ddnet/src/game/client/skin.h
Jupeyy a804c3ca5b Get away from vector for skins
most of the time it uses the index just to get the skin, downloaded skins change the index.
Now its simply a heap object and downloaded skins load directly. Also the loading might be a bit faster bcs it had a loop lookup
Also O(1) lookup
2022-10-12 22:32:36 +02:00

148 lines
2.9 KiB
C++

#ifndef GAME_CLIENT_SKIN_H
#define GAME_CLIENT_SKIN_H
#include <base/color.h>
#include <base/system.h>
#include <base/vmath.h>
#include <engine/graphics.h>
#include <limits>
// do this better and nicer
struct CSkin
{
private:
char m_aName[24];
public:
struct SSkinTextures
{
IGraphics::CTextureHandle m_Body;
IGraphics::CTextureHandle m_BodyOutline;
IGraphics::CTextureHandle m_Feet;
IGraphics::CTextureHandle m_FeetOutline;
IGraphics::CTextureHandle m_Hands;
IGraphics::CTextureHandle m_HandsOutline;
IGraphics::CTextureHandle m_aEyes[6];
void Reset()
{
m_Body = IGraphics::CTextureHandle();
m_BodyOutline = IGraphics::CTextureHandle();
m_Feet = IGraphics::CTextureHandle();
m_FeetOutline = IGraphics::CTextureHandle();
m_Hands = IGraphics::CTextureHandle();
m_HandsOutline = IGraphics::CTextureHandle();
for(auto &Eye : m_aEyes)
Eye = IGraphics::CTextureHandle();
}
};
SSkinTextures m_OriginalSkin;
SSkinTextures m_ColorableSkin;
ColorRGBA m_BloodColor;
template<bool IsSizeType>
struct SSkinMetricVariableInt
{
int m_Value;
operator int() { return m_Value; }
SSkinMetricVariableInt &operator=(int NewVal)
{
if(IsSizeType)
m_Value = maximum(m_Value, NewVal);
else
m_Value = minimum(m_Value, NewVal);
return *this;
}
SSkinMetricVariableInt()
{
Reset();
}
void Reset()
{
if(IsSizeType)
m_Value = std::numeric_limits<int>::lowest();
else
m_Value = std::numeric_limits<int>::max();
}
};
struct SSkinMetricVariable
{
SSkinMetricVariableInt<true> m_Width;
SSkinMetricVariableInt<true> m_Height;
SSkinMetricVariableInt<false> m_OffsetX;
SSkinMetricVariableInt<false> m_OffsetY;
// these can be used to normalize the metrics
SSkinMetricVariableInt<true> m_MaxWidth;
SSkinMetricVariableInt<true> m_MaxHeight;
float WidthNormalized()
{
return (float)m_Width / (float)m_MaxWidth;
}
float HeightNormalized()
{
return (float)m_Height / (float)m_MaxHeight;
}
float OffsetXNormalized()
{
return (float)m_OffsetX / (float)m_MaxWidth;
}
float OffsetYNormalized()
{
return (float)m_OffsetY / (float)m_MaxHeight;
}
void Reset()
{
m_Width.Reset();
m_Height.Reset();
m_OffsetX.Reset();
m_OffsetY.Reset();
m_MaxWidth.Reset();
m_MaxHeight.Reset();
}
};
struct SSkinMetrics
{
SSkinMetricVariable m_Body;
SSkinMetricVariable m_Feet;
void Reset()
{
m_Body.Reset();
m_Feet.Reset();
}
SSkinMetrics()
{
Reset();
}
};
SSkinMetrics m_Metrics;
bool operator<(const CSkin &Other) const { return str_comp(m_aName, Other.m_aName) < 0; }
bool operator==(const CSkin &Other) const { return !str_comp(m_aName, Other.m_aName); }
CSkin(const char *pName)
{
str_copy(m_aName, pName);
}
CSkin(CSkin &&) = default;
CSkin &operator=(CSkin &&) = default;
const char *GetName() const { return m_aName; }
};
#endif