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spritesdl.cpp
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//////////////////////////////////////////////////////////////////////
// Yet Another Tibia Client
//////////////////////////////////////////////////////////////////////
// Sprite for SDL engine
//////////////////////////////////////////////////////////////////////
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
//////////////////////////////////////////////////////////////////////
#include "enginesdl.h"
#include "spritesdl.h"
#include "options.h"
SpriteSDL::SpriteSDL(int w, int h, const oRGBA& c) : Sprite(w, h, c)
{
}
SpriteSDL::SpriteSDL(const std::string& filename, int index) : Sprite(filename, index)
{
}
SpriteSDL::~SpriteSDL()
{
}
void SpriteSDL::Blit(float dx, float dy, float sx, float sy, float w, float h)
{
if(!getImage()) {
return;
}
unStretch();
_BlitInternal(dx,dy,sx,sy,w,h);
}
void SpriteSDL::_BlitInternal(float dx, float dy, float sx, float sy, float w, float h)
{
if(!getImage()) {
return;
}
// code is like this because of dx5.0 ... see docs/html/sdlrect.html in SDL documentation for more info
SDL_Rect src = {(Sint16)sx,(Sint16)sy,(Uint16)(w),(Uint16)(h)};
SDL_Rect dst = {(Sint16)dx,(Sint16)dy,(Uint16)(w),(Uint16)(h)};
while(SDL_BlitSurface(getColoredImage(), &src, g_engine->m_screen, &dst) == -2){
while(SDL_LockSurface(getColoredImage()) < 0 ){
SDL_Delay(10);
}
loadSurfaceFromFile(m_filename, m_index);
SDL_UnlockSurface(getColoredImage());
}
}
void SpriteSDL::Blit(float dx, float dy, float sx, float sy, float w, float h, float destw, float desth)
{
if(!getImage())
return;
double lambdaw = destw / w;
double lambdah = desth / h;
double neww = getBasicImage()->w * lambdaw;
double newh = getBasicImage()->h * lambdah;
if(getImage()->w != neww || getImage()->h != newh) {
Stretch(neww, newh, options.smoothstretch);
oldw = neww;
oldh = newh;
}
_BlitInternal(dx,dy,sx*lambdaw,sy*lambdah,destw,desth);
}