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source: orxonox.OLD/branches/cd_old/src/lib/graphics/render2D/element_2d.cc @ 7685

Last change on this file since 7685 was 6878, checked in by patrick, 19 years ago

trunk: now working with element2d only, game always returns to menu in singleplayer

File size: 32.6 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
17
18#include "element_2d.h"
19#include "render_2d.h"
20
21#include <algorithm>
22
23#include "p_node.h"
24
25#include "graphics_engine.h"
26#include "load_param.h"
27#include "class_list.h"
28
29#include "color.h"
30
31using namespace std;
32
33/**
34 * @brief standard constructor
35 * @param parent the parent to set for this Element2D
36 *
37 * NullElement2D needs this constructor with parameter NULL to initialize
38 * itself. Otherwise it would result in an endless Loop.
39 */
40Element2D::Element2D (Element2D* parent, E2D_LAYER layer, short nodeFlags)
41{
42  this->setClassID(CL_ELEMENT_2D, "Element2D");
43
44  this->setVisibility(true);
45  this->activate2D();
46  this->setAlignment(E2D_ALIGN_NONE);
47  this->bindNode = NULL;
48
49  this->parentMode = nodeFlags;
50  this->parent = NULL;
51  this->absDirection = 0.0;
52  this->relDirection = 0.0;
53  this->bRelCoorChanged = true;
54  this->bRelDirChanged = true;
55  this->toCoordinate = NULL;
56  this->toDirection = NULL;
57  this->setSize2D(1, 1);
58
59
60  this->layer = layer;
61  if (parent != NULL)
62    parent->addChild2D(this);
63}
64
65
66/**
67 * @brief the mighty NullElement
68 * TopMost Node of them all.
69 */
70Element2D* Element2D::nullElement = NULL;
71
72
73/**
74 * @brief standard deconstructor
75 *
76 * There are two general ways to delete an Element2D
77 * 1. delete instance;
78 *   -> result
79 *    delete this Node and all its children and children's children...
80 *    (danger if you still want the instance!!)
81 *
82 * 2. instance->remove2D(); delete instance;
83 *   -> result:
84 *    moves its children to the NullElement2D
85 *    then deletes the Element.
86 */
87Element2D::~Element2D ()
88{
89  // remove the Element2D, delete it's children (if required).
90  std::list<Element2D*>::iterator tmp = this->children.begin();
91  std::list<Element2D*>::iterator deleteNode;
92  while(!this->children.empty())
93    while (tmp != this->children.end())
94    {
95      deleteNode = tmp;
96      tmp++;
97//      printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName());
98      if ((this->parentMode & E2D_PROHIBIT_CHILD_DELETE) ||
99          ((*deleteNode)->parentMode & E2D_PROHIBIT_DELETE_WITH_PARENT))
100      {
101        if (this == Element2D::nullElement && (*deleteNode)->parentMode & E2D_REPARENT_TO_NULL)
102          delete (*deleteNode);
103        else
104          (*deleteNode)->reparent2D();
105      }
106      else
107        delete (*deleteNode);
108    }
109
110  if (this->parent != NULL)
111  {
112    this->parent->eraseChild2D(this);
113    this->parent = NULL;
114  }
115
116  // remove all other allocated memory.
117  if (this->toCoordinate != NULL)
118    delete this->toCoordinate;
119  if (this->toDirection != NULL)
120    delete this->toDirection;
121
122  if (this == Element2D::nullElement)
123    Element2D::nullElement = NULL;
124}
125
126
127/**
128 * @brief Loads the Parameters of an Element2D from...
129 * @param root The XML-element to load from
130 */
131void Element2D::loadParams(const TiXmlElement* root)
132{
133  BaseObject::loadParams(root);
134
135  // ELEMENT2D-native settings.
136  LoadParam(root, "alignment", this, Element2D, setAlignment)
137      .describe("loads the alignment: (either: center, left, right or screen-center)");
138
139  LoadParam(root, "layer", this, Element2D, setLayer)
140      .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)");
141
142  LoadParam(root, "bind-node", this, Element2D, setBindNode)
143      .describe("sets a node, this 2D-Element should be shown upon (name of the node)");
144
145  LoadParam(root, "visibility", this, Element2D, setVisibility)
146      .describe("if the Element is visible or not");
147
148
149// PNode-style:
150  LoadParam(root, "rel-coor-2d", this, Element2D, setRelCoor2D)
151      .describe("Sets The relative position of the Node to its parent.");
152
153  LoadParam(root, "abs-coor-2d", this, Element2D, setAbsCoor2D)
154      .describe("Sets The absolute Position of the Node.");
155
156  LoadParam(root, "rel-dir-2d", this, Element2D, setRelDir2D)
157      .describe("Sets The relative rotation of the Node to its parent.");
158
159  LoadParam(root, "abs-dir-2d", this, Element2D, setAbsDir2D)
160      .describe("Sets The absolute rotation of the Node.");
161
162  LoadParam(root, "parent", this, Element2D, setParent2D)
163      .describe("the Name of the Parent of this Element2D");
164
165  LoadParam(root, "parent-mode", this, Element2D, setParentMode2D)
166      .describe("the mode to connect this node to its parent ()");
167
168  // cycling properties
169  LOAD_PARAM_START_CYCLE(root, element);
170  {
171    LoadParam_CYCLE(element, "child", this, Element2D, addChild2D)
172        .describe("adds a new Child to the current Node.");
173  }
174  LOAD_PARAM_END_CYCLE(element);
175}
176
177/**
178 * sets the alignment of the 2D-element in form of a String
179 * @param alignment the alignment @see loadParams
180*/
181void Element2D::setAlignment(const char* alignment)
182{
183  if (!strcmp(alignment, "center"))
184    this->setAlignment(E2D_ALIGN_CENTER);
185  else if (!strcmp(alignment, "left"))
186    this->setAlignment(E2D_ALIGN_LEFT);
187  else if (!strcmp(alignment, "right"))
188    this->setAlignment(E2D_ALIGN_RIGHT);
189  else if (!strcmp(alignment, "screen-center"))
190    this->setAlignment(E2D_ALIGN_SCREEN_CENTER);
191}
192
193
194/**
195 * moves a Element to another layer
196 * @param layer the Layer this is drawn on
197 */
198void Element2D::setLayer(E2D_LAYER layer)
199{
200  if (this->parent != NULL && this->parent->getLayer() > layer)
201  {
202    PRINTF(2)("Unable to set %s to layer %s, because it's parent(%s) is of higher layer %s\n",
203              this->getName(),
204              Element2D::layer2DToChar(layer),
205              this->parent->getName(),
206              Element2D::layer2DToChar(this->parent->getLayer()));
207    layer = this->parent->getLayer();
208  }
209  this->layer = layer;
210}
211
212/**
213 * sets the layer onto which this 2D-element is projected to.
214 * @param layer the layer @see loadParams @see Element2D::charToLayer2D(const char* layer)
215 */
216void Element2D::setLayer(const char* layer)
217{
218  this->setLayer(Element2D::charToLayer2D(layer));
219}
220
221
222/**
223 * @brief sets a node, this 2D-Element should be shown upon
224 * @param bindNode the name of the Node (should be existing)
225 */
226void Element2D::setBindNode(const char* bindNode)
227{
228  const PNode* tmpBindNode = dynamic_cast<const PNode*>(ClassList::getObject(bindNode, CL_PARENT_NODE));
229  if (tmpBindNode != NULL)
230    this->bindNode = tmpBindNode;
231}
232
233/**
234 * sets the relative coordinate of the Element2D to its parent
235 * @param relCoord the relative coordinate to the parent
236 */
237void Element2D::setRelCoor2D (const Vector& relCoord)
238{
239  if (this->toCoordinate!= NULL)
240  {
241    delete this->toCoordinate;
242    this->toCoordinate = NULL;
243  }
244  this->relCoordinate = relCoord;
245  this->bRelCoorChanged = true;
246}
247
248
249/**
250 * sets the relative coordinate of the Element2D to its Parent
251 * @param x the x coordinate
252 * @param y the y coordinate
253 * @param z the z coordinate
254 */
255void Element2D::setRelCoor2D (float x, float y, float z)
256{
257  this->setRelCoor2D(Vector(x,y,z));
258}
259
260/**
261 * sets the Relative coordinate to the parent in Pixels
262 * @param x the relCoord X
263 * @param y the relCoord Y
264 */
265void Element2D::setRelCoor2Dpx (int x, int y)
266{
267  this->setRelCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
268                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
269                     0
270                           ));
271}
272
273/**
274 * sets a new relative position smoothely
275 * @param relCoordSoft the new Position to iterate to
276 * @param bias how fast to iterate to this position
277 */
278void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias)
279{
280  if (likely(this->toCoordinate == NULL))
281    this->toCoordinate = new Vector();
282
283  *this->toCoordinate = relCoordSoft;
284  this->bias = bias;
285}
286
287/**
288 * sets a new relative position smoothely
289 * @param x the new x-coordinate in Pixels of the Position to iterate to
290 * @param y the new y-coordinate in Pixels of the Position to iterate to
291 * @param bias how fast to iterate to this position
292 */
293void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias)
294{
295  this->setRelCoorSoft2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
296                         (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
297                         0),
298                         bias);
299}
300
301/**
302 * set relative coordinates smoothely
303 * @param x x-relative coordinates to its parent
304 * @param y y-relative coordinates to its parent
305 * @param z z-relative coordinates to its parent
306 * @see  void PNode::setRelCoorSoft (const Vector&, float)
307 */
308void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias)
309{
310  this->setRelCoorSoft2D(Vector(x, y, depth), bias);
311}
312
313/**
314 * @param absCoord set absolute coordinate
315 */
316void Element2D::setAbsCoor2D (const Vector& absCoord)
317{
318  if (this->toCoordinate!= NULL)
319  {
320    delete this->toCoordinate;
321    this->toCoordinate = NULL;
322  }
323
324  if( likely(this->parentMode & E2D_PARENT_MOVEMENT))
325  {
326    /* if you have set the absolute coordinates this overrides all other changes */
327    if (likely(this->parent != NULL))
328      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
329    else
330      this->relCoordinate = absCoord;
331  }
332  if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT)
333  {
334    if (likely(this->parent != NULL))
335      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
336    else
337      this->relCoordinate = absCoord;
338  }
339
340  this->bRelCoorChanged = true;
341}
342
343/**
344 * @param x x-coordinate.
345 * @param y y-coordinate.
346 * @param z z-coordinate.
347 * @see void PNode::setAbsCoor (const Vector& absCoord)
348 */
349void Element2D::setAbsCoor2D (float x, float y, float depth)
350{
351  this->setAbsCoor2D(Vector(x, y, depth));
352}
353
354/**
355 * @param x x-coordinate in Pixels
356 * @param y y-coordinate in Pixels
357 * @see void PNode::setAbsCoor (const Vector& absCoord)
358 */
359void Element2D::setAbsCoor2Dpx (int x, int y)
360{
361  this->setAbsCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
362                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
363                     0
364                           ));
365}
366
367/**
368 * @param absCoordSoft set absolute coordinate
369 * @param bias how fast to iterato to the new Coordinate
370 */
371void Element2D::setAbsCoorSoft2D (const Vector& absCoordSoft, float bias)
372{
373  if (this->toCoordinate == NULL)
374    this->toCoordinate = new Vector();
375
376  if( likely(this->parentMode & E2D_PARENT_MOVEMENT))
377  {
378    /* if you have set the absolute coordinates this overrides all other changes */
379    if (likely(this->parent != NULL))
380      *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D ();
381    else
382      *this->toCoordinate = absCoordSoft;
383  }
384  if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT)
385  {
386    if (likely(this->parent != NULL))
387      *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D ();
388    else
389      *this->toCoordinate = absCoordSoft;
390  }
391
392  this->bias = bias;
393}
394
395/**
396 * @param x x-coordinate.
397 * @param y y-coordinate.
398 * @param z z-coordinate.
399 * @see void PNode::setAbsCoor (const Vector& absCoord)
400 */
401void Element2D::setAbsCoorSoft2D (float x, float y, float depth, float bias)
402{
403  this->setAbsCoorSoft2D(Vector(x, y, depth), bias);
404}
405
406/**
407 *  shift coordinate ralative
408 * @param shift shift vector
409 *
410 * This simply adds the shift-Vector to the relative Coordinate
411 */
412void Element2D::shiftCoor2D (const Vector& shift)
413{
414  this->relCoordinate += shift;
415  this->bRelCoorChanged = true;
416
417}
418
419/**
420 * shifts in PixelSpace
421 * @param x the pixels to shift in X
422 * @param y the pixels to shift in Y
423 */
424void Element2D::shiftCoor2Dpx (int x, int y)
425{
426  this->shiftCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
427                    (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
428                     0));
429}
430
431/**
432 *  set relative direction
433 * @param relDir to its parent
434 */
435void Element2D::setRelDir2D (float relDir)
436{
437  if (this->toDirection!= NULL)
438  {
439    delete this->toDirection;
440    this->toDirection = NULL;
441  }
442
443  this->relDirection = relDir;
444  this->bRelDirChanged = true;
445}
446
447/**
448 * sets the Relative Direction of this node to its parent in a Smoothed way
449 * @param relDirSoft the direction to iterate to smoothely.
450 * @param bias how fast to iterate to the new Direction
451 */
452void Element2D::setRelDirSoft2D(float relDirSoft, float bias)
453{
454  if (likely(this->toDirection == NULL))
455    this->toDirection = new float;
456
457  *this->toDirection = relDirSoft;
458  this->bias = bias;
459}
460
461/**
462 *  sets the absolute direction
463 * @param absDir absolute coordinates
464 */
465void Element2D::setAbsDir2D (float absDir)
466{
467  if (this->toDirection!= NULL)
468  {
469    delete this->toDirection;
470    this->toDirection = NULL;
471  }
472
473  if (likely(this->parent != NULL))
474    this->relDirection = absDir - this->parent->getAbsDir2D();
475  else
476    this->relDirection = absDir;
477
478  this->bRelDirChanged = true;
479}
480
481/**
482 *  sets the absolute direction softly
483 * @param absDir absolute coordinates
484 */
485void Element2D::setAbsDirSoft2D (float absDirSoft, float bias)
486{
487  if (this->toDirection == NULL)
488    this->toDirection = new float;
489
490  if (likely(this->parent != NULL))
491    *this->toDirection = absDirSoft - this->parent->getAbsDir2D();
492  else
493    *this->toDirection = absDirSoft;
494
495  this->bias = bias;
496}
497
498/**
499 * shift Direction
500 * @param shift the direction around which to shift.
501 */
502void Element2D::shiftDir2D (float shiftDir)
503{
504  this->relDirection = this->relDirection + shiftDir;
505  this->bRelDirChanged = true;
506}
507
508/**
509 *  adds a child and makes this node to a parent
510 * @param child child reference
511 * @param parentMode on which changes the child should also change ist state
512 *
513 * use this to add a child to this node.
514 */
515void Element2D::addChild2D (Element2D* child)
516{
517  assert(child != NULL);
518  if( likely(child->parent != NULL))
519  {
520    PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n");
521    child->parent->eraseChild2D(child);
522  }
523  if (this->checkIntegrity(child))
524  {
525    child->parent = this;
526    if (likely(this != NULL))
527    {
528     // ELEMENT SORTING TO LAYERS  //
529     unsigned int childCount = this->children.size();
530
531     list<Element2D*>::iterator elem;
532     for (elem = this->children.begin(); elem != this->children.end(); elem++)
533     {
534       if ((*elem)->layer < child->layer)
535       {
536         this->children.insert(elem, child);
537         break;
538       }
539     }
540     if (childCount == this->children.size())
541       this->children.push_back(child);
542     ////////////////////////////////
543     if (unlikely(this->layer > child->getLayer()))
544     {
545       PRINTF(2)("Layer '%s' of Child(%s) lower than parents(%s) layer '%s'. updating...\n",
546       Element2D::layer2DToChar(child->getLayer()),child->getName(), this->getName(), Element2D::layer2DToChar(this->layer));
547       child->setLayer(this->layer);
548     }
549   }
550   else
551   {
552     PRINTF(1)("Tried to reparent2D to own child '%s::%s' to '%s::%s'.\n",
553              this->getClassName(), this->getName(), child->getClassName(), child->getName());
554     child->parent = NULL;
555   }
556  }
557  child->parentCoorChanged2D();
558}
559
560/**
561 * @see Element2D::addChild(Element2D* child);
562 * @param childName the name of the child to add to this PNode
563 */
564void Element2D::addChild2D (const char* childName)
565{
566  Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D));
567  if (childNode != NULL)
568    this->addChild2D(childNode);
569}
570
571/**
572 * removes a child from the node
573 * @param child the child to remove from this Node..
574 *
575 * Children from nodes will not be lost, they are referenced to NullPointer
576 */
577void Element2D::removeChild2D (Element2D* child)
578{
579  if (child != NULL)
580    child->remove2D();
581}
582
583/**
584 * !! PRIVATE FUNCTION
585 * @brief reparents an Element2D (happens on Parents Node delete or remove and Flags are set.)
586 */
587void Element2D::reparent2D()
588{
589  if (this->parentMode & E2D_REPARENT_TO_NULL)
590    this->setParent2D((Element2D*)NULL);
591  else if (this->parentMode & E2D_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
592    this->setParent2D(this->parent->getParent2D());
593  else
594    this->setParent2D(Element2D::getNullElement());
595}
596
597
598/**
599 * @param child the child to be erased from this Nodes List
600 */
601void Element2D::eraseChild2D(Element2D* child)
602{
603  assert (this != NULL && child != NULL);
604  std::list<Element2D*>::iterator childIT = std::find(this->children.begin(), this->children.end(), child);
605  this->children.erase(childIT);
606}
607
608
609
610/**
611 * remove this Element from the tree and adds all children to NullElement2D
612 *
613 * afterwards this Node is free, and can be reattached, or deleted freely.
614 */
615void Element2D::remove2D()
616{
617  list<Element2D*>::iterator child = this->children.begin();
618  list<Element2D*>::iterator reparenter;
619  while (child != this->children.end())
620  {
621    reparenter = child;
622    child++;
623    if (this->parentMode & E2D_REPARENT_CHILDREN_ON_REMOVE ||
624        (*reparenter)->parentMode & E2D_REPARENT_ON_PARENTS_REMOVE)
625    {
626      printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName());
627      (*reparenter)->reparent2D();
628      printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent2D()->getClassName(),(*reparenter)->getParent2D()->getName());
629    }
630  }
631  if (this->parent != NULL)
632  {
633    this->parent->eraseChild2D(this);
634    this->parent = NULL;
635  }
636}
637
638
639/**
640 * @see Element2D::setParent(Element2D* parent);
641 * @param parentName the name of the Parent to set to this Element2D
642 */
643void Element2D::setParent2D (const char* parentName)
644{
645  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
646  if (parentNode != NULL)
647    parentNode->addChild2D(this);
648  else
649    PRINTF(2)("Not Found Element2D's (%s::%s) new Parent by Name: %s\n",
650                this->getClassName(), this->getName(), parentName);
651}
652
653/**
654 * does the reparenting in a very smooth way
655 * @param parentNode the new Node to connect this node to.
656 * @param bias the speed to iterate to this new Positions
657 */
658void Element2D::setParentSoft2D(Element2D* parentNode, float bias)
659{
660  if (this->parent == parentNode)
661    return;
662
663  if (likely(this->toCoordinate == NULL))
664  {
665    this->toCoordinate = new Vector();
666    *this->toCoordinate = this->getRelCoor2D();
667  }
668  if (likely(this->toDirection == NULL))
669  {
670    this->toDirection = new float;
671    *this->toDirection = this->getRelDir2D();
672  }
673  this->bias = bias;
674
675
676  Vector tmpV = this->getAbsCoor2D();
677  float tmpQ = this->getAbsDir2D();
678
679  parentNode->addChild2D(this);
680
681  if (this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) //! @todo implement this.
682    ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
683  else
684    this->relCoordinate = (tmpV - parentNode->getAbsCoor2D());
685  this->bRelCoorChanged = true;
686
687  this->relDirection = (tmpQ - parentNode->getAbsDir2D());
688  this->bRelDirChanged = true;
689}
690
691/**
692 * does the reparenting in a very smooth way
693 * @param parentName the name of the Parent to reconnect to
694 * @param bias the speed to iterate to this new Positions
695 */
696void Element2D::setParentSoft2D(const char* parentName, float bias)
697{
698  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
699  if (parentNode != NULL)
700    this->setParentSoft2D(parentNode, bias);
701}
702
703/**
704 * @param parentMode sets the parentingMode of this Node
705 */
706void Element2D::setParentMode2D(E2D_PARENT_MODE parentMode)
707{
708  this->parentMode = ((this->parentMode & 0xfff0) | parentMode);
709}
710
711
712/**
713 * @brief sets the mode of this parent manually
714 * @param parentMode a String representing this parentingMode
715 */
716void Element2D::setParentMode2D (const char* parentingMode)
717{
718  this->setParentMode2D(Element2D::charToParentingMode2D(parentingMode));
719}
720
721
722/**
723 * @returns the NullElement (and if needed (most probably) creates it)
724 */
725Element2D* Element2D::createNullElement()
726{
727  if (likely(Element2D::nullElement == NULL))
728  {
729    Element2D::nullElement = new Element2D(NULL, E2D_LAYER_BELOW_ALL, E2D_PARENT_MODE_DEFAULT | E2D_REPARENT_TO_NULL);
730    Element2D::nullElement->setName("NullElement");
731  }
732  return Element2D::nullElement;
733}
734
735
736/**
737 * !! PRIVATE FUNCTION
738 * @brief checks the upward integrity (e.g if Element2D is somewhere up the Node tree.)
739 * @param checkParent the Parent to check.
740 * @returns true if the integrity-check succeeds, false otherwise.
741 *
742 * If there is a second occurence of checkParent before NULL, then a loop could get
743 * into the Tree, and we do not want this.
744 */
745bool Element2D::checkIntegrity(const Element2D* checkParent) const
746{
747  const Element2D* parent = this;
748  while ( (parent = parent->getParent2D()) != NULL)
749    if (unlikely(parent == checkParent))
750      return false;
751  return true;
752}
753
754
755/**
756 *  updates the absCoordinate/absDirection
757 * @param dt The time passed since the last update
758
759   this is used to go through the parent-tree to update all the absolute coordinates
760   and directions. this update should be done by the engine, so you don't have to
761   worry, normaly...
762 */
763void Element2D::update2D (float dt)
764{
765  // setting the Position of this 2D-Element.
766  if( likely(this->parent != NULL))
767  {
768      // movement for nodes with smoothMove enabled
769    if (unlikely(this->toCoordinate != NULL))
770    {
771      Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
772
773      if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA))
774      {
775        this->shiftCoor2D(moveVect);
776      }
777      else
778      {
779        Vector tmp = *this->toCoordinate;
780        this->setRelCoor2D(tmp);
781        PRINTF(5)("SmoothMove of %s finished\n", this->getName());
782      }
783    }
784    if (unlikely(this->toDirection != NULL))
785    {
786      float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias;
787      if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA))
788      {
789        this->shiftDir2D(rotFlot);
790      }
791      else
792      {
793        float tmp = *this->toDirection;
794        this->setRelDir2D(tmp);
795        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
796      }
797    }
798
799    // MAIN UPDATE /////////////////////////////////////
800    this->lastAbsCoordinate = this->absCoordinate;
801
802    PRINTF(5)("Element2D::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
803
804
805    if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged)
806    {
807      /* update the current absDirection - remember * means rotation around sth.*/
808      this->prevRelDirection = this->relDirection;
809      this->absDirection = this->relDirection + parent->getAbsDir2D();;
810    }
811
812
813    if (unlikely(this->alignment & E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged))
814    {
815      this->prevRelCoordinate = this->relCoordinate;
816      this->absCoordinate.x = .5 + this->relCoordinate.x;
817      this->absCoordinate.y = .5 + this->relCoordinate.y;
818      this->absCoordinate.z = 0.0;
819    }
820    else if (unlikely(this->bindNode != NULL))
821    {
822      GLdouble projectPos[3] = {0.0, 0.0, 0.0};
823      gluProject(this->bindNode->getAbsCoor().x,
824                 this->bindNode->getAbsCoor().y,
825                 this->bindNode->getAbsCoor().z,
826                 GraphicsEngine::modMat,
827                 GraphicsEngine::projMat,
828                 GraphicsEngine::viewPort,
829                 projectPos,
830                 projectPos+1,
831                 projectPos+2);
832//       printf("%s::%s  == %f %f %f :: %f %f\n", this->getClassName(), this->getName(),
833//              this->bindNode->getAbsCoor().x,
834//              this->bindNode->getAbsCoor().y,
835//              this->bindNode->getAbsCoor().z,
836//              projectPos[0],
837//              projectPos[1]);
838
839      this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x;
840      this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() -  projectPos[1] + this->relCoordinate.y;
841      this->prevRelCoordinate.z = this->absCoordinate.z = projectPos[2] + this->relCoordinate.z;
842      this->bRelCoorChanged = true;
843    }
844    else
845    {
846      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
847      {
848        /* update the current absCoordinate */
849        this->prevRelCoordinate = this->relCoordinate;
850        this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate;
851      }
852      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
853      {
854        /* update the current absCoordinate */
855        this->prevRelCoordinate = this->relCoordinate;
856        float sine = sin(this->parent->getAbsDir2D());
857        float cose = cos(this->parent->getAbsDir2D());
858//        this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine;
859//        this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine;
860
861        this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D()));
862        this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D()));
863
864      }
865    }
866    /////////////////////////////////////////////////
867  }
868  else
869  {
870    PRINTF(5)("Element2D::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
871    if (this->bRelCoorChanged)
872    {
873      this->prevRelCoordinate = this->relCoordinate;
874      this->absCoordinate = this->relCoordinate;
875    }
876    if (this->bRelDirChanged)
877    {
878      this->prevRelDirection = this->relDirection;
879      this->absDirection = this->getAbsDir2D() + this->relDirection;
880    }
881  }
882
883
884  // UPDATE CHILDREN
885  if(!this->children.empty() || this->parentMode & E2D_UPDATE_CHILDREN_IF_INACTIVE)
886  {
887    list<Element2D*>::iterator child;
888    for (child = this->children.begin(); child != this->children.end(); child++)
889    {
890      /* if this node has changed, make sure, that all children are updated also */
891      if( likely(this->bRelCoorChanged))
892        (*child)->parentCoorChanged2D();
893      if( likely(this->bRelDirChanged))
894        (*child)->parentDirChanged2D();
895
896      (*child)->update2D(dt);
897    }
898  }
899
900  // FINISHING PROCESS
901  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
902  this->bRelCoorChanged = false;
903  this->bRelDirChanged = false;
904}
905
906
907/**
908 *  displays some information about this pNode
909 * @param depth The deph into which to debug the children of this Element2D to.
910 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...)
911 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
912 */
913void Element2D::debug (unsigned int depth, unsigned int level) const
914{
915  for (unsigned int i = 0; i < level; i++)
916    PRINT(0)(" |");
917  if (this->children.size() > 0)
918    PRINT(0)(" +");
919  else
920    PRINT(0)(" -");
921  PRINT(0)("Element2D(%s::%s) - absCoord: (%0.2f, %0.2f), relCoord(%0.2f, %0.2f), direction(%0.2f) - %s, layer:%s\n",
922            this->getClassName(),
923            this->getName(),
924            this->absCoordinate.x,
925            this->absCoordinate.y,
926            this->relCoordinate.x,
927            this->relCoordinate.y,
928            this->getAbsDir2D(),
929            Element2D::parentingModeToChar2D(parentMode),
930            Element2D::layer2DToChar(this->layer));
931
932  if (depth >= 2 || depth == 0)
933  {
934    list<Element2D*>::const_iterator child;
935    for (child = this->children.begin(); child != this->children.end(); child++)
936    {
937      if (depth == 0)
938        (*child)->debug(0, level + 1);
939      else
940        (*child)->debug(depth - 1, level +1);
941    }
942  }
943}
944
945/**
946 * ticks the 2d-Element
947 * @param dt the time elapsed since the last tick
948 *
949 * the element only gets tickt, if it is active.
950 * Be aware, that this walks through the entire Element2D-tree,
951 * searching for Elements to be ticked.
952 */
953void Element2D::tick2D(float dt)
954{
955  if (this->bActive)
956    this->tick(dt);
957  if (this->children.size() > 0)
958  {
959    list<Element2D*>::iterator child;
960    for (child = this->children.begin(); child != this->children.end(); child++)
961      (*child)->tick2D(dt);
962  }
963}
964
965/**
966 * draws all the Elements from this element2D downwards
967 * @param layer the maximal Layer to draw. @see E2D_LAYER
968 */
969void Element2D::draw2D(short layer) const
970{
971  if (this->bVisible)
972    this->draw();
973  if (this->children.size() > 0)
974  {
975    list<Element2D*>::const_iterator child;
976    for (child = this->children.begin(); child != this->children.end(); child++)
977      if (likely(layer >= this->layer))
978        (*child)->draw2D(layer);
979  }
980}
981
982/**
983 * displays the Element2D at its position with its rotation as a Plane.
984 */
985void Element2D::debugDraw2D(unsigned int depth, float size, Vector color, unsigned int level) const
986{
987  if (level == 0)
988  {
989    glPushAttrib(GL_ENABLE_BIT);
990    glMatrixMode(GL_MODELVIEW);
991
992    glDisable(GL_LIGHTING);
993    glDisable(GL_BLEND);
994    glDisable(GL_TEXTURE_2D);
995  }
996
997  glPushMatrix();
998  /* translate */
999  /* rotate */
1000  glColor3f(color.x, color.y, color.z);
1001
1002  glTranslatef (this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
1003  glRotatef(this->getAbsDir2D(), 0,0,1);
1004  glBegin(GL_LINE_LOOP);
1005  glVertex2f(0, 0);
1006  glVertex2f(0, +this->getSizeY2D());
1007  glVertex2f(+this->getSizeX2D(), +this->getSizeY2D());
1008  glVertex2f(+this->getSizeX2D(), 0);
1009  glEnd();
1010
1011
1012  glPopMatrix();
1013  if (depth >= 2 || depth == 0)
1014  {
1015    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
1016    list<Element2D*>::const_iterator child;
1017    for (child = this->children.begin(); child != this->children.end(); child++)
1018    {
1019      // drawing the Dependency graph
1020      if (this != Element2D::getNullElement())
1021      {
1022        glBegin(GL_LINES);
1023        glColor3f(color.x, color.y, color.z);
1024        glVertex3f(this->getAbsCoor2D ().x,
1025                   this->getAbsCoor2D ().y,
1026                   0);
1027        glColor3f(childColor.x, childColor.y, childColor.z);
1028        glVertex3f((*child)->getAbsCoor2D ().x,
1029                   (*child)->getAbsCoor2D ().y,
1030                   0);
1031        glEnd();
1032      }
1033      if (depth == 0)
1034        (*child)->debugDraw2D(0, size, childColor, level+1);
1035      else
1036        (*child)->debugDraw2D(depth - 1, size, childColor, level +1);
1037    }
1038  }
1039  if (level == 0)
1040    glPopAttrib();
1041
1042}
1043
1044
1045// helper functions //
1046/**
1047 * converts a parentingMode into a string that is the name of it
1048 * @param parentingMode the ParentingMode to convert
1049 * @return the converted string
1050 */
1051const char* Element2D::parentingModeToChar2D(int parentingMode)
1052{
1053  if (parentingMode == E2D_PARENT_LOCAL_ROTATE)
1054    return "local-rotate";
1055  else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT)
1056    return "rotate-movement";
1057  else if (parentingMode == E2D_PARENT_MOVEMENT)
1058    return "movement";
1059  else if (parentingMode == E2D_PARENT_ALL)
1060    return "all";
1061  else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE)
1062    return "rotate-and-move";
1063}
1064
1065/**
1066 * converts a parenting-mode-string into a int
1067 * @param parentingMode the string naming the parentingMode
1068 * @return the int corresponding to the named parentingMode
1069 */
1070E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode)
1071{
1072  if (!strcmp(parentingMode, "local-rotate"))
1073    return (E2D_PARENT_LOCAL_ROTATE);
1074  else  if (!strcmp(parentingMode, "rotate-movement"))
1075    return (E2D_PARENT_ROTATE_MOVEMENT);
1076  else  if (!strcmp(parentingMode, "movement"))
1077    return (E2D_PARENT_MOVEMENT);
1078  else  if (!strcmp(parentingMode, "all"))
1079    return (E2D_PARENT_ALL);
1080  else  if (!strcmp(parentingMode, "rotate-and-move"))
1081    return (E2D_PARENT_ROTATE_AND_MOVE);
1082}
1083
1084/**
1085 * converts a layer into its corresponding string
1086 * @param layer the layer to get the name-String of.
1087 * @returns the Name of the Layer (on error the default-layer-string is returned)
1088 */
1089const char* Element2D::layer2DToChar(E2D_LAYER layer)
1090{
1091  switch(layer)
1092  {
1093    case E2D_LAYER_TOP:
1094      return "top";
1095      break;
1096    case E2D_LAYER_MEDIUM:
1097      return "medium";
1098      break;
1099    case E2D_LAYER_BOTTOM:
1100      return "bottom";
1101      break;
1102    case E2D_LAYER_BELOW_ALL:
1103      return "below-all";
1104      break;
1105    default:
1106      return layer2DToChar(E2D_DEFAULT_LAYER);
1107      break;
1108  }
1109}
1110
1111/**
1112 * converts a String holding a actual Layer
1113 * @param layer the String to convert into a Layer2D
1114 * @returns the E2D_LAYER on success, E2D_DEFAULT_LAYER on error.
1115 */
1116E2D_LAYER Element2D::charToLayer2D(const char* layer)
1117{
1118  if (!strcmp(layer, "top"))
1119    return (E2D_LAYER_TOP);
1120  else  if (!strcmp(layer, "medium"))
1121    return (E2D_LAYER_MEDIUM);
1122  else  if (!strcmp(layer, "bottom"))
1123    return (E2D_LAYER_BOTTOM);
1124  else  if (!strcmp(layer, "below-all"))
1125    return (E2D_LAYER_BELOW_ALL);
1126  else
1127    return (E2D_DEFAULT_LAYER);
1128}
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