-/*
- * Frame.cpp
- *
- * Created on: Aug 7, 2012
- * Author: holy
- */
-
#include "Frame.h"
+#include "Texture.h"
+#include "../loader/Interpreter.h"
#include "../loader/TypeDescription.h"
-using geometry::Vector;
+using math::Vector;
using loader::FieldDescription;
+using loader::Interpreter;
using loader::TypeDescription;
namespace graphics {
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()))
+ .Draw(dest, Vector<int>(position.X() + BorderWidth(), position.Y()), Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()));
// top-right corner
- srcRect.x += RepeatWidth();
+ 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 = offset.X();
- srcRect.y = offset.Y() + 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()))
+ .Draw(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()))
+ .Draw(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()))
+ .Draw(dest, Vector<int>(position.X() + width - BorderWidth(), position.Y() + BorderHeight()), Vector<int>(position.X() + width, position.Y() + height - BorderHeight()));
// bottom-left corner
srcRect.x = offset.X();
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()))
+ .Draw(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.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;
- int imageId(TypeDescription::GetTypeId("Image"));
- int vectorId(TypeDescription::GetTypeId("Vector"));
-
- TypeDescription &td(TypeDescription::CreateOrGet("Frame"));
+ 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("surface", FieldDescription(((char *)&f.surface) - ((char *)&f), imageId, true));
- td.AddField("borderSize", FieldDescription(((char *)&f.borderSize) - ((char *)&f), vectorId, false));
- td.AddField("repeatSize", FieldDescription(((char *)&f.repeatSize) - ((char *)&f), vectorId, false));
- td.AddField("offset", FieldDescription(((char *)&f.offset) - ((char *)&f), vectorId, false));
+ 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;
}
}