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AEBasic.cpp
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AEBasic.cpp
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#include "AEBasic.h"
using namespace std;
void lire_matrice(vector< vector<char> > matrice)
{
for(int i = 0; i < matrice.size(); i++)
{
for(int j = 0; j < matrice.front().size(); j++)
{
//cout << (char)matrice[i][j];
}
//cout << endl;
}
}
namespace AE
{
/* ------------------------------ */
/* Des fonctions qui seront */
/* principalement utilisées */
/* par les classes de AE */
/* ------------------------------ */
SDL_Surface *LoadImage(string chemin_image)
{
SDL_Surface *image;
image = IMG_Load( chemin_image.c_str() );
if(image == NULL)
{
//cerr << "Error in loading an image : " << chemin_image << "." << endl;
return NULL;
}
SDL_Surface *to_return = SDL_DisplayFormat(image);
//cerr << chemin_image << " loaded Succefelly." << endl;
FreeSurface(image);
return to_return;
}
/* ************** */
/* La classe RGB */
/* ************** */
RGB::RGB(int rouge, int vert, int bleu)
{
r = rouge;
g = vert;
b = bleu;
}
Uint32 RGB::toMapRGB(SDL_PixelFormat *format)
{
return SDL_MapRGB(format, r, g, b);
}
bool RGB::operator==(RGB color)
{
if(r == color.r && g == color.g && b == color.b)
return true;
return false;
}
bool RGB::operator!=(RGB color)
{
if(r == color.r && g == color.g && b == color.b)
return false;
return true;
}
int RGB::moyenne()
{
return (r + g + b) / 3;
}
/* *************************** */
/* Des fonctions puissantes :p */
/* *************************** */
bool RotoZoomSurface(SDL_Surface *src, SDL_Surface *dest, Decimal angle, Decimal zoomx, Decimal zoomy, bool anti_aliasing)
{ /*
//SDL_Surface *zoomed = rotozoomSurfaceXY(src, angle, zoomx, zoomy, (int)anti_aliasing);
SDL_Surface *zoomed = NULL;
if(dest != NULL)
SDL_FreeSurface(dest);
if(zoomed != NULL)
dest = zoomed;
else
return false;
return true;*/
return true;
}
bool ApplySurface(SDL_Surface *source, SDL_Surface *dest, Rect<int> source_rect, Rect<int> dest_rect)
{
if(source == NULL || dest == NULL)
{
//cerr << "Tentative of blitting an empty surface or in an empty surface. Error..." << endl;
return false;
}
SDL_Rect *source_SDL_rect = new SDL_Rect;
source_SDL_rect->x = (Uint16)source_rect.x;
source_SDL_rect->y = (Uint16)source_rect.y;
source_SDL_rect->w = (Uint16)source_rect.w;
source_SDL_rect->h = (Uint16)source_rect.h;
if(source_rect.zero() )
{
delete source_SDL_rect;
source_SDL_rect = NULL;
}
SDL_Rect *dest_SDL_rect = new SDL_Rect;
dest_SDL_rect->x = (Uint16)dest_rect.x;
dest_SDL_rect->y = (Uint16)dest_rect.y;
dest_SDL_rect->w = (Uint16)dest_rect.w;
dest_SDL_rect->h = (Uint16)dest_rect.h;
if(dest_rect.zero() )
{
delete dest_SDL_rect;
dest_SDL_rect = NULL;
}
if( SDL_BlitSurface(source, source_SDL_rect, dest, dest_SDL_rect ) != 0 )
{
if(source_SDL_rect )
delete source_SDL_rect;
if(dest_SDL_rect )
delete dest_SDL_rect;
//cerr << "Error in blitting a surface" << endl;
return false;
}
if(source_SDL_rect )
delete source_SDL_rect;
if(dest_SDL_rect )
delete dest_SDL_rect;
return true;
}
bool FillSurface(SDL_Surface *to_fill, RGB color, Rect<int> to_fill_rect)
{
if(to_fill == NULL)
return false;
SDL_Rect *to_fill_SDL_rect = new SDL_Rect;
to_fill_SDL_rect->x = (Sint16)to_fill_rect.x;
to_fill_SDL_rect->y = (Sint16)to_fill_rect.y;
to_fill_SDL_rect->w = (Sint16)to_fill_rect.w;
to_fill_SDL_rect->h = (Sint16)to_fill_rect.h;
if(to_fill_rect.zero() )
{
delete to_fill_SDL_rect;
to_fill_SDL_rect = NULL;
}
if( SDL_FillRect(to_fill, to_fill_SDL_rect, SDL_MapRGB(to_fill->format, color.r, color.g, color.b) ) != 0 )
{
if(to_fill_SDL_rect != NULL)
delete to_fill_SDL_rect;
//cerr << "Error in filling a surface." << endl;
return false;
}
if(to_fill_SDL_rect != NULL)
delete to_fill_SDL_rect;
return true;
}
SDL_Surface* RGB_Surface(Rect<int> dimensions, int depth, Uint32 Gmask, Uint32 Rmask, Uint32 Bmask, Uint32 Amask)
{
if(dimensions.w == 0 || dimensions.h == 0)
return NULL;
SDL_Surface *toReturn = SDL_CreateRGBSurface(SDL_HWSURFACE, (Uint32)dimensions.w, (Uint32)dimensions.h, depth, Gmask, Rmask, Bmask, Amask);
if(toReturn == NULL)
{
//cerr << "Error in creating a surface." << endl;
}
return toReturn;
}
SDL_Surface *copySurface(SDL_Surface *to_copy)
{
SDL_Surface *toReturn = SDL_DisplayFormatAlpha(to_copy);
if(toReturn == NULL)
{
//cerr << "Error in making a copy of a surface." << endl;
}
return toReturn;
}
bool SetColorKey( SDL_Surface *surface, RGB transparent_color )
{
if(surface == NULL)
return false;
if( SDL_SetColorKey(surface, SDL_SRCCOLORKEY | SDL_RLEACCEL, transparent_color.toMapRGB(surface->format) ) != 0)
{
//cerr << "Error in setting transpareance to a surface." << endl;
return false;
}
return true;
}
bool SaveBMP(SDL_Surface *to_save, std::string chemin)
{
if(to_save == NULL)
return false;
if( SDL_SaveBMP(to_save, chemin.c_str() ) != 0)
return false;
return true;
}
bool FreeSurface(SDL_Surface *to_free)
{
if(to_free == NULL)
return false;
SDL_FreeSurface(to_free);
return true;
}
/* ********************************************************************* */
/* getPixel : permet de récupérer la couleur d'un pixel
Paramètres d'entrée/sortie :
SDL_Surface *surface : la surface sur laquelle on va récupérer la couleur d'un pixel
Vector2D<int> position : les coordonnées du pixel à récupérer
Uint32 resultat : la fonction renvoie le pixel aux coordonnées (x, y) dans la surface
*/
Uint32 getPixel(SDL_Surface *surface, Vector2D<int> position)
{
/*nbOctetsParPixel représente le nombre d'octets utilisés pour stocker un pixel.
En multipliant ce nombre d'octets par 8 (un octet = 8 bits), on obtient la profondeur de couleur
de l'image : 8, 16, 24 ou 32 bits.*/
int nbOctetsParPixel = surface->format->BytesPerPixel;
/* Ici adresse_pixel est l'adresse du pixel que l'on veut connaitre */
/* surface->pixels contient l'adresse du premier pixel de l'image donc si on ajoute y * surface->pitch qui veut dire [nbOctetsParPixel] * [largeur de la surface] */
Uint8 *adresse_pixel = (Uint8 *)surface->pixels + (int)position.y * surface->pitch + (int)position.x * nbOctetsParPixel;
/*Gestion différente suivant le nombre d'octets par pixel de l'image*/
switch(nbOctetsParPixel)
{
case 1:
return *adresse_pixel;
case 2: // Si c'est 2 (2 * 8 = 16 donc 16bytes alors que *adresse_pixel est un Uint32)
return *(Uint16 *)adresse_pixel; // On convertit
case 3:
/*Suivant l'architecture de la machine*/
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
return adresse_pixel[0] << 16 | adresse_pixel[1] << 8 | adresse_pixel[2];
else
return adresse_pixel[0] | adresse_pixel[1] << 8 | adresse_pixel[2] << 16;
case 4:
return *(Uint32 *)adresse_pixel;
/*Ne devrait pas arriver, mais évite les erreurs*/
default:
return 0;
};
}
/* ********************************************************************* */
/* setPixel : permet de modifier la couleur d'un pixel
Paramètres d'entrée/sortie :
SDL_Surface *surface : la surface sur laquelle on va modifier la couleur d'un pixel
Vector2D<int> position : les coordonnées en x du pixel à modifier
Uint32 pixel : le pixel à insérer
*/
void setPixel(SDL_Surface *surface, Vector2D<int> position, Uint32 pixel)
{
/*nbOctetsParPixel représente le nombre d'octets utilisés pour stocker un pixel.
En multipliant ce nombre d'octets par 8 (un octet = 8 bits), on obtient la profondeur de couleur
de l'image : 8, 16, 24 ou 32 bits.*/
int nbOctetsParPixel = surface->format->BytesPerPixel;
/*Ici p est l'adresse du pixel que l'on veut modifier*/
/*surface->pixels contient l'adresse du premier pixel de l'image*/
Uint8 *p = (Uint8 *)surface->pixels + (int)position.y * surface->pitch + (int)position.x * nbOctetsParPixel;
/*Gestion différente suivant le nombre d'octets par pixel de l'image*/
switch(nbOctetsParPixel)
{
case 1:
*p = pixel;
break;
case 2:
*(Uint16 *)p = pixel;
break;
case 3:
/*Suivant l'architecture de la machine*/
if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
{
p[0] = (pixel >> 16) & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = pixel & 0xff;
}
else
{
p[0] = pixel & 0xff;
p[1] = (pixel >> 8) & 0xff;
p[2] = (pixel >> 16) & 0xff;
}
break;
case 4:
*(Uint32 *)p = pixel;
break;
};
}
/* ************** */
/* La class Pixel */
/* ************** */
Pixel::Pixel()
{
m_pixel = 0;
}
Pixel::Pixel(const Pixel &to_copy)
{
m_pixel = to_copy.m_pixel;
m_format = to_copy.m_format;
}
Pixel::Pixel(Uint32 pixel, SDL_PixelFormat &format)
{
m_pixel = pixel;
m_format = format;
}
Pixel::Pixel(Uint8 r, Uint8 g, Uint8 b, Uint8 a, SDL_PixelFormat &format)
{
m_format = format; // Le format du pixel doit être récupéré sinon on en pourra pas le changer ni prendre les valeurs r, g, b et a
setPixelInfo(r, g, b, a, format);
}
void Pixel::setPixelInfo(Uint8 r, Uint8 g, Uint8 b, Uint8 a, SDL_PixelFormat &format)
{
m_pixel = SDL_MapRGBA(&format, r, g, b, a);
}
void Pixel::setPixel(Uint32 pixel)
{
m_pixel = pixel;
}
void Pixel::setR(Uint8 new_r)
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
setPixelInfo(new_r, g, b, a, m_format);
}
void Pixel::setG(Uint8 new_g)
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
setPixelInfo(r, new_g, b, a, m_format);
}
void Pixel::setB(Uint8 new_b)
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
setPixelInfo(r, g, new_b, a, m_format);
}
void Pixel::setA(Uint8 new_a)
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
setPixelInfo(r, g, b, new_a, m_format);
}
Uint32 Pixel::getPixel()
{
return m_pixel;
}
void Pixel::getPixelInfo(Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a)
{
SDL_GetRGBA(m_pixel, &m_format, r, g, b, a); // On extrait les valeurs de r g b et a
}
Uint8 Pixel::getR()
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
return r;
}
Uint8 Pixel::getG()
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
return g;
}
Uint8 Pixel::getB()
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
return b;
}
Uint8 Pixel::getA()
{
Uint8 r, g, b, a;
getPixelInfo(&r, &g, &b, &a);
return a;
}
/* ***************** */
/* La classe Surface */
/* ***************** */
Surface::Surface()
{
m_surface = NULL;
}
Surface::Surface(const Surface &surf)
{
m_surface = surf.m_surface; // On ne copie que le pointeur pas la surface sinon ça va être trop lent
}
Surface::Surface(const SDL_Surface *surf)
{
m_surface = (SDL_Surface *)surf;
}
Surface::Surface(const string path)
{
m_surface = NULL; // :D Précaution
load(path); // Fonction membre
}
Surface::Surface(Rect<int> dimensions, int depth, Uint32 Gmask, Uint32 Rmask, Uint32 Bmask, Uint32 Amask)
{
m_surface = NULL;
rgb_surface(dimensions, depth, Gmask, Rmask, Bmask, Amask); // C'est une fonction membre de cette classe
}
Surface::~Surface()
{
}
bool Surface::rgb_surface(Rect<int> dimensions, int depth, Uint32 Gmask, Uint32 Rmask, Uint32 Bmask, Uint32 Amask )
{
free();
m_surface = RGB_Surface(dimensions, depth, Gmask, Rmask, Bmask, Amask);
}
bool Surface::load(string path)
{
m_path = path;
free();
m_surface = LoadImage(path);
if(m_surface == NULL)
{
Logger::Log() << "Error in loading image : \"" << m_path << "\"." << Logger::endline;
return false;
}
Logger::Log() << "\"" << m_path << "\" loaded succefully !" << Logger::endline;
return true;
}
bool Surface::apply(Surface blit_in, Rect<int> SurfRect, Rect<int> blit_in_rect ) const // Blitte la surface sur une autre
{
if( !ApplySurface(m_surface, blit_in.m_surface, SurfRect, blit_in_rect) )
return false;
return true;
}
bool Surface::fill(RGB color, Rect<int> rect_to_fill) // "Colore" la surface
{
if( !FillSurface(m_surface, color, rect_to_fill) )
return false;
return true;
}
bool Surface::setColorKey(RGB transpareant_color) // Pour donner une couleur transpareante à la surface
{
return SetColorKey(m_surface, transpareant_color);
}
bool Surface::saveBMP(std::string chemin) // Pour sauvegarder la surface dans un fichier BMP
{
bool success = SaveBMP(m_surface, chemin);
if(success)
Logger::Log() << "A surface has been saved to \"" << chemin << "\"." << Logger::endline;
else
Logger::Log() << "Error in saving a surface to \"" << chemin << "\"." << Logger::endline;
return success;
}
bool Surface::flip() const // Flip pour indiquer à la carte graphique que la prochaine surface est prête et qu'il peut l'afficher en tant que screen
{
if(m_surface != NULL)
{
if( SDL_Flip(m_surface) != 0)
return false;
}
else
return false;
return true;
}
bool Surface::lock() // Bloque la surface pour pouvoir changer ses pixels
{
if(m_surface != NULL)
{
if(SDL_LockSurface(m_surface) != 0)
return false;
}
else
return false;
return true;
}
bool Surface::unlock()
{
if(m_surface != NULL)
SDL_UnlockSurface(m_surface);
else
return false;
return true;
}
void Surface::setPixel(Vector2D<int> position, Pixel &pixel) // On change le pixel à la coordonnée position à un autre pixel
{
Uint32 new_pixel = pixel.getPixel(); // On convertit de Pixel à Uint32
AE::setPixel(m_surface, position, new_pixel); // Puis on change le pixel à la coordonnée position
}
Pixel Surface::getPixel(Vector2D<int> position)
{
return Pixel(AE::getPixel(m_surface, position), *m_surface->format ); // Retourne un objet de type Pixel
}
void Surface::setPixelColor(Vector2D<int> position, RGB color)
{
// Cette fonction ne change que les couleurs d'un pixel mais pas son canal alpha
Pixel pixel(AE::getPixel(m_surface, position), *m_surface->format);
Uint8 a = pixel.getA(); // Donc on doit récupérer la valeur de a
Pixel new_pixel(color.r, color.g, color.b, a, *m_surface->format);
AE::setPixel(m_surface, position, new_pixel.getPixel() );
}
RGB Surface::getPixelColor(Vector2D<int> position)
{
RGB pixel_color;
Uint8 r, g, b, a;
Pixel pixel( AE::getPixel(m_surface, position), *m_surface->format );
pixel.getPixelInfo(&r, &g, &b, &a);
pixel_color.r = (int)r;
pixel_color.g = (int)g;
pixel_color.b = (int)b;
return pixel_color;
}
Uint8 Surface::getPixelOneComposant(Vector2D<int> position, char color_number)
{
int bytesPerPixel = m_surface->format->BytesPerPixel;
Uint8 composant = ( (Uint8*) m_surface->pixels )[ (int)position.x * bytesPerPixel + (int)position.y * m_surface->pitch + color_number];
return composant;
}
SDL_Surface * Surface::getSurface()
{
return m_surface;
}
bool Surface::free()
{
if(m_surface)
{
FreeSurface(m_surface); // On free la surface
Logger::Log() << "Deallocation of the image \"" << m_path << "\" was successful." << Logger::endline;
}
m_surface = NULL;
}
void *Surface::pixels()
{
return m_surface->pixels;
}
int Surface::pitch()
{
return m_surface->pitch;
}
int Surface::width() const // Retourne la largeur de la surface
{
if(m_surface)
return m_surface->w;
else
return -1;
}
int Surface::height() const
{
if(m_surface)
return m_surface->h;
else
return -1;
}
int Surface::BitsPerPixel() const // Retourne les BitsPerPixel (pas bytes per pixel qui est égal à BitsPerPixel/8, attention aux confusions)
{
if(m_surface != NULL)
return m_surface->format->BitsPerPixel;
else
return -1;
}
SDL_PixelFormat Surface::PixelFormat() const // Retourne le format des pixels la surface
{
if(m_surface != NULL)
return *m_surface->format;
}
SDL_PixelFormat *Surface::PixelFormatAddr() const // Retourne le format des pixels la surface
{
if(m_surface != NULL)
return m_surface->format;
}
void Surface::copySurface(Surface surface) // Copie une Surface
{
free();
m_surface = AE::copySurface(surface.m_surface);
}
void Surface::copySurface(SDL_Surface *surface) // Copie une SDL_Surface
{
free();
m_surface = AE::copySurface(surface);
}
bool Surface::is_null() const // is_null retourne true si le pointeur m_surface == NULL sinon false
{
if(m_surface == NULL)
return true;
return false;
}
bool Surface::operator=(Surface surf)
{
free();
m_surface = surf.m_surface;
}
bool Surface::operator=(SDL_Surface *surf)
{
free();
m_surface = surf;
}
Surface::operator bool()
{
if(m_surface == NULL)
return false;
else
return true;
}
bool Surface::operator==(bool boolean) const // Operator== pour savoir si m_surface est NULL ou non
{
if(m_surface == NULL)
{
if(boolean == true)
return false;
else
return true;
}
else
{
if(boolean == true)
return true;
else
return false;
}
}
bool Surface::operator!=(bool boolean) const
{
if(m_surface == NULL)
{
if(boolean == true)
return true;
else
return false;
}
else
{
if(boolean == true)
return false;
else
return true;
}
}
void SurfaceDeleter::operator()(Surface *&surf)
{
surf->free();
}
}
/* **************** */
/* La classe MapPos */
/* **************** */
MapPos::MapPos( int L, int l, int rL, int rl, float plus_x, float plus_y)
{
m_L = L;
m_l = l;
m_rL = rL;
m_rl = rl;
m_plus_percent_x = (int) ( (float)plus_x / (float)m_L * 100);
m_plus_percent_y = (int) ( (float)plus_y / (float)m_L * 100);
}
MapPos::MapPos(const MapPos &a_copier)
{
m_L = a_copier.m_L;
m_l = a_copier.m_l;
m_rL = a_copier.m_rL;
m_rl = a_copier.m_rl;
m_plus_percent_x = a_copier.m_plus_percent_x;
m_plus_percent_y = a_copier.m_plus_percent_y;
}
MapPos::MapPos(int L, int l, const AE::Rect<float> a_copier)
{
m_L = L;
m_l = l;
m_rL = (int)a_copier.x/m_L;
m_rl = (int)a_copier.y/m_l;
m_plus_percent_x = (int)a_copier.x % m_L;
m_plus_percent_x = (int) ( (float)m_plus_percent_x / (float)m_L * 100);
m_plus_percent_y = (int)a_copier.y % m_l;
m_plus_percent_y = (int) ( (float)m_plus_percent_y / (float)m_l * 100);
}
void MapPos::operator=(MapPos a_copier)
{
m_L = a_copier.m_L;
m_l = a_copier.m_l;
m_rL = a_copier.m_rL;
m_rl = a_copier.m_rl;
m_plus_percent_x = a_copier.m_plus_percent_x;
m_plus_percent_y = a_copier.m_plus_percent_y;
}
void MapPos::operator=(AE::Rect<float> a_copier)
{
m_rL = (int)a_copier.x/m_L;
m_rl = (int)a_copier.y/m_l;
m_plus_percent_x = (int)a_copier.x % m_L;
m_plus_percent_x = (int) ( (float)m_plus_percent_x / (float)m_L * 100);
m_plus_percent_y = (int)a_copier.y % m_l;
m_plus_percent_y = (int) ( (float)m_plus_percent_y / (float)m_l * 100);
}
MapPos MapPos::operator+(AE::Rect<float> a_ajouter)
{
MapPos to_return;
to_return = *this;
float plus_percent_x = (float) ( (float)a_ajouter.x / (float)m_L * (float)100 );
float plus_percent_y = (float) ( (float)a_ajouter.y / (float)m_l * (float)100 );
to_return.m_plus_percent_x += plus_percent_x;
to_return.m_plus_percent_y += plus_percent_y;
if(to_return.m_plus_percent_x > 100)
{
to_return.m_rL += (int) ( (float)to_return.m_plus_percent_x / (float)100 );
to_return.m_plus_percent_x = (int)to_return.m_plus_percent_x % 100;
}
if(to_return.m_plus_percent_y > 100)
{
to_return.m_rl += (int) ( (float)to_return.m_plus_percent_y / (float)100 );
to_return.m_plus_percent_y = (int)to_return.m_plus_percent_y % 100;
}
//
if(to_return.m_plus_percent_x < 0)
{
to_return.m_rL += ( (int) ( (float)to_return.m_plus_percent_x / (float)100 ) - 1 );
if(m_plus_percent_x < -100)
to_return.m_plus_percent_x = 100 + ((int)to_return.m_plus_percent_x % 100);
else
{
if(to_return.m_rL >= 0)
to_return.m_plus_percent_x = 100 + to_return.m_plus_percent_x;
else
{
to_return.m_rL = 0;
to_return.m_plus_percent_x = 0;
}
}
}
if(to_return.m_plus_percent_y < 0)
{
to_return.m_rl += ( (int) ( (float)to_return.m_plus_percent_y / (float)100 ) + -1 );
if(m_plus_percent_y < -100)
to_return.m_plus_percent_y = 100 + ((int)to_return.m_plus_percent_y % 100);
else
{
if(to_return.m_rl >= 0)
to_return.m_plus_percent_y = 100 + to_return.m_plus_percent_y;
else
{
to_return.m_rl = 0;
to_return.m_plus_percent_y = 0;
}
}
}
return to_return;
}
void MapPos::add(float plus_x, float plus_y)
{
MapPos new_pos;
new_pos = *this;
float plus_percent_x = (float) ( (float)plus_x / (float)m_L * (float)100 );
float plus_percent_y = (float) ( (float)plus_y / (float)m_l * (float)100 );
new_pos.m_plus_percent_x += plus_percent_x;
new_pos.m_plus_percent_y += plus_percent_y;
if(new_pos.m_plus_percent_x > 100)
{
new_pos.m_rL += (int) ( (float)new_pos.m_plus_percent_x / (float)100 );
new_pos.m_plus_percent_x = (int)new_pos.m_plus_percent_x % 100;
}
if(new_pos.m_plus_percent_y > 100)
{
new_pos.m_rl += (int) ( (float)new_pos.m_plus_percent_y / (float)100 );
new_pos.m_plus_percent_y = (int)new_pos.m_plus_percent_y % 100;
}
//
if(new_pos.m_plus_percent_x < 0)
{
new_pos.m_rL += ( (int) ( (float)new_pos.m_plus_percent_x / (float)100 ) - 1 );
if(m_plus_percent_x < -100)
new_pos.m_plus_percent_x = 100 + ((int)new_pos.m_plus_percent_x % 100);
else
{
if(new_pos.m_rL >= 0)
new_pos.m_plus_percent_x = 100 + new_pos.m_plus_percent_x;
else
{
new_pos.m_rL = 0;
new_pos.m_plus_percent_x = 0;
}
}
}
if(new_pos.m_plus_percent_y < 0)
{
new_pos.m_rl += ( (int) ( (float)new_pos.m_plus_percent_y / (float)100 ) + -1 );
if(m_plus_percent_y < -100)
new_pos.m_plus_percent_y = 100 + ((int)new_pos.m_plus_percent_y % 100);
else
{
if(new_pos.m_rl >= 0)
new_pos.m_plus_percent_y = 100 + new_pos.m_plus_percent_y;
else
{
new_pos.m_rl = 0;
new_pos.m_plus_percent_y = 0;
}
}
}
*this = new_pos;
}
void MapPos::operator+=(AE::Rect<float> a_ajouter)
{
*this = *this + a_ajouter;
}
AE::Rect<float> MapPos::to_Rect()
{
return AE::Rect<float>( (m_L * m_rL) + (m_L * m_plus_percent_x/100), (m_l * m_rl) + (m_l * m_plus_percent_y/100), m_L, m_l);
}
int MapPos::getPlusX()
{
return (int) ( (float)m_L * (float)m_plus_percent_x / (float)100 );
}
int MapPos::getPlusY()
{