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use context::Context;
use graphics;
use error;
use gfx;
use gfx::Factory;
use GameResult;
use super::shader::BlendMode;
#[derive(Debug)]
pub struct SpriteBatch {
image: graphics::Image,
sprites: Vec<graphics::DrawParam>,
blend_mode: Option<BlendMode>,
}
pub type SpriteIdx = usize;
impl SpriteBatch {
pub fn new(image: graphics::Image) -> Self {
Self {
image: image,
sprites: vec![],
blend_mode: None,
}
}
pub fn add(&mut self, param: graphics::DrawParam) -> SpriteIdx {
self.sprites.push(param.into());
self.sprites.len() - 1
}
pub fn set(&mut self, handle: SpriteIdx, param: graphics::DrawParam) -> GameResult<()> {
if handle < self.sprites.len() {
self.sprites[handle] = param;
Ok(())
} else {
Err(error::GameError::RenderError(String::from("Provided index is out of bounds.")))
}
}
fn flush(&self, ctx: &mut Context, draw_color: Option<graphics::Color>) -> GameResult<()> {
assert!(draw_color.is_some());
let new_sprites = self.sprites.iter()
.map(|param| {
let mut new_param = *param;
let src_width = param.src.w;
let src_height = param.src.h;
let real_scale = graphics::Point2::new(src_width * param.scale.x * self.image.width as f32,
src_height * param.scale.y *
self.image.height as f32);
new_param.scale = real_scale;
new_param.color = new_param.color.or(draw_color);
graphics::InstanceProperties::from(new_param)
})
.collect::<Vec<_>>();
let gfx = &mut ctx.gfx_context;
if gfx.data.rect_instance_properties.len() < self.sprites.len() {
gfx.data.rect_instance_properties = gfx.factory
.create_buffer(self.sprites.len(),
gfx::buffer::Role::Vertex,
gfx::memory::Usage::Dynamic,
gfx::TRANSFER_DST)?;
}
gfx.encoder
.update_buffer(&gfx.data.rect_instance_properties, &new_sprites[..], 0)?;
Ok(())
}
pub fn clear(&mut self) {
self.sprites.clear();
}
pub fn into_inner(self) -> graphics::Image {
self.image
}
pub fn set_image(&mut self, image: graphics::Image) -> graphics::Image {
use std::mem;
mem::replace(&mut self.image, image)
}
}
impl graphics::Drawable for SpriteBatch {
fn draw_ex(&self, ctx: &mut Context, param: graphics::DrawParam) -> GameResult<()> {
let draw_color = param.color.or(Some(ctx.gfx_context.foreground_color));
self.flush(ctx, draw_color)?;
let gfx = &mut ctx.gfx_context;
let sampler = gfx.samplers
.get_or_insert(self.image.sampler_info, gfx.factory.as_mut());
gfx.data.vbuf = gfx.quad_vertex_buffer.clone();
gfx.data.tex = (self.image.texture.clone(), sampler);
let mut slice = gfx.quad_slice.clone();
slice.instances = Some((self.sprites.len() as u32, 0));
let curr_transform = gfx.get_transform();
gfx.push_transform(param.into_matrix() * curr_transform);
gfx.calculate_transform_matrix();
gfx.update_globals()?;
let previous_mode: Option<BlendMode> = if let Some(mode) = self.blend_mode {
let current_mode = gfx.get_blend_mode();
if current_mode != mode {
gfx.set_blend_mode(mode)?;
Some(current_mode)
} else {
None
}
} else {
None
};
gfx.draw(Some(&slice))?;
if let Some(mode) = previous_mode {
gfx.set_blend_mode(mode)?;
}
gfx.pop_transform();
gfx.calculate_transform_matrix();
gfx.update_globals()?;
Ok(())
}
fn set_blend_mode(&mut self, mode: Option<BlendMode>) {
self.blend_mode = mode;
}
fn get_blend_mode(&self) -> Option<BlendMode> {
self.blend_mode
}
}