ZImage miniscule changes

This commit is contained in:
James Turk 2003-09-05 19:44:13 +00:00
parent 73c69b64c7
commit 59c07de8d7
5 changed files with 42 additions and 39 deletions

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@ -1,5 +1,5 @@
ZEngine Version Log for Version 0.8.4
$Id: changelog.txt,v 1.43 2003/08/31 22:15:00 cozman Exp $
ZEngine Version Log for Version 0.8.5
$Id: changelog.txt,v 1.44 2003/09/05 19:44:13 cozman Exp $
Changes are marked with symbols that describe them:
! is code that breaks backwards compatibility (used after 0.8.0-rc1, previous versions broke compatibility)
@ -9,9 +9,11 @@ Changes are marked with symbols that describe them:
# general changes
0.8.5
+ Addition of limited SDL graphics backend.
+ Addition of DrawClipped and DrawClipped example in ZImageTest
+ New limited SDL graphics backend for platforms without OpenGL.
- Removal of VC6 project files and official support.
- Removal of SDL_net support.
# Tiny optimizations within newer ZImage code.
# Changed ZImage stretching to floating-point.
# New linux build system (by Atani).

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@ -13,7 +13,7 @@
\brief Define file for ZEngine where all #define statements to control compilation options are placed.
Definition file, holds #define statements describing optional features of ZEngine.
<br>$Id: ZE_Defines.h,v 1.22 2003/08/08 04:24:42 cozman Exp $<br>
<br>$Id: ZE_Defines.h,v 1.23 2003/09/05 19:44:13 cozman Exp $<br>
\author James Turk
**/
@ -22,7 +22,6 @@
//Defines- undefine any of these if you dont have the indicated SDL extension//
//! OpenGL 2D Rendering Target.
#define ZE_OGL (1)
//! SDL Rendering Target.

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@ -13,7 +13,7 @@
\brief Definition file for ZImage.
Definition file for ZImage, the OpenGL version of the ZImage class for ZEngine.
<br>$Id: ZE_ZImage.h,v 1.24 2003/09/01 03:30:39 cozman Exp $<br>
<br>$Id: ZE_ZImage.h,v 1.25 2003/09/05 19:44:13 cozman Exp $<br>
\author James Turk
**/
@ -216,9 +216,11 @@ class ZImage
void Draw(int x, int y) const;
/*!
\brief Draw Clipped Image to screen.
\brief Draw Image, clipped within a given rectangle to the screen.
Image is drawn such that only portions of image which fall within a certain area appear.
Image is drawn such that only portions of image which fall within a certain area appear. This clipping rectangle
can be used for areas of the screen which are separated from others such as a splitscreen mode in a game or a
map on a HUD.
\since 0.8.5
\param x X coord to draw Image to.
\param y Y coord to draw Image to.
@ -259,9 +261,11 @@ class ZImage
void DrawRotated(float x, float y, float angle) const;
/*!
\brief Draw Clipped Image to screen.
\brief Draw Image, clipped within a given rectangle to the screen.
Image is drawn such that only portions of image which fall within a certain area appear.
Image is drawn such that only portions of image which fall within a certain area appear. This clipping rectangle
can be used for areas of the screen which are separated from others such as a splitscreen mode in a game or a
map on a HUD.
\since 0.8.5
\param x X coord to draw Image to.
\param y Y coord to draw Image to.

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@ -13,7 +13,7 @@
\brief Source file for ZImage.
Implementation of ZImage, the Image class for ZEngine.
<br>$Id: ZE_ZImage.cpp,v 1.44 2003/09/01 06:01:34 cozman Exp $<br>
<br>$Id: ZE_ZImage.cpp,v 1.45 2003/09/05 19:44:13 cozman Exp $<br>
\author James Turk
**/
@ -244,10 +244,7 @@ void ZImage::DrawRotated(float x, float y, float angle) const
void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
{
ZRect imgRect(x,y,rWidth,rHeight),inRect;
float xDiff,yDiff,nx,ny,nw,nh;
xDiff = rTexMaxX - rTexMinX;
yDiff = rTexMaxY - rTexMinY;
ZRect imgRect(x,y,rWidth,rHeight);
if(clipRect.Contains(imgRect))
{
@ -255,20 +252,30 @@ void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
}
else if(clipRect.Intersects(imgRect))
{
inRect = clipRect.Intersection(imgRect);
//This is some pretty complex code, it is broken down in 4 steps.
nx = rTexMinX + (inRect.X()-imgRect.X())/imgRect.Width()*xDiff;
ny = rTexMinY + (inRect.Y()-imgRect.Y())/imgRect.Height()*yDiff;
nw = nx + (inRect.Width()/imgRect.Width())*xDiff;
nh = ny + (inRect.Height()/imgRect.Height())*yDiff;
//Step 1: The intersection rectangle (inRect) is compared to the image rectangle and the overlapping area is found.
ZRect inRect = clipRect.Intersection(imgRect);
glColor4ub(255,255,255,rAlpha); //sets the color correctly
//Step 2: The portion of the image that needs to be drawn is being mapped to triangle strips the same size as the intersection
// of the clipping and image rectangles and then transformed to texture coordinates via xScale and yScale.
// (double is used for needed precision when dealing with the scaling)
double xScale = (rTexMaxX - rTexMinX)*rWidth; //texCoordWidth/imgWidth
double yScale = (rTexMaxY - rTexMinY)*rHeight; //texCoordHeight/imgHeight
double nx = rTexMinX + (inRect.X()-x)/xScale; //cut off left side
double ny = rTexMinY + (inRect.Y()-y)/yScale; //cut off top
double nw = nx + inRect.Width()/xScale; //cut off right side
double nh = ny + inRect.Height()/yScale; //cut off bottom
glColor4ub(255,255,255,rAlpha);
Bind();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(nx,ny); glVertex2f(inRect.Left(),inRect.Top());
glTexCoord2f(nw,ny); glVertex2f(inRect.Right(),inRect.Top());
glTexCoord2f(nx,nh); glVertex2f(inRect.Left(),inRect.Bottom());
glTexCoord2f(nw,nh); glVertex2f(inRect.Right(),inRect.Bottom());
//Step 3: The texture coords are modified to only specify the portion of the texture which falls within the clipping rect.
//Step 4: The vertices are changed to the sides of the clipping rectangle in glVertex2f.
glTexCoord2d(nx,ny); glVertex2f(inRect.Left(),inRect.Top());
glTexCoord2d(nw,ny); glVertex2f(inRect.Right(),inRect.Top());
glTexCoord2d(nx,nh); glVertex2f(inRect.Left(),inRect.Bottom());
glTexCoord2d(nw,nh); glVertex2f(inRect.Right(),inRect.Bottom());
glEnd();
glColor4ub(255,255,255,255); //be responsible, return to standard color state
}
@ -280,21 +287,11 @@ void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
void ZImage::Flip(bool horizontal, bool vertical)
{
GLfloat temp;
//all that a flip does is invert the Min/Max coordinates
if(horizontal)
{
temp = rTexMinX;
rTexMinX = rTexMaxX;
rTexMaxX = temp;
}
std::swap(rTexMinX,rTexMaxX);
if(vertical)
{
temp = rTexMinY;
rTexMinY = rTexMaxY;
rTexMaxY = temp;
}
std::swap(rTexMinY,rTexMaxY);
}
//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.
and the home of this Library is http://www.zengine.sourceforge.net
*******************************************************************************/
/*$Id: ZImageTest.cpp,v 1.22 2003/09/01 06:01:06 cozman Exp $*/
/*$Id: ZImageTest.cpp,v 1.23 2003/09/05 19:44:13 cozman Exp $*/
#include <ZEngine.h>
#include <string>
@ -55,12 +55,13 @@ void Test()
image1.Attach(temp); //this attaches the surface into itself
image2.Open("data/test01.bmp");
image3.OpenFromImage(image2.Surface(),5,5,20,20);
image4.Open("data/rainbow.bmp");
image4.Open("data/test02.bmp");
temp = NULL; //and temp will now be controlled and freed by image1
image1.SetColorKey(255,0,255);
image2.SetColorKey(255,0,255);
#if (GFX_BACKEND == ZE_OGL)
image4.Resize(400,300);
image4.Flip(true,false);
#endif
font.DrawShadedText("ZImage Test.",textImage);