1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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17 | |
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18 | #include "element_2d.h" |
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19 | #include "render_2d.h" |
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20 | |
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21 | #include <algorithm> |
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22 | |
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23 | // ONLY IF PNODE ENABLED // |
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24 | #include "state.h" |
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25 | #include "p_node.h" |
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26 | #include "camera.h" |
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27 | /////////////////////////// |
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28 | |
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29 | #include "graphics_engine.h" |
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30 | #include "util/loading/load_param.h" |
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31 | #include "class_list.h" |
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32 | |
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33 | #include "color.h" |
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34 | |
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35 | #include "shell_command.h" |
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36 | SHELL_COMMAND(debug, Element2D, debug2DSC); |
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37 | |
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38 | |
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39 | /** |
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40 | * @brief standard constructor |
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41 | * @param parent the parent to set for this Element2D |
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42 | * |
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43 | * NullElement2D needs this constructor with parameter NULL to initialize |
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44 | * itself. Otherwise it would result in an endless Loop. |
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45 | */ |
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46 | Element2D::Element2D (Element2D* parent, E2D_LAYER layer, short nodeFlags) |
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47 | { |
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48 | this->setClassID(CL_ELEMENT_2D, "Element2D"); |
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49 | |
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50 | this->setVisibility(true); |
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51 | this->bCurrentlyVisible = true; |
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52 | this->activate2D(); |
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53 | this->setAlignment(E2D_ALIGN_NONE); |
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54 | this->bindNode = NULL; |
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55 | |
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56 | this->parentMode = nodeFlags; |
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57 | this->parent = NULL; |
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58 | this->absDirection = 0.0; |
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59 | this->relDirection = 0.0; |
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60 | this->bRelCoorChanged = true; |
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61 | this->bRelDirChanged = true; |
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62 | this->toCoordinate = NULL; |
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63 | this->toDirection = NULL; |
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64 | |
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65 | this->size = Vector2D(0,0); |
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66 | this->toSize = NULL; |
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67 | |
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68 | |
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69 | this->layer = layer; |
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70 | if (parent != NULL) |
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71 | parent->addChild2D(this); |
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72 | } |
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73 | |
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74 | |
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75 | /** |
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76 | * @brief the mighty NullElement |
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77 | * TopMost Node of them all. |
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78 | */ |
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79 | Element2D* Element2D::nullElement = NULL; |
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80 | |
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81 | |
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82 | /** |
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83 | * @brief standard deconstructor |
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84 | * |
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85 | * There are two general ways to delete an Element2D |
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86 | * 1. delete instance; |
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87 | * -> result |
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88 | * delete this Node and all its children and children's children... |
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89 | * (danger if you still want the instance!!) |
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90 | * |
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91 | * 2. instance->remove2D(); delete instance; |
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92 | * -> result: |
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93 | * moves its children to the NullElement2D |
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94 | * then deletes the Element. |
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95 | */ |
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96 | Element2D::~Element2D () |
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97 | { |
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98 | // remove the Element2D, delete it's children (if required). |
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99 | std::list<Element2D*>::iterator tmp = this->children.begin(); |
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100 | std::list<Element2D*>::iterator deleteNode; |
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101 | while(!this->children.empty()) |
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102 | while (tmp != this->children.end()) |
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103 | { |
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104 | deleteNode = tmp; |
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105 | tmp++; |
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106 | // printf("TEST::%s(%s) %s\n", (*deleteNode)->getName(), (*deleteNode)->getClassName(), this->getName()); |
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107 | if ((this->parentMode & E2D_PROHIBIT_CHILD_DELETE) || |
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108 | ((*deleteNode)->parentMode & E2D_PROHIBIT_DELETE_WITH_PARENT)) |
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109 | { |
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110 | if (this == Element2D::nullElement && (*deleteNode)->parentMode & E2D_REPARENT_TO_NULL) |
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111 | delete (*deleteNode); |
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112 | else |
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113 | (*deleteNode)->reparent2D(); |
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114 | } |
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115 | else |
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116 | delete (*deleteNode); |
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117 | } |
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118 | |
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119 | if (this->parent != NULL) |
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120 | { |
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121 | this->parent->eraseChild2D(this); |
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122 | this->parent = NULL; |
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123 | } |
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124 | |
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125 | // remove all other allocated memory. |
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126 | if (this->toCoordinate != NULL) |
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127 | delete this->toCoordinate; |
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128 | if (this->toDirection != NULL) |
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129 | delete this->toDirection; |
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130 | if (this->toSize != NULL) |
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131 | delete this->toSize; |
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132 | |
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133 | if (this == Element2D::nullElement) |
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134 | Element2D::nullElement = NULL; |
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135 | } |
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136 | |
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137 | |
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138 | /** |
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139 | * @brief Loads the Parameters of an Element2D from... |
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140 | * @param root The XML-element to load from |
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141 | */ |
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142 | void Element2D::loadParams(const TiXmlElement* root) |
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143 | { |
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144 | BaseObject::loadParams(root); |
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145 | |
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146 | // ELEMENT2D-native settings. |
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147 | LoadParam(root, "alignment", this, Element2D, setAlignment) |
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148 | .describe("loads the alignment: (either: center, left, right or screen-center)"); |
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149 | |
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150 | LoadParam(root, "layer", this, Element2D, setLayer) |
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151 | .describe("loads the layer onto which to project: (either: top, medium, bottom, below-all)"); |
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152 | |
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153 | LoadParam(root, "bind-node", this, Element2D, setBindNode) |
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154 | .describe("sets a node, this 2D-Element should be shown upon (name of the node)"); |
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155 | |
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156 | LoadParam(root, "visibility", this, Element2D, setVisibility) |
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157 | .describe("if the Element is visible or not"); |
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158 | |
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159 | |
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160 | // PNode-style: |
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161 | LoadParam(root, "rel-coor-2d", this, Element2D, setRelCoor2D) |
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162 | .describe("Sets The relative position of the Node to its parent."); |
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163 | |
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164 | LoadParam(root, "abs-coor-2d", this, Element2D, setAbsCoor2D) |
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165 | .describe("Sets The absolute Position of the Node."); |
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166 | |
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167 | LoadParam(root, "rel-dir-2d", this, Element2D, setRelDir2D) |
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168 | .describe("Sets The relative rotation of the Node to its parent."); |
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169 | |
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170 | LoadParam(root, "abs-dir-2d", this, Element2D, setAbsDir2D) |
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171 | .describe("Sets The absolute rotation of the Node."); |
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172 | |
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173 | LoadParam(root, "parent", this, Element2D, setParent2D) |
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174 | .describe("the Name of the Parent of this Element2D"); |
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175 | |
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176 | LoadParam(root, "parent-mode", this, Element2D, setParentMode2D) |
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177 | .describe("the mode to connect this node to its parent ()"); |
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178 | |
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179 | // cycling properties |
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180 | LOAD_PARAM_START_CYCLE(root, element); |
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181 | { |
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182 | LoadParam_CYCLE(element, "child", this, Element2D, addChild2D) |
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183 | .describe("adds a new Child to the current Node."); |
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184 | } |
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185 | LOAD_PARAM_END_CYCLE(element); |
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186 | } |
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187 | |
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188 | /** |
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189 | * @brief sets the alignment of the 2D-element in form of a String |
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190 | * @param alignment the alignment @see loadParams |
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191 | */ |
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192 | void Element2D::setAlignment(const std::string& alignment) |
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193 | { |
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194 | if (alignment == "center") |
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195 | this->setAlignment(E2D_ALIGN_CENTER); |
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196 | else if (alignment == "left") |
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197 | this->setAlignment(E2D_ALIGN_LEFT); |
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198 | else if (alignment == "right") |
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199 | this->setAlignment(E2D_ALIGN_RIGHT); |
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200 | else if (alignment == "screen-center") |
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201 | this->setAlignment(E2D_ALIGN_SCREEN_CENTER); |
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202 | } |
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203 | |
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204 | |
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205 | /** |
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206 | * @brief moves a Element to another layer |
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207 | * @param layer the Layer this is drawn on |
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208 | */ |
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209 | void Element2D::setLayer(E2D_LAYER layer) |
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210 | { |
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211 | if (unlikely(this->layer == layer)) return; |
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212 | |
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213 | if (this->parent != NULL && this->parent->getLayer() > layer) |
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214 | { |
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215 | PRINTF(2)("Unable to set %s to layer %s, because it's parent(%s) is of higher layer %s\n", |
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216 | this->getName(), |
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217 | Element2D::layer2DToChar(layer), |
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218 | this->parent->getName(), |
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219 | Element2D::layer2DToChar(this->parent->getLayer())); |
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220 | layer = this->parent->getLayer(); |
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221 | } |
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222 | this->layer = layer; |
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223 | |
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224 | |
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225 | if (this->parent != NULL) |
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226 | this->parent->children.sort(layerSortPredicate); |
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227 | } |
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228 | |
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229 | /** |
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230 | * @brief sets the layer onto which this 2D-element is projected to. |
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231 | * @param layer the layer @see loadParams @see Element2D::charToLayer2D(const std::string& layer) |
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232 | */ |
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233 | void Element2D::setLayer(const std::string& layer) |
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234 | { |
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235 | this->setLayer(Element2D::charToLayer2D(layer)); |
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236 | } |
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237 | |
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238 | /** |
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239 | * @brief sets the Size of the Element2D softly. |
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240 | * @param x the x-coordinate |
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241 | * @param y the y-coordinate. |
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242 | * @param bias the bias (bigger = faster). |
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243 | */ |
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244 | void Element2D::setSizeSoft2D(float x, float y, float bias) |
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245 | { |
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246 | if (likely(this->toSize == NULL)) |
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247 | this->toSize = new Vector2D(); |
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248 | |
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249 | *this->toSize = Vector2D(x,y);; |
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250 | this->bias = bias; |
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251 | } |
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252 | |
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253 | |
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254 | /** |
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255 | * @brief sets a node, this 2D-Element should be shown upon |
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256 | * @param bindNode the Node of the Node. (if NULL it will be unset). |
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257 | */ |
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258 | void Element2D::setBindNode(const PNode* bindNode) |
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259 | { |
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260 | this->bindNode = bindNode; |
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261 | this->bCurrentlyVisible = (bindNode == NULL); |
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262 | } |
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263 | |
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264 | /** |
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265 | * @brief sets a node, this 2D-Element should be shown upon |
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266 | * @param bindNode the name of the Node (should be existing) |
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267 | */ |
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268 | void Element2D::setBindNode(const std::string& bindNode) |
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269 | { |
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270 | const PNode* tmpBindNode = dynamic_cast<const PNode*>(ClassList::getObject(bindNode, CL_PARENT_NODE)); |
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271 | if (tmpBindNode != NULL) |
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272 | this->bindNode = tmpBindNode; |
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273 | } |
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274 | |
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275 | /** |
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276 | * @brief sets the relative coordinate of the Element2D to its parent |
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277 | * @param relCoord the relative coordinate to the parent |
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278 | */ |
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279 | void Element2D::setRelCoor2D (const Vector2D& relCoord) |
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280 | { |
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281 | if (this->toCoordinate!= NULL) |
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282 | { |
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283 | delete this->toCoordinate; |
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284 | this->toCoordinate = NULL; |
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285 | } |
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286 | this->relCoordinate = relCoord; |
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287 | this->bRelCoorChanged = true; |
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288 | } |
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289 | |
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290 | /** |
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291 | * @brief sets the relative coordinate of the Element2D to its Parent |
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292 | * @param x the x coordinate |
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293 | * @param y the y coordinate |
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294 | */ |
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295 | void Element2D::setRelCoor2D (float x, float y) |
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296 | { |
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297 | this->setRelCoor2D(Vector2D(x,y)); |
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298 | } |
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299 | |
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300 | /** |
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301 | * @brief updates the Rel - Coordinate in x-direction |
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302 | * @param x the x coordinate |
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303 | */ |
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304 | void Element2D::setRelCoorX2D(float x) |
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305 | { |
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306 | this->setRelCoor2D(Vector2D(x, this->relCoordinate.y)); |
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307 | } |
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308 | |
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309 | /** |
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310 | * @brief updates the Rel - Coordinate in y-direction |
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311 | * @param y the y coordinate |
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312 | */ |
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313 | void Element2D::setRelCoorY2D(float y) |
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314 | { |
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315 | this->setRelCoor2D(Vector2D(this->relCoordinate.x, y)); |
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316 | } |
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317 | |
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318 | |
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319 | /** |
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320 | * @brief sets the Relative coordinate to the parent in Pixels |
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321 | * @param x the relCoord X |
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322 | * @param y the relCoord Y |
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323 | */ |
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324 | void Element2D::setRelCoor2Dpx (int x, int y) |
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325 | { |
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326 | this->setRelCoor2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), |
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327 | (float)y/(float)GraphicsEngine::getInstance()->getResolutionY())); |
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328 | } |
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329 | |
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330 | /** |
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331 | * @brief sets a new relative position smoothely |
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332 | * @param relCoordSoft the new Position to iterate to |
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333 | * @param bias how fast to iterate to this position |
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334 | */ |
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335 | void Element2D::setRelCoorSoft2D(const Vector2D& relCoordSoft, float bias) |
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336 | { |
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337 | if (likely(this->toCoordinate == NULL)) |
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338 | this->toCoordinate = new Vector2D(); |
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339 | |
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340 | *this->toCoordinate = relCoordSoft; |
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341 | this->bias = bias; |
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342 | } |
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343 | |
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344 | /** |
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345 | * @brief sets a new relative position smoothely |
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346 | * @param x the new x-coordinate in Pixels of the Position to iterate to |
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347 | * @param y the new y-coordinate in Pixels of the Position to iterate to |
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348 | * @param bias how fast to iterate to this position |
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349 | */ |
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350 | void Element2D::setRelCoorSoft2Dpx (int x, int y, float bias) |
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351 | { |
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352 | this->setRelCoorSoft2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), |
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353 | (float)y/(float)GraphicsEngine::getInstance()->getResolutionY()), |
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354 | bias); |
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355 | } |
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356 | |
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357 | /** |
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358 | * @brief set relative coordinates smoothely |
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359 | * @param x x-relative coordinates to its parent |
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360 | * @param y y-relative coordinates to its parent |
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361 | * @param z z-relative coordinates to its parent |
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362 | * @see void PNode::setRelCoorSoft (const Vector2D&, float) |
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363 | */ |
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364 | void Element2D::setRelCoorSoft2D(float x, float y, float bias) |
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365 | { |
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366 | this->setRelCoorSoft2D(Vector2D(x, y), bias); |
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367 | } |
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368 | |
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369 | /** |
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370 | * @param absCoord set absolute coordinate |
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371 | */ |
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372 | void Element2D::setAbsCoor2D (const Vector2D& absCoord) |
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373 | { |
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374 | if (this->toCoordinate!= NULL) |
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375 | { |
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376 | delete this->toCoordinate; |
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377 | this->toCoordinate = NULL; |
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378 | } |
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379 | |
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380 | if( likely(this->parentMode & E2D_PARENT_MOVEMENT)) |
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381 | { |
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382 | /* if you have set the absolute coordinates this overrides all other changes */ |
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383 | if (likely(this->parent != NULL)) |
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384 | this->relCoordinate = absCoord - parent->getAbsCoor2D (); |
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385 | else |
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386 | this->relCoordinate = absCoord; |
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387 | } |
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388 | if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) |
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389 | { |
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390 | if (likely(this->parent != NULL)) |
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391 | this->relCoordinate = absCoord - parent->getAbsCoor2D (); |
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392 | else |
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393 | this->relCoordinate = absCoord; |
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394 | } |
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395 | |
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396 | this->bRelCoorChanged = true; |
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397 | } |
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398 | |
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399 | /** |
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400 | * @param x x-coordinate. |
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401 | * @param y y-coordinate. |
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402 | * @param z z-coordinate. |
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403 | * @see void PNode::setAbsCoor (const Vector2D& absCoord) |
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404 | */ |
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405 | void Element2D::setAbsCoor2D (float x, float y) |
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406 | { |
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407 | this->setAbsCoor2D(Vector2D(x, y)); |
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408 | } |
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409 | |
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410 | /** |
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411 | * @brief updates the Abs - Coordinate in x-direction |
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412 | * @param x the x coordinate |
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413 | */ |
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414 | void Element2D::setAbsCoorX2D(float x) |
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415 | { |
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416 | this->setAbsCoor2D(x, this->getAbsCoor2D().y); |
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417 | } |
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418 | |
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419 | /** |
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420 | * @brief updates the Abs - Coordinate in y-direction |
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421 | * @param y the y coordinate |
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422 | */ |
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423 | void Element2D::setAbsCoorY2D(float y) |
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424 | { |
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425 | this->setAbsCoor2D(this->getAbsCoor2D().x, y); |
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426 | } |
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427 | |
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428 | |
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429 | /** |
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430 | * @param x x-coordinate in Pixels |
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431 | * @param y y-coordinate in Pixels |
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432 | * @see void PNode::setAbsCoor (const Vector2D& absCoord) |
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433 | */ |
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434 | void Element2D::setAbsCoor2Dpx (int x, int y) |
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435 | { |
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436 | this->setAbsCoor2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), |
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437 | (float)y/(float)GraphicsEngine::getInstance()->getResolutionY())); |
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438 | } |
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439 | |
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440 | /** |
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441 | * @param absCoordSoft set absolute coordinate |
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442 | * @param bias how fast to iterato to the new Coordinate |
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443 | */ |
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444 | void Element2D::setAbsCoorSoft2D (const Vector2D& absCoordSoft, float bias) |
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445 | { |
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446 | if (this->toCoordinate == NULL) |
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447 | this->toCoordinate = new Vector2D(); |
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448 | |
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449 | if( likely(this->parentMode & E2D_PARENT_MOVEMENT)) |
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450 | { |
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451 | /* if you have set the absolute coordinates this overrides all other changes */ |
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452 | if (likely(this->parent != NULL)) |
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453 | *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D (); |
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454 | else |
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455 | *this->toCoordinate = absCoordSoft; |
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456 | } |
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457 | if( this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) |
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458 | { |
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459 | if (likely(this->parent != NULL)) |
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460 | *this->toCoordinate = absCoordSoft - parent->getAbsCoor2D (); |
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461 | else |
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462 | *this->toCoordinate = absCoordSoft; |
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463 | } |
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464 | |
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465 | this->bias = bias; |
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466 | } |
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467 | |
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468 | /** |
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469 | * @param x x-coordinate. |
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470 | * @param y y-coordinate. |
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471 | * @param z z-coordinate. |
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472 | * @see void PNode::setAbsCoor (const Vector2D& absCoord) |
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473 | */ |
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474 | void Element2D::setAbsCoorSoft2D (float x, float y, float bias) |
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475 | { |
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476 | this->setAbsCoorSoft2D(Vector2D(x, y), bias); |
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477 | } |
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478 | |
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479 | /** |
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480 | * @brief shift coordinate ralative |
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481 | * @param shift shift vector |
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482 | * |
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483 | * This simply adds the shift-Vector2D to the relative Coordinate |
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484 | */ |
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485 | void Element2D::shiftCoor2D (const Vector2D& shift) |
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486 | { |
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487 | this->relCoordinate += shift; |
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488 | this->bRelCoorChanged = true; |
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489 | } |
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490 | |
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491 | /** |
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492 | * @brief shifts in PixelSpace |
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493 | * @param x the pixels to shift in X |
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494 | * @param y the pixels to shift in Y |
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495 | */ |
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496 | void Element2D::shiftCoor2Dpx (int x, int y) |
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497 | { |
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498 | this->shiftCoor2D(Vector2D((float)x/(float)GraphicsEngine::getInstance()->getResolutionX(), |
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499 | (float)y/(float)GraphicsEngine::getInstance()->getResolutionY())); |
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500 | } |
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501 | |
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502 | /** |
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503 | * @brief set relative direction |
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504 | * @param relDir to its parent |
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505 | */ |
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506 | void Element2D::setRelDir2D (float relDir) |
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507 | { |
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508 | if (this->toDirection!= NULL) |
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509 | { |
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510 | delete this->toDirection; |
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511 | this->toDirection = NULL; |
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512 | } |
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513 | |
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514 | this->relDirection = relDir; |
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515 | this->bRelDirChanged = true; |
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516 | } |
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517 | |
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518 | /** |
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519 | * @brief sets the Relative Direction of this node to its parent in a Smoothed way |
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520 | * @param relDirSoft the direction to iterate to smoothely. |
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521 | * @param bias how fast to iterate to the new Direction |
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522 | */ |
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523 | void Element2D::setRelDirSoft2D(float relDirSoft, float bias) |
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524 | { |
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525 | if (likely(this->toDirection == NULL)) |
---|
526 | this->toDirection = new float; |
---|
527 | |
---|
528 | *this->toDirection = relDirSoft; |
---|
529 | this->bias = bias; |
---|
530 | } |
---|
531 | |
---|
532 | /** |
---|
533 | * @brief sets the absolute direction |
---|
534 | * @param absDir absolute coordinates |
---|
535 | */ |
---|
536 | void Element2D::setAbsDir2D (float absDir) |
---|
537 | { |
---|
538 | if (this->toDirection!= NULL) |
---|
539 | { |
---|
540 | delete this->toDirection; |
---|
541 | this->toDirection = NULL; |
---|
542 | } |
---|
543 | |
---|
544 | if (likely(this->parent != NULL)) |
---|
545 | this->relDirection = absDir - this->parent->getAbsDir2D(); |
---|
546 | else |
---|
547 | this->relDirection = absDir; |
---|
548 | |
---|
549 | this->bRelDirChanged = true; |
---|
550 | } |
---|
551 | |
---|
552 | /** |
---|
553 | * @brief sets the absolute direction softly |
---|
554 | * @param absDir absolute coordinates |
---|
555 | */ |
---|
556 | void Element2D::setAbsDirSoft2D (float absDirSoft, float bias) |
---|
557 | { |
---|
558 | if (this->toDirection == NULL) |
---|
559 | this->toDirection = new float; |
---|
560 | |
---|
561 | if (likely(this->parent != NULL)) |
---|
562 | *this->toDirection = absDirSoft - this->parent->getAbsDir2D(); |
---|
563 | else |
---|
564 | *this->toDirection = absDirSoft; |
---|
565 | |
---|
566 | this->bias = bias; |
---|
567 | } |
---|
568 | |
---|
569 | /** |
---|
570 | * shift Direction |
---|
571 | * @param shift the direction around which to shift. |
---|
572 | */ |
---|
573 | void Element2D::shiftDir2D (float shiftDir) |
---|
574 | { |
---|
575 | this->relDirection = this->relDirection + shiftDir; |
---|
576 | this->bRelDirChanged = true; |
---|
577 | } |
---|
578 | |
---|
579 | /** |
---|
580 | * @brief adds a child and makes this node to a parent |
---|
581 | * @param child child reference |
---|
582 | * @param parentMode on which changes the child should also change ist state |
---|
583 | * |
---|
584 | * use this to add a child to this node. |
---|
585 | */ |
---|
586 | void Element2D::addChild2D (Element2D* child) |
---|
587 | { |
---|
588 | assert(child != NULL); |
---|
589 | if( likely(child->parent != NULL)) |
---|
590 | { |
---|
591 | PRINTF(5)("Element2D::addChild() - reparenting node: removing it and adding it again\n"); |
---|
592 | child->parent->eraseChild2D(child); |
---|
593 | } |
---|
594 | if (this->checkIntegrity(child)) |
---|
595 | { |
---|
596 | // Setting the New Parent. |
---|
597 | child->parent = this; |
---|
598 | if (likely(this != NULL)) |
---|
599 | { |
---|
600 | // Layers of Children that are smaller than this(parents) Layer will be updated, and pushed to the front. |
---|
601 | if (unlikely(this->layer > child->getLayer())) |
---|
602 | { |
---|
603 | PRINTF(2)("Layer '%s' of Child(%s::%s) lower than parents(%s::%s) layer '%s'. updating...\n", |
---|
604 | Element2D::layer2DToChar(child->getLayer()),child->getClassName(), child->getName(), |
---|
605 | this->getClassName(), this->getName(), Element2D::layer2DToChar(this->layer)); |
---|
606 | child->layer = this->layer; |
---|
607 | this->children.push_front(child); |
---|
608 | } |
---|
609 | else |
---|
610 | { |
---|
611 | // Inserting the Element at the right Layer depth. |
---|
612 | std::list<Element2D*>::iterator elem; |
---|
613 | for (elem = this->children.begin(); elem != this->children.end(); elem++) |
---|
614 | { |
---|
615 | if ((*elem)->layer <= child->layer) |
---|
616 | { |
---|
617 | this->children.insert(elem, child); |
---|
618 | break; |
---|
619 | } |
---|
620 | } |
---|
621 | // if we are at the Last child push it back. |
---|
622 | if (elem == this->children.end()) |
---|
623 | this->children.push_back(child); |
---|
624 | } |
---|
625 | } |
---|
626 | else |
---|
627 | { |
---|
628 | PRINTF(1)("Tried to reparent2D to own child '%s::%s' to '%s::%s'.\n", |
---|
629 | this->getClassName(), this->getName(), child->getClassName(), child->getName()); |
---|
630 | child->parent = NULL; |
---|
631 | } |
---|
632 | } |
---|
633 | child->parentCoorChanged2D(); |
---|
634 | } |
---|
635 | |
---|
636 | /** |
---|
637 | * @see Element2D::addChild(Element2D* child); |
---|
638 | * @param childName the name of the child to add to this PNode |
---|
639 | */ |
---|
640 | void Element2D::addChild2D (const std::string& childName) |
---|
641 | { |
---|
642 | Element2D* childNode = dynamic_cast<Element2D*>(ClassList::getObject(childName, CL_ELEMENT_2D)); |
---|
643 | if (childNode != NULL) |
---|
644 | this->addChild2D(childNode); |
---|
645 | } |
---|
646 | |
---|
647 | /** |
---|
648 | * @brief removes a child from the node |
---|
649 | * @param child the child to remove from this Node.. |
---|
650 | * |
---|
651 | * Children from nodes will not be lost, they are referenced to NullPointer |
---|
652 | */ |
---|
653 | void Element2D::removeChild2D (Element2D* child) |
---|
654 | { |
---|
655 | if (child != NULL) |
---|
656 | child->remove2D(); |
---|
657 | } |
---|
658 | |
---|
659 | /** |
---|
660 | * !! PRIVATE FUNCTION |
---|
661 | * @brief reparents an Element2D (happens on Parents Node delete or remove and Flags are set.) |
---|
662 | */ |
---|
663 | void Element2D::reparent2D() |
---|
664 | { |
---|
665 | if (this->parentMode & E2D_REPARENT_TO_NULL) |
---|
666 | this->setParent2D((Element2D*)NULL); |
---|
667 | else if (this->parentMode & E2D_REPARENT_TO_PARENTS_PARENT && this->parent != NULL) |
---|
668 | this->setParent2D(this->parent->getParent2D()); |
---|
669 | else |
---|
670 | this->setParent2D(Element2D::getNullElement()); |
---|
671 | } |
---|
672 | |
---|
673 | |
---|
674 | /** |
---|
675 | * @param child the child to be erased from this Nodes List |
---|
676 | */ |
---|
677 | void Element2D::eraseChild2D(Element2D* child) |
---|
678 | { |
---|
679 | assert (this != NULL && child != NULL); |
---|
680 | std::list<Element2D*>::iterator childIT = std::find(this->children.begin(), this->children.end(), child); |
---|
681 | this->children.erase(childIT); |
---|
682 | } |
---|
683 | |
---|
684 | |
---|
685 | |
---|
686 | /** |
---|
687 | * @brief remove this Element from the tree and adds all children to NullElement2D |
---|
688 | * |
---|
689 | * afterwards this Node is free, and can be reattached, or deleted freely. |
---|
690 | */ |
---|
691 | void Element2D::remove2D() |
---|
692 | { |
---|
693 | std::list<Element2D*>::iterator child = this->children.begin(); |
---|
694 | std::list<Element2D*>::iterator reparenter; |
---|
695 | while (child != this->children.end()) |
---|
696 | { |
---|
697 | reparenter = child; |
---|
698 | child++; |
---|
699 | if (this->parentMode & E2D_REPARENT_CHILDREN_ON_REMOVE || |
---|
700 | (*reparenter)->parentMode & E2D_REPARENT_ON_PARENTS_REMOVE) |
---|
701 | { |
---|
702 | printf("TEST----------------%s ---- %s\n", this->getClassName(), (*reparenter)->getClassName()); |
---|
703 | (*reparenter)->reparent2D(); |
---|
704 | printf("REPARENTED TO: %s::%s\n",(*reparenter)->getParent2D()->getClassName(),(*reparenter)->getParent2D()->getName()); |
---|
705 | } |
---|
706 | } |
---|
707 | if (this->parent != NULL) |
---|
708 | { |
---|
709 | this->parent->eraseChild2D(this); |
---|
710 | this->parent = NULL; |
---|
711 | } |
---|
712 | } |
---|
713 | |
---|
714 | |
---|
715 | /** |
---|
716 | * @see Element2D::setParent(Element2D* parent); |
---|
717 | * @param parentName the name of the Parent to set to this Element2D |
---|
718 | */ |
---|
719 | void Element2D::setParent2D (const std::string& parentName) |
---|
720 | { |
---|
721 | Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D)); |
---|
722 | if (parentNode != NULL) |
---|
723 | parentNode->addChild2D(this); |
---|
724 | else |
---|
725 | PRINTF(2)("Not Found Element2D's (%s::%s) new Parent by Name: %s\n", |
---|
726 | this->getClassName(), this->getName(), parentName.c_str()); |
---|
727 | } |
---|
728 | |
---|
729 | /** |
---|
730 | * @brief does the reparenting in a very smooth way |
---|
731 | * @param parentNode the new Node to connect this node to. |
---|
732 | * @param bias the speed to iterate to this new Positions |
---|
733 | */ |
---|
734 | void Element2D::setParentSoft2D(Element2D* parentNode, float bias) |
---|
735 | { |
---|
736 | if (this->parent == parentNode) |
---|
737 | return; |
---|
738 | |
---|
739 | if (likely(this->toCoordinate == NULL)) |
---|
740 | { |
---|
741 | this->toCoordinate = new Vector2D(); |
---|
742 | *this->toCoordinate = this->getRelCoor2D(); |
---|
743 | } |
---|
744 | if (likely(this->toDirection == NULL)) |
---|
745 | { |
---|
746 | this->toDirection = new float; |
---|
747 | *this->toDirection = this->getRelDir2D(); |
---|
748 | } |
---|
749 | this->bias = bias; |
---|
750 | |
---|
751 | |
---|
752 | Vector2D tmpV = this->getAbsCoor2D(); |
---|
753 | float tmpQ = this->getAbsDir2D(); |
---|
754 | |
---|
755 | parentNode->addChild2D(this); |
---|
756 | |
---|
757 | if (this->parentMode & E2D_PARENT_ROTATE_MOVEMENT) //! @todo implement this. |
---|
758 | ;//this->setRelCoor(this->parent->getAbsDir().inverse().apply(tmpV - this->parent->getAbsCoor())); |
---|
759 | else |
---|
760 | this->relCoordinate = (tmpV - parentNode->getAbsCoor2D()); |
---|
761 | this->bRelCoorChanged = true; |
---|
762 | |
---|
763 | this->relDirection = (tmpQ - parentNode->getAbsDir2D()); |
---|
764 | this->bRelDirChanged = true; |
---|
765 | } |
---|
766 | |
---|
767 | /** |
---|
768 | * @brief does the reparenting in a very smooth way |
---|
769 | * @param parentName the name of the Parent to reconnect to |
---|
770 | * @param bias the speed to iterate to this new Positions |
---|
771 | */ |
---|
772 | void Element2D::setParentSoft2D(const std::string& parentName, float bias) |
---|
773 | { |
---|
774 | Element2D* parentNode = dynamic_cast<Element2D*>(ClassList::getObject(parentName, CL_ELEMENT_2D)); |
---|
775 | if (parentNode != NULL) |
---|
776 | this->setParentSoft2D(parentNode, bias); |
---|
777 | } |
---|
778 | |
---|
779 | /** |
---|
780 | * @param parentMode sets the parentingMode of this Node |
---|
781 | */ |
---|
782 | void Element2D::setParentMode2D(E2D_PARENT_MODE parentMode) |
---|
783 | { |
---|
784 | this->parentMode = ((this->parentMode & 0xfff0) | parentMode); |
---|
785 | } |
---|
786 | |
---|
787 | |
---|
788 | /** |
---|
789 | * @brief sets the mode of this parent manually |
---|
790 | * @param parentMode a String representing this parentingMode |
---|
791 | */ |
---|
792 | void Element2D::setParentMode2D (const std::string& parentingMode) |
---|
793 | { |
---|
794 | this->setParentMode2D(Element2D::stringToParentingMode2D(parentingMode)); |
---|
795 | } |
---|
796 | |
---|
797 | /** |
---|
798 | * @brief checks if elem1 is in a deeper layer as elem2 |
---|
799 | * @param elem1 the first Element2D |
---|
800 | * @param elem2 the second Element2D |
---|
801 | * @returns true if elem1->layer < elem2->layer |
---|
802 | */ |
---|
803 | bool Element2D::layerSortPredicate(const Element2D* elem1, const Element2D* elem2) |
---|
804 | { |
---|
805 | return elem1->layer < elem2->layer; |
---|
806 | } |
---|
807 | |
---|
808 | |
---|
809 | /** |
---|
810 | * @returns the NullElement (and if needed (most probably) creates it) |
---|
811 | */ |
---|
812 | Element2D* Element2D::createNullElement() |
---|
813 | { |
---|
814 | if (likely(Element2D::nullElement == NULL)) |
---|
815 | { |
---|
816 | Element2D::nullElement = new Element2D(NULL, E2D_LAYER_BELOW_ALL, E2D_PARENT_MODE_DEFAULT | E2D_REPARENT_TO_NULL); |
---|
817 | Element2D::nullElement->setName("NullElement"); |
---|
818 | } |
---|
819 | return Element2D::nullElement; |
---|
820 | } |
---|
821 | |
---|
822 | |
---|
823 | /** |
---|
824 | * !! PRIVATE FUNCTION |
---|
825 | * @brief checks the upward integrity (e.g if Element2D is somewhere up the Node tree.) |
---|
826 | * @param checkParent the Parent to check. |
---|
827 | * @returns true if the integrity-check succeeds, false otherwise. |
---|
828 | * |
---|
829 | * If there is a second occurence of checkParent before NULL, then a loop could get |
---|
830 | * into the Tree, and we do not want this. |
---|
831 | */ |
---|
832 | bool Element2D::checkIntegrity(const Element2D* checkParent) const |
---|
833 | { |
---|
834 | const Element2D* parent = this; |
---|
835 | while ( (parent = parent->getParent2D()) != NULL) |
---|
836 | if (unlikely(parent == checkParent)) |
---|
837 | return false; |
---|
838 | return true; |
---|
839 | } |
---|
840 | |
---|
841 | |
---|
842 | /** |
---|
843 | * @brief updates the absCoordinate/absDirection |
---|
844 | * @param dt The time passed since the last update |
---|
845 | |
---|
846 | this is used to go through the parent-tree to update all the absolute coordinates |
---|
847 | and directions. this update should be done by the engine, so you don't have to |
---|
848 | worry, normaly... |
---|
849 | */ |
---|
850 | void Element2D::update2D (float dt) |
---|
851 | { |
---|
852 | // setting the Position of this 2D-Element. |
---|
853 | if( likely(this->parent != NULL)) |
---|
854 | { |
---|
855 | // movement for nodes with smoothMove enabled |
---|
856 | if (unlikely(this->toCoordinate != NULL)) |
---|
857 | { |
---|
858 | Vector2D moveVect = (*this->toCoordinate - this->relCoordinate) *fabsf(dt)*bias; |
---|
859 | |
---|
860 | if (likely(moveVect.len() >= .001))//PNODE_ITERATION_DELTA)) |
---|
861 | { |
---|
862 | this->shiftCoor2D(moveVect); |
---|
863 | } |
---|
864 | else |
---|
865 | { |
---|
866 | Vector2D tmp = *this->toCoordinate; |
---|
867 | this->setRelCoor2D(tmp); |
---|
868 | PRINTF(5)("SmoothMove of %s finished\n", this->getName()); |
---|
869 | } |
---|
870 | } |
---|
871 | if (unlikely(this->toDirection != NULL)) |
---|
872 | { |
---|
873 | float rotFlot = (*this->toDirection - this->relDirection) *fabsf(dt)*bias; |
---|
874 | if (likely(fabsf(rotFlot) >= .001))//PNODE_ITERATION_DELTA)) |
---|
875 | { |
---|
876 | this->shiftDir2D(rotFlot); |
---|
877 | } |
---|
878 | else |
---|
879 | { |
---|
880 | float tmp = *this->toDirection; |
---|
881 | this->setRelDir2D(tmp); |
---|
882 | PRINTF(5)("SmoothRotate of %s finished\n", this->getName()); |
---|
883 | } |
---|
884 | } |
---|
885 | if (unlikely(this->toSize != NULL)) |
---|
886 | { |
---|
887 | Vector2D shiftSize = (*this->toSize - this->size) *fabsf(dt)*bias; |
---|
888 | if (likely((shiftSize).len() >= .001))//PNODE_ITERATION_DELTA)) |
---|
889 | { |
---|
890 | this->size += shiftSize; |
---|
891 | } |
---|
892 | else |
---|
893 | { |
---|
894 | delete this->toSize; |
---|
895 | this->toSize = NULL; |
---|
896 | PRINTF(5)("SmoothRotate of %s finished\n", this->getName()); |
---|
897 | } |
---|
898 | } |
---|
899 | |
---|
900 | // MAIN UPDATE ///////////////////////////////////// |
---|
901 | this->lastAbsCoordinate = this->absCoordinate; |
---|
902 | |
---|
903 | PRINTF(5)("Element2D::update - %s - (%f, %f)\n", this->getName(), this->absCoordinate.x, this->absCoordinate.y); |
---|
904 | |
---|
905 | |
---|
906 | if( this->parentMode & E2D_PARENT_LOCAL_ROTATE && this->bRelDirChanged) |
---|
907 | { |
---|
908 | /* update the current absDirection - remember * means rotation around sth.*/ |
---|
909 | this->prevRelDirection = this->relDirection; |
---|
910 | this->absDirection = this->relDirection + parent->getAbsDir2D();; |
---|
911 | } |
---|
912 | |
---|
913 | |
---|
914 | if (unlikely(this->alignment & E2D_ALIGN_SCREEN_CENTER && this->bRelCoorChanged)) |
---|
915 | { |
---|
916 | this->prevRelCoordinate = this->relCoordinate; |
---|
917 | this->absCoordinate.x = .5 + this->relCoordinate.x; |
---|
918 | this->absCoordinate.y = .5 + this->relCoordinate.y; |
---|
919 | } |
---|
920 | else if (unlikely(this->bindNode != NULL)) |
---|
921 | { |
---|
922 | if (State::getCamera()->distance(this->bindNode) < 0) |
---|
923 | this->bCurrentlyVisible = false; |
---|
924 | else |
---|
925 | { |
---|
926 | this->bCurrentlyVisible = true; |
---|
927 | } |
---|
928 | |
---|
929 | /// TODO this should be done on the new Projection Matrix. |
---|
930 | GLdouble projectPos[3] = {0.0, 0.0, 0.0}; |
---|
931 | gluProject(this->bindNode->getAbsCoor().x, |
---|
932 | this->bindNode->getAbsCoor().y, |
---|
933 | this->bindNode->getAbsCoor().z, |
---|
934 | GraphicsEngine::modMat, |
---|
935 | GraphicsEngine::projMat, |
---|
936 | GraphicsEngine::viewPort, |
---|
937 | projectPos, |
---|
938 | projectPos+1, |
---|
939 | projectPos+2); |
---|
940 | // printf("%s::%s == %f %f %f :: %f %f\n", this->getClassName(), this->getName(), |
---|
941 | // this->bindNode->getAbsCoor().x, |
---|
942 | // this->bindNode->getAbsCoor().y, |
---|
943 | // this->bindNode->getAbsCoor().z, |
---|
944 | // projectPos[0], |
---|
945 | // projectPos[1]); |
---|
946 | |
---|
947 | this->prevRelCoordinate.x = this->absCoordinate.x = projectPos[0] /* /(float)GraphicsEngine::getInstance()->getResolutionX() */ + this->relCoordinate.x; |
---|
948 | this->prevRelCoordinate.y = this->absCoordinate.y = (float)GraphicsEngine::getInstance()->getResolutionY() - projectPos[1] + this->relCoordinate.y; |
---|
949 | this->bRelCoorChanged = true; |
---|
950 | } |
---|
951 | else |
---|
952 | { |
---|
953 | if(likely(this->parentMode & PNODE_MOVEMENT && this->bRelCoorChanged)) |
---|
954 | { |
---|
955 | /* update the current absCoordinate */ |
---|
956 | this->prevRelCoordinate = this->relCoordinate; |
---|
957 | this->absCoordinate = this->parent->getAbsCoor2D() + this->relCoordinate; |
---|
958 | } |
---|
959 | else if( this->parentMode & PNODE_ROTATE_MOVEMENT && this->bRelCoorChanged) |
---|
960 | { |
---|
961 | /* update the current absCoordinate */ |
---|
962 | this->prevRelCoordinate = this->relCoordinate; |
---|
963 | float sine = sin(this->parent->getAbsDir2D()); |
---|
964 | float cose = cos(this->parent->getAbsDir2D()); |
---|
965 | // this->absCoordinate.x = this->relCoordinate.x*cose - this->relCoordinate.y*sine + this->parent->getRelCoor2D().x*(1-cose) +this->parent->getRelCoor2D().y*sine; |
---|
966 | // this->absCoordinate.y = this->relCoordinate.x*sine + this->relCoordinate.y*cose + this->parent->getRelCoor2D().y*(1-cose) +this->parent->getRelCoor2D().x*sine; |
---|
967 | |
---|
968 | this->absCoordinate.x = this->parent->getAbsCoor2D().x + (this->relCoordinate.x*cos(this->parent->getAbsDir2D()) - this->relCoordinate.y * sin(this->parent->getAbsDir2D())); |
---|
969 | this->absCoordinate.y = this->parent->getAbsCoor2D().y + (this->relCoordinate.x*sin(this->parent->getAbsDir2D()) + this->relCoordinate.y * cos(this->parent->getAbsDir2D())); |
---|
970 | |
---|
971 | } |
---|
972 | } |
---|
973 | ///////////////////////////////////////////////// |
---|
974 | } |
---|
975 | else |
---|
976 | { |
---|
977 | PRINTF(5)("Element2D::update - (%f, %f)\n", this->absCoordinate.x, this->absCoordinate.y); |
---|
978 | if (this->bRelCoorChanged) |
---|
979 | { |
---|
980 | this->prevRelCoordinate = this->relCoordinate; |
---|
981 | this->absCoordinate = this->relCoordinate; |
---|
982 | } |
---|
983 | if (this->bRelDirChanged) |
---|
984 | { |
---|
985 | this->prevRelDirection = this->relDirection; |
---|
986 | this->absDirection = this->getAbsDir2D() + this->relDirection; |
---|
987 | } |
---|
988 | } |
---|
989 | |
---|
990 | |
---|
991 | // UPDATE CHILDREN |
---|
992 | if(!this->children.empty() || this->parentMode & E2D_UPDATE_CHILDREN_IF_INACTIVE) |
---|
993 | { |
---|
994 | std::list<Element2D*>::iterator child; |
---|
995 | for (child = this->children.begin(); child != this->children.end(); child++) |
---|
996 | { |
---|
997 | /* if this node has changed, make sure, that all children are updated also */ |
---|
998 | if( likely(this->bRelCoorChanged)) |
---|
999 | (*child)->parentCoorChanged2D(); |
---|
1000 | if( likely(this->bRelDirChanged)) |
---|
1001 | (*child)->parentDirChanged2D(); |
---|
1002 | |
---|
1003 | (*child)->update2D(dt); |
---|
1004 | } |
---|
1005 | } |
---|
1006 | |
---|
1007 | // FINISHING PROCESS |
---|
1008 | this->velocity = (this->absCoordinate - this->lastAbsCoordinate) / dt; |
---|
1009 | this->bRelCoorChanged = false; |
---|
1010 | this->bRelDirChanged = false; |
---|
1011 | } |
---|
1012 | |
---|
1013 | |
---|
1014 | /** |
---|
1015 | * @brief displays some information about this pNode |
---|
1016 | * @param depth The deph into which to debug the children of this Element2D to. |
---|
1017 | * (0: all children will be debugged, 1: only this Element2D, 2: this and direct children...) |
---|
1018 | * @param level The n-th level of the Node we draw (this is internal and only for nice output) |
---|
1019 | */ |
---|
1020 | void Element2D::debug2D (unsigned int depth, unsigned int level) const |
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1021 | { |
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1022 | for (unsigned int i = 0; i < level; i++) |
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1023 | PRINT(0)(" |"); |
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1024 | if (this->children.size() > 0) |
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1025 | PRINT(0)(" +"); |
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1026 | else |
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1027 | PRINT(0)(" -"); |
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1028 | PRINT(0)("E2D(%s::%s);AC:(%0.2f, %0.2f);RC:(%0.2f, %0.2f);AD(%0.2f)->%s;Layer:(%s)\n", |
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1029 | this->getClassName(), |
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1030 | this->getName(), |
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1031 | this->absCoordinate.x, |
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1032 | this->absCoordinate.y, |
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1033 | this->relCoordinate.x, |
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1034 | this->relCoordinate.y, |
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1035 | this->getAbsDir2D(), |
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1036 | Element2D::parentingModeToString2D(parentMode), |
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1037 | Element2D::layer2DToChar(this->layer)); |
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1038 | |
---|
1039 | if (depth >= 2 || depth == 0) |
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1040 | { |
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1041 | std::list<Element2D*>::const_iterator child; |
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1042 | for (child = this->children.begin(); child != this->children.end(); child++) |
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1043 | { |
---|
1044 | if (depth == 0) |
---|
1045 | (*child)->debug2D(0, level + 1); |
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1046 | else |
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1047 | (*child)->debug2D(depth - 1, level +1); |
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1048 | } |
---|
1049 | } |
---|
1050 | } |
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1051 | |
---|
1052 | /** |
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1053 | * @brief ticks the 2d-Element |
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1054 | * @param dt the time elapsed since the last tick |
---|
1055 | * |
---|
1056 | * the element only gets tickt, if it is active. |
---|
1057 | * Be aware, that this walks through the entire Element2D-tree, |
---|
1058 | * searching for Elements to be ticked. |
---|
1059 | */ |
---|
1060 | void Element2D::tick2D(float dt) |
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1061 | { |
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1062 | if (this->bActive) |
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1063 | this->tick(dt); |
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1064 | if (this->children.size() > 0) |
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1065 | { |
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1066 | std::list<Element2D*>::iterator child; |
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1067 | for (child = this->children.begin(); child != this->children.end(); child++) |
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1068 | (*child)->tick2D(dt); |
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1069 | } |
---|
1070 | } |
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1071 | |
---|
1072 | /** |
---|
1073 | * @brief draws all the Elements from this element2D downwards |
---|
1074 | * @param layer the maximal Layer to draw. @see E2D_LAYER |
---|
1075 | */ |
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1076 | void Element2D::draw2D(E2D_LAYER from, E2D_LAYER to) const |
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1077 | { |
---|
1078 | if (this->isVisible()) |
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1079 | this->draw(); |
---|
1080 | if (this->children.size() > 0) |
---|
1081 | { |
---|
1082 | std::list<Element2D*>::const_iterator child; |
---|
1083 | for (child = this->children.begin(); child != this->children.end(); child++) |
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1084 | if (likely( (*child)->layer >= from && (*child)->layer <= to)) |
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1085 | (*child)->draw2D(from, to); |
---|
1086 | } |
---|
1087 | } |
---|
1088 | |
---|
1089 | /** |
---|
1090 | * @brief displays the Element2D at its position with its rotation as a Plane. |
---|
1091 | */ |
---|
1092 | void Element2D::debugDraw2D(unsigned int depth, float size, Vector color, unsigned int level) const |
---|
1093 | { |
---|
1094 | if (level == 0) |
---|
1095 | { |
---|
1096 | glPushAttrib(GL_ENABLE_BIT); |
---|
1097 | glMatrixMode(GL_MODELVIEW); |
---|
1098 | |
---|
1099 | glDisable(GL_LIGHTING); |
---|
1100 | glDisable(GL_BLEND); |
---|
1101 | glDisable(GL_TEXTURE_2D); |
---|
1102 | } |
---|
1103 | |
---|
1104 | glPushMatrix(); |
---|
1105 | /* translate */ |
---|
1106 | /* rotate */ |
---|
1107 | glColor3f(color.x, color.y, color.z); |
---|
1108 | |
---|
1109 | glTranslatef (this->getAbsCoor2D().x, this->getAbsCoor2D().y, 0); |
---|
1110 | glRotatef(this->getAbsDir2D(), 0,0,1); |
---|
1111 | glBegin(GL_LINE_LOOP); |
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1112 | glVertex2f(0, 0); |
---|
1113 | glVertex2f(0, +this->getSizeY2D()); |
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1114 | glVertex2f(+this->getSizeX2D(), +this->getSizeY2D()); |
---|
1115 | glVertex2f(+this->getSizeX2D(), 0); |
---|
1116 | glEnd(); |
---|
1117 | |
---|
1118 | |
---|
1119 | glPopMatrix(); |
---|
1120 | if (depth >= 2 || depth == 0) |
---|
1121 | { |
---|
1122 | Vector childColor = Color::HSVtoRGB(Color::RGBtoHSV(color)+Vector(20,0,.0)); |
---|
1123 | std::list<Element2D*>::const_iterator child; |
---|
1124 | for (child = this->children.begin(); child != this->children.end(); child++) |
---|
1125 | { |
---|
1126 | // drawing the Dependency graph |
---|
1127 | if (this != Element2D::getNullElement()) |
---|
1128 | { |
---|
1129 | glBegin(GL_LINES); |
---|
1130 | glColor3f(color.x, color.y, color.z); |
---|
1131 | glVertex3f(this->getAbsCoor2D ().x, |
---|
1132 | this->getAbsCoor2D ().y, |
---|
1133 | 0); |
---|
1134 | glColor3f(childColor.x, childColor.y, childColor.z); |
---|
1135 | glVertex3f((*child)->getAbsCoor2D ().x, |
---|
1136 | (*child)->getAbsCoor2D ().y, |
---|
1137 | 0); |
---|
1138 | glEnd(); |
---|
1139 | } |
---|
1140 | if (depth == 0) |
---|
1141 | (*child)->debugDraw2D(0, size, childColor, level+1); |
---|
1142 | else |
---|
1143 | (*child)->debugDraw2D(depth - 1, size, childColor, level +1); |
---|
1144 | } |
---|
1145 | } |
---|
1146 | if (level == 0) |
---|
1147 | glPopAttrib(); |
---|
1148 | } |
---|
1149 | |
---|
1150 | |
---|
1151 | // helper functions // |
---|
1152 | /** |
---|
1153 | * @brief converts a parentingMode into a string that is the name of it |
---|
1154 | * @param parentingMode the ParentingMode to convert |
---|
1155 | * @return the converted string |
---|
1156 | */ |
---|
1157 | const char* Element2D::parentingModeToString2D(int parentingMode) |
---|
1158 | { |
---|
1159 | if (parentingMode == E2D_PARENT_LOCAL_ROTATE) |
---|
1160 | return "local-rotate"; |
---|
1161 | else if (parentingMode == E2D_PARENT_ROTATE_MOVEMENT) |
---|
1162 | return "rotate-movement"; |
---|
1163 | else if (parentingMode == E2D_PARENT_MOVEMENT) |
---|
1164 | return "movement"; |
---|
1165 | else if (parentingMode == E2D_PARENT_ALL) |
---|
1166 | return "all"; |
---|
1167 | else if (parentingMode == E2D_PARENT_ROTATE_AND_MOVE) |
---|
1168 | return "rotate-and-move"; |
---|
1169 | } |
---|
1170 | |
---|
1171 | /** |
---|
1172 | * @brief converts a parenting-mode-string into a int |
---|
1173 | * @param parentingMode the string naming the parentingMode |
---|
1174 | * @return the int corresponding to the named parentingMode |
---|
1175 | */ |
---|
1176 | E2D_PARENT_MODE Element2D::stringToParentingMode2D(const std::string& parentingMode) |
---|
1177 | { |
---|
1178 | if (parentingMode == "local-rotate") |
---|
1179 | return (E2D_PARENT_LOCAL_ROTATE); |
---|
1180 | else if (parentingMode == "rotate-movement") |
---|
1181 | return (E2D_PARENT_ROTATE_MOVEMENT); |
---|
1182 | else if (parentingMode == "movement") |
---|
1183 | return (E2D_PARENT_MOVEMENT); |
---|
1184 | else if (parentingMode == "all") |
---|
1185 | return (E2D_PARENT_ALL); |
---|
1186 | else if (parentingMode == "rotate-and-move") |
---|
1187 | return (E2D_PARENT_ROTATE_AND_MOVE); |
---|
1188 | } |
---|
1189 | |
---|
1190 | /** |
---|
1191 | * @brief converts a layer into its corresponding string |
---|
1192 | * @param layer the layer to get the name-String of. |
---|
1193 | * @returns the Name of the Layer (on error the default-layer-string is returned) |
---|
1194 | */ |
---|
1195 | const char* Element2D::layer2DToChar(E2D_LAYER layer) |
---|
1196 | { |
---|
1197 | switch(layer) |
---|
1198 | { |
---|
1199 | case E2D_LAYER_ABOVE_ALL: |
---|
1200 | return "above-all"; |
---|
1201 | case E2D_LAYER_TOP: |
---|
1202 | return "top"; |
---|
1203 | case E2D_LAYER_MEDIUM: |
---|
1204 | return "medium"; |
---|
1205 | case E2D_LAYER_BOTTOM: |
---|
1206 | return "bottom"; |
---|
1207 | case E2D_LAYER_BELOW_ALL: |
---|
1208 | return "below-all"; |
---|
1209 | default: |
---|
1210 | assert (false); |
---|
1211 | return layer2DToChar(E2D_DEFAULT_LAYER); |
---|
1212 | } |
---|
1213 | } |
---|
1214 | |
---|
1215 | /** |
---|
1216 | * @brief converts a String holding a actual Layer |
---|
1217 | * @param layer the String to convert into a Layer2D |
---|
1218 | * @returns the E2D_LAYER on success, E2D_DEFAULT_LAYER on error. |
---|
1219 | */ |
---|
1220 | E2D_LAYER Element2D::charToLayer2D(const std::string& layer) |
---|
1221 | { |
---|
1222 | if (layer == "above-all") |
---|
1223 | return (E2D_LAYER_ABOVE_ALL); |
---|
1224 | if (layer == "top") |
---|
1225 | return (E2D_LAYER_TOP); |
---|
1226 | else if (layer == "medium") |
---|
1227 | return (E2D_LAYER_MEDIUM); |
---|
1228 | else if (layer == "bottom") |
---|
1229 | return (E2D_LAYER_BOTTOM); |
---|
1230 | else if (layer == "below-all") |
---|
1231 | return (E2D_LAYER_BELOW_ALL); |
---|
1232 | else |
---|
1233 | return (E2D_DEFAULT_LAYER); |
---|
1234 | } |
---|