ZImage miniscule changes
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ZEngine Version Log for Version 0.8.4
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$Id: changelog.txt,v 1.43 2003/08/31 22:15:00 cozman Exp $
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ZEngine Version Log for Version 0.8.5
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$Id: changelog.txt,v 1.44 2003/09/05 19:44:13 cozman Exp $
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Changes are marked with symbols that describe them:
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! is code that breaks backwards compatibility (used after 0.8.0-rc1, previous versions broke compatibility)
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@ -9,9 +9,11 @@ Changes are marked with symbols that describe them:
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# general changes
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0.8.5
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+ Addition of limited SDL graphics backend.
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+ Addition of DrawClipped and DrawClipped example in ZImageTest
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+ New limited SDL graphics backend for platforms without OpenGL.
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- Removal of VC6 project files and official support.
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- Removal of SDL_net support.
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# Tiny optimizations within newer ZImage code.
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# Changed ZImage stretching to floating-point.
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# New linux build system (by Atani).
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@ -13,7 +13,7 @@
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\brief Define file for ZEngine where all #define statements to control compilation options are placed.
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Definition file, holds #define statements describing optional features of ZEngine.
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<br>$Id: ZE_Defines.h,v 1.22 2003/08/08 04:24:42 cozman Exp $<br>
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<br>$Id: ZE_Defines.h,v 1.23 2003/09/05 19:44:13 cozman Exp $<br>
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\author James Turk
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**/
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@ -22,7 +22,6 @@
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//Defines- undefine any of these if you dont have the indicated SDL extension//
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//! OpenGL 2D Rendering Target.
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#define ZE_OGL (1)
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//! SDL Rendering Target.
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@ -13,7 +13,7 @@
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\brief Definition file for ZImage.
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Definition file for ZImage, the OpenGL version of the ZImage class for ZEngine.
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<br>$Id: ZE_ZImage.h,v 1.24 2003/09/01 03:30:39 cozman Exp $<br>
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<br>$Id: ZE_ZImage.h,v 1.25 2003/09/05 19:44:13 cozman Exp $<br>
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\author James Turk
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**/
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@ -216,9 +216,11 @@ class ZImage
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void Draw(int x, int y) const;
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/*!
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\brief Draw Clipped Image to screen.
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\brief Draw Image, clipped within a given rectangle to the screen.
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Image is drawn such that only portions of image which fall within a certain area appear.
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Image is drawn such that only portions of image which fall within a certain area appear. This clipping rectangle
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can be used for areas of the screen which are separated from others such as a splitscreen mode in a game or a
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map on a HUD.
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\since 0.8.5
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\param x X coord to draw Image to.
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\param y Y coord to draw Image to.
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@ -259,9 +261,11 @@ class ZImage
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void DrawRotated(float x, float y, float angle) const;
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/*!
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\brief Draw Clipped Image to screen.
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\brief Draw Image, clipped within a given rectangle to the screen.
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Image is drawn such that only portions of image which fall within a certain area appear.
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Image is drawn such that only portions of image which fall within a certain area appear. This clipping rectangle
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can be used for areas of the screen which are separated from others such as a splitscreen mode in a game or a
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map on a HUD.
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\since 0.8.5
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\param x X coord to draw Image to.
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\param y Y coord to draw Image to.
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@ -13,7 +13,7 @@
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\brief Source file for ZImage.
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Implementation of ZImage, the Image class for ZEngine.
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<br>$Id: ZE_ZImage.cpp,v 1.44 2003/09/01 06:01:34 cozman Exp $<br>
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<br>$Id: ZE_ZImage.cpp,v 1.45 2003/09/05 19:44:13 cozman Exp $<br>
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\author James Turk
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**/
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@ -244,10 +244,7 @@ void ZImage::DrawRotated(float x, float y, float angle) const
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void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
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{
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ZRect imgRect(x,y,rWidth,rHeight),inRect;
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float xDiff,yDiff,nx,ny,nw,nh;
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xDiff = rTexMaxX - rTexMinX;
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yDiff = rTexMaxY - rTexMinY;
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ZRect imgRect(x,y,rWidth,rHeight);
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if(clipRect.Contains(imgRect))
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{
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@ -255,20 +252,30 @@ void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
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}
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else if(clipRect.Intersects(imgRect))
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{
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inRect = clipRect.Intersection(imgRect);
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//This is some pretty complex code, it is broken down in 4 steps.
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nx = rTexMinX + (inRect.X()-imgRect.X())/imgRect.Width()*xDiff;
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ny = rTexMinY + (inRect.Y()-imgRect.Y())/imgRect.Height()*yDiff;
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nw = nx + (inRect.Width()/imgRect.Width())*xDiff;
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nh = ny + (inRect.Height()/imgRect.Height())*yDiff;
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//Step 1: The intersection rectangle (inRect) is compared to the image rectangle and the overlapping area is found.
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ZRect inRect = clipRect.Intersection(imgRect);
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glColor4ub(255,255,255,rAlpha); //sets the color correctly
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//Step 2: The portion of the image that needs to be drawn is being mapped to triangle strips the same size as the intersection
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// of the clipping and image rectangles and then transformed to texture coordinates via xScale and yScale.
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// (double is used for needed precision when dealing with the scaling)
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double xScale = (rTexMaxX - rTexMinX)*rWidth; //texCoordWidth/imgWidth
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double yScale = (rTexMaxY - rTexMinY)*rHeight; //texCoordHeight/imgHeight
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double nx = rTexMinX + (inRect.X()-x)/xScale; //cut off left side
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double ny = rTexMinY + (inRect.Y()-y)/yScale; //cut off top
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double nw = nx + inRect.Width()/xScale; //cut off right side
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double nh = ny + inRect.Height()/yScale; //cut off bottom
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glColor4ub(255,255,255,rAlpha);
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Bind();
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(nx,ny); glVertex2f(inRect.Left(),inRect.Top());
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glTexCoord2f(nw,ny); glVertex2f(inRect.Right(),inRect.Top());
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glTexCoord2f(nx,nh); glVertex2f(inRect.Left(),inRect.Bottom());
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glTexCoord2f(nw,nh); glVertex2f(inRect.Right(),inRect.Bottom());
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//Step 3: The texture coords are modified to only specify the portion of the texture which falls within the clipping rect.
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//Step 4: The vertices are changed to the sides of the clipping rectangle in glVertex2f.
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glTexCoord2d(nx,ny); glVertex2f(inRect.Left(),inRect.Top());
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glTexCoord2d(nw,ny); glVertex2f(inRect.Right(),inRect.Top());
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glTexCoord2d(nx,nh); glVertex2f(inRect.Left(),inRect.Bottom());
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glTexCoord2d(nw,nh); glVertex2f(inRect.Right(),inRect.Bottom());
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glEnd();
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glColor4ub(255,255,255,255); //be responsible, return to standard color state
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}
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@ -280,21 +287,11 @@ void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
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void ZImage::Flip(bool horizontal, bool vertical)
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{
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GLfloat temp;
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//all that a flip does is invert the Min/Max coordinates
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if(horizontal)
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{
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temp = rTexMinX;
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rTexMinX = rTexMaxX;
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rTexMaxX = temp;
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}
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std::swap(rTexMinX,rTexMaxX);
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if(vertical)
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{
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temp = rTexMinY;
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rTexMinY = rTexMaxY;
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rTexMaxY = temp;
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}
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std::swap(rTexMinY,rTexMaxY);
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}
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//stretching and resizing is very inexpensive, done via variables
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@ -9,7 +9,7 @@ This example file is in the public domain, it may be used with no restrictions.
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and the home of this Library is http://www.zengine.sourceforge.net
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*******************************************************************************/
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/*$Id: ZImageTest.cpp,v 1.22 2003/09/01 06:01:06 cozman Exp $*/
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/*$Id: ZImageTest.cpp,v 1.23 2003/09/05 19:44:13 cozman Exp $*/
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#include <ZEngine.h>
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#include <string>
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@ -55,12 +55,13 @@ void Test()
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image1.Attach(temp); //this attaches the surface into itself
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image2.Open("data/test01.bmp");
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image3.OpenFromImage(image2.Surface(),5,5,20,20);
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image4.Open("data/rainbow.bmp");
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image4.Open("data/test02.bmp");
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temp = NULL; //and temp will now be controlled and freed by image1
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image1.SetColorKey(255,0,255);
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image2.SetColorKey(255,0,255);
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#if (GFX_BACKEND == ZE_OGL)
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image4.Resize(400,300);
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image4.Flip(true,false);
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#endif
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font.DrawShadedText("ZImage Test.",textImage);
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