Use more explicit vector math via method overloads
This commit is contained in:
parent
a4b1be1da5
commit
87462fd7b0
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@ -79,19 +79,68 @@ struct Vec2i
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: x(x), y(y)
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{}
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explicit Vec2i(int xy)
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: x(xy), y(xy)
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{}
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bool operator==(const Vec2i &other) const
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{
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return x == other.x && y == other.y;
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}
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Vec2i &operator+=(const Vec2i &other)
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Vec2i &operator+=(const Vec2i &value)
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{
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x += other.x;
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y += other.y;
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x += value.x;
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y += value.y;
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return *this;
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}
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Vec2i &operator-=(const Vec2i &value)
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{
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x -= value.x;
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y -= value.y;
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return *this;
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}
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Vec2i operator+(const Vec2i &value) const
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{
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return Vec2i(x + value.x, y + value.y);
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}
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Vec2i operator-(const Vec2i &value) const
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{
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return Vec2i(x - value.x, y - value.y);
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}
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template<typename T>
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Vec2i operator*(T value) const
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{
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return Vec2i(x * value, y * value);
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}
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template<typename T>
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Vec2i operator/(T value) const
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{
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return Vec2i(x / value, y / value);
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}
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Vec2i operator%(int value) const
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{
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return Vec2i(x % value, y % value);
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}
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Vec2i operator-() const
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{
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return Vec2i(-x, -y);
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}
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Vec2i operator!() const
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{
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return Vec2i(!x, !y);
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}
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operator Vec2() const
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{
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return Vec2(x, y);
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@ -113,6 +162,14 @@ struct IntRect : SDL_Rect
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this->h = h;
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}
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IntRect(const Vec2i &pos, const Vec2i &size)
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{
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x = pos.x;
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y = pos.y;
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w = size.x;
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h = size.y;
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}
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bool operator==(const IntRect &other) const
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{
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return (x == other.x && y == other.y &&
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@ -129,10 +186,16 @@ struct IntRect : SDL_Rect
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return Vec2i(w, h);
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}
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operator SDL_Rect() const
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void setPos(const Vec2i &value)
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{
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SDL_Rect r = { x, y, w, h };
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return r;
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x = value.x;
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y = value.y;
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}
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void setSize(const Vec2i &value)
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{
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w = value.x;
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h = value.y;
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}
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bool encloses(const IntRect &o) const
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@ -176,35 +239,10 @@ struct FloatRect
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Vec2 topRight() const { return Vec2(x+w, y); }
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Vec2 bottomRight() const { return Vec2(x+w, y+h); }
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void shrinkHalf()
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{
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x += 0.5;
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y += 0.5;
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w -= 1.0;
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h -= 1.0;
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}
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FloatRect vFlipped() const
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{
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return FloatRect(x, y+h, w, -h);
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}
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FloatRect hFlipped() const
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{
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return FloatRect(x+w, y, -w, h);
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}
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Vec2 corner(int i) const
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{
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switch (i)
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{
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case 0 : return topLeft();
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case 1 : return topRight();
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case 2 : return bottomRight();
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case 3 : return bottomLeft();
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default : return Vec2();
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}
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}
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};
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/* Value between 0 and 255 with internal
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@ -90,8 +90,8 @@ struct PlanePrivate
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if (gl.npot_repeat)
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{
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FloatRect srcRect;
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srcRect.x = (sceneGeo.xOrigin + ox) / zoomX;
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srcRect.y = (sceneGeo.yOrigin + oy) / zoomY;
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srcRect.x = (sceneGeo.orig.x + ox) / zoomX;
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srcRect.y = (sceneGeo.orig.y + oy) / zoomY;
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srcRect.w = sceneGeo.rect.w / zoomX;
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srcRect.h = sceneGeo.rect.h / zoomY;
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@ -23,10 +23,7 @@
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#include "sharedstate.h"
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Scene::Scene()
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{
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geometry.xOrigin = geometry.yOrigin = 0;
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geometry.rect = IntRect();
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}
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{}
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Scene::~Scene()
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{
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10
src/scene.h
10
src/scene.h
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@ -39,8 +39,16 @@ class Scene
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public:
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struct Geometry
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{
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int xOrigin, yOrigin;
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/* Position and size relative to parent */
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IntRect rect;
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/* Origin of contents */
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Vec2i orig;
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Vec2i offset() const
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{
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return rect.pos() - orig;
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}
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};
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Scene();
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@ -57,7 +57,7 @@ struct SpritePrivate
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NormValue opacity;
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BlendType blendType;
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SDL_Rect sceneRect;
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IntRect sceneRect;
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Vec2i sceneOrig;
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/* Would this sprite be visible on
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@ -183,9 +183,8 @@ struct SpritePrivate
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return;
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}
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SDL_Rect self;
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self.x = trans.getPosition().x - (trans.getOrigin().x + sceneOrig.x);
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self.y = trans.getPosition().y - (trans.getOrigin().y + sceneOrig.y);
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IntRect self;
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self.setPos(trans.getPositionI() - (trans.getOriginI() + sceneOrig));
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self.w = bitmap->width();
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self.h = bitmap->height();
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@ -577,15 +576,10 @@ void Sprite::onGeometryChange(const Scene::Geometry &geo)
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{
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/* Offset at which the sprite will be drawn
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* relative to screen origin */
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int xOffset = geo.rect.x - geo.xOrigin;
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int yOffset = geo.rect.y - geo.yOrigin;
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p->trans.setGlobalOffset(geo.offset());
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p->trans.setGlobalOffset(xOffset, yOffset);
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p->sceneRect.w = geo.rect.w;
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p->sceneRect.h = geo.rect.h;
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p->sceneOrig.x = geo.xOrigin;
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p->sceneOrig.y = geo.yOrigin;
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p->sceneRect.setSize(geo.rect.size());
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p->sceneOrig = geo.orig;
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}
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void Sprite::releaseResources()
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@ -442,15 +442,13 @@ struct TilemapPrivate
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void updateSceneGeometry(const Scene::Geometry &geo)
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{
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elem.sceneOffset.x = geo.rect.x - geo.xOrigin;
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elem.sceneOffset.y = geo.rect.y - geo.yOrigin;
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elem.sceneOffset = geo.offset();
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elem.sceneGeo = geo;
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}
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void updatePosition()
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{
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dispPos.x = -(offset.x - viewpPos.x * 32) + elem.sceneOffset.x;
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dispPos.y = -(offset.y - viewpPos.y * 32) + elem.sceneOffset.y;
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dispPos = -(offset - viewpPos * 32) + elem.sceneOffset;
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}
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void invalidateAtlasSize()
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@ -366,11 +366,10 @@ struct TilemapVXPrivate : public ViewportElement, TileAtlasVX::Reader
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void onGeometryChange(const Scene::Geometry &geo)
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{
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mapViewp.w = (geo.rect.w / 32) + !!(geo.rect.w % 32) + 1;
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mapViewp.h = (geo.rect.h / 32) + !!(geo.rect.h % 32) + 1;
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const Vec2i geoSize = geo.rect.size();
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mapViewp.setSize((geoSize / 32) + !!(geoSize % 32) + Vec2i(1));
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sceneOffset.x = geo.rect.x - geo.xOrigin;
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sceneOffset.y = geo.rect.y - geo.yOrigin;
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sceneOffset = geo.offset();
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sceneGeo = geo;
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buffersDirty = true;
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@ -58,7 +58,6 @@ public:
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Transform()
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: scale(1, 1),
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rotation(0),
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xOffset(0), yOffset(0),
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dirty(true)
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{
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memset(matrix, 0, sizeof(matrix));
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@ -68,38 +67,47 @@ public:
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}
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Vec2 &getPosition() { return position; }
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Vec2 &getScale() { return scale; }
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Vec2 &getOrigin() { return origin; }
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Vec2 &getScale() { return scale; }
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float getRotation() { return rotation; }
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Vec2i getPositionI() const
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{
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return Vec2i(position.x, position.y);
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}
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Vec2i getOriginI() const
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{
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return Vec2i(origin.x, origin.y);
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}
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void setPosition(const Vec2 &value)
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{
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position = value;
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dirty = true;
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}
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void setScale(const Vec2 &value)
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{
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scale = value;
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dirty = true;
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}
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void setOrigin(const Vec2 &value)
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{
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origin = value;
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dirty = true;
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}
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void setScale(const Vec2 &value)
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{
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scale = value;
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dirty = true;
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}
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void setRotation(float value)
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{
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rotation = value;
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dirty = true;
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}
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void setGlobalOffset(int x, int y)
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void setGlobalOffset(const Vec2i &value)
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{
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xOffset = x;
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yOffset = y;
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offset = value;
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dirty = true;
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}
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@ -129,8 +137,8 @@ private:
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float syc = scale.y * cosine;
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float sxs = scale.x * sine;
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float sys = scale.y * sine;
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float tx = -origin.x * sxc - origin.y * sys + position.x + xOffset;
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float ty = origin.x * sxs - origin.y * syc + position.y + yOffset;
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float tx = -origin.x * sxc - origin.y * sys + position.x + offset.x;
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float ty = origin.x * sxs - origin.y * syc + position.y + offset.y;
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matrix[0] = sxc;
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matrix[1] = -sxs;
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@ -146,7 +154,7 @@ private:
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float rotation;
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/* Silently added to position */
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int xOffset, yOffset;
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Vec2i offset;
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float matrix[16];
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@ -144,8 +144,8 @@ void Viewport::update()
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Flashable::update();
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}
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DEF_ATTR_RD_SIMPLE(Viewport, OX, int, geometry.xOrigin)
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DEF_ATTR_RD_SIMPLE(Viewport, OY, int, geometry.yOrigin)
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DEF_ATTR_RD_SIMPLE(Viewport, OX, int, geometry.orig.x)
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DEF_ATTR_RD_SIMPLE(Viewport, OY, int, geometry.orig.y)
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DEF_ATTR_SIMPLE(Viewport, Rect, Rect&, *p->rect)
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DEF_ATTR_SIMPLE(Viewport, Color, Color&, *p->color)
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@ -155,10 +155,10 @@ void Viewport::setOX(int value)
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{
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guardDisposed();
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if (geometry.xOrigin == value)
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if (geometry.orig.x == value)
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return;
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geometry.xOrigin = value;
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geometry.orig.x = value;
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notifyGeometryChange();
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}
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@ -166,10 +166,10 @@ void Viewport::setOY(int value)
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{
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guardDisposed();
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if (geometry.yOrigin == value)
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if (geometry.orig.y == value)
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return;
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geometry.yOrigin = value;
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geometry.orig.y = value;
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notifyGeometryChange();
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}
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@ -471,16 +471,15 @@ struct WindowPrivate
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i += TileQuads::buildFrame(effectRect, cursorVert.vert);
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}
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/* Scroll arrows */
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int scrollLRY = (size.y - 16) / 2;
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int scrollTBX = (size.x - 16) / 2;
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/* Scroll arrow position: Top Bottom X, Left Right Y */
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const Vec2i scroll = (size - Vec2i(16)) / 2;
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Sides<IntRect> scrollArrows;
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scrollArrows.l = IntRect(4, scrollLRY, 8, 16);
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scrollArrows.r = IntRect(size.x - 12, scrollLRY, 8, 16);
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scrollArrows.t = IntRect(scrollTBX, 4, 16, 8);
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scrollArrows.b = IntRect(scrollTBX, size.y - 12, 16, 8);
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scrollArrows.l = IntRect(4, scroll.y, 8, 16);
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scrollArrows.r = IntRect(size.x - 12, scroll.y, 8, 16);
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scrollArrows.t = IntRect(scroll.x, 4, 16, 8);
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scrollArrows.b = IntRect(scroll.x, size.y - 12, 16, 8);
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if (contents)
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{
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@ -557,13 +556,10 @@ struct WindowPrivate
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if (size == Vec2i(0, 0))
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return;
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Vec2i trans(position.x + sceneOffset.x,
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position.y + sceneOffset.y);
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SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(trans);
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shader.setTranslation(position + sceneOffset);
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if (useBaseTex)
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{
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@ -598,12 +594,11 @@ struct WindowPrivate
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controlsVertDirty = false;
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}
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/* Actual on screen coordinates */
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int effectX = position.x + sceneOffset.x;
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int effectY = position.y + sceneOffset.y;
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/* Effective on screen coordinates */
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const Vec2i efPos = position + sceneOffset;
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IntRect windowRect(effectX, effectY, size.x, size.y);
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IntRect contentsRect(effectX+16, effectY+16, size.x-32, size.y-32);
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const IntRect windowRect(efPos, size);
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const IntRect contentsRect(efPos + Vec2i(16), size - Vec2i(32));
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glState.scissorTest.pushSet(true);
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glState.scissorBox.push();
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@ -615,7 +610,7 @@ struct WindowPrivate
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if (!nullOrDisposed(windowskin))
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{
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shader.setTranslation(Vec2i(effectX, effectY));
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shader.setTranslation(efPos);
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/* Draw arrows / cursors */
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windowskin->bindTex(shader);
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@ -631,9 +626,7 @@ struct WindowPrivate
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/* Draw contents bitmap */
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glState.scissorBox.setIntersect(contentsRect);
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effectX += 16-contentsOffset.x;
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effectY += 16-contentsOffset.y;
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shader.setTranslation(Vec2i(effectX, effectY));
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shader.setTranslation(efPos + (Vec2i(16) - contentsOffset));
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contents->bindTex(shader);
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contentsQuad.draw();
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@ -876,8 +869,7 @@ void Window::draw()
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void Window::onGeometryChange(const Scene::Geometry &geo)
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{
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p->sceneOffset.x = geo.rect.x - geo.xOrigin;
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p->sceneOffset.y = geo.rect.y - geo.yOrigin;
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p->sceneOffset = geo.offset();
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}
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void Window::setZ(int value)
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@ -506,15 +506,15 @@ struct WindowVXPrivate
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void rebuildCtrlVert()
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{
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const int arrowTBX = (geo.w - 16) / 2;
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const int arrowLRY = (geo.h - 16) / 2;
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/* Scroll arrow position: Top Bottom X, Left Right Y */
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const Vec2i arrow = (geo.size() - Vec2i(16)) / 2;
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const Sides<FloatRect> arrowPos =
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{
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FloatRect( 4, arrowLRY, 8, 16 ), /* Left */
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FloatRect( geo.w - 12, arrowLRY, 8, 16 ), /* Right */
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FloatRect( arrowTBX, 4, 16, 8 ), /* Top */
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FloatRect( arrowTBX, geo.h - 12, 16, 8 ) /* Bottom */
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FloatRect( 4, arrow.y, 8, 16 ), /* Left */
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FloatRect( geo.w - 12, arrow.y, 8, 16 ), /* Right */
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FloatRect( arrow.x, 4, 16, 8 ), /* Top */
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FloatRect( arrow.x, geo.h - 12, 16, 8 ) /* Bottom */
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};
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size_t i = 0;
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@ -538,7 +538,7 @@ struct WindowVXPrivate
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if (pause)
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{
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const FloatRect pausePos(arrowTBX, geo.h - 16, 16, 16);
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const FloatRect pausePos(arrow.x, geo.h - 16, 16, 16);
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pauseVert = &vert[i*4];
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i += Quad::setTexPosRect(&vert[i*4], pauseSrc[0], pausePos);
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@ -730,8 +730,7 @@ struct WindowVXPrivate
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bool windowskinValid = !nullOrDisposed(windowskin);
|
||||
bool contentsValid = !nullOrDisposed(contents);
|
||||
|
||||
Vec2i trans(geo.x + sceneOffset.x,
|
||||
geo.y + sceneOffset.y);
|
||||
Vec2i trans = geo.pos() + sceneOffset;
|
||||
|
||||
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
|
||||
shader.bind();
|
||||
|
@ -764,8 +763,7 @@ struct WindowVXPrivate
|
|||
{
|
||||
/* Translate cliprect from local into screen space */
|
||||
IntRect clip = clipRect;
|
||||
clip.x += trans.x;
|
||||
clip.y += trans.y;
|
||||
clip.setPos(clip.pos() + trans);
|
||||
|
||||
glState.scissorBox.push();
|
||||
glState.scissorTest.pushSet(true);
|
||||
|
@ -773,11 +771,10 @@ struct WindowVXPrivate
|
|||
if (rgssVer >= 3)
|
||||
glState.scissorBox.setIntersect(clip);
|
||||
else
|
||||
glState.scissorBox.setIntersect(IntRect(trans.x, trans.y, geo.w, geo.h));
|
||||
glState.scissorBox.setIntersect(IntRect(trans, geo.size()));
|
||||
|
||||
IntRect pad = padRect;
|
||||
pad.x += trans.x;
|
||||
pad.y += trans.y;
|
||||
pad.setPos(pad.pos() + trans);
|
||||
|
||||
if (drawCursor)
|
||||
{
|
||||
|
@ -786,10 +783,7 @@ struct WindowVXPrivate
|
|||
contTrans.y += cursorRect->y;
|
||||
|
||||
if (rgssVer >= 3)
|
||||
{
|
||||
contTrans.x -= contentsOff.x;
|
||||
contTrans.y -= contentsOff.y;
|
||||
}
|
||||
contTrans -= contentsOff;
|
||||
|
||||
shader.setTranslation(contTrans);
|
||||
|
||||
|
@ -804,8 +798,7 @@ struct WindowVXPrivate
|
|||
glState.scissorBox.setIntersect(clip);
|
||||
|
||||
Vec2i contTrans = pad.pos();
|
||||
contTrans.x -= contentsOff.x;
|
||||
contTrans.y -= contentsOff.y;
|
||||
contTrans -= contentsOff;
|
||||
shader.setTranslation(contTrans);
|
||||
|
||||
TEX::setSmooth(false); // XXX
|
||||
|
@ -1105,8 +1098,7 @@ void WindowVX::draw()
|
|||
|
||||
void WindowVX::onGeometryChange(const Scene::Geometry &geo)
|
||||
{
|
||||
p->sceneOffset.x = geo.rect.x - geo.xOrigin;
|
||||
p->sceneOffset.y = geo.rect.y - geo.yOrigin;
|
||||
p->sceneOffset = geo.offset();
|
||||
}
|
||||
|
||||
void WindowVX::releaseResources()
|
||||
|
|
Loading…
Reference in New Issue