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#include "drawable.h"
#include <iostream>
#ifdef __WXMAC__
#include "OpenGL/gl.h"
#else
#include <GL/gl.h>
#endif
#include "wx/wx.h"
/*
* This is a simple class built on top of OpenGL that manages drawing images in a higher-level and quicker way.
*/
DrawableThing::DrawableThing(Image* image_arg)
{
x=0;
y=0;
hotspotX=0;
hotspotY=0;
angle=0;
xscale=1;
yscale=1;
xflip=false;
yflip=false;
if(image_arg!=NULL) setImage(image_arg);
else image=NULL;
}
void DrawableThing::setFlip(bool x, bool y)
{
xflip=x;
yflip=y;
}
void DrawableThing::setHotspot(int x, int y)
{
hotspotX=x;
hotspotY=y;
}
void DrawableThing::move(int x, int y)
{
DrawableThing::x=x;
DrawableThing::y=y;
}
void DrawableThing::scale(float x, float y)
{
DrawableThing::xscale=x;
DrawableThing::yscale=y;
}
void DrawableThing::scale(float k)
{
DrawableThing::xscale=k;
DrawableThing::yscale=k;
}
void DrawableThing::setImage(Image* image)
{
DrawableThing::image=image;
}
void DrawableThing::rotate(int angle)
{
DrawableThing::angle=angle;
}
void DrawableThing::render()
{
assert(image!=NULL);
glLoadIdentity();
glTranslatef(x,y,0);
if(xscale!=1 || yscale!=1)
{
glScalef(xscale, yscale, 1);
}
if(angle!=0)
{
glRotatef(angle, 0,0,1);
}
glBindTexture(GL_TEXTURE_2D, image->getID()[0] );
glBegin(GL_QUADS);
printf("%f %f %d %d\n", image->tex_coord_x, image->tex_coord_y, hotspotX, hotspotY);
glTexCoord2f(xflip? image->tex_coord_x : 0, yflip? 0 : image->tex_coord_y);
glVertex2f( -hotspotX, -hotspotY );
glTexCoord2f(xflip? 0 : image->tex_coord_x, yflip? 0 : image->tex_coord_y);
glVertex2f( image->width-hotspotX, -hotspotY );
glTexCoord2f(xflip? 0 : image->tex_coord_x, yflip? image->tex_coord_y : 0);
glVertex2f( image->width-hotspotX, image->height-hotspotY );
glTexCoord2f(xflip? image->tex_coord_x : 0, yflip? image->tex_coord_y : 0);
glVertex2f( -hotspotX, image->height-hotspotY );
glEnd();
}
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