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source: orxonox.OLD/trunk/src/lib/graphics/render2D/element_2d.h @ 7107

Last change on this file since 7107 was 7052, checked in by bensch, 19 years ago

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[4838]1/*!
[4839]2 * @file element_2d.h
[6299]3 * Definition of the 2D elements rendered on top of all other stuff.
[5401]4 */
[1853]5
[4838]6#ifndef _ELEMENT_2D_H
7#define _ELEMENT_2D_H
[1853]8
[3543]9#include "base_object.h"
[5089]10
[5081]11#include "vector.h"
[7031]12#include "vector2D.h"
[5775]13#include <list>
[1853]14
[4838]15// FORWARD DECLARATION
[4843]16class PNode;
[4858]17class TiXmlElement;
[3543]18
[4839]19//!< An enumerator defining the Depth of a 2D-element.
20typedef enum
21{
[5398]22  E2D_LAYER_BELOW_ALL           =     0,        //!< Will be rendered below the 3D-scene. @todo make this work.
23  E2D_LAYER_BOTTOM              =     1,        //!< Will be rendered on the bottom Layer
24  E2D_LAYER_MEDIUM              =     2,        //!< Will be rendered on the medium Layer.
25  E2D_LAYER_TOP                 =     3,        //!< Will be rendered on top of everything else
[4848]26
[5398]27  E2D_LAYER_COUNT               =     4,         //!< The count of Layers.
[4862]28} E2D_LAYER;
[5398]29#define E2D_DEFAULT_LAYER       E2D_LAYER_MEDIUM
[5404]30#define E2D_LAYER_ALL           4
[4839]31
[4843]32typedef enum
33{
[4856]34  E2D_ALIGN_NONE                =     0,
35  E2D_ALIGN_LEFT                =     1,
36  E2D_ALIGN_RIGHT               =     2,
37  E2D_ALIGN_CENTER              =     4,
38  E2D_ALIGN_SCREEN_CENTER       =     8
[4848]39} E2D_ALIGNMENT;
[4843]40
[5081]41typedef enum
42{
[6299]43  E2D_PARENT_NONE                    = 0x0000,
44  E2D_PARENT_LOCAL_ROTATE            = 0x0001,    //!< Rotates all the children around their centers.
45  E2D_PARENT_ROTATE_MOVEMENT         = 0x0002,    //!< Moves all the children around the center of their parent, without the rotation around their own centers.
[5081]46
[6299]47  E2D_PARENT_MOVEMENT                = 0x0004,    //!< Moves all children along with the parent.
[5081]48// special linkage modes
[6299]49  E2D_PARENT_ALL                     = 0x0003,    //!< Moves all children around the center of their parent, and also rotates their centers
50  E2D_PARENT_ROTATE_AND_MOVE         = 0x0005,    //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent.
51
52
53  // REPARENTING
54  E2D_REPARENT_TO_NULL               = 0x0010,    //!< Reparents to the Null, if the Parent is Removed. Meaning the Node wont have a parent anymore.
55  E2D_REPARENT_TO_PARENTS_PARENT     = 0x0020,    //!< Reparents the Node to the parents (old) parent it the parent gets removed.
56  /////////////////////////////////////////////   //  ELSE: Reparents to the NullParent.
57  E2D_REPARENT_DELETE_CHILDREN       = 0x0040,    //!< Deletes the Children of the node when This Node is Removed. (Use with care).
58  /// FIXME
59   E2D_REPARENT_KEEP_POSITION         = 0x0080,   //!< Tries to keep the Position if the Node is reparented.
60
61
62  // DELETION
63  E2D_PROHIBIT_CHILD_DELETE          = 0x0100,    //!< Prohibits the Children from being deleted if this Node gets deleted.
64  E2D_PROHIBIT_DELETE_WITH_PARENT    = 0x0200,    //!< Prohibits the Node to be deleted if the Parent is. Child will be reparented according to the Repaenting-Rules
65  E2D_REPARENT_CHILDREN_ON_REMOVE    = 0x0400,    //!< Reparents the Children of the Node if the Node gets Removed.
66  E2D_REPARENT_ON_PARENTS_REMOVE     = 0x0800,    //!< The Node gets Reparented if its Parent gets removed. Child will be reparented according to the Reparenting-Rules.
67
68  // VISIBILITY/ACTIVITY
69  E2D_HIDE_CHILDREN_IF_HIDDEN        = 0x1000,    //!< Prohibits the Children from being drawn if this node isn't visible. (used for Draw))
70  E2D_HIDE_IF_PARENT_HIDDEN          = 0x2000,    //!< Prohibits the node from being drawn if the Parent is invisible.
71  E2D_UPDATE_CHILDREN_IF_INACTIVE    = 0x4000,    //!< Updates the Children of this Node even if the Parent is Inactive (note if this's parent is inactive children won't be updated.)
72  E2D_STATIC_NODE                    = 0x8000,    //!< Used for nodes that do not have any moving children, and that do not move.
73
[5081]74} E2D_PARENT_MODE;
[6299]75#define     E2D_PARENT_MODE_DEFAULT     E2D_PARENT_ALL | \
[6841]76                                        E2D_REPARENT_KEEP_POSITION
[5081]77
[5404]78//! A class for 2D-elements
79/**
80 * this class mainly tries to imitate PNode in its functionality, but on a 2D-level
81 * it extends PNode in the Sense of the tick-ability/draw-alility layering (and size)
82 *
83 * Layering: Layers are sorted into the Tree. e.g:
84 * the roor is in the lowest Layer, the leaves in the highest (of each branche)
85 * the first child of each node is in the lowest layer of all children, the last in the highest
86 * -> the tree is sorted on insertion of a new Child: @see Element2D::addChild2D()
87 */
[4849]88class Element2D : virtual public BaseObject {
[1853]89
[4850]90  public:
[6299]91    Element2D(Element2D* parent = Element2D::getNullElement(), E2D_LAYER layer = E2D_DEFAULT_LAYER, short nodeFlags = E2D_PARENT_MODE_DEFAULT);
[4850]92    virtual ~Element2D();
[1853]93
[6512]94    virtual void loadParams(const TiXmlElement* root);
[4858]95
[6299]96    // ACTIVATION //
97    inline void activate2D() { this->bActive = this->bRelCoorChanged = this->bRelDirChanged = true; };
98    inline void deactivate2D() { this->bActive = false; };
99    inline bool get2DActiveState() { return this->bActive; };
100
101    // ALIGNMENT //
[4856]102    /** @param alignment the new Alignment of the 2D-Element */
103    inline void setAlignment(E2D_ALIGNMENT alignment) { this->alignment = alignment; };
[4858]104    void setAlignment(const char* alignment);
[5089]105    inline E2D_ALIGNMENT getAlignment() const { return this->alignment; };
[4862]106
[6299]107    // LAYERING //
[4862]108    void setLayer(E2D_LAYER layer);
[4858]109    void setLayer(const char* layer);
[4862]110    /** @returns the Layer this Element is drawn to */
[5398]111    inline E2D_LAYER getLayer() const { return this->layer; };
[4862]112
[6299]113    // VISIBILITY //
[4850]114    /** @param visible true if the Element should be visible false otherwise (will not be rendered) */
[6299]115    inline void setVisibility(bool visible) { this->bVisible = visible; };
116    /** @returns the visibility state */
[6848]117    inline bool isVisible() const { return this->bVisible; };
[4862]118
[5068]119
[6299]120    // POSITIONAL (E2D-specials) //
[4850]121    /** @param bindNode the Node this 2D-element should follow. if NULL the Element will not follow anything */
[4856]122    inline void setBindNode(const PNode* bindNode) { this->bindNode = bindNode; };
[4858]123    void setBindNode(const char* bindNode);
[5089]124    inline const PNode* getBindNode() const { return this->bindNode; };
[4840]125
[5378]126    inline void setSize2D(float x, float y) { this->sizeX = x, this->sizeY = y; };
[7031]127    void setSizeSoft2D(float x, float y, float bias = 1.0);
[5378]128    inline void setSizeX2D(float x) { this->sizeX = x; };
129    inline void setSizeY2D(float y) { this->sizeY = y; };
130    inline float getSizeX2D() const { return this->sizeX; };
131    inline float getSizeY2D() const { return this->sizeY; };
132
[5401]133  public:
134    virtual void tick(float dt) {};
[6299]135    virtual void draw() const  {};
[5401]136    void tick2D(float dt);
[5404]137    void draw2D(short layer) const;
[5401]138
[5081]139    // LIKE PNODE
140  public:
141    void setRelCoor2D (const Vector& relCoord);
[5089]142    void setRelCoor2D (float x, float y, float dontCare = 1.0);
143    void setRelCoor2Dpx (int x, int y);
144    void setRelCoorSoft2D (const Vector& relCoordSoft, float bias = 1.0);
145    void setRelCoorSoft2D (float x, float y, float dontCare = 1.0, float bias = 1.0);
146    void setRelCoorSoft2Dpx (int x, int y, float bias = 1.0);
[5081]147    /** @returns the relative position */
148    inline const Vector& getRelCoor2D () const { return this->prevRelCoordinate; };
[5113]149    /** @returns the Relative Coordinate Destination */
150    inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)?*this->toCoordinate:this->relCoordinate; };
[5089]151    const Vector& getRelCoor2Dpx() const;
[5081]152    void setAbsCoor2D (const Vector& absCoord);
[5089]153    void setAbsCoor2D (float x, float y, float depth = 1.0);
154    void setAbsCoor2Dpx (int x, int y);
[5414]155    void setAbsCoorSoft2D (const Vector& absCoordSoft, float bias = 1.0);
156    void setAbsCoorSoft2D (float x, float y, float depth = 1.0, float bias = 1.0);
[5081]157    /** @returns the absolute position */
158    inline const Vector& getAbsCoor2D () const { return this->absCoordinate; };
[5089]159    const Vector& getAbsCoor2Dpx () const;
160
[5083]161    void shiftCoor2D (const Vector& shift);
[5089]162    void shiftCoor2Dpx (int x, int y);
[5081]163
164    void setRelDir2D (float relDir);
165    void setRelDirSoft2D(float relDirSoft, float bias = 1.0);
166    /** @returns the relative Direction */
167    inline float getRelDir2D () const { return this->prevRelDirection; };
[5113]168    /** @returns the Relative Directional Destination */
169    inline float getRelDirSoft2D() const { return (this->toDirection)?*this->toDirection:this->relDirection; };
[5081]170    void setAbsDir2D (float absDir);
[5414]171    void setAbsDirSoft2D (float absDirSoft, float bias = 1.0);
[5081]172    /** @returns the absolute Direction */
173    inline float getAbsDir2D () const { return this->absDirection; };
[5083]174    void shiftDir2D (float shiftDir);
[5081]175
176    /** @returns the Speed of the Node */
177    inline float getSpeed() const { return 0; };
178    /** @returns the Velocity of the Node */
179    inline const Vector& getVelocity() const { return this->velocity; };
180
181
[5403]182    void addChild2D (Element2D* child);
[5081]183    void addChild2D (const char* childName);
184    void removeChild2D (Element2D* child);
185    void remove2D();
186
[6299]187    /** @param parent the new parent of this Element2D */
188    void setParent2D (Element2D* parent) { parent->addChild2D(this); };
[5081]189    void setParent2D (const char* parentName);
190    /** @returns the parent of this Element2D */
[5397]191    inline Element2D* getParent2D () const { return this->parent; };
[5387]192    /** @returns the List of Children of this Element2D */
[5775]193    inline const std::list<Element2D*>& getChildren2D() const { return this->children; };
[5081]194
[5382]195    void setParentSoft2D(Element2D* parentNode, float bias = 1.0);
196    void setParentSoft2D(const char* parentName, float bias = 1.0);
[5081]197
[6299]198    void setParentMode2D (E2D_PARENT_MODE parentMode);
[5081]199    void setParentMode2D (const char* parentingMode);
200    /** @returns the Parenting mode of this node */
201    int getParentMode2D() const { return this->parentMode; };
202
[6299]203    // NULL_PARENT //
204    /** @returns the NullParent, the (main) ROOT of the PNode Tree. If it does not yet exist, it will be created. */
205    static Element2D* getNullElement()  { return (Element2D::nullElement != NULL)? Element2D::nullElement : Element2D::createNullElement(); };
206
207
[5081]208    void update2D (float dt);
209
[7052]210    void debug2D (unsigned int depth = 1, unsigned int level = 0) const;
[5417]211    void debugDraw2D(unsigned int depth = 1, float size = 1.0, Vector color = Vector(1,0,0), unsigned int level = 0) const;
[5081]212
213    // helper functions //
[5082]214    static const char* parentingModeToChar2D(int parentingMode);
215    static E2D_PARENT_MODE charToParentingMode2D(const char* parentingMode);
[5081]216
[5401]217    static const char* layer2DToChar(E2D_LAYER layer);
218    static E2D_LAYER charToLayer2D(const char* layer);
219
[5081]220  private:
[6299]221    void eraseChild2D(Element2D* child);
[5081]222    /** tells the child that the parent's Coordinate has changed */
[6299]223    inline void parentCoorChanged2D () { this->bRelCoorChanged = true; }
[5081]224    /** tells the child that the parent's Direction has changed */
[6299]225    inline void parentDirChanged2D () { this->bRelDirChanged = true; }
[5081]226    /** @returns the last calculated coordinate */
[6299]227    inline Vector getLastAbsCoor2D() { return this->lastAbsCoordinate; }
[5081]228
[6299]229    void reparent2D();
230    static Element2D* createNullElement();
231    bool checkIntegrity(const Element2D* checkParent) const;
[4840]232
[5401]233
[5378]234  private:
235    const PNode*            bindNode;           //!< a node over which to display this 2D-element
[5371]236    float                   sizeX;              //!< The size of the rendered item in x-direction
237    float                   sizeY;              //!< The size of the rendered Item in y-direction
[7031]238    Vector2D*               toSize;             //!< The Size to iterate to.
[5371]239
[5089]240    E2D_ALIGNMENT           alignment;          //!< How the Element is aligned around its Position
[4856]241
[6299]242    bool                    bVisible;            //!< If the given Element2D is visible.
243    bool                    bActive;             //!< If the given Element2D is active.
[5089]244    E2D_LAYER               layer;              //!< What layer this Element2D is on.
[4856]245
[5089]246    bool                    bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked
247    bool                    bRelDirChanged;     //!< If Relative Direction has changed since last time we checked
[5081]248
[5089]249    Vector                  relCoordinate;      //!< coordinates relative to the parent
250    Vector                  absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) )
251    float                   relDirection;       //!< direction relative to the parent
[5211]252    float                   absDirection;       //!< absolute diretion in the world ( from (0,0,1) )
[5081]253
[5089]254    Vector                  prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle.
255    Vector                  lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate
256    float                   prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle.
[5081]257
[5089]258    Vector                  velocity;           //!< Saves the velocity.
[5081]259
[5382]260    Vector*                 toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft)
261    float*                  toDirection;        //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft)
[5089]262    float                   bias;               //!< how fast to iterate to the given position (default is 1)
[5081]263
[5089]264    Element2D*              parent;             //!< a pointer to the parent node
[5775]265    std::list<Element2D*>   children;           //!< list of the children of this Element2D
[5081]266
[5089]267    unsigned int            parentMode;         //!< the mode of the binding
[1853]268
[6299]269    static Element2D*       nullElement;        //!< The top-most Element
[5082]270};
271
[4838]272#endif /* _ELEMENT_2D_H */
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