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SpaceCadetPinball/SpaceCadetPinball/TPinballComponent.cpp

113 lines
2.6 KiB
C++

#include "pch.h"
#include "TPinballComponent.h"
#include "loader.h"
#include "render.h"
#include "TPinballTable.h"
TPinballComponent::TPinballComponent(TPinballTable* table, int groupIndex, bool loadVisuals)
{
visualStruct visual{};
MessageField = 0;
UnusedBaseFlag = 0;
ActiveFlag = 0;
PinballTable = table;
RenderSprite = nullptr;
ListBitmap = nullptr;
ListZMap = nullptr;
GroupName = nullptr;
Control = nullptr;
if (table)
table->ComponentList.push_back(this);
if (groupIndex >= 0)
GroupName = loader::query_name(groupIndex);
if (loadVisuals && groupIndex >= 0)
{
int visualCount = loader::query_visual_states(groupIndex);
for (int index = 0; index < visualCount; ++index)
{
loader::query_visual(groupIndex, index, &visual);
if (visual.Bitmap)
{
if (!ListBitmap)
ListBitmap = new std::vector<gdrv_bitmap8*>();
if (ListBitmap)
ListBitmap->push_back(visual.Bitmap);
}
if (visual.ZMap)
{
if (!ListZMap)
ListZMap = new std::vector<zmap_header_type*>();
if (ListZMap)
ListZMap->push_back(visual.ZMap);
}
}
auto zMap = ListZMap ? ListZMap->at(0) : nullptr;
if (ListBitmap)
{
rectangle_type bmp1Rect{}, tmpRect{};
auto rootBmp = ListBitmap->at(0);
bmp1Rect.XPosition = rootBmp->XPosition - table->XOffset;
bmp1Rect.YPosition = rootBmp->YPosition - table->YOffset;
bmp1Rect.Width = rootBmp->Width;
bmp1Rect.Height = rootBmp->Height;
for (auto index = 1u; index < ListBitmap->size(); index++)
{
auto bmp = ListBitmap->at(index);
tmpRect.XPosition = bmp->XPosition - table->XOffset;
tmpRect.YPosition = bmp->YPosition - table->YOffset;
tmpRect.Width = bmp->Width;
tmpRect.Height = bmp->Height;
maths::enclosing_box(&bmp1Rect, &tmpRect, &bmp1Rect);
}
RenderSprite = render::create_sprite(
visualCount > 0 ? VisualTypes::Sprite : VisualTypes::None,
rootBmp,
zMap,
rootBmp->XPosition - table->XOffset,
rootBmp->YPosition - table->YOffset,
&bmp1Rect);
}
}
GroupIndex = groupIndex;
}
TPinballComponent::~TPinballComponent()
{
if (PinballTable)
{
// ComponentList contains one reference to each component.
auto& components = PinballTable->ComponentList;
auto position = std::find(components.begin(), components.end(), this);
if (position != components.end())
components.erase(position);
}
delete ListBitmap;
delete ListZMap;
}
int TPinballComponent::Message(int code, float value)
{
MessageField = code;
if (code == 1024)
MessageField = 0;
return 0;
}
void TPinballComponent::port_draw()
{
}
void TPinballComponent::put_scoring(int index, int score)
{
}
int TPinballComponent::get_scoring(int index)
{
return 0;
}