SBSPSS/source/gfx/animtex.cpp
2001-04-01 20:22:49 +00:00

189 lines
3.9 KiB
C++

/**************************/
/*** Anim Texture Stuph ***/
/**************************/
#include "system\global.h"
#include "mem\memory.h"
#include "fileio\fileio.h"
#include "gfx\animtex.h"
#include "gfx\tpage.h"
#include "utils\utils.h"
#ifndef __SYSTEM_GSTATE_H__
#include "system\gstate.h"
#endif
CAnimTex *AnimTexList=0;
CMoveTex CMoveTex::MoveTexList[CMoveTex::MOVETEX_MAX];
/*****************************************************************************/
CAnimTex::CAnimTex()
{
NextTex=0;
}
/*****************************************************************************/
CAnimTex::~CAnimTex()
{
if (TexData) MemFree(TexData);
}
/*****************************************************************************/
void CAnimTex::AddAnimTex(sFrameHdr *Frame,FileEquate Filename)
{
int TPageX,TPageY,X,Y,W,H;
CAnimTex *ThisTex=new ("CAnimTex::AddAnimTex") CAnimTex;
ThisTex->NextTex=AnimTexList;
AnimTexList=ThisTex;
X=(u8)Frame->U;
Y=(u8)Frame->V;
W=(u8)Frame->W;
H=(u8)Frame->H;
switch (((Frame->TPage)>>7)&0x003)
{
case 0:
ThisTex->PixPerWord=4;
break;
case 1:
ThisTex->PixPerWord=2;
break;
case 2:
ThisTex->PixPerWord=1;
break;
default:
ASSERT(!"Unknown Pixel Depth");
break;
};
X/=ThisTex->PixPerWord;
W/=ThisTex->PixPerWord;
TPageX=(Frame->TPage<<6)&0x7c0;
TPageY=(Frame->TPage<<4)&0x100;
TPageX+=X;
TPageY+=Y;
ThisTex->Rect.x=TPageX;
ThisTex->Rect.y=TPageY;
ThisTex->Rect.w=W;
ThisTex->Rect.h=H;
ThisTex->TexData=0;
ThisTex->Count=0; ThisTex->Speed=-1;
ThisTex->TPage=Frame->TPage;
ThisTex->TexName=Filename;
int Size=W*H;
ThisTex->TexData=(u32*)MemAlloc(Size*sizeof(u16), "AnTx");
DrawSync(0);
StoreImage(&ThisTex->Rect,(u32*)ThisTex->TexData);
}
/*****************************************************************************/
void CAnimTex::DumpThisTPage(FileEquate TexName)
{
CAnimTex *PrevTex, *ThisTex, *NextTex;
PrevTex=NULL;
ThisTex=AnimTexList;
while(ThisTex)
{
NextTex=ThisTex->NextTex;
if(ThisTex->TexName==TexName)
{
if (PrevTex) PrevTex->NextTex=NextTex;
if (ThisTex==AnimTexList) AnimTexList=NextTex;
delete ThisTex;
}
else
{
PrevTex=ThisTex;
}
ThisTex=NextTex;
}
}
/*****************************************************************************/
void CAnimTex::AnimateTex()
{
CAnimTex *ThisTex=AnimTexList;
RECT Rect;
int Count,CountComp;
int H,W;
int Time = GameState::getFramesSinceLast();
while (ThisTex)
{
Rect=ThisTex->Rect;
H=Rect.h;
Count=((ThisTex->Count>>2)+ThisTex->Rect.h)%ThisTex->Rect.h; // Allow for backwards
CountComp=H-Count;
// Top Chunk
if (Count)
{
int Offset = (CountComp*Rect.w)>>1;
Rect.h=Count;
LoadImage(&Rect,ThisTex->TexData+Offset);
}
// Bottom Chunk
if (CountComp)
{
Rect.y+=Count;
Rect.h=CountComp;
LoadImage(&Rect,ThisTex->TexData);
}
ThisTex->Count+=(ThisTex->Speed * Time);
ThisTex->Count%=(ThisTex->Rect.h<<2);
ThisTex=ThisTex->NextTex;
}
CMoveTex::MoveTex();
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*
void CMoveTex::Add(sTexInfo &SrcFrame,sTexInfo &DstFrame)
{
int Idx;
for (Idx=0; Idx<MOVETEX_MAX && MoveTexList[Idx].Src; Idx++);
ASSERT(Idx<MOVETEX_MAX);
CMoveTex &ThisTex=MoveTexList[Idx];
ThisTex.Src=&SrcFrame;
ThisTex.Dst=&DstFrame;
}
*/
/*****************************************************************************/
void CMoveTex::MoveTex()
{
/*
CMoveTex *ThisTex=MoveTexList,*NextTex;
for (int Idx=0; Idx<MOVETEX_MAX; Idx++)
{
CMoveTex &ThisTex=MoveTexList[Idx];
if (!ThisTex.Src) return;
MoveImage((RECT*)ThisTex.Src,ThisTex.Dst->x,ThisTex.Dst->y);
ThisTex.Src=0;
}
*/
}
/*****************************************************************************/