/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ #include "element_2d.h" #include "render_2d.h" #include #include "p_node.h" #include "graphics_engine.h" #include "load_param.h" #include "class_list.h" #include "color.h" using namespace std; /** * @brief standard constructor * @param parent the parent to set for this Element2D * * NullElement2D needs this constructor with parameter NULL to initialize * itself. Otherwise it would result in an endless Loop. */ Element2D::Element2D (Element2D* parent, E2D_LAYER layer, short nodeFlags) { this->setClassID(CL_ELEMENT_2D, "Element2D"); this->setVisibility(true); this->activate2D(); this->setAlignment(E2D_ALIGN_NONE); this->bindNode = NULL; this->parentMode = nodeFlags; this->parent = NULL; this->absDirection = 0.0; this->relDirection = 0.0; this->bRelCoorChanged = true; this->bRelDirChanged = true; this->toCoordinate = NULL; this->toDirection = NULL; this->setSize2D(1, 1); this->layer = layer; if (parent != NULL) parent->addChild2D(this); } /** * @brief the mighty NullElement * TopMost Node of them all. */ Element2D* Element2D::nullElement = NULL; /** * @brief standard deconstructor * * There are two general ways to delete an Element2D * 1. delete instance; * -> result * delete this Node and all its children and children's children... * (danger if you still want the instance!!) * * 2. instance->remove2D(); delete instance; * -> result: * moves its children to the NullElement2D * then deletes the Element. */ Element2D::~Element2D () { // remove the Element2D, delete it's children (if required). std::list::iterator tmp = this->children.begin(); std::list::iterator deleteNode; while(!this->children.empty()) while (tmp != this->children.end()) { deleteNode = tmp; tmp++; // printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName()); if ((this->parentMode & E2D_PROHIBIT_CHILD_DELETE) || ((*deleteNode)->parentMode & E2D_PROHIBIT_DELETE_WITH_PARENT)) { if (this == Element2D::nullElement && (*deleteNode)->parentMode & E2D_REPARENT_TO_NULL) delete (*deleteNode); else (*deleteNode)->reparent2D(); } else delete (*deleteNode); } if (this->parent != NULL) { this->parent->eraseChild2D(this); this->parent = NULL; } // remove all other allocated memory. if (this->toCoordinate != NULL) delete this->toCoordinate; if (this->toDirection != NULL) delete this->toDirection; if (this == Element2D::nullElement) Element2D::nullElement = NULL; } /** * @brief Loads the Parameters of an Element2D from... * @param root The XML-element to load from */ void Element2D::loadParams(const TiXmlElement* root) { BaseObject::loadParams(root); // ELEMENT2D-native settings. LoadParam(root, "alignment", this, Element2D, setAlignment) .describe("loads the alignment: (either: center, left, right or screen-center)"); LoadParam(root, "layer", this, Element2D, setLayer) .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)"); LoadParam(root, "bind-node", this, Element2D, setBindNode) .describe("sets a node, this 2D-Element should be shown upon (name of the node)"); LoadParam(root, "visibility", this, Element2D, setVisibility) .describe("if the Element is visible or not"); // PNode-style: LoadParam(root, "rel-coor", this, Element2D, setRelCoor2D) .describe("Sets The relative position of the Node to its parent."); LoadParam(root, "abs-coor", this, Element2D, setAbsCoor2D) .describe("Sets The absolute Position of the Node."); LoadParam(root, "rel-dir", this, Element2D, setRelDir2D) .describe("Sets The relative rotation of the Node to its parent."); LoadParam(root, "abs-dir", this, Element2D, setAbsDir2D) .describe("Sets The absolute rotation of the Node."); LoadParam(root, "parent", this, Element2D, setParent2D) .describe("the Name of the Parent of this Element2D"); LoadParam(root, "parent-mode", this, Element2D, setParentMode2D) .describe("the mode to connect this node to its parent ()"); // cycling properties LOAD_PARAM_START_CYCLE(root, element); { LoadParam_CYCLE(element, "child", this, Element2D, addChild2D) .describe("adds a new Child to the current Node."); } LOAD_PARAM_END_CYCLE(element); } /** * sets the alignment of the 2D-element in form of a String * @param alignment the alignment @see loadParams */ void Element2D::setAlignment(const char* alignment) { if (!strcmp(alignment, "center")) this->setAlignment(E2D_ALIGN_CENTER); else if (!strcmp(alignment, "left")) this->setAlignment(E2D_ALIGN_LEFT); else if (!strcmp(alignment, "right")) this->setAlignment(E2D_ALIGN_RIGHT); else if (!strcmp(alignment, "screen-center")) this->setAlignment(E2D_ALIGN_SCREEN_CENTER); } /** * moves a Element to another layer * @param layer the Layer this is drawn on */ void Element2D::setLayer(E2D_LAYER layer) { if (this->parent != NULL && this->parent->getLayer() > layer) { PRINTF(2)("Unable to set %s to layer %s, because it's parent(%s) is of higher layer %s\n", this->getName(), Element2D::layer2DToChar(layer), this->parent->getName(), Element2D::layer2DToChar(this->parent->getLayer())); layer = this->parent->getLayer(); } this->layer = layer; } /** * sets the layer onto which this 2D-element is projected to. * @param layer the layer @see loadParams @see Element2D::charToLayer2D(const char* layer) */ void Element2D::setLayer(const char* layer) { this->setLayer(Element2D::charToLayer2D(layer)); } /** * @brief sets a node, this 2D-Element should be shown upon * @param bindNode the name of the Node (should be existing) */ void Element2D::setBindNode(const char* bindNode) { const PNode* tmpBindNode = dynamic_cast(ClassList::getObject(bindNode, CL_PARENT_NODE)); if (tmpBindNode != NULL) this->bindNode = tmpBindNode; } /** * sets the relative coordinate of the Element2D to its parent * @param relCoord the relative coordinate to the parent */ void Element2D::setRelCoor2D (const Vector& relCoord) { if (this->toCoordinate!= NULL) { delete this->toCoordinate; this->toCoordinate = NULL; } this->relCoordinate = relCoord; this->bRelCoorChanged = true; } /** * sets the relative coordinate of the Element2D to its Parent * @param x the x coordinate * @param y the y coordinate * @param z the z coordinate */ void Element2D::setRelCoor2D (float x, float y, float z) { this->setRelCoor2D(Vector(x,y,z)); } /** * sets the Relative coordinate to the parent in Pixels * @param x the relCoord X * @param y the relCoord Y */ void Element2D::setRelCoor2Dpx (int x, int y) { this->setRelCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(), 0 )); } /** * sets a new relative position smoothely * @param relCoordSoft the new Position to iterate to * @param bias how fast to iterate to this position */ void Element2D::setRelCoorSoft2D(const Vector& relCoordSoft, float bias) { if (likely(this->toCoordinate == NULL)) this->toCoordinate = new Vector(); *this->toCoordinate = relCoordSoft; this->bias = bias; } /** * sets a new relative position smoothely * @param x the new x-coordinate in Pixels of the Position to iterate to * @param y the new y-coordinate in Pixels of the Position to iterate to * @param bias how fast to iterate to this position */ void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias) { this->setRelCoorSoft2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(), 0), bias); } /** * set relative coordinates smoothely * @param x x-relative coordinates to its parent * @param y y-relative coordinates to its parent * @param z z-relative coordinates to its parent * @see void PNode::setRelCoorSoft (const Vector&, float) */ void Element2D::setRelCoorSoft2D(float x, float y, float depth, float bias) { this->setRelCoorSoft2D(Vector(x, y, depth), bias); } /** * @param absCoord set absolute coordinate */ void Element2D::setAbsCoor2D (const Vector& absCoord) { if (this->toCoordinate!= NULL) { delete this->toCoordinate; this->toCoordinate = NULL; } if( likely(this->parentMode & E2D_PARENT_MOVEMENT)) { /* if you have set the absolute coordinates this overrides all other changes */ if (likely(this->parent != NULL)) this->relCoordinate = absCoord - parent->getAbsCoor2D (); else this->relCoordinate = absCoord; } if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) { if (likely(this->parent != NULL)) this->relCoordinate = absCoord - parent->getAbsCoor2D (); else this->relCoordinate = absCoord; } this->bRelCoorChanged = true; } /** * @param x x-coordinate. * @param y y-coordinate. * @param z z-coordinate. * @see void PNode::setAbsCoor (const Vector& absCoord) */ void Element2D::setAbsCoor2D (float x, float y, float depth) { this->setAbsCoor2D(Vector(x, y, depth)); } /** * @param x x-coordinate in Pixels * @param y y-coordinate in Pixels * @see void PNode::setAbsCoor (const Vector& absCoord) */ void Element2D::setAbsCoor2Dpx (int x, int y) { this->setAbsCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(), 0 )); } /** * @param absCoordSoft set absolute coordinate * @param bias how fast to iterato to the new Coordinate */ void Element2D::setAbsCoorSoft2D (const Vector& absCoordSoft, float bias) { if (this->toCoordinate == NULL) this->toCoordinate = new Vector(); if( likely(this->parentMode & E2D_PARENT_MOVEMENT)) { /* if you have set the absolute coordinates this overrides all other changes */ if (likely(this->parent != NULL)) *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D (); else *this->toCoordinate = absCoordSoft; } if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) { if (likely(this->parent != NULL)) *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D (); else *this->toCoordinate = absCoordSoft; } this->bias = bias; } /** * @param x x-coordinate. * @param y y-coordinate. * @param z z-coordinate. * @see void PNode::setAbsCoor (const Vector& absCoord) */ void Element2D::setAbsCoorSoft2D (float x, float y, float depth, float bias) { this->setAbsCoorSoft2D(Vector(x, y, depth), bias); } /** * shift coordinate ralative * @param shift shift vector * * This simply adds the shift-Vector to the relative Coordinate */ void Element2D::shiftCoor2D (const Vector& shift) { this->relCoordinate += shift; this->bRelCoorChanged = true; } /** * shifts in PixelSpace * @param x the pixels to shift in X * @param y the pixels to shift in Y */ void Element2D::shiftCoor2Dpx (int x, int y) { this->shiftCoor2D(Vector((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), (float)y/(float)GraphicsEngine::getInstance()->getResolutionY(), 0)); } /** * set relative direction * @param relDir to its parent */ void Element2D::setRelDir2D (float relDir) { if (this->toDirection!= NULL) { delete this->toDirection; this->toDirection = NULL; } this->relDirection = relDir; this->bRelDirChanged = true; } /** * sets the Relative Direction of this node to its parent in a Smoothed way * @param relDirSoft the direction to iterate to smoothely. * @param bias how fast to iterate to the new Direction */ void Element2D::setRelDirSoft2D(float relDirSoft, float bias) { if (likely(this->toDirection == NULL)) this->toDirection = new float; *this->toDirection = relDirSoft; this->bias = bias; } /** * sets the absolute direction * @param absDir absolute coordinates */ void Element2D::setAbsDir2D (float absDir) { if (this->toDirection!= NULL) { delete this->toDirection; this->toDirection = NULL; } if (likely(this->parent != NULL)) this->relDirection = absDir - this->parent->getAbsDir2D(); else this->relDirection = absDir; this->bRelDirChanged = true; } /** * sets the absolute direction softly * @param absDir absolute coordinates */ void Element2D::setAbsDirSoft2D (float absDirSoft, float bias) { if (this->toDirection == NULL) this->toDirection = new float; if (likely(this->parent != NULL)) *this->toDirection = absDirSoft - this->parent->getAbsDir2D(); else *this->toDirection = absDirSoft; this->bias = bias; } /** * shift Direction * @param shift the direction around which to shift. */ void Element2D::shiftDir2D (float shiftDir) { this->relDirection = this->relDirection + shiftDir; this->bRelDirChanged = true; } /** * adds a child and makes this node to a parent * @param child child reference * @param parentMode on which changes the child should also change ist state * * use this to add a child to this node. */ void Element2D::addChild2D (Element2D* child) { assert(child != NULL); if( likely(child->parent != NULL)) { PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n"); child->parent->eraseChild2D(child); } if (this->checkIntegrity(child)) { child->parent = this; if (likely(this != NULL)) { // ELEMENT SORTING TO LAYERS // unsigned int childCount = this->children.size(); list::iterator elem; for (elem = this->children.begin(); elem != this->children.end(); elem++) { if ((*elem)->layer < child->layer) { this->children.insert(elem, child); break; } } if (childCount == this->children.size()) this->children.push_back(child); //////////////////////////////// if (unlikely(this->layer > child->getLayer())) { PRINTF(2)("Layer '%s' of Child(%s) lower than parents(%s) layer '%s'. updating...\n", Element2D::layer2DToChar(child->getLayer()),child->getName(), this->getName(), Element2D::layer2DToChar(this->layer)); child->setLayer(this->layer); } } else { PRINTF(1)("Tried to reparent2D to own child '%s::%s' to '%s::%s'.\n", this->getClassName(), this->getName(), child->getClassName(), child->getName()); child->parent = NULL; } } child->parentCoorChanged2D(); } /** * @see Element2D::addChild(Element2D* child); * @param childName the name of the child to add to this PNode */ void Element2D::addChild2D (const char* childName) { Element2D* childNode = dynamic_cast(ClassList::getObject(childName, CL_ELEMENT_2D)); if (childNode != NULL) this->addChild2D(childNode); } /** * removes a child from the node * @param child the child to remove from this Node.. * * Children from nodes will not be lost, they are referenced to NullPointer */ void Element2D::removeChild2D (Element2D* child) { if (child != NULL) child->remove2D(); } /** * !! PRIVATE FUNCTION * @brief reparents an Element2D (happens on Parents Node delete or remove and Flags are set.) */ void Element2D::reparent2D() { if (this->parentMode & E2D_REPARENT_TO_NULL) this->setParent2D((Element2D*)NULL); else if (this->parentMode & E2D_REPARENT_TO_PARENTS_PARENT && this->parent != NULL) this->setParent2D(this->parent->getParent2D()); else this->setParent2D(Element2D::getNullElement()); } /** * @param child the child to be erased from this Nodes List */ void Element2D::eraseChild2D(Element2D* child) { assert (this != NULL && child != NULL); std::list::iterator childIT = std::find(this->children.begin(), this->children.end(), child); this->children.erase(childIT); } /** * remove this Element from the tree and adds all children to NullElement2D * * afterwards this Node is free, and can be reattached, or deleted freely. */ void Element2D::remove2D() { list::iterator child = this->children.begin(); list::iterator reparenter; while (child != this->children.end()) { reparenter = child; child++; if (this->parentMode & E2D_REPARENT_CHILDREN_ON_REMOVE || (*reparenter)->parentMode & E2D_REPARENT_ON_PARENTS_REMOVE) { printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName()); (*reparenter)->reparent2D(); printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent2D()->getClassName(),(*reparenter)->getParent2D()->getName()); } } if (this->parent != NULL) { this->parent->eraseChild2D(this); this->parent = NULL; } } /** * @see Element2D::setParent(Element2D* parent); * @param parentName the name of the Parent to set to this Element2D */ void Element2D::setParent2D (const char* parentName) { Element2D* parentNode = dynamic_cast(ClassList::getObject(parentName, CL_ELEMENT_2D)); if (parentNode != NULL) parentNode->addChild2D(this); else PRINTF(2)("Not Found Element2D's (%s::%s) new Parent by Name: %s\n", this->getClassName(), this->getName(), parentName); } /** * does the reparenting in a very smooth way * @param parentNode the new Node to connect this node to. * @param bias the speed to iterate to this new Positions */ void Element2D::setParentSoft2D(Element2D* parentNode, float bias) { if (this->parent == parentNode) return; if (likely(this->toCoordinate == NULL)) { this->toCoordinate = new Vector(); *this->toCoordinate = this->getRelCoor2D(); } if (likely(this->toDirection == NULL)) { this->toDirection = new float; *this->toDirection = this->getRelDir2D(); } this->bias = bias; Vector tmpV = this->getAbsCoor2D(); float tmpQ = this->getAbsDir2D(); parentNode->addChild2D(this); if (this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) //! @todo implement this. ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor())); else this->relCoordinate = (tmpV - parentNode->getAbsCoor2D()); this->bRelCoorChanged = true; this->relDirection = (tmpQ - parentNode->getAbsDir2D()); this->bRelDirChanged = true; } /** * does the reparenting in a very smooth way * @param parentName the name of the Parent to reconnect to * @param bias the speed to iterate to this new Positions */ void Element2D::setParentSoft2D(const char* parentName, float bias) { Element2D* parentNode = dynamic_cast(ClassList::getObject(parentName, CL_ELEMENT_2D)); if (parentNode != NULL) this->setParentSoft2D(parentNode, bias); } /** * @param parentMode sets the parentingMode of this Node */ void Element2D::setParentMode2D(E2D_PARENT_MODE parentMode) { this->parentMode = ((this->parentMode & 0xfff0) | parentMode); } /** * @brief sets the mode of this parent manually * @param parentMode a String representing this parentingMode */ void Element2D::setParentMode2D (const char* parentingMode) { this->setParentMode2D(Element2D::charToParentingMode2D(parentingMode)); } /** * @returns the NullElement (and if needed (most probably) creates it) */ Element2D* Element2D::createNullElement() { if (likely(Element2D::nullElement == NULL)) { Element2D::nullElement = new Element2D(NULL, E2D_LAYER_BELOW_ALL, E2D_PARENT_MODE_DEFAULT | E2D_REPARENT_TO_NULL); Element2D::nullElement->setName("NullElement"); } return Element2D::nullElement; } /** * !! PRIVATE FUNCTION * @brief checks the upward integrity (e.g if Element2D is somewhere up the Node tree.) * @param checkParent the Parent to check. * @returns true if the integrity-check succeeds, false otherwise. * * If there is a second occurence of checkParent before NULL, then a loop could get * into the Tree, and we do not want this. */ bool Element2D::checkIntegrity(const Element2D* checkParent) const { const Element2D* parent = this; while ( (parent = parent->getParent2D()) != NULL) if (unlikely(parent == checkParent)) return false; return true; } /** * updates the absCoordinate/absDirection * @param dt The time passed since the last update this is used to go through the parent-tree to update all the absolute coordinates and directions. this update should be done by the engine, so you don't have to worry, normaly... */ void Element2D::update2D (float dt) { // setting the Position of this 2D-Element. if( likely(this->parent != NULL)) { // movement for nodes with smoothMove enabled if (unlikely(this->toCoordinate != NULL)) { Vector moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias; if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA)) { this->shiftCoor2D(moveVect); } else { Vector tmp = *this->toCoordinate; this->setRelCoor2D(tmp); PRINTF(5)("SmoothMove of %s finished\n", this->getName()); } } if (unlikely(this->toDirection != NULL)) { float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias; if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA)) { this->shiftDir2D(rotFlot); } else { float tmp = *this->toDirection; this->setRelDir2D(tmp); PRINTF(5)("SmoothRotate of %s finished\n", this->getName()); } } // MAIN UPDATE ///////////////////////////////////// this->lastAbsCoordinate = this->absCoordinate; PRINTF(5)("Element2D::update - %s - (%f, %f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z); if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged) { /* update the current absDirection - remember * means rotation around sth.*/ this->prevRelDirection = this->relDirection; this->absDirection = this->relDirection + parent->getAbsDir2D();; } if (unlikely(this->alignment & E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged)) { this->prevRelCoordinate = this->relCoordinate; this->absCoordinate.x = .5 + this->relCoordinate.x; this->absCoordinate.y = .5 + this->relCoordinate.y; this->absCoordinate.z = 0.0; } else if (unlikely(this->bindNode != NULL)) { GLdouble projectPos[3] = {0, 0, 0}; gluProject(this->bindNode->getAbsCoor().x, this->bindNode->getAbsCoor().y, this->bindNode->getAbsCoor().z, GraphicsEngine::modMat, GraphicsEngine::projMat, GraphicsEngine::viewPort, projectPos, projectPos+1, projectPos+2); this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x; this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() - projectPos[1] + this->relCoordinate.y; this->prevRelCoordinate.z = this->absCoordinate.z = projectPos[2] + this->relCoordinate.z; this->bRelCoorChanged = true; } else { if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged)) { /* update the current absCoordinate */ this->prevRelCoordinate = this->relCoordinate; this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate; } else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged) { /* update the current absCoordinate */ this->prevRelCoordinate = this->relCoordinate; float sine = sin(this->parent->getAbsDir2D()); float cose = cos(this->parent->getAbsDir2D()); // this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine; // this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine; this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D())); this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D())); } } ///////////////////////////////////////////////// } else { PRINTF(5)("Element2D::update - (%f, %f, %f)\n", this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z); if (this->bRelCoorChanged) { this->prevRelCoordinate = this->relCoordinate; this->absCoordinate = this->relCoordinate; } if (this->bRelDirChanged) { this->prevRelDirection = this->relDirection; this->absDirection = this->getAbsDir2D() + this->relDirection; } } // UPDATE CHILDREN if(!this->children.empty() || this->parentMode & E2D_UPDATE_CHILDREN_IF_INACTIVE) { list::iterator child; for (child = this->children.begin(); child != this->children.end(); child++) { /* if this node has changed, make sure, that all children are updated also */ if( likely(this->bRelCoorChanged)) (*child)->parentCoorChanged2D(); if( likely(this->bRelDirChanged)) (*child)->parentDirChanged2D(); (*child)->update2D(dt); } } // FINISHING PROCESS this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt; this->bRelCoorChanged = false; this->bRelDirChanged = false; } /** * displays some information about this pNode * @param depth The deph into which to debug the children of this Element2D to. * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...) * @param level The n-th level of the Node we draw (this is internal and only for nice output) */ void Element2D::debug (unsigned int depth, unsigned int level) const { for (unsigned int i = 0; i < level; i++) PRINT(0)(" |"); if (this->children.size() > 0) PRINT(0)(" +"); else PRINT(0)(" -"); PRINT(0)("Element2D(%s::%s) - absCoord: (%0.2f, %0.2f), relCoord(%0.2f, %0.2f), direction(%0.2f) - %s, layer:%s\n", this->getClassName(), this->getName(), this->absCoordinate.x, this->absCoordinate.y, this->relCoordinate.x, this->relCoordinate.y, this->getAbsDir2D(), Element2D::parentingModeToChar2D(parentMode), Element2D::layer2DToChar(this->layer)); if (depth >= 2 || depth == 0) { list::const_iterator child; for (child = this->children.begin(); child != this->children.end(); child++) { if (depth == 0) (*child)->debug(0, level + 1); else (*child)->debug(depth - 1, level +1); } } } /** * ticks the 2d-Element * @param dt the time elapsed since the last tick * * the element only gets tickt, if it is active. * Be aware, that this walks through the entire Element2D-tree, * searching for Elements to be ticked. */ void Element2D::tick2D(float dt) { if (this->bActive) this->tick(dt); if (this->children.size() > 0) { list::iterator child; for (child = this->children.begin(); child != this->children.end(); child++) (*child)->tick2D(dt); } } /** * draws all the Elements from this element2D downwards * @param layer the maximal Layer to draw. @see E2D_LAYER */ void Element2D::draw2D(short layer) const { if (this->bVisible) this->draw(); if (this->children.size() > 0) { list::const_iterator child; for (child = this->children.begin(); child != this->children.end(); child++) if (likely(layer >= this->layer)) (*child)->draw2D(layer); } } /** * displays the Element2D at its position with its rotation as a Plane. */ void Element2D::debugDraw2D(unsigned int depth, float size, Vector color, unsigned int level) const { if (level == 0) { glPushAttrib(GL_ENABLE_BIT); glMatrixMode(GL_MODELVIEW); glDisable(GL_LIGHTING); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); } glPushMatrix(); /* translate */ /* rotate */ glColor3f(color.x, color.y, color.z); glTranslatef (this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); glRotatef(this->getAbsDir2D(), 0,0,1); glBegin(GL_LINE_LOOP); glVertex2f(0, 0); glVertex2f(0, +this->getSizeY2D()); glVertex2f(+this->getSizeX2D(), +this->getSizeY2D()); glVertex2f(+this->getSizeX2D(), 0); glEnd(); glPopMatrix(); if (depth >= 2 || depth == 0) { Vector childColor = Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0)); list::const_iterator child; for (child = this->children.begin(); child != this->children.end(); child++) { // drawing the Dependency graph if (this != Element2D::getNullElement()) { glBegin(GL_LINES); glColor3f(color.x, color.y, color.z); glVertex3f(this->getAbsCoor2D ().x, this->getAbsCoor2D ().y, 0); glColor3f(childColor.x, childColor.y, childColor.z); glVertex3f((*child)->getAbsCoor2D ().x, (*child)->getAbsCoor2D ().y, 0); glEnd(); } if (depth == 0) (*child)->debugDraw2D(0, size, childColor, level+1); else (*child)->debugDraw2D(depth - 1, size, childColor, level +1); } } if (level == 0) glPopAttrib(); } // helper functions // /** * converts a parentingMode into a string that is the name of it * @param parentingMode the ParentingMode to convert * @return the converted string */ const char* Element2D::parentingModeToChar2D(int parentingMode) { if (parentingMode == E2D_PARENT_LOCAL_ROTATE) return "local-rotate"; else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT) return "rotate-movement"; else if (parentingMode == E2D_PARENT_MOVEMENT) return "movement"; else if (parentingMode == E2D_PARENT_ALL) return "all"; else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE) return "rotate-and-move"; } /** * converts a parenting-mode-string into a int * @param parentingMode the string naming the parentingMode * @return the int corresponding to the named parentingMode */ E2D_PARENT_MODE Element2D::charToParentingMode2D(const char* parentingMode) { if (!strcmp(parentingMode, "local-rotate")) return (E2D_PARENT_LOCAL_ROTATE); else if (!strcmp(parentingMode, "rotate-movement")) return (E2D_PARENT_ROTATE_MOVEMENT); else if (!strcmp(parentingMode, "movement")) return (E2D_PARENT_MOVEMENT); else if (!strcmp(parentingMode, "all")) return (E2D_PARENT_ALL); else if (!strcmp(parentingMode, "rotate-and-move")) return (E2D_PARENT_ROTATE_AND_MOVE); } /** * converts a layer into its corresponding string * @param layer the layer to get the name-String of. * @returns the Name of the Layer (on error the default-layer-string is returned) */ const char* Element2D::layer2DToChar(E2D_LAYER layer) { switch(layer) { case E2D_LAYER_TOP: return "top"; break; case E2D_LAYER_MEDIUM: return "medium"; break; case E2D_LAYER_BOTTOM: return "bottom"; break; case E2D_LAYER_BELOW_ALL: return "below-all"; break; default: return layer2DToChar(E2D_DEFAULT_LAYER); break; } } /** * converts a String holding a actual Layer * @param layer the String to convert into a Layer2D * @returns the E2D_LAYER on success, E2D_DEFAULT_LAYER on error. */ E2D_LAYER Element2D::charToLayer2D(const char* layer) { if (!strcmp(layer, "top")) return (E2D_LAYER_TOP); else if (!strcmp(layer, "medium")) return (E2D_LAYER_MEDIUM); else if (!strcmp(layer, "bottom")) return (E2D_LAYER_BOTTOM); else if (!strcmp(layer, "below-all")) return (E2D_LAYER_BELOW_ALL); else return (E2D_DEFAULT_LAYER); }