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Classes.cpp
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Classes.cpp
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#include "Common.h"
#include "Helpers.h"
/*
* Layer
*/
Layer::Layer(const Layer & src)
: data(0), settings(src.settings), width(src.width), height(src.height)
{
if (src.data) {
data = new Tile[width * height];
// Copy the source data
memcpy(data, src.data, width * height * sizeof(Tile));
}
// Copy sub-layers...
subLayers = src.subLayers;
}
// Resize layer, new tiles are empty
void Layer::resize(unsigned newWidth, unsigned newHeight)
{
// Nothing to do...
if (width == newWidth && height == newHeight)
return;
// Resize sub-layers accordingly
std::vector<SubLayer>::iterator it = subLayers.begin();
for (; it != subLayers.end(); ++it) {
(*it).resize(width, height);
}
if (newWidth == 0 || newHeight == 0) {
delete[] data;
data = 0;
width = 0;
height = 0;
return;
}
// Allocate a new array
Tile * newData = new Tile[newWidth * newHeight];
// Zero all tiles
memset(newData, 0xff, newWidth * newHeight * sizeof(Tile));
// Copy old data
if (data) {
// Get the size of the rectangle to copy
int copyWidth = min(width, newWidth);
int copyHeight = min(height, newHeight);
// Copy the old tiles
for (int x = 0; x < copyWidth; ++x) {
for (int y = 0; y < copyHeight; ++y) {
newData[x + y * newWidth] = data[x + y * width];
}
}
// Delete the old array
delete[] data;
}
// Assign the new array
data = newData;
width = newWidth;
height = newHeight;
}
// For viewport rendering
float Layer::getScreenX(float cameraX)
{
float pos = (settings.offsetX - cameraX) * settings.scrollX;
if (settings.wrapX) {
if (pos > 0)
pos = fmod(pos, getScreenWidth());
}
return pos;
}
// For viewport rendering
float Layer::getScreenY(float cameraY)
{
float pos = (settings.offsetY - cameraY) * settings.scrollY;
if (settings.wrapY) {
if (pos > 0)
pos = fmod(pos, getScreenHeight());
}
return pos;
}
int Layer::getScreenWidth() { return width * settings.tileWidth; }
int Layer::getScreenHeight() { return height * settings.tileHeight; }
/*
* SubLayer
*/
// Allocate layer with custom cell settings
SubLayer::SubLayer(unsigned cellSize, unsigned defaultValue)
// cellShift calculation is accurate for cellSize in {1, 2, 4, 8} which is
// all we need really
: data(0),
defaultValue(defaultValue),
cellSize(cellSize),
cellShift(min(cellSize / 2, 3))
{
}
SubLayer::SubLayer(const SubLayer & src)
: data(0), defaultValue(src.defaultValue), cellShift(src.cellShift), cellSize(src.cellSize)
{
width = src.width;
height = src.height;
if (src.data) {
data = new unsigned char[(width * height) << cellShift];
memcpy(data, src.data, (width * height) << cellShift);
}
}
void SubLayer::resize(unsigned int newWidth, unsigned int newHeight)
{
// Nothing to do...
if (width == newWidth && height == newHeight)
return;
if (!newWidth || !newHeight) {
delete[] data;
data = 0;
width = 0;
height = 0;
return;
}
unsigned char * newData = new unsigned char[(newWidth * newHeight) << cellShift];
// Zero all tiles
if (cellShift) {
for (unsigned i = 0; i < newWidth * newHeight; ++i)
memcpy(newData + (i << cellShift), &defaultValue, cellSize);
}
else
memset(newData, defaultValue, newWidth * newHeight);
// Copy old data
if (data) {
// Get the size of the rectangle to copy
int copyWidth = min(width, newWidth);
int copyHeight = min(height, newHeight);
// Copy the old tiles (optimized for 1 byte cell size)
if (cellShift)
for (int x = 0; x < copyWidth; ++x)
for (int y = 0; y < copyHeight; ++y)
memcpy(newData + ((x + y * newWidth) << cellShift),
data + ((x + y * width) << cellShift), cellSize);
else
for (int x = 0; x < copyWidth; ++x)
for (int y = 0; y < copyHeight; ++y)
newData[x + y * newWidth] = data[x + y * width];
// Delete the old array
delete[] data;
}
// Assign the new array
data = newData;
width = newWidth;
height = newHeight;
}