/*******************************************************************************
This file is Part of the ZEngine Library for 2D game development.
Copyright (C) 2002, 2003 James Turk
Licensed under a BSD-style license.
The maintainer of this library is James Turk (james@conceptofzero.net)
and the home of this Library is http://www.zengine.sourceforge.net
*******************************************************************************/
/**
\file ZE_ZImage.cpp
\brief Source file for ZImage.
Implementation of ZImage, the Image class for ZEngine.
$Id: ZE_ZImage.cpp,v 1.47 2003/09/24 02:03:18 cozman Exp $
\author James Turk
**/
#include "ZE_ZImage.h"
namespace ZE
{
ZImage::ZImage() :
rEngine(ZEngine::GetInstance()),
rImage(NULL),
rAlpha(255)
{
Release();
}
ZImage::ZImage(const ZImage &rhs) :
rEngine(ZEngine::GetInstance()),
rImage(NULL),
rAlpha(rhs.Alpha())
{
OpenFromImage(rhs.Surface(),0,0,(Sint16)rhs.Width(),(Sint16)rhs.Height());
}
ZImage::ZImage(std::string filename) :
rEngine(ZEngine::GetInstance()),
rImage(NULL),
rAlpha(255)
{
Open(filename);
}
ZImage::ZImage(SDL_Surface *surface) :
rEngine(ZEngine::GetInstance()),
rImage(NULL),
rAlpha(255)
{
Attach(surface);
}
ZImage::ZImage(SDL_Surface *img, Sint16 x, Sint16 y, Sint16 w, Sint16 h) :
rEngine(ZEngine::GetInstance()),
rImage(NULL),
rAlpha(255)
{
OpenFromImage(img,x,y,w,h);
}
ZImage::ZImage(const ZImage &img, Sint16 x, Sint16 y, Sint16 w, Sint16 h) :
rEngine(ZEngine::GetInstance()),
rImage(NULL),
rAlpha(255)
{
OpenFromImage(img.Surface(),x,y,w,h); //call SDL_Surface* version instead of taking the long way
}
ZImage::~ZImage()
{
Release();
}
void ZImage::Open(std::string filename)
{
SDL_Surface *image;
#ifdef USE_SDL_IMAGE
image = IMG_Load(filename.c_str());
#else
image = SDL_LoadBMP(filename.c_str());
#endif //USE_SDL_IMAGE
if(!image)
rEngine->ReportError(ZERR_LOAD_IMAGE,filename);
else
Attach(image);
}
void ZImage::OpenFromZip(std::string zipname, std::string filename)
{
SDL_Surface *image=NULL;
SDL_RWops *rw;
rw = RWFromZip(zipname,filename);
if(rw)
{
#ifdef USE_SDL_IMAGE
image = IMG_Load_RW(rw,0);
#else
image = SDL_LoadBMP_RW(rw,0);
#endif //USE_SDL_IMAGE
delete []rw->hidden.mem.base; //must free buffer
SDL_FreeRW(rw);
}
if(!image)
rEngine->ReportError(ZERR_LOAD_IMAGE,FormatStr("%s in %s archive",filename.c_str(),zipname.c_str()));
else
Attach(image);
}
void ZImage::OpenFromImage(SDL_Surface *image, Sint16 x, Sint16 y, Sint16 w, Sint16 h)
{
SDL_Surface *screen = rEngine->Display();
SDL_Surface *cutImg = NULL;
SDL_Rect rect;
SDL_VideoInfo *videoInfo;
//either set hardware or software surface//
videoInfo = const_cast(SDL_GetVideoInfo());
rect.x = x;
rect.y = y;
rect.w = w;
rect.h = h;
if(!image)
rEngine->ReportError(ZERR_NOIMAGE,"OpenFromImage");
cutImg = SDL_CreateRGBSurface(0, rect.w, rect.h, rEngine->DisplayDepth(),
screen->format->Rmask, screen->format->Gmask, screen->format->Bmask, screen->format->Amask);
if(!cutImg)
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_CreateRGBSurface failed in ZImage::OpenFromImage: %s.",SDL_GetError()));
SDL_BlitSurface(image,&rect,cutImg,NULL);
Attach(cutImg);
}
void ZImage::OpenFromImage(const ZImage &img, Sint16 x, Sint16 y, Sint16 w, Sint16 h)
{
OpenFromImage(img.Surface(),x,y,w,h);
}
#if (GFX_BACKEND == ZE_OGL)
//attach is really the core of ZImage, everything calls it, it converts SDL_Surface->OpenGL Texture->ZImage
void ZImage::Attach(SDL_Surface *surface)
{
GLfloat coord[4];
Release(); //avoid most user inflicted memory leaks associated with ZImage
//surface conversion//
SDL_Surface *temp = surface;
surface = SDL_DisplayFormatAlpha(temp); //TTF_RenderTextBlended relys on this
if(surface)
{
FreeImage(temp);
}
else //can't convert
{
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_DisplayFormatAlpha failed in ZImage::Attach: %s",SDL_GetError()));
surface = temp;
}
if(surface)
{
rWidth = static_cast(surface->w);
rHeight = static_cast(surface->h);
rTexID = SDL_GL_LoadTexture(surface,coord); //major helper, not written by me, from libsdl.org
rTexMinX = coord[0];
rTexMinY = coord[1];
rTexMaxX = coord[2];
rTexMaxY = coord[3];
rImage = surface;
}
else
rEngine->ReportError(ZERR_NOIMAGE,"Attach");
}
void ZImage::Reload()
{
//this little hack helps to reload images to OpenGL surfaces after loss
SDL_Surface *temp = rImage;
rImage = NULL;
Attach(temp);
}
void ZImage::Release()
{
//set everything back the way it came
if(glIsTexture(rTexID))
glDeleteTextures(1,&rTexID);
rTexMinX = rTexMinY = rTexMaxX = rTexMaxY = 0.0f;
rTexID = 0;
rWidth = rHeight = 0;
FreeImage(rImage);
}
void ZImage::SetAlpha(Uint8 alpha)
{
rAlpha = alpha;
}
void ZImage::SetColorKey(Uint8 red, Uint8 green, Uint8 blue)
{
Uint32 color = SDL_MapRGB(rImage->format,red,green,blue);
if(rImage)
{
if(SDL_SetColorKey(rImage, SDL_SRCCOLORKEY, color) < 0)
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_SetColorKey failed in ZImage::SetColorKey: %s",SDL_GetError()));
else
Reload(); //do the reattach hack, this gets a new OpenGL surface for the same image
}
else
rEngine->ReportError(ZERR_NOIMAGE,"SetColorKey");
}
void ZImage::Draw(int x, int y) const
{
Draw(static_cast(x),static_cast(y));
}
void ZImage::DrawClipped(int x, int y, ZRect clipRect) const
{
DrawClipped(static_cast(x),static_cast(y),clipRect);
}
void ZImage::Draw(float x, float y) const
{
glColor4ub(255,255,255,rAlpha); //sets the color correctly
Bind();
glBegin(GL_TRIANGLE_STRIP); //triangle strips, speedier?
glTexCoord2f(rTexMinX,rTexMinY); glVertex2f(x,y);
glTexCoord2f(rTexMaxX,rTexMinY); glVertex2f(x+rWidth,y);
glTexCoord2f(rTexMinX,rTexMaxY); glVertex2f(x,y+rHeight);
glTexCoord2f(rTexMaxX,rTexMaxY); glVertex2f(x+rWidth,y+rHeight);
glEnd();
glColor4ub(255,255,255,255); //be responsible, return to standard color state
}
void ZImage::Draw(float x, float y, Uint8 vc[]) const
{
Bind();
glBegin(GL_TRIANGLE_STRIP); //triangle strips, speedier?
glTexCoord2f(rTexMinX,rTexMinY); glColor4ub(vc[0],vc[1],vc[2],vc[3]); glVertex2f(x,y);
glTexCoord2f(rTexMaxX,rTexMinY); glColor4ub(vc[4],vc[5],vc[6],vc[7]); glVertex2f(x+rWidth,y);
glTexCoord2f(rTexMinX,rTexMaxY); glColor4ub(vc[12],vc[13],vc[14],vc[15]); glVertex2f(x,y+rHeight); //12-15 here to keep counterclockwise
glTexCoord2f(rTexMaxX,rTexMaxY); glColor4ub(vc[8],vc[9],vc[10],vc[11]); glVertex2f(x+rWidth,y+rHeight);
glEnd();
glColor4ub(255,255,255,255); //be responsible, return to standard color state
}
void ZImage::DrawRotated(int x, int y, float angle) const
{
DrawRotated(static_cast(x),static_cast(y),angle);
}
void ZImage::DrawRotated(float x, float y, float angle) const
{
//center point
float cX,cY;
cX = rWidth/2.0f;
cY = rHeight/2.0f;
glPushMatrix();
glTranslatef(x+cX,y+cY,0); //translate to center
glRotatef(angle,0,0,1.0f); //rotate on z axis, to keep x&y parallel to 2D plane
glColor4ub(255,255,255,rAlpha);
Bind();
//draw is modified to be based around center//
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(rTexMinX,rTexMinY); glVertex2f(-cX,-cY);
glTexCoord2f(rTexMaxX,rTexMinY); glVertex2f(-cX+rWidth,-cY);
glTexCoord2f(rTexMinX,rTexMaxY); glVertex2f(-cX,-cY+rHeight);
glTexCoord2f(rTexMaxX,rTexMaxY); glVertex2f(-cX+rWidth,-cY+rHeight);
glEnd();
glPopMatrix();
}
void ZImage::DrawRotated(float x, float y, float angle, Uint8 vc[]) const
{
//center point
float cX,cY;
cX = rWidth/2.0f;
cY = rHeight/2.0f;
glPushMatrix();
glTranslatef(x+cX,y+cY,0); //translate to center
glRotatef(angle,0,0,1.0f); //rotate on z axis, to keep x&y parallel to 2D plane
Bind();
//draw is modified to be based around center//
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(rTexMinX,rTexMinY); glColor4ub(vc[0],vc[1],vc[2],vc[3]); glVertex2f(-cX,-cY);
glTexCoord2f(rTexMaxX,rTexMinY); glColor4ub(vc[4],vc[6],vc[6],vc[7]); glVertex2f(-cX+rWidth,-cY);
glTexCoord2f(rTexMinX,rTexMaxY); glColor4ub(vc[12],vc[13],vc[14],vc[15]); glVertex2f(-cX,-cY+rHeight);
glTexCoord2f(rTexMaxX,rTexMaxY); glColor4ub(vc[8],vc[9],vc[10],vc[11]); glVertex2f(-cX+rWidth,-cY+rHeight);
glEnd();
glPopMatrix();
}
void ZImage::DrawClipped(float x, float y, ZRect clipRect) const
{
ZRect imgRect(x,y,rWidth,rHeight);
if(clipRect.Contains(imgRect))
{
Draw(x,y);
}
else if(clipRect.Intersects(imgRect))
{
//This is some pretty complex code, it is broken down in 4 steps.
//Step 1: The intersection rectangle (inRect) is compared to the image rectangle and the overlapping area is found.
ZRect inRect = clipRect.Intersection(imgRect);
//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);
//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
}
else //doesn't contain nor intersect
{
//draw nothing
}
}
void ZImage::DrawClipped(float x, float y, ZRect clipRect, Uint8 vc[]) const
{
ZRect imgRect(x,y,rWidth,rHeight);
if(clipRect.Contains(imgRect))
{
Draw(x,y);
}
else if(clipRect.Intersects(imgRect))
{
//This is some pretty complex code, it is broken down in 4 steps.
//Step 1: The intersection rectangle (inRect) is compared to the image rectangle and the overlapping area is found.
ZRect inRect = clipRect.Intersection(imgRect);
//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
Bind();
glBegin(GL_TRIANGLE_STRIP);
//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); glColor4ub(vc[0],vc[1],vc[2],vc[3]); glVertex2f(inRect.Left(),inRect.Top());
glTexCoord2d(nw,ny); glColor4ub(vc[4],vc[5],vc[6],vc[7]); glVertex2f(inRect.Right(),inRect.Top());
glTexCoord2d(nx,nh); glColor4ub(vc[12],vc[13],vc[14],vc[15]); glVertex2f(inRect.Left(),inRect.Bottom());
glTexCoord2d(nw,nh); glColor4ub(vc[8],vc[9],vc[10],vc[11]); glVertex2f(inRect.Right(),inRect.Bottom());
glEnd();
glColor4ub(255,255,255,255); //be responsible, return to standard color state
}
else //doesn't contain nor intersect
{
//draw nothing
}
}
void ZImage::Flip(bool horizontal, bool vertical)
{
//all that a flip does is invert the Min/Max coordinates
if(horizontal)
std::swap(rTexMinX,rTexMaxX);
if(vertical)
std::swap(rTexMinY,rTexMaxY);
}
//stretching and resizing is very inexpensive, done via variables
void ZImage::Stretch(float xFactor, float yFactor)
{
rWidth = xFactor*rWidth;
rHeight = yFactor*rHeight;
}
void ZImage::Resize(float width, float height)
{
rWidth = width;
rHeight = height;
}
//this is available for other uses of ZEngine
void ZImage::Bind() const
{
if(rTexID)
glBindTexture(GL_TEXTURE_2D, rTexID);
else
rEngine->ReportError(ZERR_NOIMAGE,"Bind");
}
bool ZImage::IsLoaded() const
{
return glIsTexture(rTexID) == GL_TRUE;
}
#elif (GFX_BACKEND == ZE_SDL)
void ZImage::Attach(SDL_Surface *surface)
{
Release();
//surface conversion//
SDL_Surface *temp = surface;
surface = SDL_DisplayFormatAlpha(temp); //TTF_RenderTextBlended relys on this
if(surface)
{
FreeImage(temp);
}
else //can't convert
{
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_DisplayFormatAlpha failed in ZImage::Attach: %s",SDL_GetError()));
surface = temp;
}
if(surface)
rImage = surface;
else
rEngine->ReportError(ZERR_NOIMAGE,"Attach");
}
void ZImage::Reload()
{
//currently a no-op
}
void ZImage::Release()
{
FreeImage(rImage);
}
void ZImage::SetAlpha(Uint8 alpha)
{
rAlpha = alpha;
if(rImage)
{
if(SDL_SetAlpha(rImage, SDL_SRCALPHA, alpha) < 0)
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_SetAlpha failed in ZImage::SetAlpha: %s",SDL_GetError()));
}
else
rEngine->ReportError(ZERR_NOIMAGE,"SetAlpha");
}
void ZImage::SetColorKey(Uint8 red, Uint8 green, Uint8 blue)
{
Uint32 color = SDL_MapRGBA(rImage->format,red,green,blue,255);
if(rImage)
{
if(SDL_SetColorKey(rImage, SDL_RLEACCEL|SDL_SRCCOLORKEY, color) < 0)
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_SetColorKey failed in ZImage::SetColorKey: %s",SDL_GetError()));
//surface conversion//
SDL_Surface *temp = rImage;
rImage = SDL_DisplayFormatAlpha(temp); //TTF_RenderTextBlended relys on this
if(rImage)
{
FreeImage(temp);
}
else //can't convert
{
rEngine->ReportError(ZERR_SDL_INTERNAL,FormatStr("SDL_DisplayFormatAlpha failed in ZImage::SetColorKey: %s",SDL_GetError()));
rImage = temp;
}
}
else
rEngine->ReportError(ZERR_NOIMAGE,"SetColorKey");
}
void ZImage::Draw(int x, int y) const
{
SDL_Rect rect;
rect.x = static_cast(x);
rect.y = static_cast(y);
SDL_BlitSurface(rImage, NULL, rEngine->Display(), &rect);
}
void ZImage::DrawClipped(int x, int y, ZRect clipRect) const
{
ZRect img(static_cast(x),static_cast(y),static_cast(rImage->w),static_cast(rImage->h));
SDL_Rect inRect,imgRect;
imgRect = inRect = clipRect.Intersection(img).SDLrect();
inRect.x -= x;
inRect.y -= y;
SDL_BlitSurface(rImage, &inRect, rEngine->Display(), &imgRect);
//SDL_FillRect(rEngine->Display(), &inRect, SDL_MapRGB(rEngine->Display()->format,0,255,0));
}
bool ZImage::IsLoaded() const
{
return rImage ? true : false;
}
#endif //GFX_BACKEND
SDL_Surface* ZImage::Surface() const
{
return rImage;
}
#if (GFX_BACKEND == ZE_OGL)
float ZImage::Width() const
{
return rWidth;
}
float ZImage::Height() const
{
return rHeight;
}
#elif (GFX_BACKEND == ZE_SDL)
int ZImage::Width() const
{
return rImage->w;
}
int ZImage::Height() const
{
return rImage->h;
}
#endif //GFX_BACKEND
Uint8 ZImage::Alpha() const
{
return rAlpha;
}
}