/*! * @file element_2d.h * Definition of the 2D elements rendered on top of all other stuff. */ #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 = 0x0000, E2D_PARENT_LOCAL_ROTATE = 0x0001, //!< Rotates all the children around their centers. E2D_PARENT_ROTATE_MOVEMENT = 0x0002, //!< Moves all the children around the center of their parent, without the rotation around their own centers. E2D_PARENT_MOVEMENT = 0x0004, //!< Moves all children along with the parent. // special linkage modes E2D_PARENT_ALL = 0x0003, //!< Moves all children around the center of their parent, and also rotates their centers 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. // REPARENTING E2D_REPARENT_TO_NULL = 0x0010, //!< Reparents to the Null, if the Parent is Removed. Meaning the Node wont have a parent anymore. E2D_REPARENT_TO_PARENTS_PARENT = 0x0020, //!< Reparents the Node to the parents (old) parent it the parent gets removed. ///////////////////////////////////////////// // ELSE: Reparents to the NullParent. E2D_REPARENT_DELETE_CHILDREN = 0x0040, //!< Deletes the Children of the node when This Node is Removed. (Use with care). /// FIXME E2D_REPARENT_KEEP_POSITION = 0x0080, //!< Tries to keep the Position if the Node is reparented. // DELETION E2D_PROHIBIT_CHILD_DELETE = 0x0100, //!< Prohibits the Children from being deleted if this Node gets deleted. 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 E2D_REPARENT_CHILDREN_ON_REMOVE = 0x0400, //!< Reparents the Children of the Node if the Node gets Removed. E2D_REPARENT_ON_PARENTS_REMOVE = 0x0800, //!< The Node gets Reparented if its Parent gets removed. Child will be reparented according to the Reparenting-Rules. // VISIBILITY/ACTIVITY E2D_HIDE_CHILDREN_IF_HIDDEN = 0x1000, //!< Prohibits the Children from being drawn if this node isn't visible. (used for Draw)) E2D_HIDE_IF_PARENT_HIDDEN = 0x2000, //!< Prohibits the node from being drawn if the Parent is invisible. 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.) E2D_STATIC_NODE = 0x8000, //!< Used for nodes that do not have any moving children, and that do not move. } E2D_PARENT_MODE; #define E2D_PARENT_MODE_DEFAULT E2D_PARENT_ALL | \ E2D_REPARENT_KEEP_POSITION //! 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* parent = Element2D::getNullElement(), E2D_LAYER layer = E2D_DEFAULT_LAYER, short nodeFlags = E2D_PARENT_MODE_DEFAULT); virtual ~Element2D(); virtual void loadParams(const TiXmlElement* root); // ACTIVATION // inline void activate2D() { this->bActive = this->bRelCoorChanged = this->bRelDirChanged = true; }; inline void deactivate2D() { this->bActive = false; }; inline bool get2DActiveState() { return this->bActive; }; // ALIGNMENT // /** @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; }; // LAYERING // 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; }; // VISIBILITY // /** @param visible true if the Element should be visible false otherwise (will not be rendered) */ inline void setVisibility(bool visible) { this->bVisible = visible; }; /** @returns the visibility state */ inline bool isVisible() const { return this->bVisible; }; // POSITIONAL (E2D-specials) // /** @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; }; 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 {}; 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(); /** @param parent the new parent of this Element2D */ void setParent2D (Element2D* parent) { parent->addChild2D(this); }; 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); void setParentMode2D (E2D_PARENT_MODE parentMode); void setParentMode2D (const char* parentingMode); /** @returns the Parenting mode of this node */ int getParentMode2D() const { return this->parentMode; }; // NULL_PARENT // /** @returns the NullParent, the (main) ROOT of the PNode Tree. If it does not yet exist, it will be created. */ static Element2D* getNullElement() { return (Element2D::nullElement != NULL)? Element2D::nullElement : Element2D::createNullElement(); }; 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 eraseChild2D(Element2D* child); /** tells the child that the parent's Coordinate has changed */ inline void parentCoorChanged2D () { this->bRelCoorChanged = true; } /** tells the child that the parent's Direction has changed */ inline void parentDirChanged2D () { this->bRelDirChanged = true; } /** @returns the last calculated coordinate */ inline Vector getLastAbsCoor2D() { return this->lastAbsCoordinate; } void reparent2D(); static Element2D* createNullElement(); bool checkIntegrity(const Element2D* checkParent) const; 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 bVisible; //!< If the given Element2D is visible. bool bActive; //!< 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 static Element2D* nullElement; //!< The top-most Element }; #endif /* _ELEMENT_2D_H */