663 lines
22 KiB
D
663 lines
22 KiB
D
module otya.smilebasic.sprite;
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import otya.smilebasic.petitcomputer;
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import otya.smilebasic.error;
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import derelict.sdl2.sdl;
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import derelict.opengl3.gl;
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enum SpriteAttr
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{
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none = 0,
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show = 0b00001,
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rotate90 = 0b00010,
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rotate180 = 0b00100,
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rotate270 = 0b00110,
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hflip = 0b01000,//yoko
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vflip = 0b10000,//tate
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}
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enum SpriteAnimTarget
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{
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XY = 0,
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Z,
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UV,
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I,
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R,
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S,
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C,
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V,
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relative = 8,
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}
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struct SpriteAnimState
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{
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union
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{
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struct
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{
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double x, y;
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}
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struct
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{
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double z;
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}
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struct
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{
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int u, v;
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}
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struct
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{
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int i;
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}
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struct
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{
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double r;
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}
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struct
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{
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double scalex, scaley;
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}
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struct
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{
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uint c;
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}
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struct
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{
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double var;
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}
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}
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}
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struct SpriteAnimData
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{
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bool relative;//相対座標として扱うか
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int frame;//何フレームごとに動かすか
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int elapse;//何フレーム目か
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//int repeatcount;//何回目のループか
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//int loop;//何回ループするか(0で無限ループ)
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bool interpolation;//線形補完するかどうか
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SpriteAnimState data;
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SpriteAnimState old;
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int load(int i, ref SpriteData sprite, SpriteAnimTarget target, double[] data, SpriteAnimData* old)
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{
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this.frame = cast(int)data[i];
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if(this.frame < 0)
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{
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this.frame = -this.frame;
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interpolation = true;
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}
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if(this.frame == 0)
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{
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throw new IllegalFunctionCall("SPANIM");
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}
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i++;
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switch(target)
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{
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case SpriteAnimTarget.XY:
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this.data.x = cast(int)data[i++];
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this.data.y = cast(int)data[i++];
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this.old.x = old ? old.data.x : sprite.x;
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this.old.y = old ? old.data.y : sprite.y;
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break;
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case SpriteAnimTarget.Z:
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this.data.z = cast(int)data[i++];
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this.old.z = old ? old.data.z : sprite.z;
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break;
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case SpriteAnimTarget.UV:
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this.data.u = cast(int)data[i++];
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this.data.v = cast(int)data[i++];
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this.old.u = old ? old.data.u : sprite.u;
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this.old.v = old ? old.data.v : sprite.v;
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break;
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case SpriteAnimTarget.I:
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this.data.i = cast(int)data[i++];
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this.old.i = old ? old.data.i : sprite.defno;
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break;
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case SpriteAnimTarget.R:
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this.data.r = data[i++];
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this.old.r = old ? old.data.r : sprite.r;
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break;
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case SpriteAnimTarget.S:
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this.data.scalex = data[i++];
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this.data.scaley = data[i++];
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this.old.scalex = old ? old.data.scalex : sprite.scalex;
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this.old.scaley = old ? old.data.scaley : sprite.scaley;
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break;
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case SpriteAnimTarget.C:
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this.data.c = cast(uint)data[i++];
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break;
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case SpriteAnimTarget.V:
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this.data.var = data[i++];
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break;
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default:
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throw new IllegalFunctionCall("SPANIM");
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}
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return i;
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}
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}
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struct SpriteDef
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{
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int u, v, w, h, hx, hy;
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SpriteAttr a;
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}
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struct SpriteData
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{
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bool isAnim;
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int id;
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int defno;
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double x, y;
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int homex, homey;
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double z;/*!*/
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int u, v, w, h;//個々で保持してるみたい,SPSETをして後でSPDEFをしても変化しない
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uint color;
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double[8] var;
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SpriteAttr attr;
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bool define;//定義されてればtrue
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double scalex;
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double scaley;
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double r;
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this(bool flag)
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{
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define = false;
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}
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this(int id, int defno)
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{
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x = 0;
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y = 0;
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z = 0;
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r = 0;
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this.id = id;
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this.defno = defno;
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this.color = -1;
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this.attr = SpriteAttr.show;
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this.define = true;
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scalex = 1;
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scaley = 1;
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}
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this(int id, int u, int v, int w, int h)
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{
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x = 0;
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y = 0;
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z = 0;
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r = 0;
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this.id = id;
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this.u = u;
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this.v = v;
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this.w = w;
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this.h = h;
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this.color = -1;
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this.attr = SpriteAttr.show;
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this.define = true;
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scalex = 1;
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scaley = 1;
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}
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this(int id, ref SpriteDef spdef, int defno)
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{
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x = 0;
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y = 0;
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z = 0;
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r = 0;
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this.id = id;
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this.u = spdef.u;
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this.v = spdef.v;
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this.w = spdef.w;
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this.h = spdef.h;
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this.color = -1;
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this.attr = spdef.a;
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this.homex = spdef.hx;
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this.homey = spdef.hy;
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this.define = true;
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scalex = 1;
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scaley = 1;
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this.defno = defno;
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}
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SpriteAnimData[][SpriteAnimTarget.V] anim;
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int[SpriteAnimTarget.V] animindex;
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int[SpriteAnimTarget.V] animloop;
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int[SpriteAnimTarget.V] animloopcnt;
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void setAnimation(SpriteAnimData[] anim, SpriteAnimTarget sat, int loop)
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{
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this.anim[sat] = anim;
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if(loop < 0)
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{
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throw new IllegalFunctionCall("SPANIM");
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}
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animloop[sat] = loop;
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animloopcnt[sat] = 0;
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isAnim = true;
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}
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void clear()
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{
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this.define = false;
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this.attr = SpriteAttr.none;
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}
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void change(SpriteDef s)
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{
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this.u = s.u;
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this.v = s.v;
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this.w = s.w;
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this.h = s.h;
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this.homex = s.hx;
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this.homey = s.hy;
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this.attr = s.a;
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}
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}
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class Sprite
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{
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SpriteDef[] SPDEFTable;
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SpriteData[] sprites;
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PetitComputer petitcom;
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string spdefTableFile = "spdef.csv";
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int spmax = 512;
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void initUVTable()
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{
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SPDEFTable = new SpriteDef[4096];
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//UVTable[] = SDL_Rect(0, 0, 16, 16);//Ichigo
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for(int i = 0; i < 4096; i++)
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{
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SPDEFTable[i] = SpriteDef(0, 0, 16, 16, 0, 0, SpriteAttr.show);
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}
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SPDEFTable[4095] = SpriteDef(192, 480, 96, 32, 48, 16, SpriteAttr.show);
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//UVTable[] = SDL_Rect(192, 480, 96, 32);
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import std.csv;
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import std.typecons;//I X Y W H HX HY ATTR
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import std.file;
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import std.stdio;
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import std.algorithm;
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auto file = File(spdefTableFile, "r");
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file.readln();//一行読み飛ばす
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auto csv = file.byLine.joiner("\n").csvReader!(Tuple!(int, "I", int, "X" ,int, "Y", int, "W", int, "H", int, "HX", int, "HY", int, "ATTR"));
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foreach(record; csv)
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{
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SPDEFTable[record.I] = SpriteDef(record.X, record.Y, record.W, record.H, record.HX, record.HY, cast(SpriteAttr)record.ATTR);
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}
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}
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void spchr(int i, int d)
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{
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i = spid(i);
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sprites[i].change(SPDEFTable[d]);
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}
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void spchr(int id, int u, int v, int w, int h, SpriteAttr attr)
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{
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id = spid(id);
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auto spdef = SpriteDef(u, v, w, h, sprites[id].homex, sprites[id].homey, attr);
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sprites[id].change(spdef);
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}
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this(PetitComputer petitcom)
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{
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sprites = new SpriteData[512];
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sprites[] = SpriteData(false);
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initUVTable;
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this.petitcom = petitcom;
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}
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void animation(ref SpriteData sprite)
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{
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foreach(i, ref d; sprite.anim)
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{
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if(!d) continue;//未定義
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SpriteAnimTarget target = cast(SpriteAnimTarget)i;
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int index = sprite.animindex[i];
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SpriteAnimData* data = &d[index];
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data.elapse = data.elapse + 1;
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auto frame = data.elapse;
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if(frame == 1)
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{
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if(!data.interpolation)
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{
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.data.x;
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sprite.y = data.data.y;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = data.data.z;
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.data.u;
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sprite.v = data.data.v;
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break;
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case SpriteAnimTarget.I:
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sprite.defno = data.data.i;
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spchr(sprite.id, sprite.defno);
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break;
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case SpriteAnimTarget.R:
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sprite.r = data.data.r;
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break;
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case SpriteAnimTarget.S:
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sprite.scalex = data.data.scalex;
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sprite.scaley = data.data.scaley;
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break;
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case SpriteAnimTarget.C:
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break;
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case SpriteAnimTarget.V:
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break;
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default:
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break;
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}
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}
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}
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if(data.interpolation)
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{
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//線形補完する奴
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switch(target)
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{
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case SpriteAnimTarget.XY:
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sprite.x = data.old.x + ((data.data.x - data.old.x) / data.frame) * frame;
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sprite.y = data.old.y + ((data.data.y - data.old.y) / data.frame) * frame;
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break;
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case SpriteAnimTarget.Z:
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sprite.z = data.old.z + ((data.data.z - data.old.z) / data.frame) * frame;
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break;
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case SpriteAnimTarget.UV:
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sprite.u = data.old.u + ((data.data.u - data.old.u) / data.frame) * frame;
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sprite.v = data.old.v + ((data.data.v - data.old.v) / data.frame) * frame;
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break;
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case SpriteAnimTarget.I:
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sprite.defno = data.old.i + ((data.data.i - data.old.i) / data.frame) * frame;
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spchr(sprite.id, sprite.defno);
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break;
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case SpriteAnimTarget.R:
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sprite.r = data.old.r + ((data.data.r - data.old.r) / data.frame) * frame;
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break;
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case SpriteAnimTarget.S:
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sprite.scalex = data.old.scalex + ((data.data.scalex - data.old.scalex) / data.frame) * frame;
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sprite.scaley = data.old.scaley + ((data.data.scaley - data.old.scaley) / data.frame) * frame;
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break;
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case SpriteAnimTarget.C:
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break;
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case SpriteAnimTarget.V:
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break;
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default:
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break;
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}
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}
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if(frame >= data.frame)
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{
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sprite.animindex[i] = (sprite.animindex[i] + 1) % d.length;
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data.elapse = 0;
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if(sprite.animloop[i] == 0)
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{
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continue;
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}
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sprite.animloop[i]++;
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if(sprite.animloop[i] >= sprite.animloopcnt[i])
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{
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sprite.anim[i] = null;
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continue;
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}
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continue;
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}
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}
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}
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bool lll;
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import std.algorithm;
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void render()
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{
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float disw = 200f, dish = 120f, disw2 = 400f, dish2 = 240f;
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if(petitcom.xscreenmode == 2)
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{
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disw = 160f;
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disw2 = 320f;
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dish = 240f;
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dish2 = 480f;
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}
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auto texture = petitcom.GRP[petitcom.sppage].glTexture;
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float aspect = disw2 / dish2;
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float z = -0.01f;
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int spmax = petitcom.xscreenmode == 1 ? this.spmax : -1;//XSCREENが2,3じゃないと下画面は描画しない
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glBindTexture(GL_TEXTURE_2D, texture);
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glEnable(GL_TEXTURE_2D);
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// glDisable(GL_TEXTURE_2D);
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version(test) glLoadIdentity();
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glLoadIdentity();
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foreach(i,ref sprite; sprites)
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{
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if(i == spmax)
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{
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disw = 160f;
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disw2 = 320f;
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glViewport(40, 0, 320, 240);
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aspect = disw2 / dish2;
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}
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//定義されてたら動かす
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if(sprite.define)
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{
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animation(sprite);
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}
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if(sprite.attr & SpriteAttr.show)
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{
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int x = cast(int)sprite.x;// - cast(int)(sprite.homex * sprite.scalex);
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int y = cast(int)sprite.y;// - cast(int)(sprite.homey * sprite.scaley);
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auto homex2 = ((sprite.w / 2 ) - sprite.homex) / disw;
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auto homey2 = ((sprite.h / 2 ) - sprite.homey) / dish;
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int w = sprite.w;
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int h = sprite.h;
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if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
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{
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swap(w, h);
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}
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int x2 = cast(int)x + w;//-1
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int y2 = cast(int)y + h;
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int u = cast(int)sprite.u;
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int v = cast(int)sprite.v;
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int u2 = cast(int)sprite.u + sprite.w;//-1
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int v2 = cast(int)sprite.v + sprite.h;
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z = sprite.z / 1025f;
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float flipx = cast(float)sprite.scalex, flipy = cast(float)sprite.scaley, flipx2 = x, flipy2 = y;
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if(sprite.attr & SpriteAttr.hflip)
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{
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flipx = -flipx;
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flipx2 = x2 - cast(int)(sprite.homex * sprite.scalex);//sprite.homex * sprite.scalex);
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}
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if(sprite.attr & SpriteAttr.vflip)
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{
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flipy = -flipy;
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flipy2 = y2 - cast(int)(sprite.homey * sprite.scaley);
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}
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version(test) glRotatef(45f, 1f, 0f, 0.5f);
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glTranslatef((flipx2) / disw - 1,
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1 - ((flipy2) / dish), 0);
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//glTranslatef((flipx2) / dish - 1,1 - ((flipy2) / dish), 0);
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//glScalef(flipx, flipy, 1f);
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//アスペクト比を調節しないといけないらしい
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//https://groups.google.com/forum/#!topic/android-group-japan/45mjecPSY4s
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//http://www.tnksoft.com/blog/?p=2889
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glScalef(1.0f / aspect, 1.0f, 1.0f);
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glRotatef(360 - sprite.r, 0.0f, 0.0f, 1.0f );
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glScalef(flipx * aspect, flipy, 1f);
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glBegin(GL_QUADS);
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glColor3f(1.0, 1.0, 1.0);
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if((sprite.attr& 0b111) == SpriteAttr.show)
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{
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glTexCoord2f(u / 512f - 1, v / 512f - 1);
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glVertex3f(-((sprite.w) / disw2 - homex2) , ((sprite.h) / dish2 - homey2), z);//1
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glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
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glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
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glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
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glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3//y+--+x--++
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glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
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glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
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glEnd();
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glLoadIdentity();
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continue;
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}
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if((sprite.attr & SpriteAttr.rotate270) == SpriteAttr.rotate270)
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{
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glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
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glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
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glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
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glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
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glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
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glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
|
|
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
|
|
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
|
|
glEnd();
|
|
glLoadIdentity();
|
|
continue;
|
|
}
|
|
if((sprite.attr & SpriteAttr.rotate90) == SpriteAttr.rotate90)
|
|
{
|
|
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
|
|
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
|
|
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//3
|
|
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
|
|
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//4
|
|
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
|
|
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
|
|
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
|
|
glEnd();
|
|
glLoadIdentity();
|
|
continue;
|
|
}
|
|
if((sprite.attr & SpriteAttr.rotate180) == SpriteAttr.rotate180)
|
|
{
|
|
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);//4
|
|
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
|
|
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);//3
|
|
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
|
|
glTexCoord2f(u / 512f - 1, v / 512f - 1);//1
|
|
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
|
|
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);//2
|
|
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
|
|
glEnd();
|
|
glLoadIdentity();
|
|
continue;
|
|
}
|
|
glTexCoord2f(u / 512f - 1, v / 512f - 1);
|
|
glVertex3f(-((sprite.w) / disw2 - homex2), ((sprite.h) / dish2 - homey2), z);//1
|
|
glTexCoord2f(u / 512f - 1 , v2 / 512f - 1);
|
|
glVertex3f(-((sprite.w) / disw2 - homex2), -((sprite.h) / dish2 + homey2), z);//2
|
|
glTexCoord2f(u2 / 512f - 1, v2 / 512f - 1);
|
|
glVertex3f((sprite.w) / disw2 + homex2, -((sprite.h) / dish2 + homey2), z);//3
|
|
glTexCoord2f(u2 / 512f - 1, v / 512f - 1);
|
|
glVertex3f((sprite.w) / disw2 + homex2, ((sprite.h) / dish2 - homey2), z);//4
|
|
glEnd();
|
|
glLoadIdentity();
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
int spid(int id)
|
|
{
|
|
if(petitcom.displaynum == 1)
|
|
{
|
|
return id + this.spmax;
|
|
}
|
|
return id;
|
|
}
|
|
void spset(int id, int defno)
|
|
{
|
|
id = spid(id);
|
|
sprites[id] = SpriteData(id, SPDEFTable[defno], defno);
|
|
}
|
|
void spset(int id, int u, int v, int w, int h, SpriteAttr attr)
|
|
{
|
|
id = spid(id);
|
|
auto spdef = SpriteDef(u, v, w, h, 0, 0, attr);
|
|
sprites[id] = SpriteData(id, spdef, 0/*要調査*/);
|
|
}
|
|
void spofs(int id, int x, int y)
|
|
{
|
|
id = spid(id);
|
|
sprites[id].x = x;
|
|
sprites[id].y = y;
|
|
}
|
|
void spofs(int id, int x, int y, int z)
|
|
{
|
|
id = spid(id);
|
|
sprites[id].x = x;
|
|
sprites[id].y = y;
|
|
sprites[id].z = z;
|
|
}
|
|
void sphide(int id)
|
|
{
|
|
id = spid(id);
|
|
sprites[id].attr ^= SpriteAttr.show;
|
|
}
|
|
void spshow(int id)
|
|
{
|
|
id = spid(id);
|
|
sprites[id].attr |= SpriteAttr.show;
|
|
}
|
|
void spanim(int id, wstring target, double[] data)
|
|
{
|
|
bool relative = false;
|
|
if(target[$ - 1..$] == "+")
|
|
{
|
|
target = target[0..$-1];
|
|
relative = true;
|
|
}
|
|
spanim(id, spriteAnimTarget[target] | (relative ? SpriteAnimTarget.relative : cast(SpriteAnimTarget)0), data);
|
|
|
|
}
|
|
static SpriteAnimTarget[wstring] spriteAnimTarget;
|
|
static this()
|
|
{
|
|
spriteAnimTarget = [
|
|
"XY": SpriteAnimTarget.XY,
|
|
"Z": SpriteAnimTarget.Z,
|
|
"UV": SpriteAnimTarget.UV,
|
|
"I": SpriteAnimTarget.I,
|
|
"R": SpriteAnimTarget.R,
|
|
"S": SpriteAnimTarget.S,
|
|
"C": SpriteAnimTarget.C,
|
|
"V": SpriteAnimTarget.V,
|
|
];
|
|
}
|
|
void spanim(int id, SpriteAnimTarget target, double[] data)
|
|
{
|
|
id = spid(id);
|
|
bool relative;
|
|
if(SpriteAnimTarget.relative & target)
|
|
{
|
|
relative = true;
|
|
target ^= SpriteAnimTarget.relative;
|
|
}
|
|
int animcount = data.length / ((target == SpriteAnimTarget.XY || target == SpriteAnimTarget.UV) ? 3 : 2);
|
|
SpriteAnimData[] animdata = new SpriteAnimData[animcount];
|
|
int j;
|
|
int loop = 1;
|
|
SpriteAnimData* old;
|
|
for(int i = 0; i < data.length;)
|
|
{
|
|
i = animdata[j].load(i, sprites[id], target, data, old);
|
|
old = &animdata[j++];
|
|
if(data.length - i == 1)
|
|
{
|
|
//loop
|
|
loop = cast(int)data[i];
|
|
break;
|
|
}
|
|
}
|
|
sprites[id].setAnimation(animdata, target, loop);
|
|
}
|
|
void spclr(int id)
|
|
{
|
|
id = spid(id);
|
|
sprites[id].clear;
|
|
}
|
|
void spclr()
|
|
{
|
|
for(int i = 0; i < sprites.length; i++)
|
|
{
|
|
sprites[i].clear;
|
|
}
|
|
}
|
|
void sphome(int i, int hx, int hy)
|
|
{
|
|
i = spid(i);
|
|
sprites[i].homex = hx;
|
|
sprites[i].homey = hy;
|
|
}
|
|
void spscale(int i, double x, double y)
|
|
{
|
|
i = spid(i);
|
|
sprites[i].scalex = x;
|
|
sprites[i].scaley = y;
|
|
}
|
|
void sprot(int i, double rot)
|
|
{
|
|
i = spid(i);
|
|
sprites[i].r = rot;
|
|
}
|
|
}
|