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source: orxonox.OLD/trunk/src/lib/graphics/render2D/element_2d.cc @ 6624

Last change on this file since 6624 was 6512, checked in by bensch, 19 years ago

orxonox/trunk: loadParams is now virtual.
ALL THE CLASSES HAVE TO CALL

SuperClass::loadParams(root);

isntead of:
static_cast<SuperClass*>(this)→loadParams(root);

which was quite stupid anyways

File size: 32.3 KB
RevLine 
[4744]1/*
[1853]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.
[1855]10
11   ### File Specific:
[4838]12   main-programmer: Benjamin Grauer
[1855]13   co-programmer: ...
[1853]14*/
15
[3955]16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_
[1853]17
[4839]18#include "element_2d.h"
[4840]19#include "render_2d.h"
[1853]20
[6142]21#include <algorithm>
22
[5775]23#include "p_node.h"
24
[4843]25#include "graphics_engine.h"
[4858]26#include "load_param.h"
27#include "class_list.h"
[5775]28
[5285]29#include "color.h"
[4843]30
[1856]31using namespace std;
[1853]32
[5285]33/**
[6295]34 * @brief standard constructor
[5285]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 */
[6299]40Element2D::Element2D (Element2D* parent, E2D_LAYER layer, short nodeFlags)
[3365]41{
[6299]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
[5402]60  this->layer = layer;
[6299]61  if (parent != NULL)
62    parent->addChild2D(this);
[3365]63}
[1853]64
[6299]65
[3245]66/**
[6299]67 * @brief the mighty NullElement
68 * TopMost Node of them all.
69 */
70Element2D* Element2D::nullElement = NULL;
71
72
73/**
[6295]74 * @brief standard deconstructor
[5285]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:
[5401]84 *    moves its children to the NullElement2D
[5285]85 *    then deletes the Element.
86 */
[4838]87Element2D::~Element2D ()
[3543]88{
[6299]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
[5285]110  if (this->parent != NULL)
111  {
[6299]112    this->parent->eraseChild2D(this);
[5285]113    this->parent = NULL;
114  }
[5089]115
[5285]116  // remove all other allocated memory.
[5088]117  if (this->toCoordinate != NULL)
118    delete this->toCoordinate;
119  if (this->toDirection != NULL)
120    delete this->toDirection;
[6299]121
122  if (this == Element2D::nullElement)
123    Element2D::nullElement = NULL;
[3543]124}
[4843]125
126
[4858]127/**
[6295]128 * @brief Loads the Parameters of an Element2D from...
[4858]129 * @param root The XML-element to load from
130 */
131void Element2D::loadParams(const TiXmlElement* root)
132{
[6512]133  BaseObject::loadParams(root);
134
[5402]135  // ELEMENT2D-native settings.
[5671]136  LoadParam(root, "alignment", this, Element2D, setAlignment)
[4858]137      .describe("loads the alignment: (either: center, left, right or screen-center)");
138
[5671]139  LoadParam(root, "layer", this, Element2D, setLayer)
[4858]140      .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)");
141
[5671]142  LoadParam(root, "bind-node", this, Element2D, setBindNode)
[4858]143      .describe("sets a node, this 2D-Element should be shown upon (name of the node)");
144
[5671]145  LoadParam(root, "visibility", this, Element2D, setVisibility)
[4860]146      .describe("if the Element is visible or not");
[5089]147
148
[5402]149// PNode-style:
[5671]150  LoadParam(root, "rel-coor", this, Element2D, setRelCoor2D)
[5091]151      .describe("Sets The relative position of the Node to its parent.");
152
[5671]153  LoadParam(root, "abs-coor", this, Element2D, setAbsCoor2D)
[5091]154      .describe("Sets The absolute Position of the Node.");
155
[5671]156  LoadParam(root, "rel-dir", this, Element2D, setRelDir2D)
[5091]157      .describe("Sets The relative rotation of the Node to its parent.");
158
[5671]159  LoadParam(root, "abs-dir", this, Element2D, setAbsDir2D)
[5091]160      .describe("Sets The absolute rotation of the Node.");
161
[5671]162  LoadParam(root, "parent", this, Element2D, setParent2D)
[5091]163      .describe("the Name of the Parent of this Element2D");
164
[5671]165  LoadParam(root, "parent-mode", this, Element2D, setParentMode2D)
[5091]166      .describe("the mode to connect this node to its parent ()");
167
168  // cycling properties
[6295]169  LOAD_PARAM_START_CYCLE(root, element);
[5091]170  {
[6299]171    LoadParam_CYCLE(element, "child", this, Element2D, addChild2D)
[6295]172        .describe("adds a new Child to the current Node.");
[5091]173  }
[6295]174  LOAD_PARAM_END_CYCLE(element);
[4858]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
[4862]193
[4858]194/**
[4862]195 * moves a Element to another layer
196 * @param layer the Layer this is drawn on
197 */
198void Element2D::setLayer(E2D_LAYER layer)
199{
[5402]200  if (this->parent != NULL && this->parent->getLayer() > layer)
201  {
[5403]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()));
[5402]207    layer = this->parent->getLayer();
208  }
[4862]209  this->layer = layer;
210}
211
212/**
[4858]213 * sets the layer onto which this 2D-element is projected to.
[5401]214 * @param layer the layer @see loadParams @see Element2D::charToLayer2D(const char* layer)
[4858]215 */
216void Element2D::setLayer(const char* layer)
217{
[5401]218  this->setLayer(Element2D::charToLayer2D(layer));
[4858]219}
220
221
222/**
[6299]223 * @brief sets a node, this 2D-Element should be shown upon
[4858]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
[5091]233/**
234 * sets the relative coordinate of the Element2D to its parent
235 * @param relCoord the relative coordinate to the parent
236 */
[5081]237void Element2D::setRelCoor2D (const Vector& relCoord)
238{
[5113]239  if (this->toCoordinate!= NULL)
240  {
241    delete this->toCoordinate;
242    this->toCoordinate = NULL;
243  }
[5082]244  this->relCoordinate = relCoord;
245  this->bRelCoorChanged = true;
[5081]246}
247
248
[5091]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 */
[5081]255void Element2D::setRelCoor2D (float x, float y, float z)
256{
[5113]257  this->setRelCoor2D(Vector(x,y,z));
[5081]258}
259
[5091]260/**
261 * sets the Relative coordinate to the parent in Pixels
262 * @param x the relCoord X
263 * @param y the relCoord Y
264 */
[5089]265void Element2D::setRelCoor2Dpx (int x, int y)
266{
[5090]267  this->setRelCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
268                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]269                     0
270                           ));
271}
272
[5091]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 */
[5081]278void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias)
279{
[5082]280  if (likely(this->toCoordinate == NULL))
281    this->toCoordinate = new Vector();
282
283  *this->toCoordinate = relCoordSoft;
284  this->bias = bias;
[5081]285}
286
[5091]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 */
[5089]293void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias)
294{
[5090]295  this->setRelCoorSoft2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
296                         (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]297                         0),
298                         bias);
299}
300
[5091]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 */
[5082]308void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias)
[5081]309{
[5082]310  this->setRelCoorSoft2D(Vector(x, y, depth), bias);
[5081]311}
312
[5091]313/**
314 * @param absCoord set absolute coordinate
315 */
[5081]316void Element2D::setAbsCoor2D (const Vector& absCoord)
317{
[5113]318  if (this->toCoordinate!= NULL)
319  {
320    delete this->toCoordinate;
321    this->toCoordinate = NULL;
322  }
323
[5082]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;
[5081]341}
342
[5091]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 */
[5081]349void Element2D::setAbsCoor2D (float x, float y, float depth)
350{
[5082]351  this->setAbsCoor2D(Vector(x, y, depth));
[5081]352}
353
[5091]354/**
355 * @param x x-coordinate in Pixels
356 * @param y y-coordinate in Pixels
357 * @see void PNode::setAbsCoor (const Vector& absCoord)
358 */
[5089]359void Element2D::setAbsCoor2Dpx (int x, int y)
360{
[5090]361  this->setAbsCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
362                     (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]363                     0
364                           ));
365}
366
[5091]367/**
[5414]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/**
[5091]407 *  shift coordinate ralative
408 * @param shift shift vector
409 *
410 * This simply adds the shift-Vector to the relative Coordinate
411 */
[5083]412void Element2D::shiftCoor2D (const Vector& shift)
[5081]413{
[5082]414  this->relCoordinate += shift;
415  this->bRelCoorChanged = true;
416
[5081]417}
418
[5091]419/**
420 * shifts in PixelSpace
421 * @param x the pixels to shift in X
422 * @param y the pixels to shift in Y
423 */
[5089]424void Element2D::shiftCoor2Dpx (int x, int y)
425{
[5090]426  this->shiftCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
427                    (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(),
[5089]428                     0));
429}
430
[5091]431/**
432 *  set relative direction
433 * @param relDir to its parent
434 */
[5081]435void Element2D::setRelDir2D (float relDir)
436{
[5113]437  if (this->toDirection!= NULL)
438  {
439    delete this->toDirection;
440    this->toDirection = NULL;
441  }
442
[5082]443  this->relDirection = relDir;
444  this->bRelDirChanged = true;
[5081]445}
446
[5091]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 */
[5081]452void Element2D::setRelDirSoft2D(float relDirSoft, float bias)
453{
[5082]454  if (likely(this->toDirection == NULL))
455    this->toDirection = new float;
456
457  *this->toDirection = relDirSoft;
458  this->bias = bias;
[5081]459}
460
[5091]461/**
462 *  sets the absolute direction
463 * @param absDir absolute coordinates
464 */
[5081]465void Element2D::setAbsDir2D (float absDir)
466{
[5113]467  if (this->toDirection!= NULL)
468  {
469    delete this->toDirection;
470    this->toDirection = NULL;
471  }
472
[5082]473  if (likely(this->parent != NULL))
474    this->relDirection = absDir - this->parent->getAbsDir2D();
475  else
476    this->relDirection = absDir;
477
478  this->bRelDirChanged = true;
[5081]479}
480
[5091]481/**
[5414]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/**
[5091]499 * shift Direction
500 * @param shift the direction around which to shift.
501 */
[5083]502void Element2D::shiftDir2D (float shiftDir)
[5081]503{
[5082]504  this->relDirection = this->relDirection + shiftDir;
505  this->bRelDirChanged = true;
[5081]506}
507
[5091]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 */
[5403]515void Element2D::addChild2D (Element2D* child)
[5081]516{
[6295]517  assert(child != NULL);
[5082]518  if( likely(child->parent != NULL))
519  {
[5254]520    PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n");
[6299]521    child->parent->eraseChild2D(child);
[5082]522  }
[6299]523  if (this->checkIntegrity(child))
[5402]524  {
[6299]525    child->parent = this;
526    if (likely(this != NULL))
[5403]527    {
[6299]528     // ELEMENT SORTING TO LAYERS  //
529     unsigned int childCount = this->children.size();
[5775]530
[6299]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   }
[5402]556  }
[6299]557  child->parentCoorChanged2D();
[5081]558}
559
[5091]560/**
561 * @see Element2D::addChild(Element2D* child);
562 * @param childName the name of the child to add to this PNode
563 */
[5081]564void Element2D::addChild2D (const char* childName)
565{
[5082]566  Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D));
567  if (childNode != NULL)
568    this->addChild2D(childNode);
[5081]569}
570
[5091]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 */
[5081]577void Element2D::removeChild2D (Element2D* child)
578{
[5212]579  if (child != NULL)
580    child->remove2D();
[5081]581}
582
[5091]583/**
[6299]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/**
[5285]611 * remove this Element from the tree and adds all children to NullElement2D
[5091]612 *
[5285]613 * afterwards this Node is free, and can be reattached, or deleted freely.
[5091]614 */
[5081]615void Element2D::remove2D()
616{
[6299]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  }
[5214]631  if (this->parent != NULL)
[5285]632  {
[6299]633    this->parent->eraseChild2D(this);
[5285]634    this->parent = NULL;
635  }
[5081]636}
637
638
[5091]639/**
640 * @see Element2D::setParent(Element2D* parent);
641 * @param parentName the name of the Parent to set to this Element2D
642 */
[5081]643void Element2D::setParent2D (const char* parentName)
644{
[5082]645  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
646  if (parentNode != NULL)
647    parentNode->addChild2D(this);
[6299]648  else
649    PRINTF(2)("Not Found Element2D's (%s::%s) new Parent by Name: %s\n",
650                this->getClassName(), this->getName(), parentName);
[5081]651}
652
[5091]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 */
[5382]658void Element2D::setParentSoft2D(Element2D* parentNode, float bias)
[5081]659{
[5082]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
[6299]681  if (this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) //! @todo implement this.
[5082]682    ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
683  else
[5382]684    this->relCoordinate = (tmpV - parentNode->getAbsCoor2D());
685  this->bRelCoorChanged = true;
[5082]686
[5382]687  this->relDirection = (tmpQ - parentNode->getAbsDir2D());
688  this->bRelDirChanged = true;
[5081]689}
690
[5091]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 */
[5382]696void Element2D::setParentSoft2D(const char* parentName, float bias)
[5081]697{
[5082]698  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
699  if (parentNode != NULL)
[5382]700    this->setParentSoft2D(parentNode, bias);
[5081]701}
702
[6299]703/**
704 * @param parentMode sets the parentingMode of this Node
705 */
706void Element2D::setParentMode2D(E2D_PARENT_MODE parentMode)
[6142]707{
[6307]708  this->parentMode = ((this->parentMode & 0xfff0) | parentMode);
[6142]709}
710
[6299]711
[5091]712/**
[6295]713 * @brief sets the mode of this parent manually
[5091]714 * @param parentMode a String representing this parentingMode
715 */
[5081]716void Element2D::setParentMode2D (const char* parentingMode)
717{
[5082]718  this->setParentMode2D(Element2D::charToParentingMode2D(parentingMode));
[5081]719}
720
[6299]721
[5091]722/**
[6299]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/**
[5091]756 *  updates the absCoordinate/absDirection
757 * @param dt The time passed since the last update
[5081]758
[5091]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 */
[5081]763void Element2D::update2D (float dt)
764{
[5089]765  // setting the Position of this 2D-Element.
[5083]766  if( likely(this->parent != NULL))
767  {
768      // movement for nodes with smoothMove enabled
769    if (unlikely(this->toCoordinate != NULL))
770    {
[5376]771      Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
[5082]772
[5083]773      if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA))
774      {
775        this->shiftCoor2D(moveVect);
776      }
777      else
778      {
[5377]779        Vector tmp = *this->toCoordinate;
780        this->setRelCoor2D(tmp);
[5083]781        PRINTF(5)("SmoothMove of %s finished\n", this->getName());
782      }
783    }
784    if (unlikely(this->toDirection != NULL))
785    {
[5376]786      float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias;
787      if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA))
[5083]788      {
789        this->shiftDir2D(rotFlot);
790      }
791      else
792      {
[5377]793        float tmp = *this->toDirection;
794        this->setRelDir2D(tmp);
[5083]795        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
796      }
797    }
798
799    // MAIN UPDATE /////////////////////////////////////
800    this->lastAbsCoordinate = this->absCoordinate;
801
[5084]802    PRINTF(5)("Element2D::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[5083]803
804
[5118]805    if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged)
[5083]806    {
807      /* update the current absDirection - remember * means rotation around sth.*/
[5090]808      this->prevRelDirection = this->relDirection;
[5083]809      this->absDirection = this->relDirection + parent->getAbsDir2D();;
810    }
811
[5089]812
[5397]813    if (unlikely(this->alignment & E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged))
[5083]814    {
815      this->prevRelCoordinate = this->relCoordinate;
[5089]816      this->absCoordinate.x = .5 + this->relCoordinate.x;
817      this->absCoordinate.y = .5 + this->relCoordinate.y;
818      this->absCoordinate.z = 0.0;
[5083]819    }
[5397]820    else if (unlikely(this->bindNode != NULL))
[5083]821    {
[6142]822      GLdouble projectPos[3] = {0, 0, 0};
[5089]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);
[5396]832      this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x;
833      this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() -  projectPos[1] + this->relCoordinate.y;
834      this->prevRelCoordinate.z = this->absCoordinate.z = projectPos[2] + this->relCoordinate.z;
835      this->bRelCoorChanged = true;
[5089]836    }
837    else
838    {
839      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
840      {
841        /* update the current absCoordinate */
842        this->prevRelCoordinate = this->relCoordinate;
843        this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate;
844      }
845      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
846      {
847        /* update the current absCoordinate */
848        this->prevRelCoordinate = this->relCoordinate;
[5090]849        float sine = sin(this->parent->getAbsDir2D());
850        float cose = cos(this->parent->getAbsDir2D());
851//        this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine;
852//        this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine;
853
[5089]854        this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D()));
855        this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D()));
[5083]856
[5089]857      }
[5083]858    }
859    /////////////////////////////////////////////////
860  }
861  else
862  {
[5084]863    PRINTF(5)("Element2D::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z);
[5083]864    if (this->bRelCoorChanged)
[5118]865    {
866      this->prevRelCoordinate = this->relCoordinate;
[5083]867      this->absCoordinate = this->relCoordinate;
[5118]868    }
[5083]869    if (this->bRelDirChanged)
[5118]870    {
871      this->prevRelDirection = this->relDirection;
[5376]872      this->absDirection = this->getAbsDir2D() + this->relDirection;
[5118]873    }
[5083]874  }
875
[5089]876
877  // UPDATE CHILDREN
[6299]878  if(!this->children.empty() || this->parentMode & E2D_UPDATE_CHILDREN_IF_INACTIVE)
[5083]879  {
[5775]880    list<Element2D*>::iterator child;
881    for (child = this->children.begin(); child != this->children.end(); child++)
[5083]882    {
883      /* if this node has changed, make sure, that all children are updated also */
884      if( likely(this->bRelCoorChanged))
[6299]885        (*child)->parentCoorChanged2D();
[5083]886      if( likely(this->bRelDirChanged))
[6299]887        (*child)->parentDirChanged2D();
[5083]888
[5775]889      (*child)->update2D(dt);
[5083]890    }
891  }
[5089]892
893  // FINISHING PROCESS
[5083]894  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
895  this->bRelCoorChanged = false;
896  this->bRelDirChanged = false;
[5081]897}
898
[6299]899
[5091]900/**
901 *  displays some information about this pNode
902 * @param depth The deph into which to debug the children of this Element2D to.
903 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...)
904 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
905 */
[5081]906void Element2D::debug (unsigned int depth, unsigned int level) const
907{
[5082]908  for (unsigned int i = 0; i < level; i++)
909    PRINT(0)(" |");
[5775]910  if (this->children.size() > 0)
[5082]911    PRINT(0)(" +");
912  else
913    PRINT(0)(" -");
[5401]914  PRINT(0)("Element2D(%s::%s) - absCoord: (%0.2f, %0.2f), relCoord(%0.2f, %0.2f), direction(%0.2f) - %s, layer:%s\n",
915            this->getClassName(),
916            this->getName(),
917            this->absCoordinate.x,
918            this->absCoordinate.y,
919            this->relCoordinate.x,
920            this->relCoordinate.y,
921            this->getAbsDir2D(),
922            Element2D::parentingModeToChar2D(parentMode),
923            Element2D::layer2DToChar(this->layer));
[5402]924
[5082]925  if (depth >= 2 || depth == 0)
926  {
[5775]927    list<Element2D*>::const_iterator child;
928    for (child = this->children.begin(); child != this->children.end(); child++)
[5082]929    {
930      if (depth == 0)
[5775]931        (*child)->debug(0, level + 1);
[5082]932      else
[5775]933        (*child)->debug(depth - 1, level +1);
[5082]934    }
935  }
[5081]936}
937
[5285]938/**
939 * ticks the 2d-Element
940 * @param dt the time elapsed since the last tick
[5401]941 *
942 * the element only gets tickt, if it is active.
943 * Be aware, that this walks through the entire Element2D-tree,
944 * searching for Elements to be ticked.
[5285]945 */
[5401]946void Element2D::tick2D(float dt)
[5285]947{
[6299]948  if (this->bActive)
[5401]949    this->tick(dt);
[5775]950  if (this->children.size() > 0)
[5401]951  {
[5775]952    list<Element2D*>::iterator child;
953    for (child = this->children.begin(); child != this->children.end(); child++)
954      (*child)->tick2D(dt);
[5401]955  }
956}
[5082]957
[5401]958/**
959 * draws all the Elements from this element2D downwards
[5404]960 * @param layer the maximal Layer to draw. @see E2D_LAYER
[5401]961 */
[5404]962void Element2D::draw2D(short layer) const
[5401]963{
[6299]964  if (this->bVisible)
[5401]965    this->draw();
[5775]966  if (this->children.size() > 0)
[5401]967  {
[5775]968    list<Element2D*>::const_iterator child;
969    for (child = this->children.begin(); child != this->children.end(); child++)
[5401]970      if (likely(layer >= this->layer))
[5775]971        (*child)->draw2D(layer);
[5401]972  }
[5285]973}
974
[5091]975/**
976 * displays the Element2D at its position with its rotation as a Plane.
977 */
[5417]978void Element2D::debugDraw2D(unsigned int depth, float size, Vector color, unsigned int level) const
[5081]979{
[5417]980  if (level == 0)
981  {
982    glPushAttrib(GL_ENABLE_BIT);
983    glMatrixMode(GL_MODELVIEW);
[5082]984
[5417]985    glDisable(GL_LIGHTING);
986    glDisable(GL_BLEND);
987    glDisable(GL_TEXTURE_2D);
988  }
989
990  glPushMatrix();
991  /* translate */
992  /* rotate */
993  glColor3f(color.x, color.y, color.z);
994
995  glTranslatef (this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
996  glRotatef(this->getAbsDir2D(), 0,0,1);
997  glBegin(GL_LINE_LOOP);
[5418]998  glVertex2f(0, 0);
999  glVertex2f(0, +this->getSizeY2D());
[5417]1000  glVertex2f(+this->getSizeX2D(), +this->getSizeY2D());
[5418]1001  glVertex2f(+this->getSizeX2D(), 0);
[5417]1002  glEnd();
1003
1004
1005  glPopMatrix();
1006  if (depth >= 2 || depth == 0)
1007  {
1008    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
[5775]1009    list<Element2D*>::const_iterator child;
1010    for (child = this->children.begin(); child != this->children.end(); child++)
[5417]1011    {
1012      // drawing the Dependency graph
[6299]1013      if (this != Element2D::getNullElement())
[5417]1014      {
1015        glBegin(GL_LINES);
1016        glColor3f(color.x, color.y, color.z);
1017        glVertex3f(this->getAbsCoor2D ().x,
1018                   this->getAbsCoor2D ().y,
1019                   0);
1020        glColor3f(childColor.x, childColor.y, childColor.z);
[5775]1021        glVertex3f((*child)->getAbsCoor2D ().x,
1022                   (*child)->getAbsCoor2D ().y,
[5417]1023                   0);
1024        glEnd();
1025      }
1026      if (depth == 0)
[5775]1027        (*child)->debugDraw2D(0, size, childColor, level+1);
[5417]1028      else
[5775]1029        (*child)->debugDraw2D(depth - 1, size, childColor, level +1);
[5417]1030    }
1031  }
1032  if (level == 0)
1033    glPopAttrib();
1034
[5081]1035}
1036
1037
1038// helper functions //
[5091]1039/**
1040 * converts a parentingMode into a string that is the name of it
1041 * @param parentingMode the ParentingMode to convert
1042 * @return the converted string
1043 */
[5082]1044const char* Element2D::parentingModeToChar2D(int parentingMode)
[5081]1045{
[5082]1046  if (parentingMode == E2D_PARENT_LOCAL_ROTATE)
1047    return "local-rotate";
1048  else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT)
1049    return "rotate-movement";
1050  else if (parentingMode == E2D_PARENT_MOVEMENT)
1051    return "movement";
1052  else if (parentingMode == E2D_PARENT_ALL)
1053    return "all";
1054  else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE)
1055    return "rotate-and-move";
[5081]1056}
1057
[5091]1058/**
1059 * converts a parenting-mode-string into a int
1060 * @param parentingMode the string naming the parentingMode
1061 * @return the int corresponding to the named parentingMode
1062 */
[5082]1063E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode)
[5081]1064{
[5082]1065  if (!strcmp(parentingMode, "local-rotate"))
1066    return (E2D_PARENT_LOCAL_ROTATE);
1067  else  if (!strcmp(parentingMode, "rotate-movement"))
1068    return (E2D_PARENT_ROTATE_MOVEMENT);
1069  else  if (!strcmp(parentingMode, "movement"))
1070    return (E2D_PARENT_MOVEMENT);
1071  else  if (!strcmp(parentingMode, "all"))
1072    return (E2D_PARENT_ALL);
1073  else  if (!strcmp(parentingMode, "rotate-and-move"))
1074    return (E2D_PARENT_ROTATE_AND_MOVE);
[5081]1075}
1076
[5401]1077/**
1078 * converts a layer into its corresponding string
1079 * @param layer the layer to get the name-String of.
1080 * @returns the Name of the Layer (on error the default-layer-string is returned)
1081 */
1082const char* Element2D::layer2DToChar(E2D_LAYER layer)
1083{
1084  switch(layer)
1085  {
1086    case E2D_LAYER_TOP:
1087      return "top";
1088      break;
1089    case E2D_LAYER_MEDIUM:
1090      return "medium";
1091      break;
1092    case E2D_LAYER_BOTTOM:
1093      return "bottom";
1094      break;
1095    case E2D_LAYER_BELOW_ALL:
1096      return "below-all";
1097      break;
1098    default:
1099      return layer2DToChar(E2D_DEFAULT_LAYER);
1100      break;
1101  }
1102}
[5081]1103
[5401]1104/**
1105 * converts a String holding a actual Layer
1106 * @param layer the String to convert into a Layer2D
1107 * @returns the E2D_LAYER on success, E2D_DEFAULT_LAYER on error.
1108 */
1109E2D_LAYER Element2D::charToLayer2D(const char* layer)
1110{
1111  if (!strcmp(layer, "top"))
1112    return (E2D_LAYER_TOP);
1113  else  if (!strcmp(layer, "medium"))
1114    return (E2D_LAYER_MEDIUM);
1115  else  if (!strcmp(layer, "bottom"))
1116    return (E2D_LAYER_BOTTOM);
1117  else  if (!strcmp(layer, "below-all"))
1118    return (E2D_LAYER_BELOW_ALL);
1119  else
1120    return (E2D_DEFAULT_LAYER);
1121}
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