/*! * @file element_2d.h * Definition of the 2D elements rendered on top through the GraphicsEngine */ #ifndef _ELEMENT_2D_H #define _ELEMENT_2D_H #include "base_object.h" #include "vector.h" #include // FORWARD DECLARATION class PNode; class TiXmlElement; //!< An enumerator defining the Depth of a 2D-element. typedef enum { E2D_LAYER_BELOW_ALL = 0, //!< Will be rendered below the 3D-scene. @todo make this work. E2D_LAYER_BOTTOM = 1, //!< Will be rendered on the bottom Layer E2D_LAYER_MEDIUM = 2, //!< Will be rendered on the medium Layer. E2D_LAYER_TOP = 3, //!< Will be rendered on top of everything else E2D_LAYER_COUNT = 4, //!< The count of Layers. } E2D_LAYER; #define E2D_DEFAULT_LAYER E2D_LAYER_MEDIUM #define E2D_LAYER_ALL 4 typedef enum { E2D_ALIGN_NONE = 0, E2D_ALIGN_LEFT = 1, E2D_ALIGN_RIGHT = 2, E2D_ALIGN_CENTER = 4, E2D_ALIGN_SCREEN_CENTER = 8 } E2D_ALIGNMENT; typedef enum { E2D_PARENT_NONE = 0, E2D_PARENT_LOCAL_ROTATE = 1, //!< Rotates all the children around their centers. E2D_PARENT_ROTATE_MOVEMENT = 2, //!< Moves all the children around the center of their parent, without the rotation around their own centers. E2D_PARENT_MOVEMENT = 4, //!< Moves all children along with the parent. // special linkage modes E2D_PARENT_ALL = 3, //!< Moves all children around the center of their parent, and also rotates their centers E2D_PARENT_ROTATE_AND_MOVE = 5 //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent. } E2D_PARENT_MODE; #define E2D_DEFAULT_PARENTING_MODE E2D_PARENT_ALL //! A Struct defining the Position of an Element in 2D-space struct Position2D { float x; //!< The x-coordinate. float y; //!< The y-coordinate. float depth; //!< The distance from the viewing plane. }; //! A class for 2D-elements /** * this class mainly tries to imitate PNode in its functionality, but on a 2D-level * it extends PNode in the Sense of the tick-ability/draw-alility layering (and size) * * Layering: Layers are sorted into the Tree. e.g: * the roor is in the lowest Layer, the leaves in the highest (of each branche) * the first child of each node is in the lowest layer of all children, the last in the highest * -> the tree is sorted on insertion of a new Child: @see Element2D::addChild2D() */ class Element2D : virtual public BaseObject { public: Element2D(); Element2D(Element2D* parent, E2D_LAYER layer = E2D_DEFAULT_LAYER); virtual ~Element2D(); void init(); void loadParams(const TiXmlElement* root); /** @param alignment the new Alignment of the 2D-Element */ inline void setAlignment(E2D_ALIGNMENT alignment) { this->alignment = alignment; }; void setAlignment(const char* alignment); inline E2D_ALIGNMENT getAlignment() const { return this->alignment; }; void setLayer(E2D_LAYER layer); void setLayer(const char* layer); /** @returns the Layer this Element is drawn to */ inline E2D_LAYER getLayer() const { return this->layer; }; /** @param visible true if the Element should be visible false otherwise (will not be rendered) */ inline void setVisibility(bool visible) { this->visible = visible; }; /** @param active true if the Element should be active, false otherwise (will not be ticked) */ inline void setActiveness(bool active) { this->active = active; }; /** @param bindNode the Node this 2D-element should follow. if NULL the Element will not follow anything */ inline void setBindNode(const PNode* bindNode) { this->bindNode = bindNode; }; void setBindNode(const char* bindNode); inline const PNode* getBindNode() const { return this->bindNode; }; /** @returns the visibility state */ inline bool isVisible() { return this->visible; }; /** @returns the active-State */ inline bool isActive() { return this->active; }; inline void setSize2D(float x, float y) { this->sizeX = x, this->sizeY = y; }; inline void setSizeX2D(float x) { this->sizeX = x; }; inline void setSizeY2D(float y) { this->sizeY = y; }; inline float getSizeX2D() const { return this->sizeX; }; inline float getSizeY2D() const { return this->sizeY; }; public: virtual void tick(float dt) {}; virtual void draw() const = 0; void tick2D(float dt); void draw2D(short layer) const; // LIKE PNODE public: void setRelCoor2D (const Vector& relCoord); void setRelCoor2D (float x, float y, float dontCare = 1.0); void setRelCoor2Dpx (int x, int y); void setRelCoorSoft2D (const Vector& relCoordSoft, float bias = 1.0); void setRelCoorSoft2D (float x, float y, float dontCare = 1.0, float bias = 1.0); void setRelCoorSoft2Dpx (int x, int y, float bias = 1.0); /** @returns the relative position */ inline const Vector& getRelCoor2D () const { return this->prevRelCoordinate; }; /** @returns the Relative Coordinate Destination */ inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)?*this->toCoordinate:this->relCoordinate; }; const Vector& getRelCoor2Dpx() const; void setAbsCoor2D (const Vector& absCoord); void setAbsCoor2D (float x, float y, float depth = 1.0); void setAbsCoor2Dpx (int x, int y); void setAbsCoorSoft2D (const Vector& absCoordSoft, float bias = 1.0); void setAbsCoorSoft2D (float x, float y, float depth = 1.0, float bias = 1.0); /** @returns the absolute position */ inline const Vector& getAbsCoor2D () const { return this->absCoordinate; }; const Vector& getAbsCoor2Dpx () const; void shiftCoor2D (const Vector& shift); void shiftCoor2Dpx (int x, int y); void setRelDir2D (float relDir); void setRelDirSoft2D(float relDirSoft, float bias = 1.0); /** @returns the relative Direction */ inline float getRelDir2D () const { return this->prevRelDirection; }; /** @returns the Relative Directional Destination */ inline float getRelDirSoft2D() const { return (this->toDirection)?*this->toDirection:this->relDirection; }; void setAbsDir2D (float absDir); void setAbsDirSoft2D (float absDirSoft, float bias = 1.0); /** @returns the absolute Direction */ inline float getAbsDir2D () const { return this->absDirection; }; void shiftDir2D (float shiftDir); /** @returns the Speed of the Node */ inline float getSpeed() const { return 0; }; /** @returns the Velocity of the Node */ inline const Vector& getVelocity() const { return this->velocity; }; void addChild2D (Element2D* child); void addChild2D (const char* childName); void removeChild2D (Element2D* child); void remove2D(); void setParent2D (Element2D* parent); void setParent2D (const char* parentName); /** @returns the parent of this Element2D */ inline Element2D* getParent2D () const { return this->parent; }; /** @returns the List of Children of this Element2D */ inline const std::list& getChildren2D() const { return this->children; }; void setParentSoft2D(Element2D* parentNode, float bias = 1.0); void setParentSoft2D(const char* parentName, float bias = 1.0); /** @param parentMode sets the parentingMode of this Node */ void setParentMode2D (E2D_PARENT_MODE parentMode) { this->parentMode = parentMode; }; void setParentMode2D (const char* parentingMode); /** @returns the Parenting mode of this node */ int getParentMode2D() const { return this->parentMode; }; void update2D (float dt); void debug (unsigned int depth = 1, unsigned int level = 0) const; void debugDraw2D(unsigned int depth = 1, float size = 1.0, Vector color = Vector(1,0,0), unsigned int level = 0) const; // helper functions // static const char* parentingModeToChar2D(int parentingMode); static E2D_PARENT_MODE charToParentingMode2D(const char* parentingMode); static const char* layer2DToChar(E2D_LAYER layer); static E2D_LAYER charToLayer2D(const char* layer); private: void eraseChild(Element2D* child); /** tells the child that the parent's Coordinate has changed */ inline void parentCoorChanged () { this->bRelCoorChanged = true; } /** tells the child that the parent's Direction has changed */ inline void parentDirChanged () { this->bRelDirChanged = true; } /** @returns the last calculated coordinate */ inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; } private: const PNode* bindNode; //!< a node over which to display this 2D-element float sizeX; //!< The size of the rendered item in x-direction float sizeY; //!< The size of the rendered Item in y-direction E2D_ALIGNMENT alignment; //!< How the Element is aligned around its Position bool visible; //!< If the given Element2D is visible. bool active; //!< If the given Element2D is active. E2D_LAYER layer; //!< What layer this Element2D is on. bool bRelCoorChanged; //!< If Relative Coordinate has changed since last time we checked bool bRelDirChanged; //!< If Relative Direction has changed since last time we checked Vector relCoordinate; //!< coordinates relative to the parent Vector absCoordinate; //!< absolute coordinates in the world ( from (0,0,0) ) float relDirection; //!< direction relative to the parent float absDirection; //!< absolute diretion in the world ( from (0,0,1) ) Vector prevRelCoordinate; //!< The last Relative Coordinate from the last update-Cycle. Vector lastAbsCoordinate; //!< this is used for speedcalculation, it stores the last coordinate float prevRelDirection; //!< The last Relative Direciton from the last update-Cycle. Vector velocity; //!< Saves the velocity. Vector* toCoordinate; //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft) float* toDirection; //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft) float bias; //!< how fast to iterate to the given position (default is 1) Element2D* parent; //!< a pointer to the parent node std::list children; //!< list of the children of this Element2D unsigned int parentMode; //!< the mode of the binding }; //! The top joint of all Element2D's every Element2D is somehow connected to this one. class NullElement2D : public Element2D { public: /** @returns a Pointer to the only object of this Class */ inline static NullElement2D* getInstance() { if (!NullElement2D::singletonRef) NullElement2D::singletonRef = new NullElement2D(); return NullElement2D::singletonRef; }; inline static bool isInstanciated() { return (NullElement2D::singletonRef != NULL)?true:false; }; virtual ~NullElement2D (); private: NullElement2D (); virtual void draw() const {}; private: static NullElement2D* singletonRef; //!< A reference to the NullElement2D }; #endif /* _ELEMENT_2D_H */