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ae01097e72
git-svn-id: svn://localhost@763 8062f311-0dae-4547-b526-b8ab9ac864a5
124 lines
4.9 KiB
C++
124 lines
4.9 KiB
C++
/**
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Game Develop - Primitive Drawing Extension
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Copyright (c) 2008-2012 Florian Rival (Florian.Rival@gmail.com)
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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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 it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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*/
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#include <SFML/Graphics.hpp>
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#include "GDL/RuntimeScene.h"
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#include "GDL/RuntimeGame.h"
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#include "GDL/ImageManager.h"
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#include "PrimitiveDrawingTools.h"
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namespace GDpriv
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{
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namespace PrimitiveDrawingTools
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{
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void GD_EXTENSION_API CopyImageOnAnother( const std::string & destName, const std::string & srcName, float destX, float destY, bool useTransparency,RuntimeScene & scene )
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{
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if ( !scene.game->imageManager->HasLoadedSFMLTexture(destName) ) return;
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if ( !scene.game->imageManager->HasLoadedSFMLTexture(srcName) ) return;
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boost::shared_ptr<SFMLTextureWrapper> dest = scene.game->imageManager->GetSFMLTexture(destName);
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//Make sure the coordinates are correct.
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if ( destX < 0 || static_cast<unsigned>(destX) >= dest->texture.GetWidth()) return;
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if ( destY < 0 || static_cast<unsigned>(destY) >= dest->texture.GetWidth()) return;
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dest->image.Copy(scene.game->imageManager->GetSFMLTexture(srcName)->image, destX, destY, sf::IntRect(0, 0, 0, 0), useTransparency);
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dest->texture.LoadFromImage(dest->image);
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}
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void GD_EXTENSION_API CaptureScreen( RuntimeScene & scene, const std::string & destFileName, const std::string & destImageName )
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{
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if ( !scene.renderWindow ) return;
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sf::Image capture = scene.renderWindow->Capture();
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if ( !destFileName.empty() ) capture.SaveToFile(destFileName);
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if ( !destImageName.empty() && scene.game->imageManager->HasLoadedSFMLTexture(destImageName) )
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{
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boost::shared_ptr<SFMLTextureWrapper> sfmlTexture = scene.game->imageManager->GetSFMLTexture(destImageName);
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sfmlTexture->image = capture;
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sfmlTexture->texture.LoadFromImage(sfmlTexture->image); //Do not forget to update the associated texture
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}
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}
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namespace
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{
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}
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void GD_EXTENSION_API CreateSFMLTexture( RuntimeScene & scene, const std::string & imageName, unsigned int width, unsigned int height, const std::string & colorStr )
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{
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//Get or create the texture in memory
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boost::shared_ptr<SFMLTextureWrapper> newTexture;
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if ( !scene.game->imageManager->HasLoadedSFMLTexture(imageName) )
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newTexture = boost::shared_ptr<SFMLTextureWrapper>(new SFMLTextureWrapper);
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else
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newTexture = scene.game->imageManager->GetSFMLTexture(imageName);
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//Get the color
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sf::Color color;
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bool colorIsOk = false;
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vector < string > colors = SplitString<string>(colorStr, ';');
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if ( colors.size() == 3 )
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{
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colorIsOk = true;
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color = sf::Color(ToInt(colors[0]), ToInt(colors[1]), ToInt(colors[2]));
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}
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//Create the SFML image and the SFML texture
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if ( width != 0 && height != 0 && colorIsOk )
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newTexture->image.Create(width, height, color);
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newTexture->texture.LoadFromImage(newTexture->image); //Do not forget to update the associated texture
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scene.game->imageManager->SetSFMLTextureAsPermanentlyLoaded(imageName, newTexture); //Otherwise
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}
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void GD_EXTENSION_API OpenSFMLTextureFromFile( RuntimeScene & scene, const std::string & fileName, const std::string & imageName )
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{
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//Get or create the texture in memory
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boost::shared_ptr<SFMLTextureWrapper> newTexture;
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if ( !scene.game->imageManager->HasLoadedSFMLTexture(imageName) )
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newTexture = boost::shared_ptr<SFMLTextureWrapper>(new SFMLTextureWrapper);
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else
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newTexture = scene.game->imageManager->GetSFMLTexture(imageName);
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//Open the SFML image and the SFML texture
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newTexture->image.LoadFromFile(fileName);
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newTexture->texture.LoadFromImage(newTexture->image); //Do not forget to update the associated texture
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scene.game->imageManager->SetSFMLTextureAsPermanentlyLoaded(imageName, newTexture);
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}
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void GD_EXTENSION_API SaveSFMLTextureToFile( RuntimeScene & scene, const std::string & fileName, const std::string & imageName )
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{
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if ( !scene.game->imageManager->HasLoadedSFMLTexture(imageName) ) return;
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scene.game->imageManager->GetSFMLTexture(imageName)->image.SaveToFile(fileName);
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}
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}
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}
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