# SpatialFear.SFProceduralTexture

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    //=============================================================================
    // Spatial Fear
    // Class: SFProceduralTexture
    // Description: This class provides helper functionality to manage and render
    // procederal textures
    // !! Internal use only !!
    //
    // Author: Markus Nuebel
    //=============================================================================

    class SFProceduralTexture extends SFObject;

    var SFArray	m_arTextures; // Private: Textues array
    var int		m_nCurrentTex; // Private: Current texture to display
    var int		m_nCount; // Private: Number of Textures in sequence
    var int		m_X, m_Y; // Private: Screen dimensions
    var int		m_XL, m_YL; // Private Screen offset
    var int		m_UL, m_VL; // Private: Offset in texture
    var float	m_U, m_V; // Private: Texture dimensions
    var float	m_fSequenceTime; // Private: Time in msecs for whole sequence of m_nCount frames
    var float	m_fTextureTime; // Private: Time in msecs for a single texture
    var float	m_fCurrentTime; // Private: Single texute countdown timer;
    var String	m_strPrefix; // Private: Texture prefix
    var SFRenderStyle	m_Style; // Private: Render style used during drawing

    // Initializes the class
    function init(int nCount, String strPrefix, float fSequenceTime, SFRenderStyle RenderStyle, int XL, int YL, int X, int Y, int UL, int VL,  int U, int V)
    {
    	// Fill in members
    	m_fSequenceTime	= fSequenceTime;
    	m_nCount		= nCount;
    	m_Style			= RenderStyle;
    	m_strPrefix		= strPrefix;
    	m_XL			= XL;
    	m_YL			= YL;
    	m_X				= X;
    	m_Y				= Y;
    	m_UL			= UL;
    	m_VL			= VL;
    	m_U				= U;
    	m_V				= V;

    	// Init custom arrray
    	m_arTextures = Spawn(class'SFArray');
    	m_arTextures.init(AT_Texture, nCount);

    	// Load the animated texture
    	class'SFUtils'.static.loadAnimatedTexture( m_arTextures, m_nCount, m_strPrefix);

    	// Calc single texture time;
    	m_fTextureTime	= m_fSequenceTime/nCount;

    	// Some inits
    	m_fCurrentTime	= m_fTextureTime; // Start countdown
    	m_nCurrentTex	= 0;

    	//class'SFUtils'.static.sfLogEx(10,"SFProceduralTexture - init: Prefix: " $ m_strPrefix $ " Count: " $ m_nCount $ " SequenceTime: " $ class'SFUtils'.static.FormatFloat(m_fSequenceTime) $ " TextureTime: " $ class'SFUtils'.static.FormatFloat(m_fTextureTime) $ " CurrentTime: " $ class'SFUtils'.static.FormatFloat(m_fCurrentTime));
    }

    // Cleanup stuff
    function terminate()
    {
    	m_arTextures = None;
    }

    // Increments the texture sequence, thereby rolling over the number limit
    function incSequence()
    {
    	m_nCurrentTex++;
    	if(m_nCount <= m_nCurrentTex)
    		m_nCurrentTex = 0;
    }

    // Decrements the texture sequence, thereby rolling over zero
    function decSequence()
    {
    	m_nCurrentTex--;
    	if(0 > m_nCurrentTex)
    		m_nCurrentTex = m_nCount-1;
    }

    // Sets a new sequence time and updates the interal
    // structures accordingly
    function setSequenceTime(float fSequenceTime)
    {
    	local float	fOldTime;
    	local float	fDiff;

    	// Save old value
    	fOldTime	= m_fTextureTime;

    	// Update to new sequence time
    	m_fSequenceTime	= fSequenceTime;

    	// Calc single texture time;
    	m_fTextureTime	= m_fSequenceTime/m_nCount;

    	// Take current countdown into account
    	fDiff			= fOldTime - m_fCurrentTime; // Already counted down
    	m_fCurrentTime	= m_fTextureTime-fDiff;

    	// Check if time is already up
    	if(0 >= m_fCurrentTime)
    	{
    		incSequence();
    		m_fCurrentTime = m_fTextureTime;
    	}
    }

    // Should be called every tick to update the texture state.
    function update(float fDeltaTime)
    {
    	// Decement countdown
    	m_fCurrentTime -= fDeltaTime*1000;

    	if(0 >= m_fCurrentTime)
    	{
    		incSequence();
    		m_fCurrentTime = m_fTextureTime;
    	}

    	//class'SFUtils'.static.sfLogEx(5,"SFProceduralTexture - update: CurrentTime: " $ class'SFUtils'.static.FormatFloat(m_fCurrentTime) $ "DeltaTime" $ class'SFUtils'.static.FormatFloat(fDeltaTime) $ " TexIndex: " $ m_nCurrentTex);

    }

    // Renders the texture to the passed canvas at the passed position
    function render(Canvas C, int XL, int YL, float fScale)
    {
    	C.Style = m_Style;
    	// Set position
    	C.SetPos(XL, YL);
    	// Draw the texture
    	C.DrawTile(m_arTextures.m_arTexture[m_nCurrentTex], m_X*fScale, m_Y*fScale, m_UL, m_VL, m_U, m_V);
    }

    defaultproperties
    {
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:45 PM
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