298 lines
6.5 KiB
Java
298 lines
6.5 KiB
Java
/*
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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) 2014-2025 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.noosa;
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import com.watabou.glwrap.Matrix;
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import com.watabou.utils.Point;
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import com.watabou.utils.PointF;
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public class Visual extends Gizmo {
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public float x;
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public float y;
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public float width;
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public float height;
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public PointF scale;
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public PointF origin;
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protected float[] matrix;
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public float rm;
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public float gm;
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public float bm;
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public float am;
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public float ra;
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public float ga;
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public float ba;
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public float aa;
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public PointF speed;
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public PointF acc;
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public float angle;
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public float angularSpeed;
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private float lastX, lastY, lastW, lastH, lastA;
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private PointF lastScale = new PointF(), lastOrigin = new PointF();
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public Visual( float x, float y, float width, float height ) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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scale = new PointF( 1, 1 );
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origin = new PointF();
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matrix = new float[16];
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resetColor();
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speed = new PointF();
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acc = new PointF();
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}
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@Override
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public void update() {
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updateMotion();
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}
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@Override
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//TODO caching the last value of all these variables does improve performance a bunch
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// by letting us skip many calls to updateMatrix, but it is quite messy. It would be better to
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// control their editing and have a single boolean to tell if the matrix needs updating.
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public void draw() {
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if (lastX != x ||
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lastY != y ||
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lastW != width ||
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lastH != height ||
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lastA != angle ||
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lastScale.x != scale.x ||
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lastScale.y != scale.y ||
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lastOrigin.x != origin.x ||
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lastOrigin.y != origin.y){
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lastX = x;
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lastY = y;
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lastW = width;
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lastH = height;
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lastA = angle;
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lastScale.x = scale.x;
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lastScale.y = scale.y;
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lastOrigin.x = origin.x;
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lastOrigin.y = origin.y;
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updateMatrix();
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}
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}
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protected void updateMatrix() {
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Matrix.setIdentity( matrix );
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Matrix.translate( matrix, x, y );
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if (origin.x != 0 || origin.y != 0)
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Matrix.translate( matrix, origin.x, origin.y );
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if (angle != 0) {
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Matrix.rotate( matrix, angle );
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}
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if (scale.x != 1 || scale.y != 1) {
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Matrix.scale( matrix, scale.x, scale.y );
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}
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if (origin.x != 0 || origin.y != 0)
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Matrix.translate( matrix, -origin.x, -origin.y );
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}
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public PointF point() {
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return new PointF( x, y );
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}
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public PointF point( PointF p ) {
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x = p.x;
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y = p.y;
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return p;
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}
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public Point point( Point p ) {
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x = p.x;
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y = p.y;
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return p;
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}
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public PointF center() {
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return new PointF( x + width() / 2, y + height() / 2 );
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}
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public PointF center( PointF p ) {
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x = p.x - width() / 2;
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y = p.y - height() / 2;
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return p;
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}
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//returns the point needed to center the argument visual on this visual
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public PointF center( Visual v ) {
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return new PointF(
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x + (width() - v.width())/2f,
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y + (height() - v.height())/2f
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);
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}
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public void originToCenter() {
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origin.set(width / 2, height / 2);
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}
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public float width() {
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return width * scale.x;
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}
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public float height() {
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return height * scale.y;
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}
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protected void updateMotion() {
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if (acc.x != 0)
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speed.x += acc.x * Game.elapsed;
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if (speed.x != 0)
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x += speed.x * Game.elapsed;
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if (acc.y != 0)
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speed.y += acc.y * Game.elapsed;
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if (speed.y != 0)
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y += speed.y * Game.elapsed;
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if (angularSpeed != 0)
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angle += angularSpeed * Game.elapsed;
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}
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public void alpha( float value ) {
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am = value;
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aa = 0;
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}
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public float alpha() {
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return am + aa;
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}
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public void invert() {
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rm = gm = bm = -1f;
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ra = ga = ba = +1f;
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}
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public void lightness( float value ) {
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if (value < 0.5f) {
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rm = gm = bm = value * 2f;
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ra = ga = ba = 0;
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} else {
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rm = gm = bm = 2f - value * 2f;
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ra = ga = ba = value * 2f - 1f;
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}
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}
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public void brightness( float value ) {
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rm = gm = bm = value;
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}
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public void tint( float r, float g, float b, float strength ) {
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rm = gm = bm = 1f - strength;
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ra = r * strength;
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ga = g * strength;
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ba = b * strength;
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}
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public void tint( int color, float strength ) {
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rm = gm = bm = 1f - strength;
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ra = ((color >> 16) & 0xFF) / 255f * strength;
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ga = ((color >> 8) & 0xFF) / 255f * strength;
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ba = (color & 0xFF) / 255f * strength;
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}
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//color must include an alpha component (e.g. 0x80FF0000 for red at 0.5 strength)
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public void tint( int color ) {
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tint( color & 0xFFFFFF, ((color >> 24) & 0xFF) / (float)0xFF);
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}
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public void color( float r, float g, float b ) {
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rm = gm = bm = 0;
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ra = r;
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ga = g;
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ba = b;
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}
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public void color( int color ) {
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color( ((color >> 16) & 0xFF) / 255f, ((color >> 8) & 0xFF) / 255f, (color & 0xFF) / 255f );
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}
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public void hardlight( float r, float g, float b ) {
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ra = ga = ba = 0;
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rm = r;
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gm = g;
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bm = b;
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}
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public void hardlight( int color ) {
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hardlight( (color >> 16) / 255f, ((color >> 8) & 0xFF) / 255f, (color & 0xFF) / 255f );
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}
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public void resetColor() {
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rm = gm = bm = am = 1;
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ra = ga = ba = aa = 0;
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}
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public boolean overlapsPoint( float x, float y ) {
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return x >= this.x && x < this.x + width * scale.x && y >= this.y && y < this.y + height * scale.y;
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}
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public boolean overlapsScreenPoint( int x, int y ) {
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Camera c = camera();
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if (c == null) return false;
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if (!c.hitTest(x, y)) return false;
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PointF p = c.screenToCamera( x, y );
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return overlapsPoint( p.x, p.y );
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}
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// true if its bounding box intersects its camera's bounds
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public boolean isVisible() {
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Camera c = camera();
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if (c == null || !visible) return false;
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//FIXME, the below calculations ignore angle, so assume visible if angle != 0
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if (angle != 0) return true;
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//x coord
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if (x > c.scroll.x + c.width)
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return false;
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else if (!(x >= c.scroll.x || x + width() >= c.scroll.x))
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return false;
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//y coord
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if (y > c.scroll.y + c.height)
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return false;
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else if (!(y >= c.scroll.y || y + height() >= c.scroll.y))
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return false;
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return true;
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}
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}
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