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source: orxonox.OLD/trunk/src/lib/graphics/render2D/element_2d.cc @ 7917

Last change on this file since 7917 was 7871, checked in by bensch, 19 years ago

orxonox/trunk: Element2D is better updated (after PNode :)

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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// ONLY IF PNODE ENABLED //
24#include "state.h"
25#include "p_node.h"
26#include "camera.h"
27///////////////////////////
28
29#include "graphics_engine.h"
30#include "util/loading/load_param.h"
31#include "class_list.h"
32
33#include "color.h"
34
35#include "shell_command.h"
36SHELL_COMMAND(debug, Element2D, debug2DSC);
37
38
39/**
40 * @brief standard constructor
41 * @param parent the parent to set for this Element2D
42 *
43 * NullElement2D needs this constructor with parameter NULL to initialize
44 * itself. Otherwise it would result in an endless Loop.
45 */
46Element2D::Element2D (Element2D* parent, E2D_LAYER layer, short nodeFlags)
47{
48  this->setClassID(CL_ELEMENT_2D, "Element2D");
49
50  this->setVisibility(true);
51  this->bCurrentlyVisible = true;
52  this->activate2D();
53  this->setAlignment(E2D_ALIGN_NONE);
54  this->bindNode = NULL;
55
56  this->parentMode = nodeFlags;
57  this->parent = NULL;
58  this->absDirection = 0.0;
59  this->relDirection = 0.0;
60  this->bRelCoorChanged = true;
61  this->bRelDirChanged = true;
62  this->toCoordinate = NULL;
63  this->toDirection = NULL;
64  this->toSize = NULL;
65  this->setSize2D(1, 1);
66
67
68  this->layer = layer;
69  if (parent != NULL)
70    parent->addChild2D(this);
71}
72
73
74/**
75 * @brief the mighty NullElement
76 * TopMost Node of them all.
77 */
78Element2D* Element2D::nullElement = NULL;
79
80
81/**
82 * @brief standard deconstructor
83 *
84 * There are two general ways to delete an Element2D
85 * 1. delete instance;
86 *   -> result
87 *    delete this Node and all its children and children's children...
88 *    (danger if you still want the instance!!)
89 *
90 * 2. instance->remove2D(); delete instance;
91 *   -> result:
92 *    moves its children to the NullElement2D
93 *    then deletes the Element.
94 */
95Element2D::~Element2D ()
96{
97  // remove the Element2D, delete it's children (if required).
98  std::list<Element2D*>::iterator tmp = this->children.begin();
99  std::list<Element2D*>::iterator deleteNode;
100  while(!this->children.empty())
101    while (tmp != this->children.end())
102    {
103      deleteNode = tmp;
104      tmp++;
105      //      printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName());
106      if ((this->parentMode & E2D_PROHIBIT_CHILD_DELETE) ||
107          ((*deleteNode)->parentMode & E2D_PROHIBIT_DELETE_WITH_PARENT))
108      {
109        if (this == Element2D::nullElement && (*deleteNode)->parentMode & E2D_REPARENT_TO_NULL)
110          delete (*deleteNode);
111        else
112          (*deleteNode)->reparent2D();
113      }
114      else
115        delete (*deleteNode);
116    }
117
118  if (this->parent != NULL)
119  {
120    this->parent->eraseChild2D(this);
121    this->parent = NULL;
122  }
123
124  // remove all other allocated memory.
125  if (this->toCoordinate != NULL)
126    delete this->toCoordinate;
127  if (this->toDirection != NULL)
128    delete this->toDirection;
129  if (this->toSize != NULL)
130    delete this->toSize;
131
132  if (this == Element2D::nullElement)
133    Element2D::nullElement = NULL;
134}
135
136
137/**
138 * @brief Loads the Parameters of an Element2D from...
139 * @param root The XML-element to load from
140 */
141void Element2D::loadParams(const TiXmlElement* root)
142{
143  BaseObject::loadParams(root);
144
145  // ELEMENT2D-native settings.
146  LoadParam(root, "alignment", this, Element2D, setAlignment)
147  .describe("loads the alignment: (either: center, left, right or screen-center)");
148
149  LoadParam(root, "layer", this, Element2D, setLayer)
150  .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)");
151
152  LoadParam(root, "bind-node", this, Element2D, setBindNode)
153  .describe("sets a node, this 2D-Element should be shown upon (name of the node)");
154
155  LoadParam(root, "visibility", this, Element2D, setVisibility)
156  .describe("if the Element is visible or not");
157
158
159  // PNode-style:
160  LoadParam(root, "rel-coor-2d", this, Element2D, setRelCoor2D)
161  .describe("Sets The relative position of the Node to its parent.");
162
163  LoadParam(root, "abs-coor-2d", this, Element2D, setAbsCoor2D)
164  .describe("Sets The absolute Position of the Node.");
165
166  LoadParam(root, "rel-dir-2d", this, Element2D, setRelDir2D)
167  .describe("Sets The relative rotation of the Node to its parent.");
168
169  LoadParam(root, "abs-dir-2d", this, Element2D, setAbsDir2D)
170  .describe("Sets The absolute rotation of the Node.");
171
172  LoadParam(root, "parent", this, Element2D, setParent2D)
173  .describe("the Name of the Parent of this Element2D");
174
175  LoadParam(root, "parent-mode", this, Element2D, setParentMode2D)
176  .describe("the mode to connect this node to its parent ()");
177
178  // cycling properties
179  LOAD_PARAM_START_CYCLE(root, element);
180  {
181    LoadParam_CYCLE(element, "child", this, Element2D, addChild2D)
182    .describe("adds a new Child to the current Node.");
183  }
184  LOAD_PARAM_END_CYCLE(element);
185}
186
187/**
188 * @brief sets the alignment of the 2D-element in form of a String
189 * @param alignment the alignment @see loadParams
190*/
191void Element2D::setAlignment(const std::string& alignment)
192{
193  if (alignment == "center")
194    this->setAlignment(E2D_ALIGN_CENTER);
195  else if (alignment == "left")
196    this->setAlignment(E2D_ALIGN_LEFT);
197  else if (alignment == "right")
198    this->setAlignment(E2D_ALIGN_RIGHT);
199  else if (alignment == "screen-center")
200    this->setAlignment(E2D_ALIGN_SCREEN_CENTER);
201}
202
203
204/**
205 * @brief moves a Element to another layer
206 * @param layer the Layer this is drawn on
207 */
208void Element2D::setLayer(E2D_LAYER layer)
209{
210  if (unlikely(this->layer == layer)) return;
211
212  if (this->parent != NULL && this->parent->getLayer() > layer)
213  {
214    PRINTF(2)("Unable to set %s to layer %s, because it's parent(%s) is of higher layer %s\n",
215              this->getName(),
216              Element2D::layer2DToChar(layer),
217              this->parent->getName(),
218              Element2D::layer2DToChar(this->parent->getLayer()));
219    layer = this->parent->getLayer();
220  }
221  this->layer = layer;
222
223
224  if (this->parent != NULL)
225    this->parent->children.sort(layerSortPredicate);
226}
227
228/**
229 * @brief sets the layer onto which this 2D-element is projected to.
230 * @param layer the layer @see loadParams @see Element2D::charToLayer2D(const std::string& layer)
231 */
232void Element2D::setLayer(const std::string& layer)
233{
234  this->setLayer(Element2D::charToLayer2D(layer));
235}
236
237/**
238 * @brief sets the Size of the Element2D softly.
239 * @param x the x-coordinate
240 * @param y the y-coordinate.
241 * @param bias the bias (bigger = faster).
242 */
243void Element2D::setSizeSoft2D(float x, float y, float bias)
244{
245  if (likely(this->toSize == NULL))
246    this->toSize = new Vector2D();
247
248  *this->toSize = Vector2D(x,y);;
249  this->bias = bias;
250}
251
252
253/**
254 * @brief sets a node, this 2D-Element should be shown upon
255 * @param bindNode the Node of the Node. (if NULL it will be unset).
256 */
257void Element2D::setBindNode(const PNode* bindNode)
258{
259  this->bindNode = bindNode;
260  this->bCurrentlyVisible = (bindNode == NULL);
261}
262
263/**
264 * @brief sets a node, this 2D-Element should be shown upon
265 * @param bindNode the name of the Node (should be existing)
266 */
267void Element2D::setBindNode(const std::string& bindNode)
268{
269  const PNode* tmpBindNode = dynamic_cast<const PNode*>(ClassList::getObject(bindNode, CL_PARENT_NODE));
270  if (tmpBindNode != NULL)
271    this->bindNode = tmpBindNode;
272}
273
274/**
275 * @brief sets the relative coordinate of the Element2D to its parent
276 * @param relCoord the relative coordinate to the parent
277 */
278void Element2D::setRelCoor2D (const Vector2D& relCoord)
279{
280  if (this->toCoordinate!= NULL)
281  {
282    delete this->toCoordinate;
283    this->toCoordinate = NULL;
284  }
285  this->relCoordinate = relCoord;
286  this->bRelCoorChanged = true;
287}
288
289/**
290 * @brief sets the relative coordinate of the Element2D to its Parent
291 * @param x the x coordinate
292 * @param y the y coordinate
293 */
294void Element2D::setRelCoor2D (float x, float y)
295{
296  this->setRelCoor2D(Vector2D(x,y));
297}
298
299/**
300 * @brief sets the Relative coordinate to the parent in Pixels
301 * @param x the relCoord X
302 * @param y the relCoord Y
303 */
304void Element2D::setRelCoor2Dpx (int x, int y)
305{
306  this->setRelCoor2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
307                              (float)y/(float)GraphicsEngine::getInstance()->getResolutionY()));
308}
309
310/**
311 * @brief sets a new relative position smoothely
312 * @param relCoordSoft the new Position to iterate to
313 * @param bias how fast to iterate to this position
314 */
315void Element2D::setRelCoorSoft2D(const Vector2D& relCoordSoft, float bias)
316{
317  if (likely(this->toCoordinate == NULL))
318    this->toCoordinate = new Vector2D();
319
320  *this->toCoordinate = relCoordSoft;
321  this->bias = bias;
322}
323
324/**
325 * @brief sets a new relative position smoothely
326 * @param x the new x-coordinate in Pixels of the Position to iterate to
327 * @param y the new y-coordinate in Pixels of the Position to iterate to
328 * @param bias how fast to iterate to this position
329 */
330void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias)
331{
332  this->setRelCoorSoft2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
333                                  (float)y/(float)GraphicsEngine::getInstance()->getResolutionY()),
334                         bias);
335}
336
337/**
338 * @brief set relative coordinates smoothely
339 * @param x x-relative coordinates to its parent
340 * @param y y-relative coordinates to its parent
341 * @param z z-relative coordinates to its parent
342 * @see  void PNode::setRelCoorSoft (const Vector2D&, float)
343 */
344void Element2D::setRelCoorSoft2D(float x, float y, float bias)
345{
346  this->setRelCoorSoft2D(Vector2D(x, y), bias);
347}
348
349/**
350 * @param absCoord set absolute coordinate
351 */
352void Element2D::setAbsCoor2D (const Vector2D& absCoord)
353{
354  if (this->toCoordinate!= NULL)
355  {
356    delete this->toCoordinate;
357    this->toCoordinate = NULL;
358  }
359
360  if( likely(this->parentMode & E2D_PARENT_MOVEMENT))
361  {
362    /* if you have set the absolute coordinates this overrides all other changes */
363    if (likely(this->parent != NULL))
364      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
365    else
366      this->relCoordinate = absCoord;
367  }
368  if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT)
369  {
370    if (likely(this->parent != NULL))
371      this->relCoordinate = absCoord - parent->getAbsCoor2D ();
372    else
373      this->relCoordinate = absCoord;
374  }
375
376  this->bRelCoorChanged = true;
377}
378
379/**
380 * @param x x-coordinate.
381 * @param y y-coordinate.
382 * @param z z-coordinate.
383 * @see void PNode::setAbsCoor (const Vector2D& absCoord)
384 */
385void Element2D::setAbsCoor2D (float x, float y)
386{
387  this->setAbsCoor2D(Vector2D(x, y));
388}
389
390/**
391 * @param x x-coordinate in Pixels
392 * @param y y-coordinate in Pixels
393 * @see void PNode::setAbsCoor (const Vector2D& absCoord)
394 */
395void Element2D::setAbsCoor2Dpx (int x, int y)
396{
397  this->setAbsCoor2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
398                              (float)y/(float)GraphicsEngine::getInstance()->getResolutionY()));
399}
400
401/**
402 * @param absCoordSoft set absolute coordinate
403 * @param bias how fast to iterato to the new Coordinate
404 */
405void Element2D::setAbsCoorSoft2D (const Vector2D& absCoordSoft, float bias)
406{
407  if (this->toCoordinate == NULL)
408    this->toCoordinate = new Vector2D();
409
410  if( likely(this->parentMode & E2D_PARENT_MOVEMENT))
411  {
412    /* if you have set the absolute coordinates this overrides all other changes */
413    if (likely(this->parent != NULL))
414      *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D ();
415    else
416      *this->toCoordinate = absCoordSoft;
417  }
418  if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT)
419  {
420    if (likely(this->parent != NULL))
421      *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D ();
422    else
423      *this->toCoordinate = absCoordSoft;
424  }
425
426  this->bias = bias;
427}
428
429/**
430 * @param x x-coordinate.
431 * @param y y-coordinate.
432 * @param z z-coordinate.
433 * @see void PNode::setAbsCoor (const Vector2D& absCoord)
434 */
435void Element2D::setAbsCoorSoft2D (float x, float y, float bias)
436{
437  this->setAbsCoorSoft2D(Vector2D(x, y), bias);
438}
439
440/**
441 * @brief shift coordinate ralative
442 * @param shift shift vector
443 *
444 * This simply adds the shift-Vector2D to the relative Coordinate
445 */
446void Element2D::shiftCoor2D (const Vector2D& shift)
447{
448  this->relCoordinate += shift;
449  this->bRelCoorChanged = true;
450
451}
452
453/**
454 * @brief shifts in PixelSpace
455 * @param x the pixels to shift in X
456 * @param y the pixels to shift in Y
457 */
458void Element2D::shiftCoor2Dpx (int x, int y)
459{
460  this->shiftCoor2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(),
461                             (float)y/(float)GraphicsEngine::getInstance()->getResolutionY()));
462}
463
464/**
465 * @brief set relative direction
466 * @param relDir to its parent
467 */
468void Element2D::setRelDir2D (float relDir)
469{
470  if (this->toDirection!= NULL)
471  {
472    delete this->toDirection;
473    this->toDirection = NULL;
474  }
475
476  this->relDirection = relDir;
477  this->bRelDirChanged = true;
478}
479
480/**
481 * @brief sets the Relative Direction of this node to its parent in a Smoothed way
482 * @param relDirSoft the direction to iterate to smoothely.
483 * @param bias how fast to iterate to the new Direction
484 */
485void Element2D::setRelDirSoft2D(float relDirSoft, float bias)
486{
487  if (likely(this->toDirection == NULL))
488    this->toDirection = new float;
489
490  *this->toDirection = relDirSoft;
491  this->bias = bias;
492}
493
494/**
495 * @brief sets the absolute direction
496 * @param absDir absolute coordinates
497 */
498void Element2D::setAbsDir2D (float absDir)
499{
500  if (this->toDirection!= NULL)
501  {
502    delete this->toDirection;
503    this->toDirection = NULL;
504  }
505
506  if (likely(this->parent != NULL))
507    this->relDirection = absDir - this->parent->getAbsDir2D();
508  else
509    this->relDirection = absDir;
510
511  this->bRelDirChanged = true;
512}
513
514/**
515 * @brief sets the absolute direction softly
516 * @param absDir absolute coordinates
517 */
518void Element2D::setAbsDirSoft2D (float absDirSoft, float bias)
519{
520  if (this->toDirection == NULL)
521    this->toDirection = new float;
522
523  if (likely(this->parent != NULL))
524    *this->toDirection = absDirSoft - this->parent->getAbsDir2D();
525  else
526    *this->toDirection = absDirSoft;
527
528  this->bias = bias;
529}
530
531/**
532 * shift Direction
533 * @param shift the direction around which to shift.
534 */
535void Element2D::shiftDir2D (float shiftDir)
536{
537  this->relDirection = this->relDirection + shiftDir;
538  this->bRelDirChanged = true;
539}
540
541/**
542 * @brief adds a child and makes this node to a parent
543 * @param child child reference
544 * @param parentMode on which changes the child should also change ist state
545 *
546 * use this to add a child to this node.
547 */
548void Element2D::addChild2D (Element2D* child)
549{
550  assert(child != NULL);
551  if( likely(child->parent != NULL))
552  {
553    PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n");
554    child->parent->eraseChild2D(child);
555  }
556  if (this->checkIntegrity(child))
557  {
558    // Setting the New Parent.
559    child->parent = this;
560    if (likely(this != NULL))
561    {
562      // Layers of Children that are smaller than this(parents) Layer will be updated, and pushed to the front.
563      if (unlikely(this->layer > child->getLayer()))
564      {
565        PRINTF(2)("Layer '%s' of Child(%s::%s) lower than parents(%s::%s) layer '%s'. updating...\n",
566                  Element2D::layer2DToChar(child->getLayer()),child->getClassName(), child->getName(),
567                  this->getClassName(), this->getName(), Element2D::layer2DToChar(this->layer));
568        child->layer = this->layer;
569        this->children.push_front(child);
570      }
571      else
572      {
573        // Inserting the Element at the right Layer depth.
574        std::list<Element2D*>::iterator elem;
575        for (elem = this->children.begin(); elem != this->children.end(); elem++)
576        {
577          if ((*elem)->layer <= child->layer)
578          {
579            this->children.insert(elem, child);
580            break;
581          }
582        }
583        // if we are at the Last child push it back.
584        if (elem == this->children.end())
585          this->children.push_back(child);
586      }
587    }
588    else
589    {
590      PRINTF(1)("Tried to reparent2D to own child '%s::%s' to '%s::%s'.\n",
591                this->getClassName(), this->getName(), child->getClassName(), child->getName());
592      child->parent = NULL;
593    }
594  }
595  child->parentCoorChanged2D();
596}
597
598/**
599 * @see Element2D::addChild(Element2D* child);
600 * @param childName the name of the child to add to this PNode
601 */
602void Element2D::addChild2D (const std::string& childName)
603{
604  Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D));
605  if (childNode != NULL)
606    this->addChild2D(childNode);
607}
608
609/**
610 * @brief removes a child from the node
611 * @param child the child to remove from this Node..
612 *
613 * Children from nodes will not be lost, they are referenced to NullPointer
614 */
615void Element2D::removeChild2D (Element2D* child)
616{
617  if (child != NULL)
618    child->remove2D();
619}
620
621/**
622 * !! PRIVATE FUNCTION
623 * @brief reparents an Element2D (happens on Parents Node delete or remove and Flags are set.)
624 */
625void Element2D::reparent2D()
626{
627  if (this->parentMode & E2D_REPARENT_TO_NULL)
628    this->setParent2D((Element2D*)NULL);
629  else if (this->parentMode & E2D_REPARENT_TO_PARENTS_PARENT && this->parent != NULL)
630    this->setParent2D(this->parent->getParent2D());
631  else
632    this->setParent2D(Element2D::getNullElement());
633}
634
635
636/**
637 * @param child the child to be erased from this Nodes List
638 */
639void Element2D::eraseChild2D(Element2D* child)
640{
641  assert (this != NULL && child != NULL);
642  std::list<Element2D*>::iterator childIT = std::find(this->children.begin(), this->children.end(), child);
643  this->children.erase(childIT);
644}
645
646
647
648/**
649 * @brief remove this Element from the tree and adds all children to NullElement2D
650 *
651 * afterwards this Node is free, and can be reattached, or deleted freely.
652 */
653void Element2D::remove2D()
654{
655  std::list<Element2D*>::iterator child = this->children.begin();
656  std::list<Element2D*>::iterator reparenter;
657  while (child != this->children.end())
658  {
659    reparenter = child;
660    child++;
661    if (this->parentMode & E2D_REPARENT_CHILDREN_ON_REMOVE ||
662        (*reparenter)->parentMode & E2D_REPARENT_ON_PARENTS_REMOVE)
663    {
664      printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName());
665      (*reparenter)->reparent2D();
666      printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent2D()->getClassName(),(*reparenter)->getParent2D()->getName());
667    }
668  }
669  if (this->parent != NULL)
670  {
671    this->parent->eraseChild2D(this);
672    this->parent = NULL;
673  }
674}
675
676
677/**
678 * @see Element2D::setParent(Element2D* parent);
679 * @param parentName the name of the Parent to set to this Element2D
680 */
681void Element2D::setParent2D (const std::string& parentName)
682{
683  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
684  if (parentNode != NULL)
685    parentNode->addChild2D(this);
686  else
687    PRINTF(2)("Not Found Element2D's (%s::%s) new Parent by Name: %s\n",
688              this->getClassName(), this->getName(), parentName.c_str());
689}
690
691/**
692 * @brief does the reparenting in a very smooth way
693 * @param parentNode the new Node to connect this node to.
694 * @param bias the speed to iterate to this new Positions
695 */
696void Element2D::setParentSoft2D(Element2D* parentNode, float bias)
697{
698  if (this->parent == parentNode)
699    return;
700
701  if (likely(this->toCoordinate == NULL))
702  {
703    this->toCoordinate = new Vector2D();
704    *this->toCoordinate = this->getRelCoor2D();
705  }
706  if (likely(this->toDirection == NULL))
707  {
708    this->toDirection = new float;
709    *this->toDirection = this->getRelDir2D();
710  }
711  this->bias = bias;
712
713
714  Vector2D tmpV = this->getAbsCoor2D();
715  float tmpQ = this->getAbsDir2D();
716
717  parentNode->addChild2D(this);
718
719  if (this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) //! @todo implement this.
720    ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor()));
721  else
722    this->relCoordinate = (tmpV - parentNode->getAbsCoor2D());
723  this->bRelCoorChanged = true;
724
725  this->relDirection = (tmpQ - parentNode->getAbsDir2D());
726  this->bRelDirChanged = true;
727}
728
729/**
730 * @brief does the reparenting in a very smooth way
731 * @param parentName the name of the Parent to reconnect to
732 * @param bias the speed to iterate to this new Positions
733 */
734void Element2D::setParentSoft2D(const std::string& parentName, float bias)
735{
736  Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D));
737  if (parentNode != NULL)
738    this->setParentSoft2D(parentNode, bias);
739}
740
741/**
742 * @param parentMode sets the parentingMode of this Node
743 */
744void Element2D::setParentMode2D(E2D_PARENT_MODE parentMode)
745{
746  this->parentMode = ((this->parentMode & 0xfff0) | parentMode);
747}
748
749
750/**
751 * @brief sets the mode of this parent manually
752 * @param parentMode a String representing this parentingMode
753 */
754void Element2D::setParentMode2D (const std::string& parentingMode)
755{
756  this->setParentMode2D(Element2D::stringToParentingMode2D(parentingMode));
757}
758
759/**
760 * @brief checks if elem1 is in a deeper layer as elem2
761 * @param elem1 the first Element2D
762 * @param elem2 the second Element2D
763 * @returns true if elem1->layer < elem2->layer
764 */
765bool Element2D::layerSortPredicate(const Element2D* elem1, const Element2D* elem2)
766{
767  return elem1->layer < elem2->layer;
768}
769
770
771/**
772 * @returns the NullElement (and if needed (most probably) creates it)
773 */
774Element2D* Element2D::createNullElement()
775{
776  if (likely(Element2D::nullElement == NULL))
777  {
778    Element2D::nullElement = new Element2D(NULL, E2D_LAYER_BELOW_ALL, E2D_PARENT_MODE_DEFAULT | E2D_REPARENT_TO_NULL);
779    Element2D::nullElement->setName("NullElement");
780  }
781  return Element2D::nullElement;
782}
783
784
785/**
786 * !! PRIVATE FUNCTION
787 * @brief checks the upward integrity (e.g if Element2D is somewhere up the Node tree.)
788 * @param checkParent the Parent to check.
789 * @returns true if the integrity-check succeeds, false otherwise.
790 *
791 * If there is a second occurence of checkParent before NULL, then a loop could get
792 * into the Tree, and we do not want this.
793 */
794bool Element2D::checkIntegrity(const Element2D* checkParent) const
795{
796  const Element2D* parent = this;
797  while ( (parent = parent->getParent2D()) != NULL)
798    if (unlikely(parent == checkParent))
799      return false;
800  return true;
801}
802
803
804/**
805 * @brief updates the absCoordinate/absDirection
806 * @param dt The time passed since the last update
807
808   this is used to go through the parent-tree to update all the absolute coordinates
809   and directions. this update should be done by the engine, so you don't have to
810   worry, normaly...
811 */
812void Element2D::update2D (float dt)
813{
814  // setting the Position of this 2D-Element.
815  if( likely(this->parent != NULL))
816  {
817    // movement for nodes with smoothMove enabled
818    if (unlikely(this->toCoordinate != NULL))
819    {
820      Vector2D moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias;
821
822      if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA))
823      {
824        this->shiftCoor2D(moveVect);
825      }
826      else
827      {
828        Vector2D tmp = *this->toCoordinate;
829        this->setRelCoor2D(tmp);
830        PRINTF(5)("SmoothMove of %s finished\n", this->getName());
831      }
832    }
833    if (unlikely(this->toDirection != NULL))
834    {
835      float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias;
836      if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA))
837      {
838        this->shiftDir2D(rotFlot);
839      }
840      else
841      {
842        float tmp = *this->toDirection;
843        this->setRelDir2D(tmp);
844        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
845      }
846    }
847    if (unlikely(this->toSize != NULL))
848    {
849      Vector2D shiftSize = (*this->toSize - Vector2D(this->sizeX, this->sizeY)) *fabsf(dt)*bias;
850      if (likely((shiftSize).len() >= .001))//PNODE_ITERATION_DELTA))
851      {
852        this->sizeX += shiftSize.x;
853        this->sizeY += shiftSize.y;
854      }
855      else
856      {
857        delete this->toSize;
858        this->toSize = NULL;
859        PRINTF(5)("SmoothRotate of %s finished\n", this->getName());
860      }
861    }
862
863    // MAIN UPDATE /////////////////////////////////////
864    this->lastAbsCoordinate = this->absCoordinate;
865
866    PRINTF(5)("Element2D::update - %s - (%f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y);
867
868
869    if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged)
870    {
871      /* update the current absDirection - remember * means rotation around sth.*/
872      this->prevRelDirection = this->relDirection;
873      this->absDirection = this->relDirection + parent->getAbsDir2D();;
874    }
875
876
877    if (unlikely(this->alignment & E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged))
878    {
879      this->prevRelCoordinate = this->relCoordinate;
880      this->absCoordinate.x = .5 + this->relCoordinate.x;
881      this->absCoordinate.y = .5 + this->relCoordinate.y;
882    }
883    else if (unlikely(this->bindNode != NULL))
884    {
885      if (State::getCamera()->distance(this->bindNode) < 0)
886        this->bCurrentlyVisible = false;
887      else
888      {
889        this->bCurrentlyVisible = true;
890      }
891
892      /// TODO this should be done on the new Projection Matrix.
893      GLdouble projectPos[3] = {0.0, 0.0, 0.0};
894      gluProject(this->bindNode->getAbsCoor().x,
895                 this->bindNode->getAbsCoor().y,
896                 this->bindNode->getAbsCoor().z,
897                 GraphicsEngine::modMat,
898                 GraphicsEngine::projMat,
899                 GraphicsEngine::viewPort,
900                 projectPos,
901                 projectPos+1,
902                 projectPos+2);
903      //       printf("%s::%s  == %f %f %f :: %f %f\n", this->getClassName(), this->getName(),
904      //              this->bindNode->getAbsCoor().x,
905      //              this->bindNode->getAbsCoor().y,
906      //              this->bindNode->getAbsCoor().z,
907      //              projectPos[0],
908      //              projectPos[1]);
909
910      this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x;
911      this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() -  projectPos[1] + this->relCoordinate.y;
912      this->bRelCoorChanged = true;
913    }
914    else
915    {
916      if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged))
917      {
918        /* update the current absCoordinate */
919        this->prevRelCoordinate = this->relCoordinate;
920        this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate;
921      }
922      else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged)
923      {
924        /* update the current absCoordinate */
925        this->prevRelCoordinate = this->relCoordinate;
926        float sine = sin(this->parent->getAbsDir2D());
927        float cose = cos(this->parent->getAbsDir2D());
928        //        this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine;
929        //        this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine;
930
931        this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D()));
932        this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D()));
933
934      }
935    }
936    /////////////////////////////////////////////////
937  }
938  else
939  {
940    PRINTF(5)("Element2D::update - (%f, %f)\n", this->absCoordinate.x, this->absCoordinate.y);
941    if (this->bRelCoorChanged)
942    {
943      this->prevRelCoordinate = this->relCoordinate;
944      this->absCoordinate = this->relCoordinate;
945    }
946    if (this->bRelDirChanged)
947    {
948      this->prevRelDirection = this->relDirection;
949      this->absDirection = this->getAbsDir2D() + this->relDirection;
950    }
951  }
952
953
954  // UPDATE CHILDREN
955  if(!this->children.empty() || this->parentMode & E2D_UPDATE_CHILDREN_IF_INACTIVE)
956  {
957    std::list<Element2D*>::iterator child;
958    for (child = this->children.begin(); child != this->children.end(); child++)
959    {
960      /* if this node has changed, make sure, that all children are updated also */
961      if( likely(this->bRelCoorChanged))
962        (*child)->parentCoorChanged2D();
963      if( likely(this->bRelDirChanged))
964        (*child)->parentDirChanged2D();
965
966      (*child)->update2D(dt);
967    }
968  }
969
970  // FINISHING PROCESS
971  this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt;
972  this->bRelCoorChanged = false;
973  this->bRelDirChanged = false;
974}
975
976
977/**
978 * @brief displays some information about this pNode
979 * @param depth The deph into which to debug the children of this Element2D to.
980 * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...)
981 * @param level The n-th level of the Node we draw (this is internal and only for nice output)
982 */
983void Element2D::debug2D (unsigned int depth, unsigned int level) const
984{
985  for (unsigned int i = 0; i < level; i++)
986    PRINT(0)(" |");
987  if (this->children.size() > 0)
988    PRINT(0)(" +");
989  else
990    PRINT(0)(" -");
991  PRINT(0)("E2D(%s::%s);AC:(%0.2f, %0.2f);RC:(%0.2f, %0.2f);AD(%0.2f)->%s;Layer:(%s)\n",
992           this->getClassName(),
993           this->getName(),
994           this->absCoordinate.x,
995           this->absCoordinate.y,
996           this->relCoordinate.x,
997           this->relCoordinate.y,
998           this->getAbsDir2D(),
999           Element2D::parentingModeToString2D(parentMode),
1000           Element2D::layer2DToChar(this->layer));
1001
1002  if (depth >= 2 || depth == 0)
1003  {
1004    std::list<Element2D*>::const_iterator child;
1005    for (child = this->children.begin(); child != this->children.end(); child++)
1006    {
1007      if (depth == 0)
1008        (*child)->debug2D(0, level + 1);
1009      else
1010        (*child)->debug2D(depth - 1, level +1);
1011    }
1012  }
1013}
1014
1015/**
1016 * @brief ticks the 2d-Element
1017 * @param dt the time elapsed since the last tick
1018 *
1019 * the element only gets tickt, if it is active.
1020 * Be aware, that this walks through the entire Element2D-tree,
1021 * searching for Elements to be ticked.
1022 */
1023void Element2D::tick2D(float dt)
1024{
1025  if (this->bActive)
1026    this->tick(dt);
1027  if (this->children.size() > 0)
1028  {
1029    std::list<Element2D*>::iterator child;
1030    for (child = this->children.begin(); child != this->children.end(); child++)
1031      (*child)->tick2D(dt);
1032  }
1033}
1034
1035/**
1036 * @brief draws all the Elements from this element2D downwards
1037 * @param layer the maximal Layer to draw. @see E2D_LAYER
1038 */
1039void Element2D::draw2D(E2D_LAYER from, E2D_LAYER to) const
1040{
1041  if (this->isVisible())
1042    this->draw();
1043  if (this->children.size() > 0)
1044  {
1045    std::list<Element2D*>::const_iterator child;
1046    for (child = this->children.begin(); child != this->children.end(); child++)
1047      if (likely( (*child)->layer >= from && (*child)->layer <= to))
1048        (*child)->draw2D(from, to);
1049  }
1050}
1051
1052/**
1053 * @brief displays the Element2D at its position with its rotation as a Plane.
1054 */
1055void Element2D::debugDraw2D(unsigned int depth, float size, Vector color, unsigned int level) const
1056{
1057  if (level == 0)
1058  {
1059    glPushAttrib(GL_ENABLE_BIT);
1060    glMatrixMode(GL_MODELVIEW);
1061
1062    glDisable(GL_LIGHTING);
1063    glDisable(GL_BLEND);
1064    glDisable(GL_TEXTURE_2D);
1065  }
1066
1067  glPushMatrix();
1068  /* translate */
1069  /* rotate */
1070  glColor3f(color.x, color.y, color.z);
1071
1072  glTranslatef (this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0);
1073  glRotatef(this->getAbsDir2D(), 0,0,1);
1074  glBegin(GL_LINE_LOOP);
1075  glVertex2f(0, 0);
1076  glVertex2f(0, +this->getSizeY2D());
1077  glVertex2f(+this->getSizeX2D(), +this->getSizeY2D());
1078  glVertex2f(+this->getSizeX2D(), 0);
1079  glEnd();
1080
1081
1082  glPopMatrix();
1083  if (depth >= 2 || depth == 0)
1084  {
1085    Vector childColor =  Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0));
1086    std::list<Element2D*>::const_iterator child;
1087    for (child = this->children.begin(); child != this->children.end(); child++)
1088    {
1089      // drawing the Dependency graph
1090      if (this != Element2D::getNullElement())
1091      {
1092        glBegin(GL_LINES);
1093        glColor3f(color.x, color.y, color.z);
1094        glVertex3f(this->getAbsCoor2D ().x,
1095                   this->getAbsCoor2D ().y,
1096                   0);
1097        glColor3f(childColor.x, childColor.y, childColor.z);
1098        glVertex3f((*child)->getAbsCoor2D ().x,
1099                   (*child)->getAbsCoor2D ().y,
1100                   0);
1101        glEnd();
1102      }
1103      if (depth == 0)
1104        (*child)->debugDraw2D(0, size, childColor, level+1);
1105      else
1106        (*child)->debugDraw2D(depth - 1, size, childColor, level +1);
1107    }
1108  }
1109  if (level == 0)
1110    glPopAttrib();
1111
1112}
1113
1114
1115// helper functions //
1116/**
1117 * @brief converts a parentingMode into a string that is the name of it
1118 * @param parentingMode the ParentingMode to convert
1119 * @return the converted string
1120 */
1121const char* Element2D::parentingModeToString2D(int parentingMode)
1122{
1123  if (parentingMode == E2D_PARENT_LOCAL_ROTATE)
1124    return "local-rotate";
1125  else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT)
1126    return "rotate-movement";
1127  else if (parentingMode == E2D_PARENT_MOVEMENT)
1128    return "movement";
1129  else if (parentingMode == E2D_PARENT_ALL)
1130    return "all";
1131  else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE)
1132    return "rotate-and-move";
1133}
1134
1135/**
1136 * @brief converts a parenting-mode-string into a int
1137 * @param parentingMode the string naming the parentingMode
1138 * @return the int corresponding to the named parentingMode
1139 */
1140E2D_PARENT_MODE Element2D::stringToParentingMode2D(const std::string& parentingMode)
1141{
1142  if (parentingMode == "local-rotate")
1143    return (E2D_PARENT_LOCAL_ROTATE);
1144  else  if (parentingMode == "rotate-movement")
1145    return (E2D_PARENT_ROTATE_MOVEMENT);
1146  else  if (parentingMode == "movement")
1147    return (E2D_PARENT_MOVEMENT);
1148  else  if (parentingMode == "all")
1149    return (E2D_PARENT_ALL);
1150  else  if (parentingMode == "rotate-and-move")
1151    return (E2D_PARENT_ROTATE_AND_MOVE);
1152}
1153
1154/**
1155 * @brief converts a layer into its corresponding string
1156 * @param layer the layer to get the name-String of.
1157 * @returns the Name of the Layer (on error the default-layer-string is returned)
1158 */
1159const char* Element2D::layer2DToChar(E2D_LAYER layer)
1160{
1161  switch(layer)
1162  {
1163    case E2D_LAYER_ABOVE_ALL:
1164      return "above-all";
1165    case E2D_LAYER_TOP:
1166      return "top";
1167    case E2D_LAYER_MEDIUM:
1168      return "medium";
1169    case E2D_LAYER_BOTTOM:
1170      return "bottom";
1171    case E2D_LAYER_BELOW_ALL:
1172      return "below-all";
1173    default:
1174      assert (false);
1175      return layer2DToChar(E2D_DEFAULT_LAYER);
1176  }
1177}
1178
1179/**
1180 * @brief converts a String holding a actual Layer
1181 * @param layer the String to convert into a Layer2D
1182 * @returns the E2D_LAYER on success, E2D_DEFAULT_LAYER on error.
1183 */
1184E2D_LAYER Element2D::charToLayer2D(const std::string& layer)
1185{
1186  if (layer == "above-all")
1187    return (E2D_LAYER_ABOVE_ALL);
1188  if (layer == "top")
1189    return (E2D_LAYER_TOP);
1190  else  if (layer == "medium")
1191    return (E2D_LAYER_MEDIUM);
1192  else  if (layer == "bottom")
1193    return (E2D_LAYER_BOTTOM);
1194  else  if (layer == "below-all")
1195    return (E2D_LAYER_BELOW_ALL);
1196  else
1197    return (E2D_DEFAULT_LAYER);
1198}
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