simplify the sprite loading
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40
Sources/libetk/etk/tool.cpp
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40
Sources/libetk/etk/tool.cpp
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/**
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*******************************************************************************
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* @file etk/tool.cpp
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* @brief Ewol Tool Kit : generique tools (Sources)
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* @author Edouard DUPIN
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* @date 26/06/2012
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* @par Project
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* Ewol TK
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*
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* @par Copyright
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* Copyright 2011 Edouard DUPIN, all right reserved
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*
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* This software is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY.
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*
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* Licence summary :
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* You can modify and redistribute the sources code and binaries.
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* You can send me the bug-fix
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*
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* Term of the licence in in the file licence.txt.
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*
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*******************************************************************************
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*/
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#include <etk/tool.h>
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// for the rand ...
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#include <time.h>
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#include <math.h>
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float etk::tool::frand(float a, float b)
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{
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return ( rand()/(float)RAND_MAX ) * (b-a) + a;
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}
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int32_t etk::tool::irand(int32_t a, int32_t b)
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{
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return (int32_t)(( rand()/(float)RAND_MAX ) * ((float)b-(float)a) + (float)a);
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}
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37
Sources/libetk/etk/tool.h
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37
Sources/libetk/etk/tool.h
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/**
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*******************************************************************************
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* @file etk/tool.h
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* @brief Ewol Tool Kit : generique tools (header)
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* @author Edouard DUPIN
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* @date 26/06/2012
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* @par Project
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* Ewol TK
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*
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* @par Copyright
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* Copyright 2011 Edouard DUPIN, all right reserved
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*
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* This software is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY.
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*
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* Licence summary :
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* You can modify and redistribute the sources code and binaries.
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* You can send me the bug-fix
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*
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* Term of the licence in in the file licence.txt.
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*
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*******************************************************************************
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*/
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#ifndef __ETK_TOOL_H__
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#define __ETK_TOOL_H__
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#include <etk/Types.h>
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namespace etk {
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namespace tool {
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float frand(float a, float b);
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int32_t irand(int32_t a, int32_t b);
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};
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};
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#endif
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@ -10,6 +10,7 @@ FILE_LIST = \
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etk/Stream.cpp \
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etk/File.cpp \
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etk/RegExp.cpp \
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etk/Color.cpp
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etk/Color.cpp \
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etk/tool.cpp
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@ -54,58 +54,6 @@ ewol::GameElement::GameElement(SceneElement & sceneElement, etk::UString& tmpNam
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}
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/**
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* @brief Load or get a previous loaded sprite, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] fileName Sprite name
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* @param[in] maxSize maximum size of the sprite
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* @return the id of the sprite requested or -1 if it does not existed
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*/
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int32_t ewol::GameElement::LoadSprite(etk::VectorType<ewol::Sprite*> listOfElement[NB_BOUBLE_BUFFER], etk::UString fileName, Vector2D<float> maxSize)
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{
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for (int32_t iii=0; iii<listOfElement[0].Size(); iii++) {
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if (listOfElement[0][iii] != NULL) {
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if (listOfElement[0][iii]->HasName(fileName) == true) {
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// count the number of element registered ...
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listOfElement[0][iii]->IncreaseLoadedTime();
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return iii;
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}
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}
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}
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for(int32_t iii=0; iii<NB_BOUBLE_BUFFER; iii++) {
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// we did not find the sprite ==> created it ...
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ewol::Sprite* tmpSprite = new ewol::Sprite(fileName, maxSize.x, maxSize.y);
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if (NULL == tmpSprite) {
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EWOL_ERROR("Allocation error on the sprite : " << fileName);
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return -1;
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}
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// add it :
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listOfElement[iii].PushBack(tmpSprite);
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}
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return listOfElement[0].Size() -1;
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}
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/**
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* @brief UnLoad or not(if needed) the sprite selected, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] spriteId Sprite registered id
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* @return ---
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*/
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void ewol::GameElement::UnLoadSprite(etk::VectorType<ewol::Sprite*> listOfElement[NB_BOUBLE_BUFFER], int32_t spriteId)
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{
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if (spriteId >= 0 && spriteId < listOfElement[0].Size()) {
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if (listOfElement[0][spriteId] != NULL) {
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// count the number of element registered ...
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if (true == listOfElement[0][spriteId]->DecreaseLoadedTime() ) {
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// must remove the sprite ==> pb with the double buffer ...
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// TODO : ==> for all double buffer ...
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for(int32_t iii=0; iii<NB_BOUBLE_BUFFER; iii++) {
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}
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}
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}
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}
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}
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float quadDist(Vector2D<float> pos1, Vector2D<float> pos2)
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@ -143,21 +143,6 @@ namespace ewol {
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virtual void RemoveElement(int32_t idOfElement) { };
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virtual bool HaveImpact(int32_t group, int32_t type, Vector2D<float> position, float size);
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virtual bool Explosion(int32_t group, int32_t type, Vector2D<float> position, float pxAtenuation, float power) { return false; } ;
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/**
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* @brief Load or get a previous loaded sprite, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] fileName Sprite name
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* @param[in] maxSize maximum size of the sprite
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* @return the id of the sprite requested or -1 if it does not existed
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*/
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int32_t LoadSprite(etk::VectorType<ewol::Sprite*> listOfElement[NB_BOUBLE_BUFFER], etk::UString fileName, Vector2D<float> maxSize);
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/**
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* @brief UnLoad or not(if needed) the sprite selected, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] spriteId Sprite registered id
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* @return ---
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*/
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void UnLoadSprite(etk::VectorType<ewol::Sprite*> listOfElement[NB_BOUBLE_BUFFER], int32_t spriteId);
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virtual void Message(etk::UString control, etk::UString message) { } ;
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};
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@ -336,10 +336,7 @@ LUAMOD_API int lua_SpriteLoad(lua_State *L)
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}
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const char *filename = luaL_checkstring(L, 1);
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int32_t maxSize = luaL_checkint(L, 2);
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Vector2D<float> size;
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size.x = maxSize;
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size.y = size.x;
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int32_t spriteID = tmpObj->LoadSprite( tmpScene->animated, filename, size);
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int32_t spriteID = tmpScene->LoadSprite( filename, maxSize);
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if (spriteID < 0) {
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EWOL_ERROR("Error to load the sprite : " << filename);
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}
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@ -313,3 +313,56 @@ void ewol::SceneElement::SetEventExternJoystick(uint32_t id, int32_t joyId, floa
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EWOL_TODO("but when ...");
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}
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/**
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* @brief Load or get a previous loaded sprite, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] fileName Sprite name
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* @param[in] maxSize maximum size of the sprite
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* @return the id of the sprite requested or -1 if it does not existed
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*/
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int32_t ewol::SceneElement::LoadSprite(etk::UString fileName, float maxSize)
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{
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for (int32_t iii=0; iii<animated[0].Size(); iii++) {
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if (animated[0][iii] != NULL) {
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if (animated[0][iii]->HasName(fileName) == true) {
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// count the number of element registered ...
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animated[0][iii]->IncreaseLoadedTime();
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return iii;
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}
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}
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}
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for(int32_t iii=0; iii<NB_BOUBLE_BUFFER; iii++) {
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// we did not find the sprite ==> created it ...
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ewol::Sprite* tmpSprite = new ewol::Sprite(fileName, maxSize, maxSize);
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if (NULL == tmpSprite) {
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EWOL_ERROR("Allocation error on the sprite : " << fileName);
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return -1;
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}
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// add it :
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animated[iii].PushBack(tmpSprite);
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}
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return animated[0].Size() -1;
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}
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/**
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* @brief UnLoad or not(if needed) the sprite selected, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] spriteId Sprite registered id
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* @return ---
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*/
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void ewol::SceneElement::UnLoadSprite(int32_t spriteId)
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{
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if (spriteId >= 0 && spriteId < animated[0].Size()) {
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if (animated[0][spriteId] != NULL) {
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// count the number of element registered ...
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if (true == animated[0][spriteId]->DecreaseLoadedTime() ) {
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// must remove the sprite ==> pb with the double buffer ...
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// TODO : ==> for all double buffer ...
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for(int32_t iii=0; iii<NB_BOUBLE_BUFFER; iii++) {
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}
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}
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}
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}
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}
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@ -71,6 +71,20 @@ namespace ewol {
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void SetEventInput(uint32_t id, Vector2D<float> position);
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void SetEventExternButton(uint32_t id, int32_t btId, int32_t state);
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void SetEventExternJoystick(uint32_t id, int32_t joyId, float angle, float distance, int32_t state);
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/**
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* @brief Load or get a previous loaded sprite, it will be done on the current Sprite list
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* @param[in] fileName Sprite name
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* @param[in] maxSize maximum size of the sprite
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* @return the id of the sprite requested or -1 if it does not existed
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*/
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int32_t LoadSprite(etk::UString fileName, float maxSize);
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/**
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* @brief UnLoad or not(if needed) the sprite selected, it will be done on the current Sprite list
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* @param[in,out] listOfElement Reference on the list of sprite that we need to find if it exist or added a new one
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* @param[in] spriteId Sprite registered id
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* @return ---
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*/
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void UnLoadSprite(int32_t spriteId);
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};
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};
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