1 | /*! |
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2 | * @file element_2d.h |
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3 | * Definition of the 2D elements rendered on top through the GraphicsEngine |
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4 | * |
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5 | * @todo reimplement it, so it looks just like PNode. |
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6 | */ |
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7 | |
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8 | #ifndef _ELEMENT_2D_H |
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9 | #define _ELEMENT_2D_H |
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10 | |
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11 | #include "base_object.h" |
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12 | |
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13 | #include "vector.h" |
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14 | |
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15 | // FORWARD DECLARATION |
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16 | class PNode; |
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17 | class TiXmlElement; |
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18 | template<class T> class tList; |
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19 | |
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20 | //!< An enumerator defining the Depth of a 2D-element. |
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21 | typedef enum |
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22 | { |
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23 | E2D_BELOW_ALL = 1, //!< Will be rendered below the 3D-scene. @todo make this work. |
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24 | E2D_BOTTOM = 2, //!< Will be rendered on the bottom Layer |
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25 | E2D_MEDIUM = 4, //!< Will be rendered on the medium Layer. |
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26 | E2D_TOP = 8, //!< Will be rendered on top of everything else |
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27 | |
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28 | E2D_LAYER_COUNT = 4 //!< The count of Layers. |
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29 | } E2D_LAYER; |
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30 | #define E2D_DEFAULT_LAYER E2D_TOP |
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31 | #define E2D_ALL_LAYERS E2D_TOP | E2D_MEDIUM | E2D_BOTTOM | E2D_BELOW_ALL |
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32 | |
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33 | typedef enum |
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34 | { |
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35 | E2D_ALIGN_NONE = 0, |
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36 | E2D_ALIGN_LEFT = 1, |
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37 | E2D_ALIGN_RIGHT = 2, |
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38 | E2D_ALIGN_CENTER = 4, |
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39 | E2D_ALIGN_SCREEN_CENTER = 8 |
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40 | } E2D_ALIGNMENT; |
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41 | |
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42 | typedef enum |
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43 | { |
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44 | E2D_PARENT_LOCAL_ROTATE = 1, //!< Rotates all the children around their centers. |
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45 | E2D_PARENT_ROTATE_MOVEMENT = 2, //!< Moves all the children around the center of their parent, without the rotation around their own centers. |
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46 | |
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47 | E2D_PARENT_MOVEMENT = 4, //!< Moves all children along with the parent. |
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48 | // special linkage modes |
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49 | E2D_PARENT_ALL = 3, //!< Moves all children around the center of their parent, and also rotates their centers |
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50 | 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. |
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51 | } E2D_PARENT_MODE; |
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52 | #define E2D_DEFAULT_PARENTING_MODE E2D_PARENT_ALL |
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53 | |
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54 | //! A Struct defining the Position of an Element in 2D-space |
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55 | struct Position2D |
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56 | { |
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57 | float x; //!< The x-coordinate. |
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58 | float y; //!< The y-coordinate. |
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59 | float depth; //!< The distance from the viewing plane. |
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60 | }; |
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61 | |
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62 | //! A class for ... |
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63 | class Element2D : virtual public BaseObject { |
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64 | |
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65 | public: |
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66 | Element2D(); |
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67 | Element2D(Element2D* parent); |
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68 | virtual ~Element2D(); |
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69 | |
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70 | void init(); |
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71 | void loadParams(const TiXmlElement* root); |
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72 | |
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73 | /** @param alignment the new Alignment of the 2D-Element */ |
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74 | inline void setAlignment(E2D_ALIGNMENT alignment) { this->alignment = alignment; }; |
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75 | void setAlignment(const char* alignment); |
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76 | inline E2D_ALIGNMENT getAlignment() const { return this->alignment; }; |
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77 | |
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78 | void setLayer(E2D_LAYER layer); |
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79 | void setLayer(const char* layer); |
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80 | /** @returns the Layer this Element is drawn to */ |
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81 | inline E2D_LAYER getLayer() { return this->layer; }; |
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82 | |
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83 | /** @param visible true if the Element should be visible false otherwise (will not be rendered) */ |
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84 | inline void setVisibility(bool visible) { this->visible = visible; }; |
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85 | /** @param active true if the Element should be active, false otherwise (will not be ticked) */ |
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86 | inline void setActiveness(bool active) { this->active = active; }; |
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87 | |
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88 | |
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89 | /** @param bindNode the Node this 2D-element should follow. if NULL the Element will not follow anything */ |
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90 | inline void setBindNode(const PNode* bindNode) { this->bindNode = bindNode; }; |
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91 | void setBindNode(const char* bindNode); |
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92 | inline const PNode* getBindNode() const { return this->bindNode; }; |
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93 | |
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94 | /** @returns the visibility state */ |
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95 | inline bool isVisible() { return this->visible; }; |
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96 | /** @returns the active-State */ |
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97 | inline bool isActive() { return this->active; }; |
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98 | |
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99 | |
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100 | // LIKE PNODE |
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101 | public: |
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102 | void setRelCoor2D (const Vector& relCoord); |
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103 | void setRelCoor2D (float x, float y, float dontCare = 1.0); |
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104 | void setRelCoor2Dpx (int x, int y); |
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105 | void setRelCoorSoft2D (const Vector& relCoordSoft, float bias = 1.0); |
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106 | void setRelCoorSoft2D (float x, float y, float dontCare = 1.0, float bias = 1.0); |
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107 | void setRelCoorSoft2Dpx (int x, int y, float bias = 1.0); |
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108 | /** @returns the relative position */ |
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109 | inline const Vector& getRelCoor2D () const { return this->prevRelCoordinate; }; |
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110 | /** @returns the Relative Coordinate Destination */ |
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111 | inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)?*this->toCoordinate:this->relCoordinate; }; |
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112 | const Vector& getRelCoor2Dpx() const; |
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113 | void setAbsCoor2D (const Vector& absCoord); |
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114 | void setAbsCoor2D (float x, float y, float depth = 1.0); |
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115 | void setAbsCoor2Dpx (int x, int y); |
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116 | /** @returns the absolute position */ |
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117 | inline const Vector& getAbsCoor2D () const { return this->absCoordinate; }; |
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118 | const Vector& getAbsCoor2Dpx () const; |
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119 | |
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120 | void shiftCoor2D (const Vector& shift); |
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121 | void shiftCoor2Dpx (int x, int y); |
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122 | |
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123 | void setRelDir2D (float relDir); |
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124 | void setRelDirSoft2D(float relDirSoft, float bias = 1.0); |
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125 | /** @returns the relative Direction */ |
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126 | inline float getRelDir2D () const { return this->prevRelDirection; }; |
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127 | /** @returns the Relative Directional Destination */ |
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128 | inline float getRelDirSoft2D() const { return (this->toDirection)?*this->toDirection:this->relDirection; }; |
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129 | void setAbsDir2D (float absDir); |
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130 | /** @returns the absolute Direction */ |
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131 | inline float getAbsDir2D () const { return this->absDirection; }; |
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132 | void shiftDir2D (float shiftDir); |
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133 | |
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134 | /** @returns the Speed of the Node */ |
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135 | inline float getSpeed() const { return 0; }; |
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136 | /** @returns the Velocity of the Node */ |
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137 | inline const Vector& getVelocity() const { return this->velocity; }; |
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138 | |
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139 | |
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140 | void addChild2D (Element2D* child, int parentingMode = E2D_DEFAULT_PARENTING_MODE); |
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141 | void addChild2D (const char* childName); |
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142 | void removeChild2D (Element2D* child); |
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143 | void remove2D(); |
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144 | |
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145 | void setParent2D (Element2D* parent); |
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146 | void setParent2D (const char* parentName); |
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147 | /** @returns the parent of this Element2D */ |
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148 | Element2D* getParent () const { return this->parent; }; |
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149 | |
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150 | void softReparent2D(Element2D* parentNode, float bias = 1.0); |
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151 | void softReparent2D(const char* parentName, float bias = 1.0); |
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152 | |
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153 | /** @param parentMode sets the parentingMode of this Node */ |
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154 | void setParentMode2D (E2D_PARENT_MODE parentMode) { this->parentMode = parentMode; }; |
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155 | void setParentMode2D (const char* parentingMode); |
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156 | /** @returns the Parenting mode of this node */ |
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157 | int getParentMode2D() const { return this->parentMode; }; |
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158 | |
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159 | void update2D (float dt); |
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160 | |
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161 | void debug (unsigned int depth = 1, unsigned int level = 0) const; |
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162 | void debugDraw2D(unsigned int depth = 1, float size = 1.0, Vector color = Vector(1,1,1)) const; |
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163 | |
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164 | // helper functions // |
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165 | static const char* parentingModeToChar2D(int parentingMode); |
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166 | static E2D_PARENT_MODE charToParentingMode2D(const char* parentingMode); |
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167 | |
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168 | private: |
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169 | /** tells the child that the parent's Coordinate has changed */ |
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170 | inline void parentCoorChanged () { this->bRelCoorChanged = true; } |
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171 | /** tells the child that the parent's Direction has changed */ |
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172 | inline void parentDirChanged () { this->bRelDirChanged = true; } |
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173 | /** @returns the last calculated coordinate */ |
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174 | inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; } |
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175 | |
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176 | public: |
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177 | virtual void tick(float dt); |
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178 | virtual void draw() const = NULL; |
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179 | |
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180 | private: |
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181 | const PNode* bindNode; //!< a node over which to display this 2D-element |
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182 | |
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183 | E2D_ALIGNMENT alignment; //!< How the Element is aligned around its Position |
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184 | |
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185 | bool visible; //!< If the given Element2D is visible. |
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186 | bool active; //!< If the given Element2D is active. |
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187 | E2D_LAYER layer; //!< What layer this Element2D is on. |
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188 | |
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189 | bool bRelCoorChanged; //!< If Relative Coordinate has changed since last time we checked |
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190 | bool bRelDirChanged; //!< If Relative Direction has changed since last time we checked |
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191 | |
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192 | Vector relCoordinate; //!< coordinates relative to the parent |
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193 | Vector absCoordinate; //!< absolute coordinates in the world ( from (0,0,0) ) |
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194 | float relDirection; //!< direction relative to the parent |
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195 | float absDirection; //!< absolute direvtion in the world ( from (0,0,1) ) |
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196 | |
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197 | Vector prevRelCoordinate; //!< The last Relative Coordinate from the last update-Cycle. |
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198 | Vector lastAbsCoordinate; //!< this is used for speedcalculation, it stores the last coordinate |
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199 | float prevRelDirection; //!< The last Relative Direciton from the last update-Cycle. |
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200 | // float lastAbsDirection; |
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201 | |
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202 | Vector velocity; //!< Saves the velocity. |
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203 | |
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204 | Vector* toCoordinate; //!< a position to which to iterate. (This is used in conjunction with softReparent.and set*CoorSoft) |
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205 | float* toDirection; //!< a direction to which to iterate. (This is used in conjunction with softReparent and set*DirSoft) |
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206 | float bias; //!< how fast to iterate to the given position (default is 1) |
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207 | |
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208 | Element2D* parent; //!< a pointer to the parent node |
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209 | tList<Element2D>* children; //!< list of the children of this Element2D |
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210 | |
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211 | unsigned int parentMode; //!< the mode of the binding |
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212 | }; |
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213 | |
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214 | //! The top joint of all Element2D's every Element2D is somehow connected to this one. |
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215 | class NullElement2D : public Element2D { |
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216 | |
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217 | public: |
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218 | /** @returns a Pointer to the only object of this Class */ |
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219 | inline static NullElement2D* getInstance() { if (!singletonRef) singletonRef = new NullElement2D(); return singletonRef; }; |
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220 | virtual ~NullElement2D (); |
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221 | |
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222 | private: |
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223 | NullElement2D (); |
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224 | virtual void draw() const {}; |
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225 | |
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226 | private: |
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227 | static NullElement2D* singletonRef; //!< A reference to the NullElement2D |
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228 | |
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229 | }; |
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230 | |
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231 | #endif /* _ELEMENT_2D_H */ |
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