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New code style refactor

This commit is contained in:
Jack Andersen
2018-12-07 19:30:43 -10:00
parent 41ae32be31
commit 636c82a568
1451 changed files with 171430 additions and 203303 deletions

View File

@@ -6,65 +6,48 @@
/* Documentation at: http://www.metroid2002.com/retromodding/wiki/Particle_Script#UV_Elements */
namespace urde
{
namespace urde {
class CToken;
struct SUVElementSet
{
float xMin, yMin, xMax, yMax;
struct SUVElementSet {
float xMin, yMin, xMax, yMax;
};
class CUVElement : public IElement
{
class CUVElement : public IElement {
public:
virtual TLockedToken<CTexture> GetValueTexture(int frame) const=0;
virtual void GetValueUV(int frame, SUVElementSet& valOut) const=0;
virtual bool HasConstantTexture() const=0;
virtual bool HasConstantUV() const=0;
virtual TLockedToken<CTexture> GetValueTexture(int frame) const = 0;
virtual void GetValueUV(int frame, SUVElementSet& valOut) const = 0;
virtual bool HasConstantTexture() const = 0;
virtual bool HasConstantUV() const = 0;
};
struct CUVEConstant : public CUVElement
{
TLockedToken<CTexture> x4_tex;
struct CUVEConstant : public CUVElement {
TLockedToken<CTexture> x4_tex;
public:
CUVEConstant(TToken<CTexture>&& tex)
: x4_tex(std::move(tex))
{
}
TLockedToken<CTexture> GetValueTexture(int frame) const
{
return TLockedToken<CTexture>(x4_tex);
}
void GetValueUV(int frame, SUVElementSet& valOut) const
{
valOut = {0.f, 0.f, 1.f, 1.f};
}
bool HasConstantTexture() const {return true;}
bool HasConstantUV() const {return true;}
CUVEConstant(TToken<CTexture>&& tex) : x4_tex(std::move(tex)) {}
TLockedToken<CTexture> GetValueTexture(int frame) const { return TLockedToken<CTexture>(x4_tex); }
void GetValueUV(int frame, SUVElementSet& valOut) const { valOut = {0.f, 0.f, 1.f, 1.f}; }
bool HasConstantTexture() const { return true; }
bool HasConstantUV() const { return true; }
};
struct CUVEAnimTexture : public CUVElement
{
TLockedToken<CTexture> x4_tex;
int x10_tileW, x14_tileH, x18_strideW, x1c_strideH;
int x20_tiles;
bool x24_loop;
std::unique_ptr<CIntElement> x28_cycleFrames;
std::vector<SUVElementSet> x2c_uvElems;
struct CUVEAnimTexture : public CUVElement {
TLockedToken<CTexture> x4_tex;
int x10_tileW, x14_tileH, x18_strideW, x1c_strideH;
int x20_tiles;
bool x24_loop;
std::unique_ptr<CIntElement> x28_cycleFrames;
std::vector<SUVElementSet> x2c_uvElems;
public:
CUVEAnimTexture(TToken<CTexture>&& tex, std::unique_ptr<CIntElement>&& tileW, std::unique_ptr<CIntElement>&& tileH,
std::unique_ptr<CIntElement>&& strideW, std::unique_ptr<CIntElement>&& strideH,
std::unique_ptr<CIntElement>&& cycleFrames, bool loop);
TLockedToken<CTexture> GetValueTexture(int frame) const
{
return TLockedToken<CTexture>(x4_tex);
}
void GetValueUV(int frame, SUVElementSet& valOut) const;
bool HasConstantTexture() const {return true;}
bool HasConstantUV() const {return false;}
CUVEAnimTexture(TToken<CTexture>&& tex, std::unique_ptr<CIntElement>&& tileW, std::unique_ptr<CIntElement>&& tileH,
std::unique_ptr<CIntElement>&& strideW, std::unique_ptr<CIntElement>&& strideH,
std::unique_ptr<CIntElement>&& cycleFrames, bool loop);
TLockedToken<CTexture> GetValueTexture(int frame) const { return TLockedToken<CTexture>(x4_tex); }
void GetValueUV(int frame, SUVElementSet& valOut) const;
bool HasConstantTexture() const { return true; }
bool HasConstantUV() const { return false; }
};
}
} // namespace urde