Files
RCBASIC4/rcbasic_runtime/rc_spritelib.h
2024-11-13 22:31:03 -05:00

937 lines
23 KiB
C++

#ifndef RC_SPRITELIB_H_INCLUDED
#define RC_SPRITELIB_H_INCLUDED
#ifdef RC_ANDROID
#include "SDL.h"
#else
#include <SDL2/SDL.h>
#endif // _IRR_ANDROID_PLATFORM_
#include "rc_sprite2D.h"
#include "rc_gfx_core.h"
#include "rc_sprite_physics.h"
#include "rc_joints.h"
#define RC_SPRITE_BASE_ANIMATION 0
int rc_createSpriteAnimation(int spr_id, int anim_length, double fps)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
if(anim_length <= 0)
anim_length = 1;
rc_sprite2D_animation_obj animation;
animation.current_frame = 0;
animation.fps = fps;
animation.frame_swap_time = 1000/fps;
animation.num_frames = anim_length;
for(int i = 0; i < anim_length; i++)
animation.frames.push_back(0);
int animation_id = rc_sprite[spr_id].animation.size();
if(rc_sprite[spr_id].deleted_sprites.size() > 0)
{
animation_id = rc_sprite[spr_id].deleted_sprites[0];
rc_sprite[spr_id].deleted_sprites.erase(0);
rc_sprite[spr_id].animation[animation_id] = animation;
}
else
rc_sprite[spr_id].animation.push_back(animation);
return animation_id;
}
void rc_deleteSpriteAnimation(int spr_id, int animation)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].deleted_sprites.push_back(animation);
}
void rc_setSpriteFrame(int spr_id, int frame)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
if(frame < 0 || frame >= rc_sprite[spr_id].sheet_numFrames)
return;
rc_sprite[spr_id].current_animation = RC_SPRITE_BASE_ANIMATION;
rc_sprite[spr_id].animation[RC_SPRITE_BASE_ANIMATION].current_frame = 0;
rc_sprite[spr_id].animation[RC_SPRITE_BASE_ANIMATION].frames[0] = frame;
}
int rc_getSpriteFrame(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
int current_animation = rc_sprite[spr_id].current_animation;
int current_frame = rc_sprite[spr_id].animation[current_animation].current_frame;
return rc_sprite[spr_id].animation[current_animation].frames[current_frame];
}
void rc_setSpriteAnimationFrame(int spr_id, int spr_animation, int anim_frame, int frame)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
if(anim_frame < 0 || anim_frame >= rc_sprite[spr_id].animation[spr_animation].num_frames)
return;
if(frame < 0 || frame >= rc_sprite[spr_id].sheet_numFrames)
return;
rc_sprite[spr_id].animation[spr_animation].frames[anim_frame] = frame;
}
int rc_getSpriteAnimationFrame(int spr_id, int spr_animation, int anim_frame)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
if(anim_frame < 0 || anim_frame >= rc_sprite[spr_id].animation[spr_animation].num_frames)
return -1;
return rc_sprite[spr_id].animation[spr_animation].frames[anim_frame];
}
void rc_setSpriteAnimationLength(int spr_id, int animation, int num_frames)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
// I intentionally checked for less than or equal to 0 because 0 is the base animation and should not be changed
if(animation <= 0 || animation >= rc_sprite[spr_id].animation.size())
return;
if(num_frames <= 0)
num_frames = 1;
if(num_frames > rc_sprite[spr_id].animation[animation].num_frames)
{
for(int i = rc_sprite[spr_id].animation[animation].num_frames; i < rc_sprite[spr_id].animation[animation].frames.size(); i++)
rc_sprite[spr_id].animation[animation].frames[i] = 0;
}
rc_sprite[spr_id].animation[animation].num_frames = num_frames;
if(num_frames > rc_sprite[spr_id].animation[animation].frames.size())
{
while(num_frames > rc_sprite[spr_id].animation[animation].frames.size())
rc_sprite[spr_id].animation[animation].frames.push_back(0);
}
if(num_frames < rc_sprite[spr_id].animation[animation].frames.size())
{
if(rc_sprite[spr_id].animation[animation].current_frame >= num_frames)
rc_sprite[spr_id].animation[animation].current_frame = num_frames - 1;
}
}
int rc_getSpriteAnimationLength(int spr_id, int animation)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
return 0;
return rc_sprite[spr_id].animation[animation].num_frames;
}
void rc_setSpriteAnimationSpeed(int spr_id, int animation, double fps)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
return;
rc_sprite[spr_id].animation[animation].fps = fps;
rc_sprite[spr_id].animation[animation].frame_swap_time = 1000/fps;
}
double rc_getSpriteAnimationSpeed(int spr_id, int animation)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
return 0;
return rc_sprite[spr_id].animation[animation].fps;
}
void rc_setSpriteAnimation(int spr_id, int animation, int num_loops)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
if(animation < 0 || animation >= rc_sprite[spr_id].animation.size())
return;
rc_sprite[spr_id].current_animation = animation;
rc_sprite[spr_id].animation[animation].current_frame = 0;
rc_sprite[spr_id].isPlaying = true;
rc_sprite[spr_id].animation[animation].frame_start_time = SDL_GetTicks();
rc_sprite[spr_id].num_animation_loops = num_loops;
}
int rc_getSpriteAnimation(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
return rc_sprite[spr_id].current_animation;
}
int rc_getSpriteCurrentAnimationFrame(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
int current_animation = rc_sprite[spr_id].current_animation;
return rc_sprite[spr_id].animation[current_animation].current_frame;
}
void rc_setSpriteAnimationLoops(int spr_id, int num_loops)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].num_animation_loops = num_loops;
}
int rc_numSpriteAnimationLoops(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].num_animation_loops;
}
bool rc_spriteAnimationIsPlaying(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].isPlaying;
}
//------------------------------SPRITES-------------------------------------------------------
//Larger z gets drawn first
void sortSpriteZ(int canvas_id)
{
if(canvas_id < 0 || canvas_id >= rc_canvas.size())
return;
if(!rc_canvas[canvas_id].texture)
return;
for(int i = 0; i < rc_canvas[canvas_id].sprite.size(); i++)
{
rc_sprite2D_obj* spriteA = rc_canvas[canvas_id].sprite[i];
for(int j = i+1; j < rc_canvas[canvas_id].sprite.size(); j++)
{
rc_sprite2D_obj* spriteB = rc_canvas[canvas_id].sprite[j];
if(spriteB->z > spriteA->z)
{
rc_canvas[canvas_id].sprite[j] = NULL;
rc_canvas[canvas_id].sprite.erase(j);
rc_canvas[canvas_id].sprite.insert(spriteB, i);
}
}
}
}
int rc_createSprite(int img_id, double w, double h)
{
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())
return -1;
if(rc_canvas[rc_active_canvas].type != RC_CANVAS_TYPE_SPRITE)
return -1;
//std::cout << "debug 1" << std::endl;
int spr_id = -1;
for(int i = 0; i < rc_sprite.size(); i++)
{
if(!rc_sprite[i].active)
{
spr_id = i;
break;
}
}
if(spr_id < 0)
{
spr_id = rc_sprite.size();
rc_sprite2D_obj sprite;
rc_sprite.push_back(sprite);
}
rc_sprite[spr_id].active = true;
rc_sprite[spr_id].id = spr_id;
rc_sprite[spr_id].image_id = img_id;
rc_sprite[spr_id].frame_size.set(w, h);
if(img_id >= 0 && img_id < rc_image.size())
{
if(rc_image[img_id].image)
{
int img_w = rc_image[img_id].image->getSize().Width;
int img_h = rc_image[img_id].image->getSize().Height;
rc_sprite[spr_id].frames_per_row = (int)(img_w / w);
rc_sprite[spr_id].sheet_numFrames = ((int)(img_h / h)) * rc_sprite[spr_id].frames_per_row;
}
else
rc_sprite[spr_id].image_id = -1;
}
else
rc_sprite[spr_id].image_id = -1;
b2BodyDef sprBodyDef;
sprBodyDef.type = b2_dynamicBody;
sprBodyDef.position.Set(w/2, h/2);
sprBodyDef.angle = 0;
sprBodyDef.userData.pointer = (uintptr_t)&rc_sprite[spr_id];
rc_sprite[spr_id].physics.body = rc_canvas[rc_active_canvas].physics2D.world->CreateBody(&sprBodyDef);
b2FixtureDef sprFixtureDef;
rc_sprite[spr_id].physics.shape = new b2PolygonShape();
b2PolygonShape* fix_shape = (b2PolygonShape*)rc_sprite[spr_id].physics.shape;
fix_shape->SetAsBox(w/2, h/2);
sprFixtureDef.shape = rc_sprite[spr_id].physics.shape;
sprFixtureDef.isSensor = true;
sprFixtureDef.density = 1;
rc_sprite[spr_id].physics.fixture = rc_sprite[spr_id].physics.body->CreateFixture(&sprFixtureDef);
rc_sprite[spr_id].physics.offset_x = w/2;
rc_sprite[spr_id].physics.offset_y = h/2;
rc_sprite[spr_id].isSolid = false;
if(rc_sprite[spr_id].image_id < 0)
rc_sprite[spr_id].visible =false;
else
rc_sprite[spr_id].visible = true;
rc_sprite[spr_id].scale.set(1.0, 1.0);
rc_sprite[spr_id].alpha = 255;
rc_sprite[spr_id].z = 0;
rc_sprite[spr_id].color_mod.set(255,255,255,255);
rc_sprite[spr_id].parent_canvas = rc_active_canvas;
rc_sprite[spr_id].current_animation = RC_SPRITE_BASE_ANIMATION;
rc_sprite[spr_id].num_animation_loops = 0;
rc_sprite[spr_id].current_animation_loop = 0;
rc_sprite[spr_id].isPlaying = false;
rc_sprite[spr_id].animation.clear();
rc_createSpriteAnimation(spr_id, 1, 0);
rc_canvas[rc_active_canvas].sprite.push_back(&rc_sprite[spr_id]);
sortSpriteZ(rc_active_canvas);
return spr_id;
}
void rc_deleteSprite(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(rc_sprite[spr_id].physics.body)
{
if(rc_sprite[spr_id].parent_canvas >= 0 && rc_sprite[spr_id].parent_canvas < rc_canvas.size())
{
if(rc_canvas[rc_sprite[spr_id].parent_canvas].physics2D.world)
rc_canvas[rc_sprite[spr_id].parent_canvas].physics2D.world->DestroyBody(rc_sprite[spr_id].physics.body);
}
rc_sprite[spr_id].physics.body = NULL;
}
rc_sprite[spr_id].active = false;
rc_sprite[spr_id].parent_canvas = -1;
rc_sprite[spr_id].animation.clear();
for(int i = 0; i < rc_canvas[rc_active_canvas].sprite.size(); i++)
{
rc_sprite2D_obj* canvas_sprite = rc_canvas[rc_active_canvas].sprite[i];
rc_sprite2D_obj* global_sprite = &rc_sprite[spr_id];
if(canvas_sprite == global_sprite)
{
rc_canvas[rc_active_canvas].sprite.erase(i);
break;
}
}
}
void rc_setSpriteSource(int spr_id, int img_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
if(img_id < 0)
{
rc_sprite[spr_id].image_id = -1;
return;
}
if(img_id >= rc_image.size())
return;
if(!rc_image[img_id].image)
return;
rc_sprite[spr_id].image_id = img_id;
}
int rc_getSpriteSource(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
return rc_sprite[spr_id].image_id;
}
void rc_setSpriteType(int spr_id, int body_type)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].physics.body->SetType((b2BodyType) body_type);
}
int rc_getSpriteType(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return -1;
if(!rc_sprite[spr_id].active)
return -1;
return (int)rc_sprite[spr_id].physics.body->GetType();
}
void rc_setSpriteSolid(int spr_id, bool flag)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].isSolid = flag;
rc_sprite[spr_id].physics.fixture->SetSensor(!flag);
}
bool rc_spriteIsSolid(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].isSolid;
}
void rc_setSpritePosition(int spr_id, double x, double y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
float current_angle = rc_sprite[spr_id].physics.body->GetAngle();
double off_x = rc_sprite[spr_id].physics.offset_x;
double off_y = rc_sprite[spr_id].physics.offset_y;
rc_sprite[spr_id].physics.body->SetTransform(b2Vec2(x+off_x, y+off_y), current_angle);
}
void rc_translateSprite(int spr_id, double x, double y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
float current_angle = rc_sprite[spr_id].physics.body->GetAngle();
double spr_x = rc_sprite[spr_id].physics.body->GetPosition().x + x;
double spr_y = rc_sprite[spr_id].physics.body->GetPosition().y + y;
rc_sprite[spr_id].physics.body->SetTransform(b2Vec2(spr_x, spr_y), current_angle);
}
void rc_getSpritePosition(int spr_id, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
*x = (double)rc_sprite[spr_id].physics.body->GetPosition().x;
*y = (double)rc_sprite[spr_id].physics.body->GetPosition().y;
}
double rc_spriteX(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return (double)rc_sprite[spr_id].physics.body->GetPosition().x;
}
double rc_spriteY(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return (double)rc_sprite[spr_id].physics.body->GetPosition().y;
}
void rc_setSpriteRotation(int spr_id, double angle)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
//convert angle to radians
angle = rc_util_radians(angle);
rc_sprite[spr_id].physics.body->SetTransform(rc_sprite[spr_id].physics.body->GetPosition(), angle);
}
void rc_rotateSprite(int spr_id, double angle)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
//convert angle to radians
angle = rc_util_radians(angle);
float new_angle = rc_sprite[spr_id].physics.body->GetAngle() + angle;
rc_sprite[spr_id].physics.body->SetTransform(rc_sprite[spr_id].physics.body->GetPosition(), new_angle);
}
double rc_getSpriteRotation(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_util_degrees(rc_sprite[spr_id].physics.body->GetAngle());
}
void rc_setSpriteScale(int spr_id, double x, double y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].scale.set(x, y);
if(true) //(rc_sprite[spr_id].isSolid) //I probably originally planned on not having a fixture for non-solid sprites but then I discovered sensors
{
if(rc_sprite[spr_id].physics.fixture)
{
b2FixtureDef fixdef;
fixdef.density = rc_sprite[spr_id].physics.fixture->GetDensity();
fixdef.friction = rc_sprite[spr_id].physics.fixture->GetFriction();
fixdef.restitution = rc_sprite[spr_id].physics.fixture->GetRestitution();
fixdef.restitutionThreshold = rc_sprite[spr_id].physics.fixture->GetRestitutionThreshold();
fixdef.shape = rc_sprite[spr_id].physics.shape;
fixdef.isSensor = !(rc_sprite[spr_id].isSolid);
switch(fixdef.shape->GetType())
{
case b2Shape::e_circle:
{
b2CircleShape* shape = (b2CircleShape*)fixdef.shape;
shape->m_radius = (x+y)/2;
}
break;
case b2Shape::e_polygon:
{
b2PolygonShape* shape = (b2PolygonShape*)fixdef.shape;
for(int i = 0; i < shape->m_count; i++)
{
shape->m_vertices[i].x *= x;
shape->m_vertices[i].y *= y;
}
}
break;
case b2Shape::e_chain:
{
b2ChainShape* shape = (b2ChainShape*)fixdef.shape;
for(int i = 0; i < shape->m_count; i++)
{
shape->m_vertices[i].x *= x;
shape->m_vertices[i].y *= y;
}
}
break;
case b2Shape::e_edge:
{
b2EdgeShape* shape = (b2EdgeShape*)fixdef.shape;
shape->m_vertex0.x *= x;
shape->m_vertex0.y *= y;
shape->m_vertex1.x *= x;
shape->m_vertex1.y *= y;
shape->m_vertex2.x *= x;
shape->m_vertex2.y *= y;
shape->m_vertex3.x *= x;
shape->m_vertex3.y *= y;
}
break;
}
rc_sprite[spr_id].physics.body->DestroyFixture(rc_sprite[spr_id].physics.fixture);
rc_sprite[spr_id].physics.fixture = rc_sprite[spr_id].physics.body->CreateFixture(&fixdef);
}
}
}
void rc_scaleSprite(int spr_id, double x, double y)
{
double scale_x = rc_sprite[spr_id].scale.X * x;
double scale_y = rc_sprite[spr_id].scale.Y * y;
rc_setSpriteScale(spr_id, scale_x, scale_y);
}
void rc_getSpriteScale(int spr_id, double* x, double* y)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
*x = rc_sprite[spr_id].scale.X;
*y = rc_sprite[spr_id].scale.Y;
}
double rc_spriteWidth(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].frame_size.Width;
}
double rc_spriteHeight(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].frame_size.Height;
}
void rc_getSpriteSize(int spr_id, double* w, double* h)
{
*w = 0;
*h = 0;
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
*w = rc_sprite[spr_id].frame_size.Width;
*h = rc_sprite[spr_id].frame_size.Height;
}
void rc_setSpriteZ(int spr_id, double z)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
rc_sprite[spr_id].z = z;
sortSpriteZ(rc_sprite[spr_id].parent_canvas);
}
double rc_spriteZ(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return 0;
if(!rc_sprite[spr_id].active)
return 0;
return rc_sprite[spr_id].z;
}
void rc_setSpriteVisible(int spr_id, bool flag)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return;
if(!rc_sprite[spr_id].active)
return;
if(rc_sprite[spr_id].image_id)
rc_sprite[spr_id].visible = flag;
else
rc_sprite[spr_id].visible = false;
}
bool rc_spriteIsVisible(int spr_id)
{
if(spr_id < 0 || spr_id >= rc_sprite.size())
return false;
if(!rc_sprite[spr_id].active)
return false;
return rc_sprite[spr_id].visible;
}
//-----------------------------------PHYSICS----------------------------------------------------------------------------------
//This function is called on each canvas on update
void drawSprites(int canvas_id)
{
float step = rc_canvas[canvas_id].physics2D.timeStep;
int32 velocityIterations = rc_canvas[canvas_id].physics2D.velocityIterations;
int32 positionIterations = rc_canvas[canvas_id].physics2D.positionIterations;
if(rc_canvas[canvas_id].physics2D.enabled && (!hasPreUpdated))
rc_canvas[canvas_id].physics2D.world->Step(step, velocityIterations, positionIterations);
//Setting the render target to the current canvas. NOTE: I might change this target to a separate sprite layer later.
VideoDriver->setRenderTarget(rc_canvas[canvas_id].texture, true, true);
VideoDriver->clearBuffers(true, true, true, irr::video::SColor(0,0,0,0));
irr::core::dimension2d<irr::u32> src_size;
irr::core::rect<irr::s32> sourceRect;
irr::core::position2d<irr::s32> position;
irr::core::position2d<irr::s32> rotationPoint;
irr::f32 rotation = 0;
irr::core::vector2df scale(1.0, 1.0);
bool useAlphaChannel = true;
irr::video::SColor color;
//irr::core::rect<irr::s32> dest( irr::core::vector2d(x, y), irr::core::dimension2d(src_w, src_h));;
irr::core::vector2df screenSize(rc_canvas[canvas_id].dimension.Width, rc_canvas[canvas_id].dimension.Height);
int x = 0;
int y = 0;
b2Vec2 physics_pos;
irr::f32 RAD_TO_DEG = 180.0/3.141592653589793238463;
double spr_timer = SDL_GetTicks();
int offset_x = rc_canvas[canvas_id].offset.X;
int offset_y = rc_canvas[canvas_id].offset.Y;
for(int spr_index = 0; spr_index < rc_canvas[canvas_id].sprite.size(); spr_index++)
{
rc_sprite2D_obj* sprite = rc_canvas[canvas_id].sprite[spr_index];
if(!sprite->visible)
continue;
physics_pos = sprite->physics.body->GetPosition();
x = (int)(physics_pos.x - sprite->physics.offset_x) - offset_x;
y = (int)(physics_pos.y - sprite->physics.offset_y) - offset_y;
int xf = x + sprite->frame_size.Width;
int yf = y + sprite->frame_size.Height;
//std::cout << "sprite info[" << spr_index << "]: (" << x << ", " << y << ") (" << xf << ", " << yf << ")" << std::endl;
if( (xf < 0) || (x > ((int)rc_canvas[canvas_id].viewport.dimension.Width)) )
{
//std::cout << "skip draw[X]: " << spr_index << std::endl;
continue;
}
if( (yf < 0) || (y > ((int)rc_canvas[canvas_id].viewport.dimension.Height)) )
{
//std::cout << "skip draw[Y]: " << spr_index << std::endl;
continue;
}
position.set(x, y);
int img_id = sprite->image_id;
if(img_id < 0 || img_id >= rc_image.size())
continue;
//src_size = rc_image[img_id].image->getSize();
int current_animation = sprite->current_animation;
if((spr_timer - sprite->animation[current_animation].frame_start_time) >= sprite->animation[current_animation].frame_swap_time)
{
sprite->animation[current_animation].current_frame++;
if(sprite->animation[current_animation].current_frame >= sprite->animation[current_animation].num_frames)
{
sprite->animation[current_animation].current_frame = 0;
sprite->current_animation_loop++;
if(sprite->current_animation_loop >= sprite->num_animation_loops)
{
if(sprite->num_animation_loops < 0)
sprite->isPlaying = true;
else
sprite->isPlaying = false;
sprite->current_animation_loop = 0;
}
}
if(!sprite->isPlaying)
sprite->animation[current_animation].current_frame = 0;
sprite->animation[current_animation].frame_start_time = spr_timer;
}
int current_animation_frame = sprite->animation[current_animation].current_frame;
int frame_x = (int)(sprite->animation[current_animation].frames[current_animation_frame]%sprite->frames_per_row)*sprite->frame_size.Width;
int frame_y = (int)(sprite->animation[current_animation].frames[current_animation_frame]/sprite->frames_per_row)*sprite->frame_size.Height;
irr::core::vector2d<irr::s32> frame_pos(frame_x, frame_y);
src_size = sprite->frame_size;
sourceRect = irr::core::rect<irr::s32>( frame_pos, src_size);
//sourceRect = irr::core::rect<irr::s32>( irr::core::vector2d<irr::s32>(0, 0), src_size);
//physics_pos = sprite->physics.body->GetPosition();
//x = (int)physics_pos.x;
//y = (int)physics_pos.y;
//position.set(x, y);
rotationPoint.set(x + (src_size.Width/2), y + (src_size.Height/2)); //TODO: need to account for offset once that is implemented
rotation = -1 * (sprite->physics.body->GetAngle() * RAD_TO_DEG); //convert Box2D radians to degrees
scale.set(sprite->scale.X, sprite->scale.Y);
color.set(sprite->alpha,
sprite->color_mod.getRed(),
sprite->color_mod.getGreen(),
sprite->color_mod.getBlue());
//I don't want to draw an image that doesn't exists. Thats just crazy.
draw2DImage(VideoDriver, rc_image[img_id].image, sourceRect, position, rotationPoint, rotation, scale, useAlphaChannel, color, screenSize);
}
//Must set back to canvas 0 (the backbuffer) before returning
VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false);
}
//-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------
#endif // RC_SPRITELIB_H_INCLUDED