Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
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4 changed files with 59 additions and 19 deletions
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@ -142,8 +142,6 @@ DEFINE_FIELD(DPSprite, oldscalex)
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DEFINE_FIELD(DPSprite, oldscaley)
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DEFINE_FIELD(DPSprite, rotation)
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DEFINE_FIELD(DPSprite, oldrotation)
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DEFINE_FIELD(DPSprite, PivotPercent)
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DEFINE_FIELD(DPSprite, PivotScreen)
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DEFINE_FIELD(DPSprite, firstTic)
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DEFINE_FIELD(DPSprite, Tics)
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DEFINE_FIELD(DPSprite, Translation)
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@ -157,6 +155,7 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotOffsetRel, PSPF_PIVOTOFFSETREL)
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//------------------------------------------------------------------------
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//
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@ -185,7 +184,8 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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oldpx(.0), oldpy(.0),
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oldrotation(.0),
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PivotPercent(true),
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PivotScreen(false)
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PivotScreen(false),
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PivotOffsetRel(false)
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{
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alpha = 1;
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Renderstyle = STYLE_Normal;
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@ -73,6 +73,7 @@ enum PSPFlags
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PSPF_PLAYERTRANSLATED = 1 << 10,
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PSPF_PIVOTPERCENT = 1 << 11,
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PSPF_PIVOTSCREEN = 1 << 12,
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PSPF_PIVOTOFFSETREL = 1 << 13,
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};
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class DPSprite : public DObject
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@ -101,6 +102,7 @@ public:
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bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
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bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
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bool PivotOffsetRel; // If true, x & y are relative to rotation. Otherwise, x is left/right and y is up/down.
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double px, py; // pivot points
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double oldpx, oldpy;
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double rotation; // How much rotation to apply.
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