Files
nunuhara_xsystem4/include/sprite.h
T
Nunuhara Cabbage 058eee03e5 Fix various issues with SACT2
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).
2021-05-06 20:11:33 -07:00

133 lines
5.3 KiB
C

/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
#ifndef SYSTEM4_SPRITE_H
#define SYSTEM4_SPRITE_H
#include <stdbool.h>
#include <SDL.h>
#include "queue.h"
#include "gfx/gfx.h"
struct string;
struct page;
union vm_value;
struct sact_sprite {
TAILQ_ENTRY(sact_sprite) entry;
// The sprite's texture (CG or solid color). Initialized lazily.
struct texture texture;
// If no CG is attached to the sprite, the solid color to fill with.
SDL_Color color;
// The position and dimensions of the sprite.
Rectangle rect;
// Arbitrary text can be attached to the sprite. This is rendered on a
// separate texture and overlayed.
struct {
struct string *str;
struct texture texture;
Point home;
Point pos;
int char_space;
int line_space;
} text;
// The Z-layer of the sprite within the scene.
int z;
// This flag indicates that pixel data has been attached to a sprite; it
// does NOT guarantee that the texture is initialized.
bool has_pixel;
// This flag indicates whether or not the sprite is included in the
// the current scene. A sprite should be in the scene if there is pixel
// or text data attached to it and it is not hidden.
bool in_scene;
// When a sprite is hidden, it is removed from the scene. Attaching new
// pixel data does not alter the state of this flag.
bool hidden;
// The sprite handle.
int no;
// The CG number attached to the sprite.
int cg_no;
};
extern bool sact_dirty;
void sprite_register(struct sact_sprite *sp);
void sprite_unregister(struct sact_sprite *sp);
static inline void sprite_dirty(struct sact_sprite *sp)
{
if (!sp)
return;
sact_dirty = true;
if (sp->hidden) {
sprite_unregister(sp);
} else if (sp->has_pixel || sp->text.texture.handle) {
sprite_register(sp);
}
}
static inline void scene_dirty(void)
{
sact_dirty = true;
}
void sprite_free(struct sact_sprite *sp);
void sprite_render_scene(void);
void sprite_flip(void);
struct texture *sprite_get_texture(struct sact_sprite *sp);
int sprite_set_wp(int cg_no);
int sprite_set_wp_color(int r, int g, int b);
int sprite_set_cg(struct sact_sprite *sp, int cg_no);
void sprite_init(struct sact_sprite *sp, int w, int h, int r, int g, int b, int a);
int sprite_get_max_z(void);
void sprite_set_pos(struct sact_sprite *sp, int x, int y);
void sprite_set_x(struct sact_sprite *sp, int x);
void sprite_set_y(struct sact_sprite *sp, int y);
void sprite_set_z(struct sact_sprite *sp, int z);
int sprite_get_blend_rate(struct sact_sprite *sp);
void sprite_set_blend_rate(struct sact_sprite *sp, int rate);
void sprite_set_show(struct sact_sprite *sp, bool show);
int sprite_set_draw_method(struct sact_sprite *sp, int method);
int sprite_get_draw_method(struct sact_sprite *sp);
int sprite_exists_alpha(struct sact_sprite *sp);
static inline int sprite_get_pos_x(struct sact_sprite *sp) { return sp->rect.x; }
static inline int sprite_get_pos_y(struct sact_sprite *sp) { return sp->rect.y; }
static inline int sprite_get_width(struct sact_sprite *sp) { return sp->rect.w; }
static inline int sprite_get_height(struct sact_sprite *sp) { return sp->rect.h; }
static inline int sprite_get_z(struct sact_sprite *sp) { return sp->z; }
static inline int sprite_get_show(struct sact_sprite *sp) { return !sp->hidden; }
void sprite_set_text_home(struct sact_sprite *sp, int x, int y);
void sprite_set_text_line_space(struct sact_sprite *sp, int px);
void sprite_set_text_char_space(struct sact_sprite *sp, int px);
void sprite_set_text_pos(struct sact_sprite *sp, int x, int y);
void sprite_text_draw(struct sact_sprite *sp, struct string *text, struct text_metrics *tm);
void sprite_text_clear(struct sact_sprite *sp);
void sprite_text_home(struct sact_sprite *sp, int size);
void sprite_text_new_line(struct sact_sprite *sp, int size);
void sprite_text_copy(struct sact_sprite *dsp, struct sact_sprite *ssp);
static inline int sprite_get_text_home_x(struct sact_sprite *sp) { return sp->text.home.x; }
static inline int sprite_get_text_home_y(struct sact_sprite *sp) { return sp->text.home.y; }
static inline int sprite_get_text_char_space(struct sact_sprite *sp) { return sp->text.char_space; }
static inline int sprite_get_text_pos_x(struct sact_sprite *sp) { return sp->text.pos.x; }
static inline int sprite_get_text_pos_y(struct sact_sprite *sp) { return sp->text.pos.y; }
static inline int sprite_get_text_line_space(struct sact_sprite *sp) { return sp->text.line_space; }
bool sprite_is_point_in(struct sact_sprite *sp, int x, int y);
bool sprite_is_point_in_rect(struct sact_sprite *sp, int x, int y);
int sprite_get_amap_value(struct sact_sprite *sp, int x, int y);
void sprite_get_pixel_value(struct sact_sprite *sp, int x, int y, int *r, int *g, int *b);
#endif /* SYSTEM4_SPRITE_H */