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396 | ------------------------------------------------------------------------------
-- --
-- GNOGA - The GNU Omnificent GUI for Ada --
-- --
-- G N O G A . G U I . E L E M E N T . C A N V A S . C O N T E X T _ 2 D --
-- . S P R I T E --
-- --
-- B o d y --
-- --
-- --
-- Copyright (C) 2016 Pascal Pignard --
-- --
-- This library is free software; you can redistribute it and/or modify --
-- it under terms of the GNU General Public License as published by the --
-- Free Software Foundation; either version 3, or (at your option) any --
-- later version. This library is distributed in the hope that it will be --
-- useful, but WITHOUT ANY WARRANTY; without even the implied warranty of --
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. --
-- --
-- As a special exception under Section 7 of GPL version 3, you are --
-- granted additional permissions described in the GCC Runtime Library --
-- Exception, version 3.1, as published by the Free Software Foundation. --
-- --
-- You should have received a copy of the GNU General Public License and --
-- a copy of the GCC Runtime Library Exception along with this program; --
-- see the files COPYING3 and COPYING.RUNTIME respectively. If not, see --
-- <http://www.gnu.org/licenses/>. --
-- --
-- As a special exception, if other files instantiate generics from this --
-- unit, or you link this unit with other files to produce an executable, --
-- this unit does not by itself cause the resulting executable to be --
-- covered by the GNU General Public License. This exception does not --
-- however invalidate any other reasons why the executable file might be --
-- covered by the GNU Public License. --
-- --
-- For more information please go to http://www.gnoga.com --
------------------------------------------------------------------------------
with Ada.Unchecked_Deallocation;
with Ada.Numerics.Elementary_Functions;
with Gnoga.Server.Connection;
package body Gnoga.Gui.Element.Canvas.Context_2D.Sprite is
Sprite_List : Sprite_Lists.Map;
protected Sprite_Resource is
entry Seize;
procedure Release;
private
Busy : Boolean := False;
end Sprite_Resource;
protected body Sprite_Resource is
entry Seize when not Busy is
begin
Busy := True;
end Seize;
procedure Release is
begin
Busy := False;
end Release;
end Sprite_Resource;
------------
-- Create --
------------
procedure Create
(Sprite : out Sprite_Type;
Canvas : in Canvas_Access;
Image_Data : in Image_Data_Type'Class;
Row, Column : in Integer;
Row_Velocity, Column_Velocity : in Integer := 0)
is
Sprite_Element : constant Sprite_Data_Access := new Sprite_Data;
Sprite_ID : Gnoga.Types.Unique_ID;
Dummy_Context : Context_2D_Type;
begin
Sprite_Element.Canvas := Canvas;
Sprite_Element.Drawn_Image.Connection_ID := Image_Data.Connection_ID;
Sprite_Element.Drawn_Image.Context_ID := Image_Data.Context_ID;
Sprite_Element.Row := Row;
Sprite_Element.Column := Column;
Sprite_Element.Row_Velocity := Row_Velocity;
Sprite_Element.Column_Velocity := Column_Velocity;
Get_Drawing_Context_2D (Dummy_Context, Canvas.all);
Dummy_Context.Get_Image_Data
(Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row, Image_Data.Width, Image_Data.Height);
Dummy_Context.Put_Image_Data (Sprite_Element.Drawn_Image, Sprite_Element.Column, Sprite_Element.Row);
Gnoga.Server.Connection.New_Unique_ID (Sprite_ID);
Sprite := Sprite_Type (Sprite_ID);
Sprite_List.Insert (Sprite, Sprite_Element);
end Create;
------------
-- Locate --
------------
procedure Locate
(Sprite : in Sprite_Type;
Row, Column : in Integer)
is
Sprite_Element : Sprite_Data_Access;
Context : Context_2D_Type;
begin
Sprite_Resource.Seize;
Sprite_Element := Sprite_List.Element (Sprite);
Get_Drawing_Context_2D (Context, Sprite_Element.Canvas.all);
Context.Put_Image_Data (Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row);
Sprite_Element.Row := Row;
Sprite_Element.Column := Column;
Context.Get_Image_Data
(Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row, Sprite_Element.Drawn_Image.Width,
Sprite_Element.Drawn_Image.Height);
Context.Put_Image_Data (Sprite_Element.Drawn_Image, Sprite_Element.Column, Sprite_Element.Row);
Sprite_Resource.Release;
end Locate;
--------------
-- Position --
--------------
procedure Position
(Sprite : in Sprite_Type;
Row, Column : out Integer)
is
Sprite_Element : constant Sprite_Data_Access := Sprite_List.Element (Sprite);
begin
Row := Sprite_Element.Row;
Column := Sprite_Element.Column;
end Position;
---------
-- Row --
---------
function Row
(Sprite : in Sprite_Type)
return Integer
is
Sprite_Element : constant Sprite_Data_Access := Sprite_List.Element (Sprite);
begin
return Sprite_Element.Row;
end Row;
------------
-- Column --
------------
function Column
(Sprite : in Sprite_Type)
return Integer
is
Sprite_Element : constant Sprite_Data_Access := Sprite_List.Element (Sprite);
begin
return Sprite_Element.Column;
end Column;
-------------
-- Pattern --
-------------
procedure Pattern
(Sprite : in Sprite_Type;
Image_Data : in Image_Data_Type'Class)
is
Sprite_Element : Sprite_Data_Access;
begin
Sprite_Resource.Seize;
Sprite_Element := Sprite_List.Element (Sprite);
Sprite_Element.Drawn_Image.Connection_ID := Image_Data.Connection_ID;
Sprite_Element.Drawn_Image.Context_ID := Image_Data.Context_ID;
Sprite_Resource.Release;
end Pattern;
-------------
-- Pattern --
-------------
function Pattern
(Sprite : in Sprite_Type)
return Image_Data_Type'Class
is
Sprite_Element : Sprite_Data_Access;
begin
return Pattern : Image_Data_Type do
Sprite_Resource.Seize;
Sprite_Element := Sprite_List.Element (Sprite);
Pattern.Connection_ID := Sprite_Element.Drawn_Image.Connection_ID;
Pattern.Context_ID := Sprite_Element.Drawn_Image.Context_ID;
Sprite_Resource.Release;
end return;
end Pattern;
------------
-- Motion --
------------
procedure Motion
(Sprite : in Sprite_Type;
Row_Velocity, Column_Velocity : in Integer)
is
Sprite_Element : Sprite_Data_Access;
begin
Sprite_Resource.Seize;
Sprite_Element := Sprite_List.Element (Sprite);
Sprite_Element.Row_Velocity := Row_Velocity;
Sprite_Element.Column_Velocity := Column_Velocity;
Sprite_Resource.Release;
end Motion;
------------------
-- Row_Velocity --
------------------
function Row_Velocity
(Sprite : in Sprite_Type)
return Integer
is
Sprite_Element : constant Sprite_Data_Access := Sprite_List.Element (Sprite);
begin
return Sprite_Element.Row_Velocity;
end Row_Velocity;
---------------------
-- Column_Velocity --
---------------------
function Column_Velocity
(Sprite : in Sprite_Type)
return Integer
is
Sprite_Element : constant Sprite_Data_Access := Sprite_List.Element (Sprite);
begin
return Sprite_Element.Column_Velocity;
end Column_Velocity;
-----------------
-- Coincidence --
-----------------
function Coincidence
(Sprite1, Sprite2 : in Sprite_Type;
Tolerance : in Natural)
return Boolean
is
begin
return Distance (Sprite1, Sprite2) <= Tolerance;
end Coincidence;
-----------------
-- Coincidence --
-----------------
function Coincidence
(Sprite : in Sprite_Type;
Row, Column : in Integer;
Tolerance : in Natural)
return Boolean
is
begin
return Distance (Sprite, Row, Column) <= Tolerance;
end Coincidence;
--------------
-- Distance --
--------------
function Distance
(Sprite1, Sprite2 : in Sprite_Type)
return Natural
is
Sprite_Element1 : Sprite_Data_Access;
Sprite_Element2 : Sprite_Data_Access;
D2, D : Natural;
begin
Sprite_Resource.Seize;
Sprite_Element1 := Sprite_List.Element (Sprite1);
Sprite_Element2 := Sprite_List.Element (Sprite2);
D2 := (Sprite_Element2.Row - Sprite_Element1.Row)**2 + (Sprite_Element2.Column - Sprite_Element1.Column)**2;
D := Natural (Ada.Numerics.Elementary_Functions.Sqrt (Float (D2)));
Sprite_Resource.Release;
return D;
end Distance;
--------------
-- Distance --
--------------
function Distance
(Sprite : in Sprite_Type;
Row, Column : in Integer)
return Natural
is
Sprite_Element : Sprite_Data_Access;
D2, D : Natural;
begin
Sprite_Resource.Seize;
Sprite_Element := Sprite_List.Element (Sprite);
D2 := (Sprite_Element.Row - Row)**2 + (Sprite_Element.Column - Column)**2;
D := Natural (Ada.Numerics.Elementary_Functions.Sqrt (Float (D2)));
Sprite_Resource.Release;
return D;
end Distance;
------------
-- Delete --
------------
procedure Delete (Sprite : in out Sprite_Type) is
Sprite_Element : Sprite_Data_Access;
Context : Context_2D_Type;
procedure Free is new Ada.Unchecked_Deallocation (Sprite_Data, Sprite_Data_Access);
begin
Sprite_Resource.Seize;
Sprite_Element := Sprite_List.Element (Sprite);
Get_Drawing_Context_2D (Context, Sprite_Element.Canvas.all);
Context.Put_Image_Data (Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row);
Free (Sprite_Element);
Sprite_List.Delete (Sprite);
Sprite := 0;
Sprite_Resource.Release;
end Delete;
----------------
-- Delete_All --
----------------
procedure Delete_All is
Sprite_Element : Sprite_Data_Access;
Context : Context_2D_Type;
procedure Free is new Ada.Unchecked_Deallocation (Sprite_Data, Sprite_Data_Access);
use type Sprite_Lists.Cursor;
begin
Sprite_Resource.Seize;
while Sprite_List.First /= Sprite_Lists.No_Element loop
declare
Dummy_Sprite : Sprite_Lists.Cursor := Sprite_List.First;
begin
Sprite_Element := Sprite_Lists.Element (Dummy_Sprite);
Get_Drawing_Context_2D (Context, Sprite_Element.Canvas.all);
Context.Put_Image_Data (Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row);
Free (Sprite_Element);
Sprite_List.Delete (Dummy_Sprite);
end;
end loop;
Sprite_Resource.Release;
end Delete_All;
-------------
-- Trigger --
-------------
Trigger_Value : Positive := 1_000; -- Default 1000 milli-seconds
procedure Trigger (Value : Positive) is
begin
Trigger_Value := Value;
end Trigger;
-------------
-- Trigger --
-------------
function Trigger return Positive is
begin
return Trigger_Value;
end Trigger;
-----------------
-- Sprite task --
-----------------
task Sprite;
task body Sprite is
Context : Context_2D_Type;
begin
loop
Sprite_Resource.Seize;
for Sprite_Element of Sprite_List loop
Get_Drawing_Context_2D (Context, Sprite_Element.Canvas.all);
Context.Put_Image_Data (Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row);
Sprite_Element.Row := Sprite_Element.Row + Sprite_Element.Row_Velocity;
Sprite_Element.Column := Sprite_Element.Column + Sprite_Element.Column_Velocity;
Context.Get_Image_Data
(Sprite_Element.Saved_Image, Sprite_Element.Column, Sprite_Element.Row, Sprite_Element.Drawn_Image.Width,
Sprite_Element.Drawn_Image.Height);
Context.Put_Image_Data (Sprite_Element.Drawn_Image, Sprite_Element.Column, Sprite_Element.Row);
end loop;
Sprite_Resource.Release;
delay Standard.Duration (Trigger_Value) / 1_000.0;
end loop;
end Sprite;
end Gnoga.Gui.Element.Canvas.Context_2D.Sprite;
|