Merging davedes' dev branch fixes/updates to Slick's Image class.
https://bitbucket.org/kevglass/slick/history-node/aa6e7b6dce00/trunk/Slick/src/org/newdawn/slick/Image.java?at=development Commits merged: - edd48ff: Simple center x/y fixes. - d847f81: Fixed a filter constant. - 37b8710: Added flushPixelData to destroy(). - 97da01a: Added rotate in use. - 06bef32: Overload drawEmbedded(). - 3f82ac1: Fixed rotate bug for drawEmbedded().
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@ -38,6 +38,7 @@ import org.newdawn.slick.opengl.TextureImpl;
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import org.newdawn.slick.opengl.pbuffer.GraphicsFactory;
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import org.newdawn.slick.opengl.renderer.Renderer;
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import org.newdawn.slick.opengl.renderer.SGL;
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import org.newdawn.slick.util.FastTrig;
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import org.newdawn.slick.util.Log;
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/**
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@ -104,7 +105,7 @@ public class Image implements Renderable {
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/** The colours for each of the corners */
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protected Color[] corners;
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/** The OpenGL max filter */
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private int filter = SGL.GL_LINEAR;
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private int filter = FILTER_LINEAR;
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/** True if the image should be flipped vertically */
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private boolean flipped;
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@ -562,7 +563,7 @@ public class Image implements Renderable {
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* @param y The y coordinate to place the image's center at
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*/
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public void drawCentered(float x, float y) {
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draw(x-(getWidth()/2),y-(getHeight()/2));
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draw(x - (getWidth() / 2f), y - (getHeight() / 2f));
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}
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/**
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@ -601,6 +602,16 @@ public class Image implements Renderable {
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draw(x,y,width,height, filter);
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}
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/**
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* Draw this image as part of a collection of images
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*
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* @param x The x location to draw the image at
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* @param y The y location to draw the image at
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*/
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public void drawEmbedded(float x,float y) {
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drawEmbedded(x, y, getWidth(), getHeight());
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}
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/**
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* Draw this image as part of a collection of images
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*
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@ -1163,6 +1174,83 @@ public class Image implements Renderable {
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GL.glVertex3f((x + mywidth),y, 0.0f);
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}
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/**
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* Unlike the other drawEmbedded methods, this allows for the embedded image
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* to be rotated. This is done by applying a rotation transform to each
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* vertex of the image. This ignores getRotation but depends on the
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* center x/y (scaled accordingly to the new width/height).
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*
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* @param x the x to render the image at
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* @param y the y to render the image at
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* @param width the new width to render the image
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* @param height the new height to render the image
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* @param rotation the rotation to render the image, using getCenterOfRotationX/Y
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*
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* @author davedes
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*/
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public void drawEmbedded(float x, float y, float width, float height, float rotation) {
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if (rotation==0) {
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drawEmbedded(x, y, width, height);
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return;
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}
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init();
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float scaleX = width/this.width;
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float scaleY = height/this.height;
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float cx = getCenterOfRotationX()*scaleX;
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float cy = getCenterOfRotationY()*scaleY;
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float p1x = -cx;
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float p1y = -cy;
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float p2x = width - cx;
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float p2y = -cy;
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float p3x = width - cx;
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float p3y = height - cy;
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float p4x = -cx;
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float p4y = height - cy;
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double rad = Math.toRadians(rotation);
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final float cos = (float) FastTrig.cos(rad);
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final float sin = (float) FastTrig.sin(rad);
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float tx = getTextureOffsetX();
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float ty = getTextureOffsetY();
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float tw = getTextureWidth();
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float th = getTextureHeight();
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float x1 = (cos * p1x - sin * p1y) + cx; // TOP LEFT
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float y1 = (sin * p1x + cos * p1y) + cy;
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float x2 = (cos * p4x - sin * p4y) + cx; // BOTTOM LEFT
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float y2 = (sin * p4x + cos * p4y) + cy;
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float x3 = (cos * p3x - sin * p3y) + cx; // BOTTOM RIGHT
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float y3 = (sin * p3x + cos * p3y) + cy;
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float x4 = (cos * p2x - sin * p2y) + cx; // TOP RIGHT
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float y4 = (sin * p2x + cos * p2y) + cy;
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if (corners == null) {
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GL.glTexCoord2f(tx, ty);
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GL.glVertex3f(x+x1, y+y1, 0);
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GL.glTexCoord2f(tx, ty + th);
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GL.glVertex3f(x+x2, y+y2, 0);
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GL.glTexCoord2f(tx + tw, ty + th);
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GL.glVertex3f(x+x3, y+y3, 0);
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GL.glTexCoord2f(tx + tw, ty);
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GL.glVertex3f(x+x4, y+y4, 0);
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} else {
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corners[TOP_LEFT].bind();
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GL.glTexCoord2f(tx, ty);
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GL.glVertex3f(x+x1, y+y1, 0);
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corners[BOTTOM_LEFT].bind();
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GL.glTexCoord2f(tx, ty + th);
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GL.glVertex3f(x+x2, y+y2, 0);
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corners[BOTTOM_RIGHT].bind();
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GL.glTexCoord2f(tx + tw, ty + th);
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GL.glVertex3f(x+x3, y+y3, 0);
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corners[TOP_RIGHT].bind();
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GL.glTexCoord2f(tx + tw, ty);
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GL.glVertex3f(x+x4, y+y4, 0);
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}
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}
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/**
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* Draw the image in a warper rectangle. The effects this can
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* have are many and varied, might be interesting though.
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@ -1460,7 +1548,7 @@ public class Image implements Renderable {
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if (isDestroyed()) {
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return;
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}
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flushPixelData();
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destroyed = true;
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texture.release();
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GraphicsFactory.releaseGraphicsForImage(this);
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