-/*
- * Frame.cpp
- *
- * Created on: Aug 7, 2012
- * Author: holy
- */
-
#include "Frame.h"
-using geometry::Point;
+#include "Texture.h"
+#include "../loader/Interpreter.h"
+#include "../loader/TypeDescription.h"
+
+using math::Vector;
+using loader::FieldDescription;
+using loader::Interpreter;
+using loader::TypeDescription;
namespace graphics {
// TODO: maybe create a cache for frames?
-void Frame::Draw(SDL_Surface *dest, Point<int> position, int width, int height) const {
+void Frame::Draw(SDL_Surface *dest, const Vector<int> &position, int width, int height) const {
+ if (!surface) {
+ SDL_Rect rect;
+ rect.x = position.X();
+ rect.y = position.Y();
+ rect.w = width;
+ rect.h = height;
+ SDL_FillRect(dest, &rect, SDL_MapRGB(dest->format, 0xFF, 0x00, 0x00));
+ return;
+ }
// top-left corner
SDL_Rect srcRect;
- srcRect.x = xOffset;
- srcRect.y = yOffset;
- srcRect.w = borderWidth;
- srcRect.h = borderHeight;
+ srcRect.x = offset.X();
+ srcRect.y = offset.Y();
+ srcRect.w = BorderWidth();
+ srcRect.h = BorderHeight();
SDL_Rect destRect;
destRect.x = position.X();
destRect.y = position.Y();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
// top border
- srcRect.x += borderWidth;
- srcRect.w = repeatWidth;
- destRect.x += borderWidth;
- int fullRepeatWidth(width - (2 * borderWidth));
- int repeatCursor(0);
- while (repeatCursor < fullRepeatWidth) {
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
- destRect.x += repeatWidth;
- repeatCursor += repeatWidth;
- }
+ Texture(surface, Vector<int>(RepeatWidth(), BorderHeight()), Vector<int>(offset.X() + BorderWidth(), offset.Y()))
+ .Render(dest, Vector<int>(position.X() + BorderWidth(), position.Y()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()));
// top-right corner
- srcRect.x += repeatWidth;
- srcRect.w = borderWidth;
+ srcRect.x = offset.X() + RepeatWidth() + BorderWidth();
+ srcRect.w = BorderWidth();
+ destRect.x = position.X() + width - BorderWidth();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
- // middle
- destRect.y += borderHeight;
- int fullRepeatHeight(height - (2 * borderHeight));
- int hRepeatCursor(0);
- while (hRepeatCursor < fullRepeatHeight) {
-
- // left border
- srcRect.x = xOffset;
- srcRect.y = yOffset + borderHeight;
- srcRect.w = borderWidth;
- srcRect.h = repeatHeight;
- destRect.x = position.X();
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
-
- // fill
- repeatCursor = 0;
- srcRect.x += borderWidth;
- srcRect.w = repeatWidth;
- destRect.x += borderWidth;
- while (repeatCursor < fullRepeatWidth) {
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
- destRect.x += repeatWidth;
- repeatCursor += repeatWidth;
- }
-
- // right border
- srcRect.x += repeatWidth;
- srcRect.w = borderWidth;
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
-
- destRect.y += repeatHeight;
- hRepeatCursor += repeatHeight;
- }
+ // left border
+ Texture(surface, Vector<int>(BorderWidth(), RepeatHeight()), Vector<int>(offset.X(), offset.Y() + BorderHeight()))
+ .Render(dest, Vector<int>(position.X(), position.Y() + BorderHeight()), Vector<int>(position.X() + BorderWidth(), position.Y() + height - BorderHeight()));
+
+ // center fill
+ Texture(surface, RepeatSize(), Vector<int>(offset.X() + BorderWidth(), offset.Y() + BorderHeight()))
+ .Render(dest, position + BorderSize(), position + Vector<int>(width, height) - BorderSize());
+
+ // right border
+ Texture(surface, Vector<int>(BorderWidth(), RepeatHeight()), Vector<int>(offset.X() + BorderWidth() + RepeatWidth(), offset.Y() + BorderHeight()))
+ .Render(dest, Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()), Vector<int>(position.X() + width, position.Y() + height - BorderHeight()));
// bottom-left corner
- srcRect.x = xOffset;
- srcRect.y = yOffset + borderHeight + repeatHeight;
- srcRect.w = borderWidth;
- srcRect.h = borderHeight;
+ srcRect.x = offset.X();
+ srcRect.y = offset.Y() + BorderHeight() + RepeatHeight();
+ srcRect.w = BorderWidth();
+ srcRect.h = BorderHeight();
destRect.x = position.X();
+ destRect.y = position.Y() + height - BorderHeight();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
// bottom border
- srcRect.x += borderWidth;
- srcRect.w = repeatWidth;
- destRect.x += borderWidth;
- repeatCursor = 0;
- while (repeatCursor < fullRepeatWidth) {
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
- destRect.x += repeatWidth;
- repeatCursor += repeatWidth;
- }
- if (fullRepeatWidth < fullRepeatWidth) {
- srcRect.w = fullRepeatWidth - fullRepeatWidth;
- SDL_BlitSurface(surface, &srcRect, dest, &destRect);
- destRect.x += fullRepeatWidth - fullRepeatWidth;
- }
+ Texture(surface, Vector<int>(RepeatWidth(), BorderHeight()), Vector<int>(offset.X() + BorderWidth(), offset.Y() + BorderHeight() + RepeatHeight()))
+ .Render(dest, Vector<int>(position.X() + BorderWidth(), position.Y() + height - BorderHeight()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + height));
// bottom-right corner
- srcRect.x += repeatWidth;
- srcRect.w = borderWidth;
+ srcRect.x = offset.X() + BorderWidth() + RepeatWidth();
+ srcRect.w = BorderWidth();
+ destRect.x = position.X() + width - BorderWidth();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
}
+
+void Frame::CreateTypeDescription() {
+ Frame f;
+
+ TypeDescription &td(TypeDescription::Create(TYPE_ID, "Frame"));
+ td.SetDescription(
+ "A frame is basically a border + a background texture.\n"
+ "It splits an image into 3*3 parts where the edges are kept as is and the sides and the middle part are repeated as needed.");
+ td.SetConstructor(&Construct);
+ td.SetSize(sizeof(Frame));
+
+ td.AddField("image", FieldDescription(((char *)&f.surface) - ((char *)&f), Interpreter::IMAGE_ID).SetReferenced().SetDescription("the underlying graphic from which the frame parts are cut"));
+ td.AddField("border", FieldDescription(((char *)&f.borderSize) - ((char *)&f), Interpreter::VECTOR_ID).SetDescription("size of the border part, dimensions of top-left corner"));
+ td.AddField("repeat", FieldDescription(((char *)&f.repeatSize) - ((char *)&f), Interpreter::VECTOR_ID).SetDescription("size of the repeat part, dimensions of a single tile of the background texture"));
+ td.AddField("offset", FieldDescription(((char *)&f.offset) - ((char *)&f), Interpreter::VECTOR_ID).SetDescription("offset into the image where to start cutting, coordinates of the top-left corner on the image"));
+}
+
+void Frame::Construct(void *data) {
+ new (data) Frame;
+}
+
}