| 1 | /*! | 
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| 2 |  * @file element_2d.h | 
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| 3 |  * Definition of the 2D elements rendered on top through the GraphicsEngine | 
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| 4 |  */ | 
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| 5 |  | 
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| 6 | #ifndef _ELEMENT_2D_H | 
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| 7 | #define _ELEMENT_2D_H | 
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| 8 |  | 
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| 9 | #include "base_object.h" | 
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| 10 |  | 
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| 11 | #include "vector.h" | 
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| 12 |  | 
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| 13 | // FORWARD DECLARATION | 
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| 14 | class PNode; | 
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| 15 | class TiXmlElement; | 
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| 16 | template<class T> class tList; | 
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| 17 |  | 
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| 18 | //!< An enumerator defining the Depth of a 2D-element. | 
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| 19 | typedef enum | 
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| 20 | { | 
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| 21 |   E2D_LAYER_BELOW_ALL           =     0,        //!< Will be rendered below the 3D-scene. @todo make this work. | 
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| 22 |   E2D_LAYER_BOTTOM              =     1,        //!< Will be rendered on the bottom Layer | 
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| 23 |   E2D_LAYER_MEDIUM              =     2,        //!< Will be rendered on the medium Layer. | 
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| 24 |   E2D_LAYER_TOP                 =     3,        //!< Will be rendered on top of everything else | 
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| 25 |  | 
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| 26 |   E2D_LAYER_COUNT               =     4,         //!< The count of Layers. | 
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| 27 | } E2D_LAYER; | 
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| 28 | #define E2D_DEFAULT_LAYER       E2D_LAYER_MEDIUM | 
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| 29 | #define E2D_LAYER_ALL           4 | 
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| 30 |  | 
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| 31 | typedef enum | 
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| 32 | { | 
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| 33 |   E2D_ALIGN_NONE                =     0, | 
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| 34 |   E2D_ALIGN_LEFT                =     1, | 
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| 35 |   E2D_ALIGN_RIGHT               =     2, | 
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| 36 |   E2D_ALIGN_CENTER              =     4, | 
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| 37 |   E2D_ALIGN_SCREEN_CENTER       =     8 | 
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| 38 | } E2D_ALIGNMENT; | 
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| 39 |  | 
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| 40 | typedef enum | 
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| 41 | { | 
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| 42 |   E2D_PARENT_NONE               =   0, | 
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| 43 |   E2D_PARENT_LOCAL_ROTATE       =   1,    //!< Rotates all the children around their centers. | 
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| 44 |   E2D_PARENT_ROTATE_MOVEMENT    =   2,    //!< Moves all the children around the center of their parent, without the rotation around their own centers. | 
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| 45 |  | 
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| 46 |   E2D_PARENT_MOVEMENT           =   4,    //!< Moves all children along with the parent. | 
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| 47 | // special linkage modes | 
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| 48 |   E2D_PARENT_ALL                =   3,    //!< Moves all children around the center of their parent, and also rotates their centers | 
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| 49 |   E2D_PARENT_ROTATE_AND_MOVE    =   5     //!< Rotates all children around their axis, and moves them as the Parent Moves, but does not rotate around the center of their parent. | 
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| 50 | } E2D_PARENT_MODE; | 
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| 51 | #define     E2D_DEFAULT_PARENTING_MODE  E2D_PARENT_ALL | 
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| 52 |  | 
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| 53 | //! A Struct defining the Position of an Element in 2D-space | 
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| 54 | struct Position2D | 
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| 55 | { | 
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| 56 |   float       x;                 //!< The x-coordinate. | 
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| 57 |   float       y;                 //!< The y-coordinate. | 
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| 58 |   float       depth;             //!< The distance from the viewing plane. | 
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| 59 | }; | 
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| 60 |  | 
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| 61 | //! A class for 2D-elements | 
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| 62 | /** | 
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| 63 |  * this class mainly tries to imitate PNode in its functionality, but on a 2D-level | 
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| 64 |  * it extends PNode in the Sense of the tick-ability/draw-alility layering (and size) | 
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| 65 |  * | 
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| 66 |  * Layering: Layers are sorted into the Tree. e.g: | 
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| 67 |  * the roor is in the lowest Layer, the leaves in the highest (of each branche) | 
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| 68 |  * the first child of each node is in the lowest layer of all children, the last in the highest | 
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| 69 |  * -> the tree is sorted on insertion of a new Child: @see Element2D::addChild2D() | 
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| 70 |  */ | 
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| 71 | class Element2D : virtual public BaseObject { | 
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| 72 |  | 
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| 73 |   public: | 
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| 74 |     Element2D(); | 
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| 75 |     Element2D(Element2D* parent, E2D_LAYER layer = E2D_DEFAULT_LAYER); | 
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| 76 |     virtual ~Element2D(); | 
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| 77 |  | 
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| 78 |     void init(); | 
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| 79 |     void loadParams(const TiXmlElement* root); | 
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| 80 |  | 
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| 81 |     /** @param alignment the new Alignment of the 2D-Element */ | 
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| 82 |     inline void setAlignment(E2D_ALIGNMENT alignment) { this->alignment = alignment; }; | 
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| 83 |     void setAlignment(const char* alignment); | 
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| 84 |     inline E2D_ALIGNMENT getAlignment() const { return this->alignment; }; | 
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| 85 |  | 
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| 86 |     void setLayer(E2D_LAYER layer); | 
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| 87 |     void setLayer(const char* layer); | 
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| 88 |     /** @returns the Layer this Element is drawn to */ | 
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| 89 |     inline E2D_LAYER getLayer() const { return this->layer; }; | 
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| 90 |  | 
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| 91 |     /** @param visible true if the Element should be visible false otherwise (will not be rendered) */ | 
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| 92 |     inline void setVisibility(bool visible) { this->visible = visible; }; | 
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| 93 |     /** @param active true if the Element should be active, false otherwise (will not be ticked) */ | 
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| 94 |     inline void setActiveness(bool active) { this->active = active; }; | 
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| 95 |  | 
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| 96 |  | 
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| 97 |     /** @param bindNode the Node this 2D-element should follow. if NULL the Element will not follow anything */ | 
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| 98 |     inline void setBindNode(const PNode* bindNode) { this->bindNode = bindNode; }; | 
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| 99 |     void setBindNode(const char* bindNode); | 
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| 100 |     inline const PNode* getBindNode() const { return this->bindNode; }; | 
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| 101 |  | 
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| 102 |     /** @returns the visibility state */ | 
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| 103 |     inline bool isVisible() { return this->visible; }; | 
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| 104 |     /** @returns the active-State */ | 
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| 105 |     inline bool isActive() { return this->active; }; | 
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| 106 |  | 
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| 107 |  | 
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| 108 |     inline void setSize2D(float x, float y) { this->sizeX = x, this->sizeY = y; }; | 
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| 109 |     inline void setSizeX2D(float x) { this->sizeX = x; }; | 
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| 110 |     inline void setSizeY2D(float y) { this->sizeY = y; }; | 
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| 111 |     inline float getSizeX2D() const { return this->sizeX; }; | 
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| 112 |     inline float getSizeY2D() const { return this->sizeY; }; | 
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| 113 |  | 
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| 114 |   public: | 
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| 115 |     virtual void tick(float dt) {}; | 
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| 116 |     virtual void draw() const = 0; | 
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| 117 |     void tick2D(float dt); | 
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| 118 |     void draw2D(short layer) const; | 
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| 119 |  | 
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| 120 |     // LIKE PNODE | 
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| 121 |   public: | 
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| 122 |     void setRelCoor2D (const Vector& relCoord); | 
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| 123 |     void setRelCoor2D (float x, float y, float dontCare = 1.0); | 
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| 124 |     void setRelCoor2Dpx (int x, int y); | 
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| 125 |     void setRelCoorSoft2D (const Vector& relCoordSoft, float bias = 1.0); | 
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| 126 |     void setRelCoorSoft2D (float x, float y, float dontCare = 1.0, float bias = 1.0); | 
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| 127 |     void setRelCoorSoft2Dpx (int x, int y, float bias = 1.0); | 
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| 128 |     /** @returns the relative position */ | 
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| 129 |     inline const Vector& getRelCoor2D () const { return this->prevRelCoordinate; }; | 
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| 130 |     /** @returns the Relative Coordinate Destination */ | 
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| 131 |     inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)?*this->toCoordinate:this->relCoordinate; }; | 
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| 132 |     const Vector& getRelCoor2Dpx() const; | 
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| 133 |     void setAbsCoor2D (const Vector& absCoord); | 
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| 134 |     void setAbsCoor2D (float x, float y, float depth = 1.0); | 
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| 135 |     void setAbsCoor2Dpx (int x, int y); | 
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| 136 |     void setAbsCoorSoft2D (const Vector& absCoordSoft, float bias = 1.0); | 
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| 137 |     void setAbsCoorSoft2D (float x, float y, float depth = 1.0, float bias = 1.0); | 
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| 138 |     /** @returns the absolute position */ | 
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| 139 |     inline const Vector& getAbsCoor2D () const { return this->absCoordinate; }; | 
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| 140 |     const Vector& getAbsCoor2Dpx () const; | 
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| 141 |  | 
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| 142 |     void shiftCoor2D (const Vector& shift); | 
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| 143 |     void shiftCoor2Dpx (int x, int y); | 
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| 144 |  | 
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| 145 |     void setRelDir2D (float relDir); | 
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| 146 |     void setRelDirSoft2D(float relDirSoft, float bias = 1.0); | 
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| 147 |     /** @returns the relative Direction */ | 
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| 148 |     inline float getRelDir2D () const { return this->prevRelDirection; }; | 
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| 149 |     /** @returns the Relative Directional Destination */ | 
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| 150 |     inline float getRelDirSoft2D() const { return (this->toDirection)?*this->toDirection:this->relDirection; }; | 
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| 151 |     void setAbsDir2D (float absDir); | 
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| 152 |     void setAbsDirSoft2D (float absDirSoft, float bias = 1.0); | 
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| 153 |     /** @returns the absolute Direction */ | 
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| 154 |     inline float getAbsDir2D () const { return this->absDirection; }; | 
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| 155 |     void shiftDir2D (float shiftDir); | 
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| 156 |  | 
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| 157 |     /** @returns the Speed of the Node */ | 
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| 158 |     inline float getSpeed() const { return 0; }; | 
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| 159 |     /** @returns the Velocity of the Node */ | 
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| 160 |     inline const Vector& getVelocity() const { return this->velocity; }; | 
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| 161 |  | 
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| 162 |  | 
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| 163 |     void addChild2D (Element2D* child); | 
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| 164 |     void addChild2D (const char* childName); | 
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| 165 |     void removeChild2D (Element2D* child); | 
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| 166 |     void remove2D(); | 
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| 167 |  | 
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| 168 |     void setParent2D (Element2D* parent); | 
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| 169 |     void setParent2D (const char* parentName); | 
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| 170 |     /** @returns the parent of this Element2D */ | 
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| 171 |     inline Element2D* getParent2D () const { return this->parent; }; | 
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| 172 |     /** @returns the List of Children of this Element2D */ | 
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| 173 |     inline const tList<Element2D>* getChildren2D() const { return this->children; }; | 
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| 174 |  | 
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| 175 |     void setParentSoft2D(Element2D* parentNode, float bias = 1.0); | 
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| 176 |     void setParentSoft2D(const char* parentName, float bias = 1.0); | 
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| 177 |  | 
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| 178 |     /** @param parentMode sets the parentingMode of this Node */ | 
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| 179 |     void setParentMode2D (E2D_PARENT_MODE parentMode) { this->parentMode = parentMode; }; | 
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| 180 |     void setParentMode2D (const char* parentingMode); | 
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| 181 |     /** @returns the Parenting mode of this node */ | 
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| 182 |     int getParentMode2D() const { return this->parentMode; }; | 
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| 183 |  | 
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| 184 |     void update2D (float dt); | 
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| 185 |  | 
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| 186 |     void debug (unsigned int depth = 1, unsigned int level = 0) const; | 
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| 187 |     void debugDraw2D(unsigned int depth = 1, float size = 1.0, Vector color = Vector(1,0,0), unsigned int level = 0) const; | 
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| 188 |  | 
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| 189 |     // helper functions // | 
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| 190 |     static const char* parentingModeToChar2D(int parentingMode); | 
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| 191 |     static E2D_PARENT_MODE charToParentingMode2D(const char* parentingMode); | 
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| 192 |  | 
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| 193 |     static const char* layer2DToChar(E2D_LAYER layer); | 
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| 194 |     static E2D_LAYER charToLayer2D(const char* layer); | 
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| 195 |  | 
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| 196 |   private: | 
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| 197 |     /** tells the child that the parent's Coordinate has changed */ | 
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| 198 |     inline void parentCoorChanged () { this->bRelCoorChanged = true; } | 
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| 199 |     /** tells the child that the parent's Direction has changed */ | 
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| 200 |     inline void parentDirChanged () { this->bRelDirChanged = true; } | 
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| 201 |     /** @returns the last calculated coordinate */ | 
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| 202 |     inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; } | 
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| 203 |  | 
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| 204 |  | 
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| 205 |  | 
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| 206 |   private: | 
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| 207 |     const PNode*            bindNode;           //!< a node over which to display this 2D-element | 
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| 208 |     float                   sizeX;              //!< The size of the rendered item in x-direction | 
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| 209 |     float                   sizeY;              //!< The size of the rendered Item in y-direction | 
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| 210 |  | 
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| 211 |     E2D_ALIGNMENT           alignment;          //!< How the Element is aligned around its Position | 
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| 212 |  | 
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| 213 |     bool                    visible;            //!< If the given Element2D is visible. | 
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| 214 |     bool                    active;             //!< If the given Element2D is active. | 
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| 215 |     E2D_LAYER               layer;              //!< What layer this Element2D is on. | 
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| 216 |  | 
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| 217 |     bool                    bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked | 
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| 218 |     bool                    bRelDirChanged;     //!< If Relative Direction has changed since last time we checked | 
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| 219 |  | 
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| 220 |     Vector                  relCoordinate;      //!< coordinates relative to the parent | 
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| 221 |     Vector                  absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) ) | 
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| 222 |     float                   relDirection;       //!< direction relative to the parent | 
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| 223 |     float                   absDirection;       //!< absolute diretion in the world ( from (0,0,1) ) | 
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| 224 |  | 
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| 225 |     Vector                  prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle. | 
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| 226 |     Vector                  lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate | 
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| 227 |     float                   prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle. | 
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| 228 |  | 
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| 229 |     Vector                  velocity;           //!< Saves the velocity. | 
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| 230 |  | 
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| 231 |     Vector*                 toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft) | 
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| 232 |     float*                  toDirection;        //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft) | 
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| 233 |     float                   bias;               //!< how fast to iterate to the given position (default is 1) | 
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| 234 |  | 
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| 235 |     Element2D*              parent;             //!< a pointer to the parent node | 
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| 236 |     tList<Element2D>*       children;           //!< list of the children of this Element2D | 
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| 237 |  | 
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| 238 |     unsigned int            parentMode;         //!< the mode of the binding | 
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| 239 | }; | 
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| 240 |  | 
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| 241 | //! The top joint of all Element2D's every Element2D is somehow connected to this one. | 
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| 242 | class NullElement2D : public Element2D { | 
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| 243 |  | 
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| 244 |   public: | 
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| 245 |     /** @returns a Pointer to the only object of this Class */ | 
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| 246 |     inline static NullElement2D* getInstance() { if (!NullElement2D::singletonRef) NullElement2D::singletonRef = new NullElement2D();  return NullElement2D::singletonRef; }; | 
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| 247 |     inline static bool isInstanciated() { return (NullElement2D::singletonRef != NULL)?true:false; }; | 
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| 248 |     virtual ~NullElement2D (); | 
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| 249 |  | 
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| 250 |   private: | 
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| 251 |     NullElement2D (); | 
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| 252 |     virtual void draw() const {}; | 
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| 253 |  | 
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| 254 |   private: | 
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| 255 |     static NullElement2D* singletonRef;        //!< A reference to the NullElement2D | 
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| 256 |  | 
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| 257 | }; | 
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| 258 |  | 
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| 259 | #endif /* _ELEMENT_2D_H */ | 
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