Magic_Game/core/Node/Sprite.cpp

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#include "..\enodes.h"
e2d::Sprite::Sprite()
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: m_pImage(nullptr)
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{
}
e2d::Sprite::Sprite(Image * image)
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: m_pImage(nullptr)
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{
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open(image);
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}
e2d::Sprite::Sprite(String& imageFileName)
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: m_pImage(nullptr)
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{
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open(imageFileName);
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}
e2d::Sprite::Sprite(String& imageFileName, double x, double y, double width, double height)
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: m_pImage(nullptr)
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{
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open(imageFileName);
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clip(x, y, width, height);
}
e2d::Sprite::~Sprite()
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{
SafeRelease(&m_pImage);
}
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void e2d::Sprite::open(Image * image)
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{
if (image)
{
SafeRelease(&m_pImage);
m_pImage = image;
m_pImage->retain();
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Node::setSize(m_pImage->getWidth(), m_pImage->getHeight());
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}
}
void e2d::Sprite::open(String& imageFileName)
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{
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open(new Image(imageFileName));
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}
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void e2d::Sprite::clip(double x, double y, double width, double height)
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{
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m_pImage->clip(x, y, width, height);
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Node::setSize(
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min(max(width, 0), m_pImage->getSourceWidth() - m_pImage->getClipX()),
min(max(height, 0), m_pImage->getSourceHeight() - m_pImage->getClipY())
);
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}
e2d::Image * e2d::Sprite::getImage() const
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{
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return m_pImage;
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}
void e2d::Sprite::onRender()
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{
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if (m_pImage && m_pImage->getBitmap())
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{
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float fClipX = static_cast<float>(m_pImage->getClipX());
float fClipY = static_cast<float>(m_pImage->getClipY());
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// <20><>ȾͼƬ
Renderer::getRenderTarget()->DrawBitmap(
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m_pImage->getBitmap(),
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D2D1::RectF(0, 0, m_fWidth, m_fHeight),
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m_fDisplayOpacity,
D2D1_BITMAP_INTERPOLATION_MODE_LINEAR,
D2D1::RectF(
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fClipX,
fClipY,
fClipX + m_fWidth,
fClipY + m_fHeight
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)
);
}
}