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source: orxonox.OLD/trunk/src/lib/graphics/render2D/render_2d.cc @ 5246

Last change on this file since 5246 was 5117, checked in by bensch, 19 years ago

orxonox/trunk: cleanup is almost perfect now

File size: 3.2 KB
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[4744]1/*
[3655]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: ...
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
[4839]18#include "render_2d.h"
[3655]19
[4840]20#include "graphics_engine.h"
21#include "class_list.h"
22#include "list.h"
23#include "element_2d.h"
24
[4862]25#include <math.h>
26
[3655]27using namespace std;
28
29
[4839]30
[3655]31/**
[4838]32 * standard constructor
33 */
[4839]34Render2D::Render2D ()
[3655]35{
[4839]36   this->setClassID(CL_RENDER_2D, "Render2D");
37   this->setName("Render2D");
[3655]38
[4862]39   for (int i = 0; i < E2D_LAYER_COUNT; i++)
40     this->element2DList[i] = new tList<Element2D>;
[3655]41}
42
43/**
[4838]44 *  the singleton reference to this class
45 */
[4839]46Render2D* Render2D::singletonRef = NULL;
[3655]47
48/**
[4840]49 * standard deconstructor
[4838]50 */
[4839]51Render2D::~Render2D ()
[3655]52{
[4862]53  for (int i = 0; i < E2D_LAYER_COUNT; i++)
54    delete this->element2DList[i];
[4840]55
[5117]56  delete NullElement2D::getInstance();
[4839]57  Render2D::singletonRef = NULL;
[3655]58}
[4840]59
60
61/**
62 * registers a 2D-element to the 2D-Renderer
63 * @param element2D the element to registers
[4848]64 *
65 * do not use this function by yourself, because this is used by Element2D's constructor
[4840]66 */
67void Render2D::registerElement2D(Element2D* element2D)
68{
[4862]69  this->element2DList[(int)log2(E2D_DEFAULT_LAYER)]->add(element2D);
[4840]70}
71
72/**
73 * unregisters a 2D-element from the 2D-Renderer
74 * @param element2D The element to unregister
[4848]75 *
76 * do not use this function by yourself, because this is used by Element2D's destructor
[4840]77 */
78void Render2D::unregisterElement2D(Element2D* element2D)
79{
[4862]80  this->element2DList[(int)log2(element2D->getLayer())]->remove(element2D);
[4840]81}
[4847]82
83
[4862]84/**
85 * moves an 2D-Element to another Layer
86 * @param element2D the Element to move
87 * @param to which layer to move it to.
88 */
89void Render2D::moveToLayer(Element2D* element2D, E2D_LAYER to)
90{
[5078]91  if (element2D->getLayer() != to)
92  {
93    this->element2DList[(int)log2(element2D->getLayer())]->remove(element2D);
94    this->element2DList[(int)log2(to)]->add(element2D);
95  }
[4862]96}
97
98
99/**
100 * ticks all the 2d-elements
101 * @param dt the timestep since last dt
102 */
[4849]103void Render2D::tick(float dt)
104{
[4862]105  for (int i = 0; i < E2D_LAYER_COUNT; i++)
[4849]106  {
[4862]107    tIterator<Element2D>* iterator = this->element2DList[i]->getIterator();
[5115]108    Element2D* elem = iterator->firstElement();
[4862]109    while (elem != NULL)
110    {
[5068]111      if (elem->isActive())
112        elem->tick(dt);
[4862]113      elem = iterator->nextElement();
114    }
115    delete iterator;
[4849]116  }
117}
118
119/**
120 * renders all the Elements of the Render2D-engine
[4955]121 * @param layer the Layer to draw
[4849]122 */
[4862]123void Render2D::draw(unsigned int layer) const
[4847]124{
[4848]125  GraphicsEngine::enter2DMode();
126
[4862]127  int drawLayer = 1;
128
129  for (int i = 0; i < E2D_LAYER_COUNT; i++)
[4847]130  {
[4862]131    if (layer & drawLayer && this->element2DList[i]->getSize() > 0)
132    {
133      tIterator<Element2D>* iterator = this->element2DList[i]->getIterator();
[5115]134      Element2D* elem = iterator->firstElement();
[4862]135      while (elem != NULL)
136      {
137        if (elem->isVisible())
138          elem->draw();
139        elem = iterator->nextElement();
140      }
141      delete iterator;
142    }
143    drawLayer << 1;
[4847]144  }
[4848]145  GraphicsEngine::leave2DMode();
[4862]146
[4847]147}
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