#include "stage.h" #include <SDL2/SDL.h>#include "loader.h"#include "tween.h" /*Copyright (c) 2013-2021 Devine Lu Linvega2018 web port by rezmason2021 C89 port by rezmason Permission to use, copy, modify, and distribute this software for anypurpose with or without fee is hereby granted, provided that the abovecopyright notice and this permission notice appear in all copies. THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIESWITH REGARD TO THIS SOFTWARE.*/ static RegionRect windowRect = {0, 0, 0, 0};static SDL_Rect nudgeRect = {0, 0, 0, 0};static double _totalTime;static double nudgeX = 0;static double nudgeY = 0;static Tween nudgeTween;static Tween tintTween;static SDL_Color tintColor = {0xFF, 0xFF, 0xFF, 0xFF};static SDL_Color tintGoalColor = {0xFF, 0xFF, 0xFF, 0xFF}; #ifdef DRAW_REGION_BORDERSstatic SDL_Rect regionBorderDest;static SDL_Texture *regionBorderTexture = NULL;#endif static voidresizeBounds(Region *region){ RegionRect *layout = ®ion->layout; RegionRect *bounds = ®ion->bounds; RegionRect *scaleRect; /* STRETCH NODE regions are relative to the node region */ if(region->layoutMode == LAYOUTMODE_STRETCH_NODE) { scaleRect = &(regions[BILLBOARD_NODE].contentRect); } else { scaleRect = &windowRect; } bounds->x = layout->x * scaleRect->w + scaleRect->x; bounds->y = layout->y * scaleRect->h + scaleRect->y; bounds->w = layout->w * scaleRect->w; bounds->h = layout->h * scaleRect->h;} static voidresizeContent(Region *region){ RegionRect *bounds = ®ion->bounds; RegionRect *contentRect = ®ion->contentRect; LayoutMode layoutMode = region->layoutMode; int requiresScale = layoutMode == LAYOUTMODE_CONTAIN || layoutMode == LAYOUTMODE_COVER; int requiresCrop = layoutMode == LAYOUTMODE_COVER; contentRect->x = bounds->x; contentRect->y = bounds->y; contentRect->w = bounds->w; contentRect->h = bounds->h; /* The region's aspect ratio is compared with its image's, which is then resized and optionally cropped. */ if(bounds->h > 0 && requiresScale) { int sourceW = (region->image != NULL) ? region->image->w : 1; int sourceH = (region->image != NULL) ? region->image->h : 1; double sourceAspectRatio = (double)sourceW / (double)sourceH; double boundsRatio = bounds->w / bounds->h; if((boundsRatio > sourceAspectRatio) == requiresCrop) { contentRect->h = bounds->w / sourceAspectRatio; contentRect->y += (bounds->h - contentRect->h) / 2; } else { contentRect->w = bounds->h * sourceAspectRatio; contentRect->x += (bounds->w - contentRect->w) / 2; } } region->dest.x = contentRect->x; region->dest.y = contentRect->y; region->dest.w = contentRect->w; region->dest.h = contentRect->h;} static voidresizeRegion(Region *region){ resizeBounds(region); if(region->bounds.h > 0) { resizeContent(region); }} /* "Lazier" images are only stored in memory if they're onscreen and have an alpha greater than zero.*/static voidupdateLazierImage(Region *region){ Image *image = region->image; if(image == NULL || image->loadType != LOADTYPE_LAZIER) { return; } if(region->alphaTween.value <= 0 && image->texture != NULL) { Loader_UnloadImage(image); } else if(region->alphaTween.value > 0 && image->texture == NULL) { Loader_LoadImage(image); resizeRegion(region); }} static voidupdateRegionFade(Region *region){ Tween_Update(®ion->alphaTween, _totalTime); updateLazierImage(region);} static voidrenderRegion(Region *region, SDL_Renderer *renderer, int nudge){ Image *image = region->image; if(region->alphaTween.value > 0 && image != NULL) { SDL_SetTextureColorMod(image->texture, tintColor.r, tintColor.g, tintColor.b); SDL_SetTextureAlphaMod(image->texture, 0xFF * region->alphaTween.value); if(nudge && nudgeTween.value < 1) { /* While the nudge tween animates, the regions' render destionations are offset by the nudge X and Y, scaled by the tween value. */ nudgeRect.x = region->dest.x + windowRect.w * nudgeX * (1. - nudgeTween.value); nudgeRect.y = region->dest.y + windowRect.h * nudgeY * (1. - nudgeTween.value); nudgeRect.w = region->dest.w; nudgeRect.h = region->dest.h; SDL_RenderCopy(renderer, image->texture, NULL, &nudgeRect); } else { SDL_RenderCopy(renderer, image->texture, NULL, ®ion->dest); } } #ifdef DRAW_REGION_BORDERS { /* This cyan, 1-pixel "border texture" is stretched along the edge of the region to render a thin border around it. */ if(regionBorderTexture == NULL) { SDL_Surface *surface = SDL_CreateRGBSurface(0, 1, 1, 32, 0xFF0000, 0xFF00, 0xFF, 0); SDL_Rect rect = {0, 0, 1, 1}; SDL_FillRect(surface, &rect, 0xFFFFFF); regionBorderTexture = SDL_CreateTextureFromSurface(renderer, surface); SDL_FreeSurface(surface); } if(image != NULL) { SDL_SetTextureColorMod(regionBorderTexture, 0xFF, 0xFF, 0xFF); } else { SDL_SetTextureColorMod(regionBorderTexture, 0x72, 0xDE, 0xC2); } regionBorderDest.x = region->bounds.x; regionBorderDest.y = region->bounds.y; regionBorderDest.h = 1; regionBorderDest.w = region->bounds.w; SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest); regionBorderDest.y = region->bounds.y + region->bounds.h - 1; SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest); regionBorderDest.x = region->bounds.x; regionBorderDest.y = region->bounds.y; regionBorderDest.w = 1; regionBorderDest.h = region->bounds.h; SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest); regionBorderDest.x = region->bounds.x + region->bounds.w - 1; SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest); }#endif} voidStage_Init(){} voidStage_Quit(){ int i;#ifdef DRAW_REGION_BORDERS if(regionBorderTexture != NULL) { SDL_DestroyTexture(regionBorderTexture); regionBorderTexture = NULL; }#endif for(i = 0; i < NumberOfRegions; i++) { regions[i].image = NULL; }} voidStage_SetImage(RegionName name, Image *image){ if(regions[name].image == image) { return; } /* "Lazy" images are only stored in memory if they're onscreen. */ if(regions[name].image != NULL && regions[name].image->loadType == LOADTYPE_LAZY) { Loader_UnloadImage(regions[name].image); } regions[name].image = image; if(image->loadType == LOADTYPE_LAZY && image->texture == NULL) { Loader_LoadImage(image); } resizeRegion(®ions[name]);} /* Sometimes, two images need to switch regions, such as when one background fades to reveal the next, and we don't want those images, lazy as they are, to be unloaded and reloaded. This function lets us swap them without unloading them.*/voidStage_SwapImages(RegionName name1, RegionName name2){ Image *image = regions[name1].image; regions[name1].image = regions[name2].image; regions[name2].image = image;} voidStage_Fade(RegionName name, double startAlpha, double endAlpha, double duration, double delay){ if(duration <= 0) { Stage_StopFade(name, 0); Stage_SetAlpha(name, endAlpha); } else { Region *region = ®ions[name]; Tween_Start(®ion->alphaTween, startAlpha, endAlpha, _totalTime + delay, duration, NULL); Tween_Update(®ion->alphaTween, _totalTime); updateLazierImage(region); }} voidStage_StopFade(RegionName name, int complete){ Region *region = ®ions[name]; Tween_Stop(®ion->alphaTween, complete); if(complete) { updateLazierImage(region); }} voidStage_SetAlpha(RegionName name, double alpha){ Stage_StopFade(name, 0); regions[name].alphaTween.value = alpha; updateLazierImage(®ions[name]);} voidStage_Tint(SDL_Color color, double duration, double delay){ tintGoalColor = color; if(duration <= 0) { Tween_Stop(&tintTween, 0); tintTween.value = 1; } else { Tween_Start(&tintTween, 0, 1, _totalTime + delay, duration, NULL); Tween_Update(&tintTween, _totalTime); }} voidStage_StopTint(){ Tween_Stop(&tintTween, 1); tintGoalColor.r = 0xFF; tintGoalColor.g = 0xFF; tintGoalColor.b = 0xFF;} voidStage_Nudge(double x, double y, double duration){ if(duration <= 0) { return; } nudgeX = x; nudgeY = y; Tween_Start(&nudgeTween, 0, 1, _totalTime, duration, NULL); Tween_Update(&nudgeTween, _totalTime);} voidStage_Update(double totalTime, double deltaTime){ int i, tintOffset; (void)deltaTime; _totalTime = totalTime; Tween_Update(&nudgeTween, _totalTime); Tween_Update(&tintTween, _totalTime); tintOffset = 0xFF * (1.0 - tintTween.value); tintColor.r = tintGoalColor.r * tintTween.value + tintOffset; tintColor.g = tintGoalColor.g * tintTween.value + tintOffset; tintColor.b = tintGoalColor.b * tintTween.value + tintOffset; for(i = 0; i < NumberOfRegions; i++) { updateRegionFade(®ions[i]); }} voidStage_Resize(int windowW, int windowH){ int i; windowRect.w = windowW; windowRect.h = windowH; for(i = 0; i < NumberOfRegions; i++) { resizeRegion(®ions[i]); }} voidStage_Render(SDL_Renderer *renderer){ int i, nudge; for(i = 0; i < NumberOfRegions; i++) { nudge = i == BILLBOARD_NODE || regions[i].layoutMode == LAYOUTMODE_STRETCH_NODE; renderRegion(®ions[i], renderer, nudge); }} intStage_HitTest(RegionName name, int x, int y){ RegionRect *rect = ®ions[name].contentRect; x -= rect->x; y -= rect->y; return x >= 0 && y >= 0 && x <= rect->w && y <= rect->h;} intStage_PointNearBorder(int x, int y, int locus){ return x < locus || y < locus || x > windowRect.w - 2 * locus || y > windowRect.h - 2 * locus;}
#include "stage.h"
#include <SDL2/SDL.h>
#include "loader.h"
#include "tween.h"
/*
Copyright (c) 2013-2021 Devine Lu Linvega
2018 web port by rezmason
2021 C89 port by rezmason
Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE.
*/
static RegionRect windowRect = {0, 0, 0, 0};
static SDL_Rect nudgeRect = {0, 0, 0, 0};
static double _totalTime;
static double nudgeX = 0;
static double nudgeY = 0;
static Tween nudgeTween;
static Tween tintTween;
static SDL_Color tintColor = {0xFF, 0xFF, 0xFF, 0xFF};
static SDL_Color tintGoalColor = {0xFF, 0xFF, 0xFF, 0xFF};
#ifdef DRAW_REGION_BORDERS
static SDL_Rect regionBorderDest;
static SDL_Texture *regionBorderTexture = NULL;
#endif
static void
resizeBounds(Region *region)
{
RegionRect *layout = ®ion->layout;
RegionRect *bounds = ®ion->bounds;
RegionRect *scaleRect;
/* STRETCH NODE regions are relative to the node region */
if(region->layoutMode == LAYOUTMODE_STRETCH_NODE) {
scaleRect = &(regions[BILLBOARD_NODE].contentRect);
} else {
scaleRect = &windowRect;
}
bounds->x = layout->x * scaleRect->w + scaleRect->x;
bounds->y = layout->y * scaleRect->h + scaleRect->y;
bounds->w = layout->w * scaleRect->w;
bounds->h = layout->h * scaleRect->h;
}
static void
resizeContent(Region *region)
{
RegionRect *bounds = ®ion->bounds;
RegionRect *contentRect = ®ion->contentRect;
LayoutMode layoutMode = region->layoutMode;
int requiresScale = layoutMode == LAYOUTMODE_CONTAIN || layoutMode == LAYOUTMODE_COVER;
int requiresCrop = layoutMode == LAYOUTMODE_COVER;
contentRect->x = bounds->x;
contentRect->y = bounds->y;
contentRect->w = bounds->w;
contentRect->h = bounds->h;
/*
The region's aspect ratio is compared with its image's,
which is then resized and optionally cropped.
*/
if(bounds->h > 0 && requiresScale) {
int sourceW = (region->image != NULL) ? region->image->w : 1;
int sourceH = (region->image != NULL) ? region->image->h : 1;
double sourceAspectRatio = (double)sourceW / (double)sourceH;
double boundsRatio = bounds->w / bounds->h;
if((boundsRatio > sourceAspectRatio) == requiresCrop) {
contentRect->h = bounds->w / sourceAspectRatio;
contentRect->y += (bounds->h - contentRect->h) / 2;
} else {
contentRect->w = bounds->h * sourceAspectRatio;
contentRect->x += (bounds->w - contentRect->w) / 2;
}
}
region->dest.x = contentRect->x;
region->dest.y = contentRect->y;
region->dest.w = contentRect->w;
region->dest.h = contentRect->h;
}
static void
resizeRegion(Region *region)
{
resizeBounds(region);
if(region->bounds.h > 0) {
resizeContent(region);
}
}
/*
"Lazier" images are only stored in memory if they're onscreen
and have an alpha greater than zero.
*/
static void
updateLazierImage(Region *region)
{
Image *image = region->image;
if(image == NULL || image->loadType != LOADTYPE_LAZIER) {
return;
}
if(region->alphaTween.value <= 0 && image->texture != NULL) {
Loader_UnloadImage(image);
} else if(region->alphaTween.value > 0 && image->texture == NULL) {
Loader_LoadImage(image);
resizeRegion(region);
}
}
static void
updateRegionFade(Region *region)
{
Tween_Update(®ion->alphaTween, _totalTime);
updateLazierImage(region);
}
static void
renderRegion(Region *region, SDL_Renderer *renderer, int nudge)
{
Image *image = region->image;
if(region->alphaTween.value > 0 && image != NULL) {
SDL_SetTextureColorMod(image->texture, tintColor.r, tintColor.g, tintColor.b);
SDL_SetTextureAlphaMod(image->texture, 0xFF * region->alphaTween.value);
if(nudge && nudgeTween.value < 1) {
/*
While the nudge tween animates, the regions'
render destionations are offset
by the nudge X and Y, scaled by the tween value.
*/
nudgeRect.x = region->dest.x + windowRect.w * nudgeX * (1. - nudgeTween.value);
nudgeRect.y = region->dest.y + windowRect.h * nudgeY * (1. - nudgeTween.value);
nudgeRect.w = region->dest.w;
nudgeRect.h = region->dest.h;
SDL_RenderCopy(renderer, image->texture, NULL, &nudgeRect);
} else {
SDL_RenderCopy(renderer, image->texture, NULL, ®ion->dest);
}
}
#ifdef DRAW_REGION_BORDERS
{
/*
This cyan, 1-pixel "border texture" is stretched
along the edge of the region to render
a thin border around it.
*/
if(regionBorderTexture == NULL) {
SDL_Surface *surface = SDL_CreateRGBSurface(0, 1, 1, 32, 0xFF0000, 0xFF00, 0xFF, 0);
SDL_Rect rect = {0, 0, 1, 1};
SDL_FillRect(surface, &rect, 0xFFFFFF);
regionBorderTexture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
}
if(image != NULL) {
SDL_SetTextureColorMod(regionBorderTexture, 0xFF, 0xFF, 0xFF);
} else {
SDL_SetTextureColorMod(regionBorderTexture, 0x72, 0xDE, 0xC2);
}
regionBorderDest.x = region->bounds.x;
regionBorderDest.y = region->bounds.y;
regionBorderDest.h = 1;
regionBorderDest.w = region->bounds.w;
SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest);
regionBorderDest.y = region->bounds.y + region->bounds.h - 1;
SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest);
regionBorderDest.x = region->bounds.x;
regionBorderDest.y = region->bounds.y;
regionBorderDest.w = 1;
regionBorderDest.h = region->bounds.h;
SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest);
regionBorderDest.x = region->bounds.x + region->bounds.w - 1;
SDL_RenderCopy(renderer, regionBorderTexture, NULL, ®ionBorderDest);
}
#endif
}
void
Stage_Init()
{
}
void
Stage_Quit()
{
int i;
#ifdef DRAW_REGION_BORDERS
if(regionBorderTexture != NULL) {
SDL_DestroyTexture(regionBorderTexture);
regionBorderTexture = NULL;
}
#endif
for(i = 0; i < NumberOfRegions; i++) {
regions[i].image = NULL;
}
}
void
Stage_SetImage(RegionName name, Image *image)
{
if(regions[name].image == image) {
return;
}
/* "Lazy" images are only stored in memory if they're onscreen. */
if(regions[name].image != NULL && regions[name].image->loadType == LOADTYPE_LAZY) {
Loader_UnloadImage(regions[name].image);
}
regions[name].image = image;
if(image->loadType == LOADTYPE_LAZY && image->texture == NULL) {
Loader_LoadImage(image);
}
resizeRegion(®ions[name]);
}
/*
Sometimes, two images need to switch regions,
such as when one background fades to reveal the next,
and we don't want those images, lazy as they are, to
be unloaded and reloaded. This function lets us swap
them without unloading them.
*/
void
Stage_SwapImages(RegionName name1, RegionName name2)
{
Image *image = regions[name1].image;
regions[name1].image = regions[name2].image;
regions[name2].image = image;
}
void
Stage_Fade(RegionName name, double startAlpha, double endAlpha, double duration, double delay)
{
if(duration <= 0) {
Stage_StopFade(name, 0);
Stage_SetAlpha(name, endAlpha);
} else {
Region *region = ®ions[name];
Tween_Start(®ion->alphaTween, startAlpha, endAlpha, _totalTime + delay, duration, NULL);
Tween_Update(®ion->alphaTween, _totalTime);
updateLazierImage(region);
}
}
void
Stage_StopFade(RegionName name, int complete)
{
Region *region = ®ions[name];
Tween_Stop(®ion->alphaTween, complete);
if(complete) {
updateLazierImage(region);
}
}
void
Stage_SetAlpha(RegionName name, double alpha)
{
Stage_StopFade(name, 0);
regions[name].alphaTween.value = alpha;
updateLazierImage(®ions[name]);
}
void
Stage_Tint(SDL_Color color, double duration, double delay)
{
tintGoalColor = color;
if(duration <= 0) {
Tween_Stop(&tintTween, 0);
tintTween.value = 1;
} else {
Tween_Start(&tintTween, 0, 1, _totalTime + delay, duration, NULL);
Tween_Update(&tintTween, _totalTime);
}
}
void
Stage_StopTint()
{
Tween_Stop(&tintTween, 1);
tintGoalColor.r = 0xFF;
tintGoalColor.g = 0xFF;
tintGoalColor.b = 0xFF;
}
void
Stage_Nudge(double x, double y, double duration)
{
if(duration <= 0) {
return;
}
nudgeX = x;
nudgeY = y;
Tween_Start(&nudgeTween, 0, 1, _totalTime, duration, NULL);
Tween_Update(&nudgeTween, _totalTime);
}
void
Stage_Update(double totalTime, double deltaTime)
{
int i, tintOffset;
(void)deltaTime;
_totalTime = totalTime;
Tween_Update(&nudgeTween, _totalTime);
Tween_Update(&tintTween, _totalTime);
tintOffset = 0xFF * (1.0 - tintTween.value);
tintColor.r = tintGoalColor.r * tintTween.value + tintOffset;
tintColor.g = tintGoalColor.g * tintTween.value + tintOffset;
tintColor.b = tintGoalColor.b * tintTween.value + tintOffset;
for(i = 0; i < NumberOfRegions; i++) {
updateRegionFade(®ions[i]);
}
}
void
Stage_Resize(int windowW, int windowH)
{
int i;
windowRect.w = windowW;
windowRect.h = windowH;
for(i = 0; i < NumberOfRegions; i++) {
resizeRegion(®ions[i]);
}
}
void
Stage_Render(SDL_Renderer *renderer)
{
int i, nudge;
for(i = 0; i < NumberOfRegions; i++) {
nudge = i == BILLBOARD_NODE || regions[i].layoutMode == LAYOUTMODE_STRETCH_NODE;
renderRegion(®ions[i], renderer, nudge);
}
}
int
Stage_HitTest(RegionName name, int x, int y)
{
RegionRect *rect = ®ions[name].contentRect;
x -= rect->x;
y -= rect->y;
return x >= 0 && y >= 0 && x <= rect->w && y <= rect->h;
}
int
Stage_PointNearBorder(int x, int y, int locus)
{
return x < locus || y < locus || x > windowRect.w - 2 * locus || y > windowRect.h - 2 * locus;
}