixels::Pixels(Sprite& sprite) : Pixels(sprite.get_renderer(), sprite.get_current_frame()) {}
|
|
Pixels::Pixels(Sprite& sprite, const SDL_Rect& rect) : Pixels(sprite.get_renderer(), sprite.get_current_frame(), rect) {}
|