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Aquaria/BBGE/Quad.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
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#ifndef BBGE_QUAD_H
#define BBGE_QUAD_H
#include "RenderObject.h"
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#include "DataStructures.h"
class OutlineRect : public RenderObject
{
public:
OutlineRect();
void setWidthHeight(int w, int h);
void setLineSize(int ls);
protected:
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int w, h, w2, h2;
int lineSize;
void onRender(const RenderState& rs) const OVERRIDE;
};
class Quad : public RenderObject
{
public:
Quad(const std::string &tex, const Vector &pos);
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Quad();
void createGrid(int x, int y);
void destroy();
bool isCoordinateInside(Vector coord, int minSize=0) const;
bool isCoordinateInsideWorld(const Vector &coord, int minSize=0) const;
bool isCoordinateInsideWorldRect(const Vector &coord, int w, int h) const;
void flipVertical();
void flipHorizontal();
Script interface improvements & extensions. - Pointer typechecks are now enabled by default. - enabled all script warnings for non-FULL or DEMO builds by default - Added generic obj_* functions that operate on any type of RenderObject. These give quite low-level control about the renderer, and are quite dangerous too. Subsequently, many functions sharing the same code (*_setPosition, for example) could be removed, and simply call the generic functions after a type check. - Added interface function deathNotify(). The original logic of death notifiers was never used, so i thought i'd make use of it. This is useful in scripts to safely drop dangling pointers. - removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage, which were essentially no-ops. - Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0), now it does only push a return value on the stack if the function is actually supposed to have a retun value. - Allow variadic calling of entity_msg(). Now any parameters can be passed to the function, and the target entity will receive all of them. Any values returned from the entity's msg() callback will be returned by entity_msg() to the original caller. This allows nice RPC-like entity communication. - fixed possible crash in debugLog, bone_update, entity_debugText - added an override function for loadfile() that is case-insensitive like dofile() - entity_createEntity returns the created entity now - spawnParticleEffect returns the associated RenderObject - Added some text rendering functions - Added beam_setFirer() - removed the underflow check in avatar_decrLeaches() I added earlier - added a panic function for Lua. - added the Lua debug library - fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate - misc stuff I forgot
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void setWidthHeight(float w, float h=-1);
void setWidth(float w);
void setHeight(float h);
unsigned int getWidth() const {return static_cast<unsigned int>(width);}
unsigned int getHeight() const {return static_cast<unsigned int>(height);}
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void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
void setDrawGridAlpha(size_t x, size_t y, float alpha);
void repeatTextureToFill(bool on);
void refreshRepeatTextureToFill();
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bool isRepeatingTextureToFill() const { return repeatTexture; }
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void setStripPoints(bool vert, const Vector *points, size_t n);
Array2d<Vector>& getDrawGrid() { return drawGrid; }
const Array2d<Vector>& getDrawGrid() const { return drawGrid; }
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void reloadDevice();
void deleteGrid();
InterpolatedVector upperLeftTextureCoordinates, lowerRightTextureCoordinates;
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enum GridDrawOrder
{
GRID_DRAW_WORLDMAP = -1, // LRTB order, uses grid.z as alpha
GRID_DRAW_LRTB = 0, // the default. ignores grid.z
GRID_DRAW_LRBT = 1, // Y axis inverted
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GRID_DRAW_DEFAULT = GRID_DRAW_LRTB
};
enum GridType
{
GRID_WAVY = 0,
GRID_STRIP = 1, // quad is in strip mode
GRID_INTERP = 2, // quad is in grid mode
};
unsigned char gridType; // unsigned char to save space
char autoWidth, autoHeight; // char to save space
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bool renderQuad, renderCenter, renderBorder;
Vector texOff;
float borderAlpha;
Vector renderBorderColor;
Vector repeatToFillScale;
static void ResetGrid(Vector *dst, size_t w, size_t h);
static void ResetGridAndAlpha(Vector *dst, size_t w, size_t h, float alpha = 1.0f);
protected:
float gridTimer;
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Array2d<Vector> drawGrid;
void resetGrid();
void updateGrid(float dt);
void renderGrid(const RenderState& rs) const;
void renderGrid_LRTB(const RenderState& rs) const;
void renderGrid_LRBT(const RenderState& rs) const;
void renderGridWithAlpha(const RenderState& rs) const;
float drawGridOffsetX;
float drawGridOffsetY;
float drawGridModX;
float drawGridModY;
float drawGridTimeMultiplier;
bool drawGridOut;
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void onSetTexture();
void onRender(const RenderState& rs) const OVERRIDE;
void onUpdate(float dt);
public:
GridDrawOrder drawOrder;
private:
bool doUpdateGrid;
void initQuad();
void _renderBorder(const RenderState& rs, Vector color, float borderalpha) const;
};
Script interface improvements & extensions. - Pointer typechecks are now enabled by default. - enabled all script warnings for non-FULL or DEMO builds by default - Added generic obj_* functions that operate on any type of RenderObject. These give quite low-level control about the renderer, and are quite dangerous too. Subsequently, many functions sharing the same code (*_setPosition, for example) could be removed, and simply call the generic functions after a type check. - Added interface function deathNotify(). The original logic of death notifiers was never used, so i thought i'd make use of it. This is useful in scripts to safely drop dangling pointers. - removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage, which were essentially no-ops. - Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0), now it does only push a return value on the stack if the function is actually supposed to have a retun value. - Allow variadic calling of entity_msg(). Now any parameters can be passed to the function, and the target entity will receive all of them. Any values returned from the entity's msg() callback will be returned by entity_msg() to the original caller. This allows nice RPC-like entity communication. - fixed possible crash in debugLog, bone_update, entity_debugText - added an override function for loadfile() that is case-insensitive like dofile() - entity_createEntity returns the created entity now - spawnParticleEffect returns the associated RenderObject - Added some text rendering functions - Added beam_setFirer() - removed the underflow check in avatar_decrLeaches() I added earlier - added a panic function for Lua. - added the Lua debug library - fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate - misc stuff I forgot
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class PauseQuad : public Quad
{
public:
PauseQuad();
virtual ~PauseQuad();
int pauseLevel;
void setPositionSnapTo(InterpolatedVector *positionSnapTo);
protected:
InterpolatedVector *positionSnapTo;
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void onUpdate(float dt);
};
class CollideQuad : public Quad
{
public:
CollideQuad();
virtual ~CollideQuad();
virtual void renderCollision(const RenderState& rs) const OVERRIDE;
float collideRadius;
};
#define QUAD(x) Quad *x = new Quad; addRenderObject(x);
#endif