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xsystem4.scene: returns a list of scene entities
* all entities have an entityId that can be used in further requests
* SACT2 sprites have a 'sprite' member with a spriteId that can be
used in further requests
xsystem4.renderEntity: renders a scene entity and returns the texture
xsystem4.spriteTexture: returns the stored SACT2 sprite texture
xsystem4.renderParts: renders a parts object and returns the texture
xsystem4.partsTexture: returns the stored parts object texture
Image data in texture objects is RGB8888 encoded in base 64.
93 lines
2.5 KiB
C
93 lines
2.5 KiB
C
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#ifndef SYSTEM4_SCENE_H
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#define SYSTEM4_SCENE_H
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#include <stdbool.h>
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#include "queue.h"
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typedef struct cJSON cJSON;
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struct texture;
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struct sprite {
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TAILQ_ENTRY(sprite) entry;
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// The Z-layer of the sprite within the scene
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int z;
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// The secondary Z-layer (for GoatGUIEngine)
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int z2;
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// If a sprite does not have pixel data, it will not be added to the scene.
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bool has_pixel;
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bool has_alpha;
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// When a sprite is hidden, it is removed from the scene.
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bool hidden;
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// This flag indicates whether or not the sprite is included in the
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// the current scene. A sprite should be in the scene if there is pixel
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// or text data attached to it and it is not hidden.
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bool in_scene;
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// Unique ID
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int id;
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// The rendering function.
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void (*render)(struct sprite*);
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// Debug printing function
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cJSON *(*to_json)(struct sprite*, bool);
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};
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extern bool scene_is_dirty;
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void scene_register_sprite(struct sprite *sp);
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void scene_unregister_sprite(struct sprite *sp);
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void scene_render(void);
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int scene_set_wp(int cg_no);
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int scene_set_wp_color(int r, int g, int b);
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int scene_set_wp_texture(struct texture *tex);
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void scene_set_sprite_z(struct sprite *sp, int z);
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void scene_set_sprite_z2(struct sprite *sp, int z, int z2);
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void scene_print(void);
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cJSON *scene_to_json(bool verbose);
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struct sprite *scene_get(int id);
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static inline void scene_sprite_dirty(struct sprite *sp)
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{
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if (!sp)
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return;
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scene_is_dirty = true;
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if (sp->hidden) {
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scene_unregister_sprite(sp);
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} else if (sp->has_pixel) {
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scene_register_sprite(sp);
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}
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}
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static inline void scene_dirty(void)
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{
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scene_is_dirty = true;
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}
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static inline void scene_set_sprite_show(struct sprite *sp, bool show)
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{
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sp->hidden = !show;
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scene_sprite_dirty(sp);
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}
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static inline bool scene_get_sprite_show(struct sprite *sp)
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{
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return !sp->hidden;
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}
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#endif /* SYSTEM4_SCENE_H */
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