#include "Frame.h"
+#include "../loader/TypeDescription.h"
+
using geometry::Vector;
+using loader::FieldDescription;
+using loader::TypeDescription;
namespace graphics {
// TODO: maybe create a cache for frames?
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 = offset.X();
SDL_BlitSurface(surface, &srcRect, dest, &destRect);
}
+
+void Frame::CreateTypeDescription() {
+ Frame f;
+
+ int imageId(TypeDescription::GetTypeId("Image"));
+ int vectorId(TypeDescription::GetTypeId("Vector"));
+
+ TypeDescription &td(TypeDescription::CreateOrGet("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), imageId).SetReferenced().SetDescription("the underlying graphic from which the frame parts are cut"));
+ td.AddField("border", FieldDescription(((char *)&f.borderSize) - ((char *)&f), vectorId).SetDescription("size of the border part, dimensions of top-left corner"));
+ td.AddField("repeat", FieldDescription(((char *)&f.repeatSize) - ((char *)&f), vectorId).SetDescription("size of the repeat part, dimensions of a single tile of the background texture"));
+ td.AddField("offset", FieldDescription(((char *)&f.offset) - ((char *)&f), vectorId).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;
+}
+
}