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source: orxonox.OLD/branches/spaceshipcontrol/src/lib/graphics/importer/texture_sequence.cc @ 6236

Last change on this file since 6236 was 5885, checked in by bensch, 19 years ago

orxonox/trunk: classList: returns const lists

File size: 3.8 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
18#include "texture_sequence.h"
19
20#include "debug.h"
21#include "graphics_engine.h"
22
23#ifdef HAVE_SDL_IMAGE_H
24#include <SDL_image.h>
25#else
26#include <SDL/SDL_image.h>
27#endif
28
29/**
30 *  Constructor for a Texture
31 */
32TextureSequence::TextureSequence(unsigned int count, ...)
33{
34  this->setClassID(CL_TEXTURE_SEQUENCE, "TextureSequence");
35
36  va_list textureNameList;
37  va_start(textureNameList, count);
38
39  this->loadImageSeries(count, textureNameList);
40}
41
42/**
43 * Destructor of a TextureSequence
44 *
45 * Frees Data, and deletes the textures from GL
46 */
47TextureSequence::~TextureSequence()
48{
49  // delete all images
50  while(!this->images.empty())
51  {
52    SDL_FreeSurface(this->images.back());
53    this->images.pop_back();
54  }
55
56  this->setTexture(0);
57  // delete all textures.
58  while(!this->textures.empty())
59  {
60    if (glIsTexture(this->textures.back()))
61      glDeleteTextures(1, &this->textures.back());
62    this->textures.pop_back();
63  }
64}
65
66
67/**
68 * @brief rebuilds all the textures from the Images stored in this FrameSequence
69 */
70bool TextureSequence::rebuild()
71{
72  PRINTF(3)("Reloading TextureSequence of %s '%s'\n", this->getClassName(), this->getName());
73
74  for (unsigned int i = 0; i < this->textures.size(); i++)
75  {
76    if (glIsTexture(this->textures[i]))
77    {
78      glDeleteTextures(1, &this->textures[i]);
79      this->textures[i] = 0;
80    }
81
82    if (this->images[i] != NULL)
83      this->textures[i] = loadTexToGL(this->images[i]);
84  }
85}
86
87/**
88 * @brief loads an image Sequence
89 * @param count how many images to load to the TextureSequence
90 * @param ... the names of the Images to load
91 * @returns true on success, false otherwise
92 */
93bool TextureSequence::loadImageSeries(unsigned int count, ...)
94{
95  va_list textureNameList;
96  va_start(textureNameList, count);
97
98  return this->loadImageSeries(count, textureNameList);
99}
100
101/**
102 * @brief loads an image Sequence
103 * @param count how many images to load to the TextureSequence
104 * @param textures the names of the Images to load
105 * @returns true on success, false otherwise
106 */
107bool TextureSequence::loadImageSeries(unsigned int count, va_list textures)
108{
109  bool retVal = true;
110  for (unsigned int i = 0; i < count; i++)
111  {
112    if( !this->addFrame(va_arg(textures, char*)))
113      retVal = false;
114  }
115  return retVal;
116}
117
118/**
119 * @brief adds a new Frame to this Sequence (at the end)
120 * @param imageName the Name of the Image to add
121 * @returns true on success
122 */
123bool TextureSequence::addFrame(const char* imageName)
124{
125  if (imageName == NULL)
126    return false;
127
128  SDL_Surface* addSurface = IMG_Load(imageName);
129  bool success = this->addFrame(addSurface);
130  delete addSurface;
131
132  return success;
133}
134
135/**
136 * @brief adds a new Frame at the end of the Sequence.
137 * @param surface the Surface to add at the end of the Sequence.
138 */
139bool TextureSequence::addFrame(SDL_Surface* surface)
140{
141  if (surface == NULL)
142    return false;
143  bool hasAlpha;
144  SDL_Surface* newSurf = this->prepareSurface(surface, hasAlpha);
145  if (newSurf != NULL)
146  {
147    this->images.push_back(newSurf);
148    this->textures.push_back(Texture::loadTexToGL(newSurf));
149  }
150  this->setAlpha(hasAlpha);
151  return true;
152}
153
154
155
156/**
157 * @brief moves to the n'th texture which can then be retrieved via the Texture function: this->getTexture()
158 * @param frameNumber the n-th frame
159 */
160void TextureSequence::gotoFrame(unsigned int frameNumber)
161{
162  if (this->textures.size() > frameNumber)
163    this->setTexture(this->textures[frameNumber]);
164}
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