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Aquaria/BBGE/RenderObject.h
fgenesis 8472718fb7 Major include refactor; changes to pretty much everything
This untangles some of the gigantic kitchen sink headers
in an attempt to split things into smaller files.
Also don't include gl.h, glext.h, windows.h,
and other such nonsense *everywhere*.

Lots of cleanups on the way too. More dead/unused code removal.

Remove incrFlag(), decrFlag() Lua functions.
2016-07-09 04:18:40 +02:00

341 lines
7.7 KiB
C++

/*
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 __render_object__
#define __render_object__
#include "Base.h"
#include "Texture.h"
#include "ScriptObject.h"
#include <list>
class Core;
class StateData;
class Texture;
enum RenderObjectFlags
{
RO_CLEAR = 0x00,
RO_RENDERBORDERS = 0x01,
RO_NEXT = 0x02,
RO_MOTIONBLUR = 0x04
};
enum AutoSize
{
AUTO_VIRTUALWIDTH = -101,
AUTO_VIRTUALHEIGHT = -102
};
enum ParentManaged
{
PM_NONE = 0,
PM_POINTER = 1,
PM_STATIC = 2
};
enum ChildOrder
{
CHILD_BACK = 0,
CHILD_FRONT = 1
};
enum RenderBeforeParent
{
RBP_NONE = -1,
RBP_OFF = 0,
RBP_ON = 1
};
struct MotionBlurFrame
{
Vector position;
float rotz;
};
class RenderObjectLayer;
class RenderObject : public ScriptObject
{
public:
friend class Core;
RenderObject();
virtual ~RenderObject();
virtual void render();
static RenderObjectLayer *rlayer;
void setTexturePointer(CountedPtr<Texture> t)
{
this->texture = t;
onSetTexture();
}
void setStateDataObject(StateData *state);
bool setTexture(const std::string &name);
void toggleAlpha(float t = 0.2);
virtual void update(float dt);
bool isDead() const {return _dead;}
bool isHidden() const {return _hidden || (parent && parent->isHidden());}
bool isStatic() const {return _static;}
// Set whether the object is hidden. If hidden, no updates (except
// lifetime checks) or render operations will be performed, and no
// child objects will be updated or rendered.
void setHidden(bool hidden) {_hidden = hidden;}
// Set whether the object is static. If static, the object's data
// (including position, scale, rotation, color, etc.) are assumed
// not to change over the lifetime of the object, to allow for
// optimized rendering.
void setStatic(bool staticFlag) {_static = staticFlag;}
void setLife(float life)
{
maxLife = this->life = life;
}
void setDecayRate(float decayRate)
{
this->decayRate = decayRate;
}
void setBlendType (int bt)
{
blendType = bt;
}
virtual void destroy();
virtual void flipHorizontal();
virtual void flipVertical();
bool isfh() const { return _fh; }
bool isfv() const { return _fv; }
// recursive
bool isfhr();
bool isfvr();
int getIdx() const { return idx; }
void setIdx(int idx) { this->idx = idx; }
void moveToFront();
void moveToBack();
inline float getCullRadiusSqr() const
{
if (overrideCullRadiusSqr)
return overrideCullRadiusSqr;
if (width == 0 || height == 0)
return 0;
const float w = width*scale.x;
const float h = height*scale.y;
return w*w + h*h;
}
int getTopLayer();
void setColorMult(const Vector &color, const float alpha);
void clearColorMult();
void enableMotionBlur(int sz=10, int off=5);
void disableMotionBlur();
void addChild(RenderObject *r, ParentManaged pm, RenderBeforeParent rbp = RBP_NONE, ChildOrder order = CHILD_BACK);
void removeChild(RenderObject *r);
Vector getRealPosition();
Vector getRealScale();
StateData *getStateData();
void setPositionSnapTo(InterpolatedVector *positionSnapTo);
// HACK: This is defined in RenderObject_inline.h because it needs
// the class Core definition. --achurch
inline bool isOnScreen();
bool isCoordinateInRadius(const Vector &pos, float r);
void copyProperties(RenderObject *target);
const RenderObject &operator=(const RenderObject &r);
void toggleCull(bool value);
void safeKill();
void enqueueChildDeletion(RenderObject *r);
Vector getWorldPosition();
Vector getWorldCollidePosition(const Vector &vec=Vector(0,0,0));
Vector getInvRotPosition(const Vector &vec);
bool isPieceFlippedHorizontal();
RenderObject *getTopParent();
virtual void onAnimationKeyPassed(int key){}
Vector getAbsoluteRotation();
float getWorldRotation();
Vector getWorldPositionAndRotation(); // more efficient shortcut, returns rotation in vector z component
Vector getNormal();
Vector getForward();
void setOverrideCullRadius(float ovr);
void setRenderPass(int pass) { renderPass = pass; }
int getRenderPass() { return renderPass; }
void setOverrideRenderPass(int pass) { overrideRenderPass = pass; }
int getOverrideRenderPass() { return overrideRenderPass; }
enum { RENDER_ALL=314, OVERRIDE_NONE=315 };
// Defined in RenderObject_inline.h
inline Vector getFollowCameraPosition() const;
void lookAt(const Vector &pos, float t, float minAngle, float maxAngle, float offset=0);
inline RenderObject *getParent() const {return parent;}
void applyBlendType();
void fhTo(bool fh);
void addDeathNotify(RenderObject *r);
virtual void unloadDevice();
virtual void reloadDevice();
Vector getCollisionMaskNormal(int index);
//-------------------------------- Methods above, fields below
static bool renderCollisionShape;
static bool renderPaths;
static int lastTextureApplied;
static bool lastTextureRepeat;
float width, height; // Only used by Quads, but stored here for getCullRadius()
InterpolatedVector position, scale, color, alpha, rotation;
InterpolatedVector offset, rotationOffset, internalOffset, beforeScaleOffset;
InterpolatedVector velocity, gravity;
CountedPtr<Texture> texture;
//int mode;
bool fadeAlphaWithLife;
bool blendEnabled;
enum BlendTypes { BLEND_DEFAULT = 0, BLEND_ADD, BLEND_SUB, BLEND_MULT };
unsigned char blendType;
float life;
float followCamera;
bool renderBeforeParent;
bool updateAfterParent;
bool colorIsSaved; // Used for both color and alpha
Vector savedColor; // Saved values from setColorMult()
float savedAlpha;
bool shareAlphaWithChildren;
bool shareColorWithChildren;
bool cull;
float updateCull;
int layer;
InterpolatedVector *positionSnapTo;
typedef std::vector<RenderObject*> Children;
Children children, childGarbage;
float collideRadius;
std::vector<Vector> collisionMask;
std::vector<Vector> transformedCollisionMask;
float collisionMaskRadius;
float alphaMod;
bool ignoreUpdate;
bool useOldDT;
protected:
virtual void onFH(){}
virtual void onFV(){}
virtual void onDestroy(){}
virtual void onSetTexture(){}
virtual void onRender(){}
virtual void onUpdate(float dt);
virtual void deathNotify(RenderObject *r);
virtual void onEndOfLife() {}
inline void updateLife(float dt)
{
if (decayRate > 0)
{
life -= decayRate*dt;
if (life<=0)
{
safeKill();
}
}
if (fadeAlphaWithLife && !alpha.isInterpolating())
{
alpha = life/maxLife;
}
}
// Is this object or any of its children rendered in pass "pass"?
bool hasRenderPass(const int pass);
inline void renderCall();
void renderCollision();
bool repeatTexture;
unsigned char pm; // unsigned char to save space
typedef std::list<RenderObject*> RenderObjectList;
RenderObjectList deathNotifications;
int overrideRenderPass;
int renderPass;
float overrideCullRadiusSqr;
float motionBlurTransitionTimer;
int motionBlurFrameOffsetCounter, motionBlurFrameOffset;
std::vector<MotionBlurFrame>motionBlurPositions;
bool motionBlur, motionBlurTransition;
bool _dead;
bool _hidden;
bool _static;
bool _fv, _fh;
int idx;
RenderObject *parent;
StateData *stateData;
float decayRate;
float maxLife;
};
#endif