# Prepare a subtexture from this texture, from the given pixel offsets
fun subtexture(left, top, width, height: Numeric): Subtexture
do
- # Setup the subtexture
- var subtex = new Subtexture(root, self, left.to_f, top.to_f, width.to_f, height.to_f)
- return subtex
+ return new AbsoluteSubtexture(self, left.to_f, top.to_f, width.to_f, height.to_f)
end
# Offset of the left border on `root` from 0.0 to 1.0
for i in [0..4[ do cpixels[offset+i] = bytes[i]
end
+ # Overwrite all pixels with `color`
+ #
+ # The argument `color` should be an array of up to 4 floats (RGBA).
+ # If `color` has less than 4 items, the missing items are replaced by 1.0.
+ #
+ # Require: `not loaded`
+ fun fill(color: Array[Float])
+ do
+ assert not loaded else print_error "{class_name}::fill already loaded"
+
+ # Simple conversion from [0.0..1.0] to [0..255]
+ var bytes = [for c in color do (c*255.0).round.to_i.clamp(0, 255).to_bytes.last]
+ while bytes.length < 4 do bytes.add 255u8
+
+ var i = 0
+ for x in [0..width.to_i[ do
+ for y in [0..height.to_i[ do
+ for j in [0..4[ do cpixels[i+j] = bytes[j]
+ i += 4
+ end
+ end
+ end
+
redef fun load(force)
do
if loaded then return
end
# Texture derived from another texture, does not own its pixels
-class Subtexture
+abstract class Subtexture
super Texture
- redef var root
-
# Parent texture, from which this texture was created
var parent: Texture
- # Left border of this texture compared to `parent`
+ redef var root = parent.root is lateinit
+
+ redef fun load(force) do root.load(force)
+end
+
+# Subtexture created from pixel coordinates within `parent`
+class AbsoluteSubtexture
+ super Subtexture
+
+ # Left border of this texture relative to `parent`
var left: Float
- # Top border of this texture compared to `parent`
+ # Top border of this texture relative to `parent`
var top: Float
private fun set_wh(width, height: Float)
self.height = height
end
- redef fun load(force) do root.load(force)
-
redef var offset_left = parent.offset_left + left / root.width is lazy
redef var offset_top = parent.offset_top + top / root.height is lazy
redef var offset_right = offset_left + width / root.width is lazy
redef var offset_bottom = offset_top + height / root.height is lazy
end
+# Subtexture created from relative coordinates ([0..1]) out of the `root` texture
+class RelativeSubtexture
+ super Subtexture
+
+ redef var offset_left
+ redef var offset_top
+ redef var offset_right
+ redef var offset_bottom
+
+ redef fun width do return root.width * (offset_right - offset_left)
+ redef fun height do return root.height * (offset_bottom - offset_top)
+end
+
redef class Sys
# All declared root textures
var all_root_textures = new TextureSet