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source: orxonox.OLD/trunk/src/lib/graphics/render2D/render_2d.cc @ 5190

Last change on this file since 5190 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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1/*
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
18#include "render_2d.h"
19
20#include "graphics_engine.h"
21#include "class_list.h"
22#include "list.h"
23#include "element_2d.h"
24
25#include <math.h>
26
27using namespace std;
28
29
30
31/**
32 * standard constructor
33 */
34Render2D::Render2D ()
35{
36   this->setClassID(CL_RENDER_2D, "Render2D");
37   this->setName("Render2D");
38
39   for (int i = 0; i < E2D_LAYER_COUNT; i++)
40     this->element2DList[i] = new tList<Element2D>;
41}
42
43/**
44 *  the singleton reference to this class
45 */
46Render2D* Render2D::singletonRef = NULL;
47
48/**
49 * standard deconstructor
50 */
51Render2D::~Render2D ()
52{
53  for (int i = 0; i < E2D_LAYER_COUNT; i++)
54    delete this->element2DList[i];
55
56  delete NullElement2D::getInstance();
57  Render2D::singletonRef = NULL;
58}
59
60
61/**
62 * registers a 2D-element to the 2D-Renderer
63 * @param element2D the element to registers
64 *
65 * do not use this function by yourself, because this is used by Element2D's constructor
66 */
67void Render2D::registerElement2D(Element2D* element2D)
68{
69  this->element2DList[(int)log2(E2D_DEFAULT_LAYER)]->add(element2D);
70}
71
72/**
73 * unregisters a 2D-element from the 2D-Renderer
74 * @param element2D The element to unregister
75 *
76 * do not use this function by yourself, because this is used by Element2D's destructor
77 */
78void Render2D::unregisterElement2D(Element2D* element2D)
79{
80  this->element2DList[(int)log2(element2D->getLayer())]->remove(element2D);
81}
82
83
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{
91  if (element2D->getLayer() != to)
92  {
93    this->element2DList[(int)log2(element2D->getLayer())]->remove(element2D);
94    this->element2DList[(int)log2(to)]->add(element2D);
95  }
96}
97
98
99/**
100 * ticks all the 2d-elements
101 * @param dt the timestep since last dt
102 */
103void Render2D::tick(float dt)
104{
105  for (int i = 0; i < E2D_LAYER_COUNT; i++)
106  {
107    tIterator<Element2D>* iterator = this->element2DList[i]->getIterator();
108    Element2D* elem = iterator->firstElement();
109    while (elem != NULL)
110    {
111      if (elem->isActive())
112        elem->tick(dt);
113      elem = iterator->nextElement();
114    }
115    delete iterator;
116  }
117}
118
119/**
120 * renders all the Elements of the Render2D-engine
121 * @param layer the Layer to draw
122 */
123void Render2D::draw(unsigned int layer) const
124{
125  GraphicsEngine::enter2DMode();
126
127  int drawLayer = 1;
128
129  for (int i = 0; i < E2D_LAYER_COUNT; i++)
130  {
131    if (layer & drawLayer && this->element2DList[i]->getSize() > 0)
132    {
133      tIterator<Element2D>* iterator = this->element2DList[i]->getIterator();
134      Element2D* elem = iterator->firstElement();
135      while (elem != NULL)
136      {
137        if (elem->isVisible())
138          elem->draw();
139        elem = iterator->nextElement();
140      }
141      delete iterator;
142    }
143    drawLayer << 1;
144  }
145  GraphicsEngine::leave2DMode();
146
147}
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