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