ddnet/src/game/client/components/mapimages.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/graphics.h>
#include <engine/map.h>
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#include <engine/storage.h>
#include <engine/serverbrowser.h>
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#include <game/client/component.h>
#include <engine/textrender.h>
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#include <game/mapitems.h>
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#include "mapimages.h"
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CMapImages::CMapImages() : CMapImages(100)
{
}
CMapImages::CMapImages(int TextureSize)
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{
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m_Count = 0;
m_TextureScale = TextureSize;
m_EntitiesIsLoaded = false;
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m_SpeedupArrowIsLoaded = false;
mem_zero(m_aTextureUsedByTileOrQuadLayerFlag, sizeof(m_aTextureUsedByTileOrQuadLayerFlag));
}
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void CMapImages::OnInit()
{
InitOverlayTextures();
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}
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void CMapImages::OnMapLoad()
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{
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IMap *pMap = Kernel()->RequestInterface<IMap>();
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// unload all textures
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for(int i = 0; i < m_Count; i++)
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{
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Graphics()->UnloadTexture(m_aTextures[i]);
m_aTextures[i] = IGraphics::CTextureHandle();
m_aTextureUsedByTileOrQuadLayerFlag[i] = 0;
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}
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m_Count = 0;
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int Start;
pMap->GetType(MAPITEMTYPE_IMAGE, &Start, &m_Count);
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CLayers *pLayers = m_pClient->Layers();
for(int g = 0; g < pLayers->NumGroups(); g++)
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{
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CMapItemGroup *pGroup = pLayers->GetGroup(g);
if(!pGroup)
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{
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continue;
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}
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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{
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CMapItemLayer *pLayer = pLayers->GetLayer(pGroup->m_StartLayer+l);
if(pLayer->m_Type == LAYERTYPE_TILES)
{
CMapItemLayerTilemap *pTLayer = (CMapItemLayerTilemap *)pLayer;
if(pTLayer->m_Image != -1 && pTLayer->m_Image < (int)(sizeof(m_aTextures) / sizeof(m_aTextures[0])))
{
m_aTextureUsedByTileOrQuadLayerFlag[(size_t)pTLayer->m_Image] |= 1;
}
}
else if(pLayer->m_Type == LAYERTYPE_QUADS)
{
CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer;
if(pQLayer->m_Image != -1 && pQLayer->m_Image < (int)(sizeof(m_aTextures) / sizeof(m_aTextures[0])))
{
m_aTextureUsedByTileOrQuadLayerFlag[(size_t)pQLayer->m_Image] |= 2;
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}
}
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}
}
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int TextureLoadFlag = Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE : IGraphics::TEXLOAD_TO_3D_TEXTURE;
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// load new textures
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for(int i = 0; i < m_Count; i++)
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{
int LoadFlag = (((m_aTextureUsedByTileOrQuadLayerFlag[i] & 1) != 0) ? TextureLoadFlag : 0) | (((m_aTextureUsedByTileOrQuadLayerFlag[i] & 2) != 0) ? 0 : (Graphics()->IsTileBufferingEnabled() ? IGraphics::TEXLOAD_NO_2D_TEXTURE : 0));
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CMapItemImage *pImg = (CMapItemImage *)pMap->GetItem(Start+i, 0, 0);
if(pImg->m_External)
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{
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char Buf[256];
char *pName = (char *)pMap->GetData(pImg->m_ImageName);
str_format(Buf, sizeof(Buf), "mapres/%s.png", pName);
m_aTextures[i] = Graphics()->LoadTexture(Buf, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, LoadFlag);
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}
else
{
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void *pData = pMap->GetData(pImg->m_ImageData);
m_aTextures[i] = Graphics()->LoadTextureRaw(pImg->m_Width, pImg->m_Height, CImageInfo::FORMAT_RGBA, pData, CImageInfo::FORMAT_RGBA, LoadFlag);
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pMap->UnloadData(pImg->m_ImageData);
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}
}
}
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void CMapImages::LoadBackground(class IMap *pMap)
{
CMapImages::OnMapLoad();
}
IGraphics::CTextureHandle CMapImages::GetEntities()
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{
// DDNet default to prevent delay in seeing entities
const char *pEntities = "ddnet";
if(GameClient()->m_GameInfo.m_EntitiesDDNet)
pEntities = "ddnet";
else if(GameClient()->m_GameInfo.m_EntitiesDDRace)
pEntities = "ddrace";
else if(GameClient()->m_GameInfo.m_EntitiesRace)
pEntities = "race";
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else if (GameClient()->m_GameInfo.m_EntitiesBW)
pEntities = "blockworlds";
else if(GameClient()->m_GameInfo.m_EntitiesFNG)
pEntities = "fng";
else if(GameClient()->m_GameInfo.m_EntitiesVanilla)
pEntities = "vanilla";
if(!m_EntitiesIsLoaded || m_pEntitiesGameType != pEntities)
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{
char aPath[64];
str_format(aPath, sizeof(aPath), "editor/entities_clear/%s.png", pEntities);
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if(m_EntitiesTextures >= 0)
Graphics()->UnloadTexture(m_EntitiesTextures);
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int TextureLoadFlag = Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE : IGraphics::TEXLOAD_TO_3D_TEXTURE;
m_EntitiesTextures = Graphics()->LoadTexture(aPath, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, TextureLoadFlag);
m_EntitiesIsLoaded = true;
m_pEntitiesGameType = pEntities;
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}
return m_EntitiesTextures;
}
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IGraphics::CTextureHandle CMapImages::GetSpeedupArrow()
{
if(!m_SpeedupArrowIsLoaded)
{
int TextureLoadFlag = (Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE_SINGLE_LAYER : IGraphics::TEXLOAD_TO_3D_TEXTURE_SINGLE_LAYER) | IGraphics::TEXLOAD_NO_2D_TEXTURE;
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m_SpeedupArrowTexture = Graphics()->LoadTexture(g_pData->m_aImages[IMAGE_SPEEDUP_ARROW].m_pFilename, IStorage::TYPE_ALL, CImageInfo::FORMAT_AUTO, TextureLoadFlag);
m_SpeedupArrowIsLoaded = true;
}
return m_SpeedupArrowTexture;
}
IGraphics::CTextureHandle CMapImages::GetOverlayBottom()
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{
return m_OverlayBottomTexture;
}
IGraphics::CTextureHandle CMapImages::GetOverlayTop()
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{
return m_OverlayTopTexture;
}
IGraphics::CTextureHandle CMapImages::GetOverlayCenter()
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{
return m_OverlayCenterTexture;
}
void CMapImages::SetTextureScale(int Scale)
{
if(m_TextureScale == Scale)
return;
m_TextureScale = Scale;
if(Graphics() && m_OverlayCenterTexture != -1) // check if component was initialized
{
// reinitialize component
Graphics()->UnloadTexture(m_OverlayBottomTexture);
Graphics()->UnloadTexture(m_OverlayTopTexture);
Graphics()->UnloadTexture(m_OverlayCenterTexture);
InitOverlayTextures();
}
}
int CMapImages::GetTextureScale()
{
return m_TextureScale;
}
IGraphics::CTextureHandle CMapImages::UploadEntityLayerText(int TextureSize, int YOffset)
{
void *pMem = calloc(1024 * 1024 * 4, 1);
UpdateEntityLayerText(pMem, 4, 1024, 1024, TextureSize, YOffset, 0);
UpdateEntityLayerText(pMem, 4, 1024, 1024, TextureSize, YOffset, 1);
UpdateEntityLayerText(pMem, 4, 1024, 1024, TextureSize, YOffset, 2, 255);
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int TextureLoadFlag = (Graphics()->HasTextureArrays() ? IGraphics::TEXLOAD_TO_2D_ARRAY_TEXTURE : IGraphics::TEXLOAD_TO_3D_TEXTURE) | IGraphics::TEXLOAD_NO_2D_TEXTURE;
IGraphics::CTextureHandle Texture = Graphics()->LoadTextureRaw(1024, 1024, CImageInfo::FORMAT_RGBA, pMem, CImageInfo::FORMAT_RGBA, TextureLoadFlag);
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free(pMem);
return Texture;
}
void CMapImages::UpdateEntityLayerText(void* pTexBuffer, int ImageColorChannelCount, int TexWidth, int TexHeight, int TextureSize, int YOffset, int NumbersPower, int MaxNumber)
{
char aBuf[4];
int DigitsCount = NumbersPower+1;
int CurrentNumber = pow(10, NumbersPower);
if (MaxNumber == -1)
MaxNumber = CurrentNumber*10-1;
str_format(aBuf, 4, "%d", CurrentNumber);
int CurrentNumberSuitableFontSize = TextRender()->AdjustFontSize(aBuf, DigitsCount, TextureSize);
int UniversalSuitableFontSize = CurrentNumberSuitableFontSize*0.9; // should be smoothed enough to fit any digits combination
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int ApproximateTextWidth = TextRender()->CalculateTextWidth(aBuf, DigitsCount, 0, UniversalSuitableFontSize);
int XOffSet = (64-ApproximateTextWidth)/2;
YOffset += ((TextureSize - UniversalSuitableFontSize)/2);
for (; CurrentNumber <= MaxNumber; ++CurrentNumber)
{
str_format(aBuf, 4, "%d", CurrentNumber);
float x = (CurrentNumber%16)*64;
float y = (CurrentNumber/16)*64;
TextRender()->UploadEntityLayerText(pTexBuffer, ImageColorChannelCount, TexWidth, TexHeight, aBuf, DigitsCount, x+XOffSet, y+YOffset, UniversalSuitableFontSize);
}
}
void CMapImages::InitOverlayTextures()
{
int TextureSize = 64*m_TextureScale/100;
int TextureToVerticalCenterOffset = (64-TextureSize)/2; // should be used to move texture to the center of 64 pixels area
if(m_OverlayBottomTexture == -1)
{
m_OverlayBottomTexture = UploadEntityLayerText(TextureSize/2, 32+TextureToVerticalCenterOffset/2);
}
if(m_OverlayTopTexture == -1)
{
m_OverlayTopTexture = UploadEntityLayerText(TextureSize/2, TextureToVerticalCenterOffset/2);
}
if(m_OverlayCenterTexture == -1)
{
m_OverlayCenterTexture = UploadEntityLayerText(TextureSize, TextureToVerticalCenterOffset);
}
}