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Ensure that sact_get_sprite always returns a sprite object if sprite number is not negative. SACT2 functions in general should work before pixel data is attached to a sprite. This also fixes the default for the 'show' property (true) and changes the logic for adding/removing sprites from the scene to be less error-prone (checked whenever a sprite is dirtied).
133 lines
5.3 KiB
C
133 lines
5.3 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_SPRITE_H
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#define SYSTEM4_SPRITE_H
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#include <stdbool.h>
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#include <SDL.h>
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#include "queue.h"
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#include "gfx/gfx.h"
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struct string;
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struct page;
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union vm_value;
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struct sact_sprite {
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TAILQ_ENTRY(sact_sprite) entry;
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// The sprite's texture (CG or solid color). Initialized lazily.
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struct texture texture;
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// If no CG is attached to the sprite, the solid color to fill with.
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SDL_Color color;
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// The position and dimensions of the sprite.
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Rectangle rect;
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// Arbitrary text can be attached to the sprite. This is rendered on a
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// separate texture and overlayed.
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struct {
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struct string *str;
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struct texture texture;
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Point home;
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Point pos;
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int char_space;
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int line_space;
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} text;
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// The Z-layer of the sprite within the scene.
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int z;
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// This flag indicates that pixel data has been attached to a sprite; it
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// does NOT guarantee that the texture is initialized.
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bool has_pixel;
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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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// When a sprite is hidden, it is removed from the scene. Attaching new
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// pixel data does not alter the state of this flag.
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bool hidden;
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// The sprite handle.
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int no;
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// The CG number attached to the sprite.
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int cg_no;
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};
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extern bool sact_dirty;
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void sprite_register(struct sact_sprite *sp);
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void sprite_unregister(struct sact_sprite *sp);
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static inline void sprite_dirty(struct sact_sprite *sp)
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{
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if (!sp)
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return;
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sact_dirty = true;
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if (sp->hidden) {
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sprite_unregister(sp);
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} else if (sp->has_pixel || sp->text.texture.handle) {
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sprite_register(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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sact_dirty = true;
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}
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void sprite_free(struct sact_sprite *sp);
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void sprite_render_scene(void);
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void sprite_flip(void);
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struct texture *sprite_get_texture(struct sact_sprite *sp);
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int sprite_set_wp(int cg_no);
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int sprite_set_wp_color(int r, int g, int b);
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int sprite_set_cg(struct sact_sprite *sp, int cg_no);
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void sprite_init(struct sact_sprite *sp, int w, int h, int r, int g, int b, int a);
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int sprite_get_max_z(void);
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void sprite_set_pos(struct sact_sprite *sp, int x, int y);
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void sprite_set_x(struct sact_sprite *sp, int x);
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void sprite_set_y(struct sact_sprite *sp, int y);
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void sprite_set_z(struct sact_sprite *sp, int z);
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int sprite_get_blend_rate(struct sact_sprite *sp);
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void sprite_set_blend_rate(struct sact_sprite *sp, int rate);
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void sprite_set_show(struct sact_sprite *sp, bool show);
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int sprite_set_draw_method(struct sact_sprite *sp, int method);
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int sprite_get_draw_method(struct sact_sprite *sp);
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int sprite_exists_alpha(struct sact_sprite *sp);
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static inline int sprite_get_pos_x(struct sact_sprite *sp) { return sp->rect.x; }
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static inline int sprite_get_pos_y(struct sact_sprite *sp) { return sp->rect.y; }
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static inline int sprite_get_width(struct sact_sprite *sp) { return sp->rect.w; }
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static inline int sprite_get_height(struct sact_sprite *sp) { return sp->rect.h; }
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static inline int sprite_get_z(struct sact_sprite *sp) { return sp->z; }
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static inline int sprite_get_show(struct sact_sprite *sp) { return !sp->hidden; }
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void sprite_set_text_home(struct sact_sprite *sp, int x, int y);
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void sprite_set_text_line_space(struct sact_sprite *sp, int px);
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void sprite_set_text_char_space(struct sact_sprite *sp, int px);
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void sprite_set_text_pos(struct sact_sprite *sp, int x, int y);
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void sprite_text_draw(struct sact_sprite *sp, struct string *text, struct text_metrics *tm);
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void sprite_text_clear(struct sact_sprite *sp);
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void sprite_text_home(struct sact_sprite *sp, int size);
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void sprite_text_new_line(struct sact_sprite *sp, int size);
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void sprite_text_copy(struct sact_sprite *dsp, struct sact_sprite *ssp);
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static inline int sprite_get_text_home_x(struct sact_sprite *sp) { return sp->text.home.x; }
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static inline int sprite_get_text_home_y(struct sact_sprite *sp) { return sp->text.home.y; }
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static inline int sprite_get_text_char_space(struct sact_sprite *sp) { return sp->text.char_space; }
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static inline int sprite_get_text_pos_x(struct sact_sprite *sp) { return sp->text.pos.x; }
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static inline int sprite_get_text_pos_y(struct sact_sprite *sp) { return sp->text.pos.y; }
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static inline int sprite_get_text_line_space(struct sact_sprite *sp) { return sp->text.line_space; }
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bool sprite_is_point_in(struct sact_sprite *sp, int x, int y);
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bool sprite_is_point_in_rect(struct sact_sprite *sp, int x, int y);
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int sprite_get_amap_value(struct sact_sprite *sp, int x, int y);
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void sprite_get_pixel_value(struct sact_sprite *sp, int x, int y, int *r, int *g, int *b);
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#endif /* SYSTEM4_SPRITE_H */
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