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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "Display/display_precomp.h"
#include "API/Display/pixel_buffer.h"
#include "sprite_packer_generic.h"
/////////////////////////////////////////////////////////////////////////////
// CL_SpritePacker_Generic construction:
CL_SpritePacker_Generic::CL_SpritePacker_Generic(const CL_SpriteDescription &desc)
: description(desc)
{
}
/////////////////////////////////////////////////////////////////////////////
// CL_SpritePacker_Generic::Node implementation:
CL_SpritePacker_Generic::Node::Node()
{
child[0] = NULL;
child[1] = NULL;
image = NULL;
}
CL_SpritePacker_Generic::Node::Node(const CL_Rect &new_rect)
{
rect = new_rect;
child[0] = NULL;
child[1] = NULL;
image = NULL;
}
CL_SpritePacker_Generic::Node::~Node()
{
clear();
}
void CL_SpritePacker_Generic::Node::clear()
{
if(child[0])
{
delete child[0];
child[0] = NULL;
}
if(child[1])
{
delete child[1];
child[1] = NULL;
}
image = NULL;
}
CL_SpritePacker_Generic::Node *CL_SpritePacker_Generic::Node::insert(CL_SpriteDescription::FramePair new_image)
{
// If we're not a leaf
if(child[0] && child[1])
{
// Try inserting into first child
Node *new_node = child[0]->insert(new_image);
if(new_node != NULL)
return new_node;
// No room, insert into second
return child[1]->insert(new_image);
}
else
{
// If there's already a texture here, return
if (image)
return NULL;
int image_width = new_image.second.get_width() + 2;
int image_height = new_image.second.get_height() + 2;
// If we're too small, return
if (image_width > rect.get_width() || image_height > rect.get_height())
return NULL;
// If we're just right, accept
if (image_width == rect.get_width() && image_height == rect.get_height())
{
image = new_image.first;
image_rect = new_image.second;
image_rect.right += 2;
image_rect.bottom += 2;
return this;
}
// Otherwise, decide which way to split
int dw = rect.get_width() - image_width;
int dh = rect.get_height() - image_height;
if (dw > dh)
{
child[0] = new Node(CL_Rect(rect.left, rect.top, rect.left + image_width, rect.bottom));
child[1] = new Node(CL_Rect(rect.left + image_width, rect.top, rect.right, rect.bottom));
}
else
{
child[0] = new Node(CL_Rect(rect.left, rect.top, rect.right, rect.top + image_height));
child[1] = new Node(CL_Rect(rect.left, rect.top + image_height, rect.right, rect.bottom));
}
// Insert into first child we created
return child[0]->insert(new_image);
}
}
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