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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.
*/
#ifndef __quad__
#define __quad__
#include "RenderObject.h"
class OutlineRect : public RenderObject
{
public:
OutlineRect();
void setWidthHeight(int w, int h);
void setLineSize(int ls);
bool renderCenter;
protected:
int w, h, w2, h2;
int lineSize;
void onRender();
};
class Quad : public RenderObject
{
public:
Quad(const std::string &tex, const Vector &pos);
Quad();
void createGrid(int x, int y);
void destroy();
bool isCoordinateInside(Vector coord, int minSize=0);
bool isCoordinateInsideWorld(const Vector &coord, int minSize=0);
bool isCoordinateInsideWorldRect(const Vector &coord, int w, int h);
void flipVertical();
void flipHorizontal();
void setTextureSmooth(const std::string &texture, float t);
void spawnChildClone(float t);
void burn();
void unburn();
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
2012-02-05 19:22:54 +00:00
void setWidthHeight(float w, float h=-1);
void setWidth(float w);
void setHeight(float h);
int getWidth() const {return int(width);}
int getHeight() const {return int(height);}
void setSegs(int x, int y, float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo);
void setDrawGridAlpha(int x, int y, float alpha);
void calculateQuadLighting();
void repeatTextureToFill(bool on);
void refreshRepeatTextureToFill();
bool isRepeatingTextureToFill() const { return repeatingTextureToFill; }
void setGridPoints(bool vert, const std::vector<Vector> &points);
void setStrip(const std::vector<Vector> &strip);
virtual void createStrip(bool stripVert, int num);
float getStripSegmentSize();
void resetStrip();
Vector ** getDrawGrid() { return drawGrid; }
void reloadDevice();
void deleteGrid();
InterpolatedVector upperLeftTextureCoordinates, lowerRightTextureCoordinates;
//InterpolatedVector upperLeftColor, upperRightColor, lowerLeftColor, lowerRightColor;
//InterpolatedVector llalpha, lralpha, ulalpha, uralpha;
//bool oriented;
enum GridType
{
GRID_WAVY = 0,
GRID_SET = 1
};
unsigned char gridType; // unsigned char to save space
char autoWidth, autoHeight; // char to save space
bool renderQuad, renderBorder, renderCenter;
bool stripVert;
std::vector<Vector>strip;
Vector texOff;
float borderAlpha;
Vector repeatToFillScale;
protected:
bool repeatingTextureToFill;
float gridTimer;
int xDivs, yDivs;
Vector ** drawGrid;
void resetGrid();
void updateGrid(float dt);
void renderGrid();
float drawGridOffsetX;
float drawGridOffsetY;
float drawGridModX;
float drawGridModY;
float drawGridTimeMultiplier;
bool drawGridOut;
static Vector renderBorderColor;
void onSetTexture();
void onRender();
void onUpdate(float dt);
private:
bool doUpdateGrid;
void initQuad();
};
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
2012-02-05 19:22:54 +00:00
class PauseQuad : public Quad
{
public:
PauseQuad();
int pauseLevel;
protected:
void onUpdate(float dt);
};
#define QUAD(x) Quad *x = new Quad; addRenderObject(x);
#endif