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150 lines
3 KiB
C++
150 lines
3 KiB
C++
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#ifndef GAME_CLIENT_SKIN_H
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#define GAME_CLIENT_SKIN_H
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#include <base/color.h>
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#include <base/tl/sorted_array.h>
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#include <base/vmath.h>
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#include <engine/graphics.h>
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#include <limits>
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// do this better and nicer
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struct CSkin
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{
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bool m_IsVanilla;
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struct SSkinTextures
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{
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IGraphics::CTextureHandle m_Body;
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IGraphics::CTextureHandle m_BodyOutline;
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IGraphics::CTextureHandle m_Feet;
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IGraphics::CTextureHandle m_FeetOutline;
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IGraphics::CTextureHandle m_Hands;
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IGraphics::CTextureHandle m_HandsOutline;
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IGraphics::CTextureHandle m_Eyes[6];
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void Reset()
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{
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m_Body = IGraphics::CTextureHandle();
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m_BodyOutline = IGraphics::CTextureHandle();
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m_Feet = IGraphics::CTextureHandle();
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m_FeetOutline = IGraphics::CTextureHandle();
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m_Hands = IGraphics::CTextureHandle();
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m_HandsOutline = IGraphics::CTextureHandle();
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for(auto &Eye : m_Eyes)
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Eye = IGraphics::CTextureHandle();
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}
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};
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SSkinTextures m_OriginalSkin;
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SSkinTextures m_ColorableSkin;
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char m_aName[24];
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ColorRGBA m_BloodColor;
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template<bool IsSizeType>
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struct SSkinMetricVariableInt
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{
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int m_Value;
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operator int() { return m_Value; }
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SSkinMetricVariableInt &operator=(int NewVal)
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{
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if(IsSizeType)
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m_Value = maximum(m_Value, NewVal);
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else
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m_Value = minimum(m_Value, NewVal);
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return *this;
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}
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SSkinMetricVariableInt()
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{
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Reset();
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}
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void Reset()
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{
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if(IsSizeType)
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m_Value = std::numeric_limits<int>::lowest();
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else
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m_Value = std::numeric_limits<int>::max();
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}
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};
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struct SSkinMetricVariable
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{
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SSkinMetricVariableInt<true> m_Width;
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SSkinMetricVariableInt<true> m_Height;
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SSkinMetricVariableInt<false> m_OffsetX;
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SSkinMetricVariableInt<false> m_OffsetY;
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// these can be used to normalize the metrics
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SSkinMetricVariableInt<true> m_MaxWidth;
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SSkinMetricVariableInt<true> m_MaxHeight;
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float WidthNormalized()
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{
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return (float)m_Width / (float)m_MaxWidth;
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}
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float HeightNormalized()
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{
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return (float)m_Height / (float)m_MaxHeight;
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}
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float OffsetXNormalized()
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{
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return (float)m_OffsetX / (float)m_MaxWidth;
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}
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float OffsetYNormalized()
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{
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return (float)m_OffsetY / (float)m_MaxHeight;
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}
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void Reset()
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{
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m_Width.Reset();
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m_Height.Reset();
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m_OffsetX.Reset();
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m_OffsetY.Reset();
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m_MaxWidth.Reset();
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m_MaxHeight.Reset();
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}
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};
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struct SSkinMetrics
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{
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SSkinMetricVariable m_Body;
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SSkinMetricVariable m_Feet;
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int m_FeetWidth;
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int m_FeetHeight;
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int m_FeetOffsetX;
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int m_FeetOffsetY;
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// these can be used to normalize the metrics
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int m_FeetMaxWidth;
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int m_FeetMaxHeight;
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void Reset()
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{
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m_Body.Reset();
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m_Feet.Reset();
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}
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SSkinMetrics()
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{
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Reset();
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}
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};
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SSkinMetrics m_Metrics;
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bool operator<(const CSkin &Other) const { return str_comp_nocase(m_aName, Other.m_aName) < 0; }
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bool operator<(const char *pOther) const { return str_comp_nocase(m_aName, pOther) < 0; }
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bool operator==(const char *pOther) const { return !str_comp_nocase(m_aName, pOther); }
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};
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#endif
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