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Removed classes which should be implemented in Lua (or need of re-implementation).
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@@ -1,111 +0,0 @@
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/**
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* Copyright (c) 2006-2009 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "SpriteBatch.h"
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// STD
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#include <iostream>
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// LOVE
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#include "VertexBuffer.h"
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#include "Image.h"
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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SpriteBatch::SpriteBatch(Image * image, int size, int usage)
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: size(size), next(0)
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{
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// Four vertices in one sprite.
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buffer = new VertexBuffer(image, size*6, TYPE_TRIANGLES, usage);
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}
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SpriteBatch::~SpriteBatch()
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{
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buffer->release();
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}
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void SpriteBatch::add(float x, float y, float a, float sx, float sy, float ox, float oy)
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{
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// Only do this if there's a free slot.
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if(next < size)
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{
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// Get a pointer to the correct insertion position.
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vertex * v = buffer->vertices + next*6;
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// Fill vertices with ones (for white colors).
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memset(v, 0xff, sizeof(vertex)*6);
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// Half-sizes.
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float w2 = buffer->image->getWidth()/2.0f;
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float h2 = buffer->image->getHeight()/2.0f;
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// MASSIVE TODO: just copy vertices from image.
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v[0].x = -w2; v[0].y = -h2;
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v[1].x = -w2; v[1].y = h2;
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v[2].x = w2; v[2].y = h2;
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v[3].x = w2; v[3].y = -h2;
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v[0].s = 0; v[0].t = 0;
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v[1].s = 0; v[1].t = 1;
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v[2].s = 1; v[2].t = 1;
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v[3].s = 1; v[3].t = 0;
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// Transform.
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Matrix t;
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t.translate(x, y);
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t.scale(sx, sy);
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t.rotate(a);
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t.transform(v, v, 4);
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v[5] = v[3];
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v[4] = v[2];
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v[3] = v[0];
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// Send the buffer to the GPU.
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buffer->update(next*6, 6);
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// Increment counter.
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next++;
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}
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}
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void SpriteBatch::clear()
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{
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// Reset the position of the next index.
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next = 0;
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// Also reset the buffer.
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buffer->clear();
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}
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void SpriteBatch::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
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{
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// Let the buffer handle this.
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buffer->draw(x, y, angle, sx, sy, ox, oy);
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}
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} // opengl
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} // graphics
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} // love
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