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authorBertram <bertram@cegetel.net>2009-07-27 01:02:27 +0200
committerBertram <bertram@cegetel.net>2009-07-27 01:02:27 +0200
commitfa1a3ab995f037ddf33817a1b2ce143130a457f8 (patch)
tree4cfc52364c271a9a318a2fee4b611514d7941476 /src/openglgraphics.cpp
parent7bc30f545784b26594803b559f1d76d5434027ea (diff)
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Added the ability to ask a ambient layer to keep its ratio when the resolution isn't the default.
You'll have to add this in map properties, for instance if you're want to keep ratio on overlay 0: <map version="1.0" orientation="orthogonal" width="128" height="128" tilewidth="32" tileheight="32"> <properties> ... <property name="overlay0keepratio" value="true"/> ... </properties> </map>
Diffstat (limited to 'src/openglgraphics.cpp')
-rw-r--r--src/openglgraphics.cpp43
1 files changed, 43 insertions, 0 deletions
diff --git a/src/openglgraphics.cpp b/src/openglgraphics.cpp
index 5c9e2049..4d66a919 100644
--- a/src/openglgraphics.cpp
+++ b/src/openglgraphics.cpp
@@ -277,6 +277,49 @@ void OpenGLGraphics::drawImagePattern(Image *image, int x, int y, int w, int h)
glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
}
+void OpenGLGraphics::drawRescaledImagePattern(Image *image, int x, int y,
+ int w, int h,
+ int scaledWidth, int scaledHeight)
+{
+ if (!image)
+ return;
+
+ const int srcX = image->mBounds.x;
+ const int srcY = image->mBounds.y;
+
+ const int iw = scaledWidth;
+ const int ih = scaledHeight;
+ if (iw == 0 || ih == 0)
+ return;
+
+ glColor4f(1.0f, 1.0f, 1.0f, image->mAlpha);
+
+ glBindTexture(Image::mTextureType, image->mGLImage);
+
+ setTexturingAndBlending(true);
+
+ // Draw a set of textured rectangles
+ glBegin(GL_QUADS);
+
+ for (int py = 0; py < h; py += ih)
+ {
+ const int height = (py + ih >= h) ? h - py : ih;
+ const int dstY = y + py;
+ for (int px = 0; px < w; px += iw)
+ {
+ int width = (px + iw >= w) ? w - px : iw;
+ int dstX = x + px;
+
+ drawRescaledQuad(image, srcX, srcY, dstX, dstY,
+ width, height, scaledWidth, scaledHeight);
+ }
+ }
+
+ glEnd();
+
+ glColor4ub(mColor.r, mColor.g, mColor.b, mColor.a);
+}
+
void OpenGLGraphics::updateScreen()
{
glFlush();