305 lines
9.5 KiB
C++
305 lines
9.5 KiB
C++
#include "wiSprite.h"
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#include "wiImage.h"
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#include "wiRandom.h"
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#include "wiTextureHelper.h"
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#include "wiHelper.h"
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using namespace wi::graphics;
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namespace wi
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{
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Sprite::Sprite(const std::string& newTexture, const std::string& newMask)
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{
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if (!newTexture.empty())
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{
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textureName = newTexture;
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textureResource = wi::resourcemanager::Load(newTexture);
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}
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if (!newMask.empty())
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{
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maskName = newMask;
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maskResource = wi::resourcemanager::Load(newMask);
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params.setMaskMap(&maskResource.GetTexture());
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}
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}
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void Sprite::Draw(CommandList cmd) const
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{
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if (IsHidden())
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return;
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wi::image::Draw(GetTexture(), params, cmd);
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}
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void Sprite::FixedUpdate()
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{
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if (IsDisableUpdate())
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return;
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}
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void Sprite::Update(float dt)
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{
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if (IsDisableUpdate())
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return;
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params.pos.x += anim.vel.x * dt;
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params.pos.y += anim.vel.y * dt;
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params.pos.z += anim.vel.z * dt;
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params.rotation += anim.rot * dt;
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params.scale.x += anim.scaleX * dt;
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params.scale.y += anim.scaleY * dt;
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params.opacity += anim.opa * dt;
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if (params.opacity >= 1) {
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if (anim.repeatable) { params.opacity = 0.99f; anim.opa *= -1; }
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else params.opacity = 1;
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}
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else if (params.opacity <= 0) {
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if (anim.repeatable) { params.opacity = 0.01f; anim.opa *= -1; }
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else params.opacity = 0;
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}
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params.fade += anim.fad * dt;
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if (params.fade >= 1) {
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if (anim.repeatable) { params.fade = 0.99f; anim.fad *= -1; }
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else params.fade = 1;
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}
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else if (params.fade <= 0) {
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if (anim.repeatable) { params.fade = 0.01f; anim.fad *= -1; }
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else params.fade = 0;
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}
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params.texOffset.x += anim.movingTexAnim.speedX * dt;
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params.texOffset.y += anim.movingTexAnim.speedY * dt;
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// Draw rect anim:
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if (anim.drawRectAnim.frameCount > 1)
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{
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if (anim.drawRectAnim._currentFrame == 0)
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{
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anim.drawRectAnim.originalDrawRect = params.drawRect;
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}
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anim.drawRectAnim._elapsedTime += dt * anim.drawRectAnim.frameRate;
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if (anim.drawRectAnim._elapsedTime >= 1.0f)
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{
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// Reset timer:
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anim.drawRectAnim._elapsedTime = 0;
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if (anim.drawRectAnim.horizontalFrameCount == 0)
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{
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// If no horizontal frame count was specified, it means that all the frames are horizontal:
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anim.drawRectAnim.horizontalFrameCount = anim.drawRectAnim.frameCount;
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}
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// Advance frame counter:
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anim.drawRectAnim._currentFrame++;
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if (anim.drawRectAnim._currentFrame < anim.drawRectAnim.frameCount)
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{
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// Step one frame horizontally if animation is still playing:
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params.drawRect.x += params.drawRect.z;
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if (anim.drawRectAnim._currentFrame > 0 &&
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anim.drawRectAnim._currentFrame % anim.drawRectAnim.horizontalFrameCount == 0)
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{
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// if the animation is multiline, we reset horizontally and step downwards:
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params.drawRect.x -= params.drawRect.z * anim.drawRectAnim.horizontalFrameCount;
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params.drawRect.y += params.drawRect.w;
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}
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}
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else if (anim.repeatable)
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{
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// restart if repeatable:
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const int rewind_X = (anim.drawRectAnim.frameCount - 1) % anim.drawRectAnim.horizontalFrameCount;
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const int rewind_Y = (anim.drawRectAnim.frameCount - 1) / anim.drawRectAnim.horizontalFrameCount;
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params.drawRect.x -= params.drawRect.z * rewind_X;
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params.drawRect.y -= params.drawRect.w * rewind_Y;
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anim.drawRectAnim._currentFrame = 0;
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}
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}
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}
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// Wobble anim:
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if (anim.wobbleAnim.amount.x > 0 || anim.wobbleAnim.amount.y > 0)
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{
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// Rotate each corner on a scaled circle (ellipsoid):
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// Since the rotations are randomized, it will look like a wobble effect
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// Also use two circles on each other to achieve more random look
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wi::image::Params default_params; // contains corners in idle positions
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for (int i = 0; i < 4; ++i)
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{
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anim.wobbleAnim.corner_angles[i] += XM_2PI * anim.wobbleAnim.speed * anim.wobbleAnim.corner_speeds[i] * dt;
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anim.wobbleAnim.corner_angles2[i] += XM_2PI * anim.wobbleAnim.speed * anim.wobbleAnim.corner_speeds2[i] * dt;
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default_params.corners[i].x += std::sin(anim.wobbleAnim.corner_angles[i]) * anim.wobbleAnim.amount.x * 0.5f;
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default_params.corners[i].y += std::cos(anim.wobbleAnim.corner_angles[i]) * anim.wobbleAnim.amount.y * 0.5f;
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default_params.corners[i].x += std::sin(anim.wobbleAnim.corner_angles2[i]) * anim.wobbleAnim.amount.x * 0.25f;
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default_params.corners[i].y += std::cos(anim.wobbleAnim.corner_angles2[i]) * anim.wobbleAnim.amount.y * 0.25f;
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params.corners[i] = default_params.corners[i];
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}
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}
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}
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const wi::graphics::Texture* Sprite::GetTexture() const
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{
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return textureResource.IsValid() ? &textureResource.GetTexture() : wi::texturehelper::getWhite();
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}
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void Sprite::Serialize(wi::Archive& archive, wi::ecs::EntitySerializer& seri)
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{
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const std::string& dir = archive.GetSourceDirectory();
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if (archive.IsReadMode())
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{
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archive >> _flags;
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archive >> textureName;
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archive >> maskName;
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archive >> params._flags;
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archive >> params.pos;
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archive >> params.siz;
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archive >> params.scale;
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archive >> params.color;
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archive >> params.drawRect;
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archive >> params.drawRect2;
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archive >> params.texOffset;
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archive >> params.texOffset2;
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archive >> params.pivot;
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archive >> params.rotation;
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archive >> params.fade;
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archive >> params.opacity;
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archive >> params.intensity;
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archive >> params.hdr_scaling;
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archive >> params.mask_alpha_range_start;
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archive >> params.mask_alpha_range_end;
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archive >> params.border_soften;
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archive >> params.stencilRef;
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archive >> *(uint32_t*)¶ms.stencilComp;
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archive >> *(uint32_t*)¶ms.stencilRefMode;
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archive >> *(uint32_t*)¶ms.blendFlag;
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archive >> *(uint32_t*)¶ms.sampleFlag;
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archive >> *(uint32_t*)¶ms.quality;
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for (int i = 0; i < arraysize(params.corners); ++i)
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{
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archive >> params.corners[i];
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archive >> params.corners_rounding[i].radius;
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archive >> params.corners_rounding[i].segments;
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}
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archive >> anim.repeatable;
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archive >> anim.vel;
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archive >> anim.rot;
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archive >> anim.scaleX;
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archive >> anim.scaleY;
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archive >> anim.opa;
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archive >> anim.fad;
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archive >> anim.movingTexAnim.speedX;
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archive >> anim.movingTexAnim.speedY;
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archive >> anim.drawRectAnim.frameRate;
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archive >> anim.drawRectAnim.frameCount;
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archive >> anim.drawRectAnim.horizontalFrameCount;
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archive >> anim.wobbleAnim.amount;
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archive >> anim.wobbleAnim.speed;
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if (seri.GetVersion() >= 1)
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{
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archive >> params.saturation;
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}
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if (!textureName.empty() || !maskName.empty())
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{
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wi::jobsystem::Execute(seri.ctx, [&](wi::jobsystem::JobArgs args) {
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if (!textureName.empty())
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{
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textureName = dir + textureName;
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textureResource = wi::resourcemanager::Load(textureName);
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}
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if (!maskName.empty())
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{
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maskName = dir + maskName;
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maskResource = wi::resourcemanager::Load(maskName);
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}
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if (anim.drawRectAnim.frameCount > 1 && textureResource.IsValid())
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{
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// Immediately enable params of draw rect anim, otherwise it could be lost when duplicating animated sprite because of management of originalDrawRect:
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const TextureDesc& desc = textureResource.GetTexture().GetDesc();
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XMFLOAT4 rect = XMFLOAT4(0, 0, 0, 0);
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int horizontal_frame_count = std::max(1, anim.drawRectAnim.horizontalFrameCount);
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int vertical_frame_count = anim.drawRectAnim.frameCount / horizontal_frame_count;
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rect.z = float(desc.width) / float(horizontal_frame_count);
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rect.w = float(desc.height) / float(vertical_frame_count);
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anim.drawRectAnim.originalDrawRect = rect;
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params.enableDrawRect(rect);
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anim.drawRectAnim.restart();
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}
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});
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}
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}
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else
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{
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seri.RegisterResource(textureName);
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seri.RegisterResource(maskName);
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archive << _flags;
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archive << wi::helper::GetPathRelative(dir, textureName);
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archive << wi::helper::GetPathRelative(dir, maskName);
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archive << params._flags;
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archive << params.pos;
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archive << params.siz;
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archive << params.scale;
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archive << params.color;
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if (anim.drawRectAnim.frameCount > 1)
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{
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params.drawRect = anim.drawRectAnim.originalDrawRect;
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anim.drawRectAnim.restart();
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}
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archive << params.drawRect;
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archive << params.drawRect2;
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archive << params.texOffset;
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archive << params.texOffset2;
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archive << params.pivot;
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archive << params.rotation;
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archive << params.fade;
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archive << params.opacity;
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archive << params.intensity;
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archive << params.hdr_scaling;
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archive << params.mask_alpha_range_start;
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archive << params.mask_alpha_range_end;
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archive << params.border_soften;
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archive << params.stencilRef;
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archive << (uint32_t)params.stencilComp;
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archive << (uint32_t)params.stencilRefMode;
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archive << (uint32_t)params.blendFlag;
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archive << (uint32_t)params.sampleFlag;
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archive << (uint32_t)params.quality;
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for (int i = 0; i < arraysize(params.corners); ++i)
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{
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archive << params.corners[i];
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archive << params.corners_rounding[i].radius;
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archive << params.corners_rounding[i].segments;
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}
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archive << anim.repeatable;
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archive << anim.vel;
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archive << anim.rot;
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archive << anim.scaleX;
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archive << anim.scaleY;
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archive << anim.opa;
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archive << anim.fad;
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archive << anim.movingTexAnim.speedX;
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archive << anim.movingTexAnim.speedY;
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archive << anim.drawRectAnim.frameRate;
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archive << anim.drawRectAnim.frameCount;
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archive << anim.drawRectAnim.horizontalFrameCount;
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archive << anim.wobbleAnim.amount;
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archive << anim.wobbleAnim.speed;
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if (seri.GetVersion() >= 1)
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{
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archive << params.saturation;
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}
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}
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}
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}
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