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Aquaria/BBGE/RenderObject.h
fgenesis 9b63b400d5 Misc code cleanups, little SkeletalSprite loading improvement.
- Removed some unused member variables.

- The BBGE_BUILD_WIDESCREEN define is now gone.

- Added an TiXMLDocument cache to prevent parsing the same file
once for each entity on the map with the same skeletal.

- Removed Lua func entity_warpToPathStart, which was essentially a no-op
because Entity::followingPath was always NULL. Removed related code.

- Set texture wrap only when required.

(Some changes taken from https://bitbucket.org/mattbierner/ios-aquaria,
special thanks for changeset 72d6460d9e60)
2012-02-19 04:57:04 +01:00

366 lines
8.4 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 "Flags.h"
#include "ScriptObject.h"
class Core;
class StateData;
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;
};
typedef std::vector<RectShape> CollideRects;
class RenderObjectLayer;
class RenderObject : public ScriptObject
{
public:
friend class Core;
RenderObject();
virtual ~RenderObject();
virtual void render();
static RenderObjectLayer *rlayer;
enum AddRefChoice { NO_ADD_REF = 0, ADD_REF = 1};
void setTexturePointer(Texture *t, AddRefChoice addRefChoice)
{
this->texture = t;
if (addRefChoice == ADD_REF)
texture->addRef();
onSetTexture();
}
void setStateDataObject(StateData *state);
void setTexture(const std::string &name);
void toggleAlpha(float t = 0.2);
void matrixChain();
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;
}
//enum DestroyType { RANDOM=0, REMOVE_STATE };
virtual void destroy();
virtual void flipHorizontal();
virtual void flipVertical();
bool isfh() { return _fh; }
bool isfv() { 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);
void removeAllChildren();
void recursivelyRemoveEveryChild();
Vector getRealPosition();
Vector getRealScale();
virtual float getSortDepth();
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 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;
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 lifeAlphaFadeMultiplier;
float followCamera;
//bool useColor;
bool renderBeforeParent;
bool updateAfterParent;
//bool followXOnly;
//bool renderOrigin;
//float updateMultiplier;
//EventPtr deathEvent;
bool colorIsSaved; // Used for both color and alpha
Vector savedColor; // Saved values from setColorMult()
float savedAlpha;
bool shareAlphaWithChildren;
bool shareColorWithChildren;
bool cull;
int updateCull;
int layer;
InterpolatedVector *positionSnapTo;
//DestroyType destroyType;
typedef std::list<RenderObject*> Children;
Children children, childGarbage;
//Flags flags;
#ifdef BBGE_BUILD_DIRECTX
bool useDXTransform;
//D3DXMATRIX matrix;
#endif
int collideRadius;
Vector collidePosition;
std::vector<Vector> collisionMask;
std::vector<Vector> transformedCollisionMask;
CollideRects collisionRects;
int 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() {}
// spread parentManagedStatic flag to the entire child tree
void propogateParentManagedStatic();
void propogateAlpha();
inline void updateLife(float dt)
{
if (decayRate > 0)
{
life -= decayRate*dt;
if (life<=0)
{
safeKill();
}
}
if (fadeAlphaWithLife && !alpha.isInterpolating())
{
//alpha = ((life*lifeAlphaFadeMultiplier)/maxLife);
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;
//ParentManaged pm;
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;
//bool rotateFirst;
int idx;
RenderObject *parent;
StateData *stateData;
float decayRate;
float maxLife;
};
#endif