mirror of
https://github.com/SFML/SFML.git
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a8a1c98a41
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1700 4e206d99-4929-0410-ac5d-dfc041789085
391 lines
13 KiB
C++
391 lines
13 KiB
C++
/* rbSFML - Copyright (c) 2010 Henrik Valter Vogelius Hansson - groogy@groogy.se
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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#include "Sprite.hpp"
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#include "Vector2.hpp"
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#include "Rect.hpp"
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#include "Color.hpp"
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#include "main.hpp"
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#include <SFML/Graphics.hpp>
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VALUE globalSpriteClass;
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/* External classes */
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extern VALUE globalVector2Class;
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extern VALUE globalRectClass;
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extern VALUE globalDrawableModule;
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extern VALUE globalColorClass;
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extern VALUE globalImageClass;
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static void Sprite_Free( sf::Sprite *anObject )
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{
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delete anObject;
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}
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/* call-seq:
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* Sprite.new() -> sprite
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* Sprite.new( image, position = [0, 0], scale = [1, 1], rotation = 0.0, color = SFML::Color::White ) -> sprite
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*
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* Construct the sprite from a source image.
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*/
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static VALUE Sprite_Initialize( int argc, VALUE *args, VALUE self )
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{
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VALUE temp = Qnil;
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sf::Image *image = NULL;
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sf::Vector2f position = sf::Vector2f( 0, 0 );
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sf::Vector2f scale = sf::Vector2f( 1, 1 );
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float rotation = 0;
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sf::Color color = sf::Color::White;
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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switch( argc )
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{
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case 5:
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temp = Color_ForceType( args[4] );
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color.r = FIX2INT( Color_GetR( temp ) );
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color.g = FIX2INT( Color_GetG( temp ) );
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color.b = FIX2INT( Color_GetB( temp ) );
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color.a = FIX2INT( Color_GetA( temp ) );
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case 4:
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rotation = NUM2DBL( args[3] );
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case 3:
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temp = Vector2_ForceType( args[2] );
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scale.x = NUM2DBL( Vector2_GetX( temp ) );
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scale.y = NUM2DBL( Vector2_GetY( temp ) );
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case 2:
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temp = Vector2_ForceType( args[1] );
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position.x = NUM2DBL( Vector2_GetX( temp ) );
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position.y = NUM2DBL( Vector2_GetY( temp ) );
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case 1:
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VALIDATE_CLASS( args[0], globalImageClass, "image" );
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Data_Get_Struct( args[0], sf::Image, image );
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*object = sf::Sprite( *image, position, scale, rotation, color );
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rb_iv_set( self, "@__image_ref", args[0] );
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case 0:
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break;
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default:
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rb_raise( rb_eArgError, "Expected 0..5 arguments but was given %d", argc );
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}
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return self;
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}
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/* call-seq:
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* sprite.setImage( image, adjustToNewSize = false)
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*
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* Change the source image of the sprite.
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*
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* The image argument refers to an image that must exist as long as the sprite uses it. Indeed, the sprite doesn't
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* store its own copy of the image, but rather keeps a pointer to the one that you passed to this function. If the
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* source image is destroyed and the sprite tries to use it, it may appear as a white rectangle. If adjustToNewSize is
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* true, the SubRect property of the sprite is adjusted to the size of the new image. If it is false, the SubRect
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* is unchanged.
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*/
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static VALUE Sprite_SetImage( int argc, VALUE *args, VALUE self )
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{
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sf::Image *image = NULL;
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bool adjustToNewSize = false;
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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rb_iv_set( self, "@__image_ref", Qnil );
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switch( argc )
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{
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case 2:
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if( args[1] == Qtrue )
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{
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adjustToNewSize = true;
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}
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else if( args[1] == Qfalse )
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{
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adjustToNewSize = false;
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}
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else
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{
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VALIDATE_CLASS( args[1], rb_cTrueClass, "adjustToNewSize" );
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}
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case 1:
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VALIDATE_CLASS( args[0], globalImageClass, "image" );
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Data_Get_Struct( args[0], sf::Image, image );
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object->SetImage( *image, adjustToNewSize );
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rb_iv_set( self, "@__image_ref", args[0] );
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break;
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default:
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rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
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}
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return Qnil;
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}
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/* call-seq:
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* sprite.setSubRect( rectangle )
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*
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* Set the part of the image that the sprite will display.
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*
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* The sub-rectangle is useful when you don't want to display the whole image, but rather a part of it. By default,
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* the sub-rectangle covers the entire image.
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*/
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static VALUE Sprite_SetSubRect( VALUE self, VALUE aRectangle )
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{
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VALUE temp = Rect_ForceType( aRectangle );
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sf::IntRect rectangle;
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rectangle.Left = FIX2INT( Rect_GetLeft( temp ) );
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rectangle.Top = FIX2INT( Rect_GetTop( temp ) );
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rectangle.Width = FIX2INT( Rect_GetWidth( temp ) );
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rectangle.Height = FIX2INT( Rect_GetHeight( temp ) );
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return Qnil;
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}
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/* call-seq:
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* sprite.resize( width, height )
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* sprite.resize( vector2 )
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*
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* Change the size of the sprite.
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*
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* This function is just a shortcut that calls SetScale with the proper values, calculated from the size of the current
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* subrect. If width or height is not strictly positive, this functions does nothing.
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*/
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static VALUE Sprite_Resize( int argc, VALUE *args, VALUE self )
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{
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VALUE arg0 = Qnil;
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float width = 0.0f;
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float height = 0.0f;
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switch( argc )
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{
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case 1:
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arg0 = Vector2_ForceType( args[0] );
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width = NUM2DBL( Vector2_GetX( arg0 ) );
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height = NUM2DBL( Vector2_GetY( arg0 ) );
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break;
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case 2:
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width = NUM2DBL( args[0] );
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height = NUM2DBL( args[1] );
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break;
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default:
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rb_raise( rb_eArgError, "Expected 1 or 2 arguments but was given %d", argc );
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}
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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object->Resize( width, height );
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return Qnil;
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}
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/* call-seq:
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* sprite.flipX( flipped )
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*
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* Flip the sprite horizontally.
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*/
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static VALUE Sprite_FlipX( VALUE self, VALUE aFlippedFlag )
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{
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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if( aFlippedFlag == Qtrue )
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{
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object->FlipX( true );
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}
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else if( aFlippedFlag == Qfalse )
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{
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object->FlipX( false );
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}
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else
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{
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VALIDATE_CLASS( aFlippedFlag, rb_cTrueClass, "flipped" );
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}
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return Qnil;
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}
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/* call-seq:
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* sprite.flipY( flipped )
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*
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* Flip the sprite vertically.
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*/
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static VALUE Sprite_FlipY( VALUE self, VALUE aFlippedFlag )
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{
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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if( aFlippedFlag == Qtrue )
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{
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object->FlipY( true );
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}
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else if( aFlippedFlag == Qfalse )
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{
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object->FlipY( false );
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}
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else
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{
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VALIDATE_CLASS( aFlippedFlag, rb_cTrueClass, "flipped" );
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}
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return Qnil;
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}
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/* call-seq:
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* sprite.getImage() -> image or nil
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*
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* Get the source image of the sprite.
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*
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* If the sprite has no source image, or if the image doesn't exist anymore, nil is returned.
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*/
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static VALUE Sprite_GetImage( VALUE self )
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{
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return rb_iv_get( self, "@__image_ref" );
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}
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/* call-seq:
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* sprite.getSubRect() -> rectangle
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*
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* Get the region of the image displayed by the sprite.
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*/
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static VALUE Sprite_GetSubRect( VALUE self )
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{
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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const sf::IntRect &rect = object->GetSubRect();
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return rb_funcall( globalRectClass, rb_intern( "new" ), 4,
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INT2FIX( rect.Left ), INT2FIX( rect.Top ),
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INT2FIX( rect.Width ), INT2FIX( rect.Height ) );
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}
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/* call-seq:
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* sprite.getSize() -> vector2
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*
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* Get the global size of the sprite.
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*
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* This function is a shortcut that multiplies the size of the subrect by the scale factors.
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*/
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static VALUE Sprite_GetSize( VALUE self )
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{
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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const sf::Vector2f size = object->GetSize();
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return rb_funcall( globalVector2Class, rb_intern( "new" ), 2, rb_float_new( size.x ), rb_float_new( size.y ) );
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}
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/* call-seq:
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* sprite.getPixel( x, y ) -> color
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*
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* Get the color of a given pixel in the sprite.
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*
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* This function returns the source image pixel, multiplied by the global color of the sprite. The input point must
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* be in local coordinates. If you have a global point, you can use the TransformToLocal function to make it local.
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* This function doesn't perform any check, you must ensure that the x and y coordinates are not out of bounds.
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*/
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static VALUE Sprite_GetPixel( VALUE self, VALUE aX, VALUE aY )
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{
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sf::Sprite *object = NULL;
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Data_Get_Struct( self, sf::Sprite, object );
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const sf::Color color = object->GetPixel( FIX2UINT( aX ), FIX2UINT( aY ) );
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return rb_funcall( globalColorClass, rb_intern( "new" ), 4,
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INT2FIX( color.r ), INT2FIX( color.g ),
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INT2FIX( color.b ), INT2FIX( color.a ) );
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}
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static VALUE Sprite_New( int argc, VALUE *args, VALUE aKlass )
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{
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sf::Sprite *object = new sf::Sprite();
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VALUE rbData = Data_Wrap_Struct( aKlass, 0, Sprite_Free, object );
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rb_obj_call_init( rbData, argc, args );
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return rbData;
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}
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void Init_Sprite( void )
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{
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/* SFML namespace which contains the classes of this module. */
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VALUE sfml = rb_define_module( "SFML" );
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/* Drawable representation of an image, with its own transformations, color, blend mode, etc.
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*
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* SFML::Sprite is a drawable class that allows to easily display an image (or a part of it) on a render target.
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*
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* It inherits all the functions from SFML::Drawable: position, rotation, scale, origin, global color and blend mode.
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* It also adds sprite-specific properties such as the image to use, the part of it to display, and some convenience
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* functions to flip or resize the sprite.
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*
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* SFML::Sprite works in combination with the SFML::Image class, which loads and provides the pixel data of a
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* given image.
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*
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* The separation of SFML::Sprite and SFML::Image allows more flexibility and better performances: indeed a SFML::Image
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* is a heavy resource, and any operation on it is slow (often too slow for real-time applications). On the other side,
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* a SFML::Sprite is a lightweight object which can use the pixel data of a SFML::Image and draw it with its own
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* transformation / color / blending attributes.
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*
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* It is important to note that the SFML::Sprite instance doesn't copy the image that it uses, it only keeps a reference
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* to it. Thus, a SFML::Image must not be destructed while it is used by a SFML::Sprite (i.e. never write a function that
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* uses a local SFML::Image instance for creating a sprite).
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*
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* NOTE: This is the ruby bindings so the images will be managed by the ruby garbage collector and thus the image won't
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* be destructed until all sprites referencing it is destructed. But it's still a good practice to keep in mind.
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*
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* Usage example:
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*
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* # Declare and load an image
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* image = SFML::Image.new
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* image.loadFromFile( "image.png" )
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*
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* # Create a sprite
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* sprite = SFML::Sprite.new
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* sprite.image = image
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* sprite.subRect = [10, 10, 50, 30]
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* sprite.resize( 100, 60 )
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*
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* # Display it
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* window.draw( sprite ) # window is a SFML::RenderWindow
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*
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*/
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globalSpriteClass = rb_define_class_under( sfml, "Sprite", rb_cObject );
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rb_include_module( globalSpriteClass, globalDrawableModule );
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// Class methods
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rb_define_singleton_method( globalSpriteClass, "new", Sprite_New, -1 );
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// Instance methods
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rb_define_method( globalSpriteClass, "initialize", Sprite_Initialize, -1 );
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rb_define_method( globalSpriteClass, "setImage", Sprite_SetImage, -1 );
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rb_define_method( globalSpriteClass, "setSubRect", Sprite_SetSubRect, 1 );
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rb_define_method( globalSpriteClass, "resize", Sprite_Resize, -1 );
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rb_define_method( globalSpriteClass, "flipX", Sprite_FlipX, 1 );
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rb_define_method( globalSpriteClass, "flipY", Sprite_FlipY, 1 );
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rb_define_method( globalSpriteClass, "getImage", Sprite_GetImage, 0 );
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rb_define_method( globalSpriteClass, "getSubRect", Sprite_GetSubRect, 0 );
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rb_define_method( globalSpriteClass, "getSize", Sprite_GetSize, 0 );
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rb_define_method( globalSpriteClass, "getPixel", Sprite_GetPixel, 2 );
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// Instance Aliases
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rb_define_alias( globalSpriteClass, "image=", "setImage" );
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rb_define_alias( globalSpriteClass, "set_image", "setImage" );
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rb_define_alias( globalSpriteClass, "image", "getImage" );
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rb_define_alias( globalSpriteClass, "get_image", "getImage" );
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rb_define_alias( globalSpriteClass, "subRect=", "setSubRect" );
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rb_define_alias( globalSpriteClass, "sub_rect=", "setSubRect" );
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rb_define_alias( globalSpriteClass, "subRect", "getSubRect" );
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rb_define_alias( globalSpriteClass, "sub_rect", "getSubRect" );
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rb_define_alias( globalSpriteClass, "flip_x", "flipX" );
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rb_define_alias( globalSpriteClass, "flip_y", "flipY" );
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rb_define_alias( globalSpriteClass, "flip_x=", "flipX" );
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rb_define_alias( globalSpriteClass, "flip_y=", "flipY" );
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rb_define_alias( globalSpriteClass, "flipX=", "flipX" );
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rb_define_alias( globalSpriteClass, "flipY=", "flipY" );
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rb_define_alias( globalSpriteClass, "get_size", "getSize" );
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rb_define_alias( globalSpriteClass, "size", "getSize" );
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rb_define_alias( globalSpriteClass, "get_pixel", "getPixel" );
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}
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