Converted ShatteredPD to Build from Gradle
Major Changes: - Shattered now builds effortlessly either from gradle CLI or android studio - Much better dependency management through gradle (although it's not really used atm) - Separate PD-classes repo is now SPD-classes module within main repo
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SPD-classes/src/main/java/com/watabou/gltextures/Atlas.java
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99
SPD-classes/src/main/java/com/watabou/gltextures/Atlas.java
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2016 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.watabou.gltextures;
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import java.util.HashMap;
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import android.graphics.RectF;
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public class Atlas {
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public SmartTexture tx;
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protected HashMap<Object,RectF> namedFrames;
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protected float uvLeft;
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protected float uvTop;
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protected float uvWidth;
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protected float uvHeight;
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protected int cols;
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public Atlas( SmartTexture tx ) {
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this.tx = tx;
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tx.atlas = this;
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namedFrames = new HashMap<Object, RectF>();
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}
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public void add( Object key, int left, int top, int right, int bottom ) {
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add( key, uvRect( tx, left, top, right, bottom ) );
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}
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public void add( Object key, RectF rect ) {
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namedFrames.put( key, rect );
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}
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public void grid( int width ) {
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grid( width, tx.height );
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}
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public void grid( int width, int height ) {
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grid( 0, 0, width, height, tx.width / width );
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}
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public void grid( int left, int top, int width, int height, int cols ) {
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uvLeft = (float)left / tx.width;
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uvTop = (float)top / tx.height;
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uvWidth = (float)width / tx.width;
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uvHeight= (float)height / tx.height;
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this.cols = cols;
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}
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public RectF get( int index ) {
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float x = index % cols;
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float y = index / cols;
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float l = uvLeft + x * uvWidth;
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float t = uvTop + y * uvHeight;
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return new RectF( l, t, l + uvWidth, t + uvHeight );
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}
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public RectF get( Object key ) {
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return namedFrames.get( key );
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}
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public float width( RectF rect ) {
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return rect.width() * tx.width;
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}
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public float height( RectF rect ) {
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return rect.height() * tx.height;
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}
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public static RectF uvRect( SmartTexture tx, int left, int top, int right, int bottom ) {
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return new RectF(
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(float)left / tx.width,
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(float)top / tx.height,
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(float)right / tx.width,
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(float)bottom / tx.height );
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}
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}
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