| 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 | * @todo reimplement it, so it looks just like PNode. | 
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| 6 | */ | 
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| 7 |  | 
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| 8 | #ifndef _ELEMENT_2D_H | 
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| 9 | #define _ELEMENT_2D_H | 
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| 10 |  | 
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| 11 | #include "base_object.h" | 
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| 12 |  | 
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| 13 | #include "vector.h" | 
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| 14 |  | 
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| 15 | // FORWARD DECLARATION | 
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| 16 | class PNode; | 
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| 17 | class TiXmlElement; | 
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| 18 | template<class T> class tList; | 
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| 19 |  | 
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| 20 | //!< An enumerator defining the Depth of a 2D-element. | 
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| 21 | typedef enum | 
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| 22 | { | 
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| 23 | E2D_BELOW_ALL                 =     1,        //!< Will be rendered below the 3D-scene. @todo make this work. | 
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| 24 | E2D_BOTTOM                    =     2,        //!< Will be rendered on the bottom Layer | 
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| 25 | E2D_MEDIUM                    =     4,        //!< Will be rendered on the medium Layer. | 
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| 26 | E2D_TOP                       =     8,        //!< Will be rendered on top of everything else | 
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| 27 |  | 
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| 28 | E2D_LAYER_COUNT               =     4         //!< The count of Layers. | 
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| 29 | } E2D_LAYER; | 
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| 30 | #define E2D_DEFAULT_LAYER       E2D_TOP | 
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| 31 | #define E2D_ALL_LAYERS          E2D_TOP | E2D_MEDIUM | E2D_BOTTOM | E2D_BELOW_ALL | 
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| 32 |  | 
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| 33 | typedef enum | 
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| 34 | { | 
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| 35 | E2D_ALIGN_NONE                =     0, | 
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| 36 | E2D_ALIGN_LEFT                =     1, | 
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| 37 | E2D_ALIGN_RIGHT               =     2, | 
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| 38 | E2D_ALIGN_CENTER              =     4, | 
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| 39 | E2D_ALIGN_SCREEN_CENTER       =     8 | 
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| 40 | } E2D_ALIGNMENT; | 
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| 41 |  | 
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| 42 | typedef enum | 
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| 43 | { | 
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| 44 | E2D_PARENT_LOCAL_ROTATE       =   1,    //!< Rotates all the children around their centers. | 
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| 45 | 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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| 46 |  | 
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| 47 | E2D_PARENT_MOVEMENT           =   4,    //!< Moves all children along with the parent. | 
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| 48 | // special linkage modes | 
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| 49 | E2D_PARENT_ALL                =   3,    //!< Moves all children around the center of their parent, and also rotates their centers | 
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| 50 | 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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| 51 | } E2D_PARENT_MODE; | 
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| 52 | #define     E2D_DEFAULT_PARENTING_MODE  E2D_PARENT_ALL | 
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| 53 |  | 
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| 54 | //! A Struct defining the Position of an Element in 2D-space | 
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| 55 | struct Position2D | 
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| 56 | { | 
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| 57 | float       x;                 //!< The x-coordinate. | 
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| 58 | float       y;                 //!< The y-coordinate. | 
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| 59 | float       depth;             //!< The distance from the viewing plane. | 
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| 60 | }; | 
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| 61 |  | 
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| 62 | //! A class for ... | 
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| 63 | class Element2D : virtual public BaseObject { | 
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| 64 |  | 
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| 65 | public: | 
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| 66 | Element2D(); | 
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| 67 | Element2D(Element2D* parent); | 
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| 68 | virtual ~Element2D(); | 
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| 69 |  | 
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| 70 | void init(); | 
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| 71 | void loadParams(const TiXmlElement* root); | 
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| 72 |  | 
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| 73 | /** @param alignment the new Alignment of the 2D-Element */ | 
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| 74 | inline void setAlignment(E2D_ALIGNMENT alignment) { this->alignment = alignment; }; | 
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| 75 | void setAlignment(const char* alignment); | 
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| 76 | inline E2D_ALIGNMENT getAlignment() const { return this->alignment; }; | 
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| 77 |  | 
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| 78 | void setLayer(E2D_LAYER layer); | 
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| 79 | void setLayer(const char* layer); | 
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| 80 | /** @returns the Layer this Element is drawn to */ | 
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| 81 | inline E2D_LAYER getLayer() { return this->layer; }; | 
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| 82 |  | 
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| 83 | /** @param visible true if the Element should be visible false otherwise (will not be rendered) */ | 
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| 84 | inline void setVisibility(bool visible) { this->visible = visible; }; | 
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| 85 | /** @param active true if the Element should be active, false otherwise (will not be ticked) */ | 
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| 86 | inline void setActiveness(bool active) { this->active = active; }; | 
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| 87 |  | 
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| 88 |  | 
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| 89 | /** @param bindNode the Node this 2D-element should follow. if NULL the Element will not follow anything */ | 
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| 90 | inline void setBindNode(const PNode* bindNode) { this->bindNode = bindNode; }; | 
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| 91 | void setBindNode(const char* bindNode); | 
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| 92 | inline const PNode* getBindNode() const { return this->bindNode; }; | 
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| 93 |  | 
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| 94 | /** @returns the visibility state */ | 
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| 95 | inline bool isVisible() { return this->visible; }; | 
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| 96 | /** @returns the active-State */ | 
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| 97 | inline bool isActive() { return this->active; }; | 
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| 98 |  | 
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| 99 |  | 
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| 100 | // LIKE PNODE | 
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| 101 | public: | 
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| 102 | void setRelCoor2D (const Vector& relCoord); | 
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| 103 | void setRelCoor2D (float x, float y, float dontCare = 1.0); | 
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| 104 | void setRelCoor2Dpx (int x, int y); | 
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| 105 | void setRelCoorSoft2D (const Vector& relCoordSoft, float bias = 1.0); | 
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| 106 | void setRelCoorSoft2D (float x, float y, float dontCare = 1.0, float bias = 1.0); | 
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| 107 | void setRelCoorSoft2Dpx (int x, int y, float bias = 1.0); | 
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| 108 | /** @returns the relative position */ | 
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| 109 | inline const Vector& getRelCoor2D () const { return this->prevRelCoordinate; }; | 
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| 110 | /** @returns the Relative Coordinate Destination */ | 
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| 111 | inline const Vector& getRelCoorSoft2D() const { return (this->toCoordinate)?*this->toCoordinate:this->relCoordinate; }; | 
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| 112 | const Vector& getRelCoor2Dpx() const; | 
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| 113 | void setAbsCoor2D (const Vector& absCoord); | 
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| 114 | void setAbsCoor2D (float x, float y, float depth = 1.0); | 
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| 115 | void setAbsCoor2Dpx (int x, int y); | 
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| 116 | /** @returns the absolute position */ | 
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| 117 | inline const Vector& getAbsCoor2D () const { return this->absCoordinate; }; | 
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| 118 | const Vector& getAbsCoor2Dpx () const; | 
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| 119 |  | 
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| 120 | void shiftCoor2D (const Vector& shift); | 
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| 121 | void shiftCoor2Dpx (int x, int y); | 
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| 122 |  | 
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| 123 | void setRelDir2D (float relDir); | 
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| 124 | void setRelDirSoft2D(float relDirSoft, float bias = 1.0); | 
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| 125 | /** @returns the relative Direction */ | 
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| 126 | inline float getRelDir2D () const { return this->prevRelDirection; }; | 
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| 127 | /** @returns the Relative Directional Destination */ | 
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| 128 | inline float getRelDirSoft2D() const { return (this->toDirection)?*this->toDirection:this->relDirection; }; | 
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| 129 | void setAbsDir2D (float absDir); | 
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| 130 | /** @returns the absolute Direction */ | 
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| 131 | inline float getAbsDir2D () const { return this->absDirection; }; | 
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| 132 | void shiftDir2D (float shiftDir); | 
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| 133 |  | 
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| 134 | /** @returns the Speed of the Node */ | 
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| 135 | inline float getSpeed() const { return 0; }; | 
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| 136 | /** @returns the Velocity of the Node */ | 
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| 137 | inline const Vector& getVelocity() const { return this->velocity; }; | 
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| 138 |  | 
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| 139 |  | 
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| 140 | void addChild2D (Element2D* child, int parentingMode = E2D_DEFAULT_PARENTING_MODE); | 
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| 141 | void addChild2D (const char* childName); | 
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| 142 | void removeChild2D (Element2D* child); | 
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| 143 | void remove2D(); | 
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| 144 |  | 
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| 145 | void setParent2D (Element2D* parent); | 
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| 146 | void setParent2D (const char* parentName); | 
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| 147 | /** @returns the parent of this Element2D */ | 
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| 148 | Element2D* getParent () const { return this->parent; }; | 
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| 149 |  | 
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| 150 | void softReparent2D(Element2D* parentNode, float bias = 1.0); | 
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| 151 | void softReparent2D(const char* parentName, float bias = 1.0); | 
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| 152 |  | 
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| 153 | /** @param parentMode sets the parentingMode of this Node */ | 
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| 154 | void setParentMode2D (E2D_PARENT_MODE parentMode) { this->parentMode = parentMode; }; | 
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| 155 | void setParentMode2D (const char* parentingMode); | 
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| 156 | /** @returns the Parenting mode of this node */ | 
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| 157 | int getParentMode2D() const { return this->parentMode; }; | 
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| 158 |  | 
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| 159 | void update2D (float dt); | 
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| 160 |  | 
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| 161 | void debug (unsigned int depth = 1, unsigned int level = 0) const; | 
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| 162 | void debugDraw2D(unsigned int depth = 1, float size = 1.0, Vector color = Vector(1,1,1)) const; | 
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| 163 |  | 
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| 164 | // helper functions // | 
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| 165 | static const char* parentingModeToChar2D(int parentingMode); | 
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| 166 | static E2D_PARENT_MODE charToParentingMode2D(const char* parentingMode); | 
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| 167 |  | 
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| 168 | private: | 
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| 169 | /** tells the child that the parent's Coordinate has changed */ | 
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| 170 | inline void parentCoorChanged () { this->bRelCoorChanged = true; } | 
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| 171 | /** tells the child that the parent's Direction has changed */ | 
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| 172 | inline void parentDirChanged () { this->bRelDirChanged = true; } | 
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| 173 | /** @returns the last calculated coordinate */ | 
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| 174 | inline Vector getLastAbsCoor() { return this->lastAbsCoordinate; } | 
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| 175 |  | 
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| 176 | public: | 
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| 177 | virtual void tick(float dt); | 
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| 178 | virtual void draw() const = NULL; | 
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| 179 |  | 
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| 180 | private: | 
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| 181 | const PNode*            bindNode;           //!< a node over which to display this 2D-element | 
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| 182 |  | 
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| 183 | E2D_ALIGNMENT           alignment;          //!< How the Element is aligned around its Position | 
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| 184 |  | 
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| 185 | bool                    visible;            //!< If the given Element2D is visible. | 
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| 186 | bool                    active;             //!< If the given Element2D is active. | 
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| 187 | E2D_LAYER               layer;              //!< What layer this Element2D is on. | 
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| 188 |  | 
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| 189 | bool                    bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked | 
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| 190 | bool                    bRelDirChanged;     //!< If Relative Direction has changed since last time we checked | 
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| 191 |  | 
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| 192 | Vector                  relCoordinate;      //!< coordinates relative to the parent | 
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| 193 | Vector                  absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) ) | 
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| 194 | float                   relDirection;       //!< direction relative to the parent | 
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| 195 | float                   absDirection;       //!< absolute direvtion in the world ( from (0,0,1) ) | 
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| 196 |  | 
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| 197 | Vector                  prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle. | 
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| 198 | Vector                  lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate | 
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| 199 | float                   prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle. | 
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| 200 | //  float                   lastAbsDirection; | 
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| 201 |  | 
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| 202 | Vector                  velocity;           //!< Saves the velocity. | 
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| 203 |  | 
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| 204 | Vector*                 toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with softReparent.and set*CoorSoft) | 
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| 205 | float*                  toDirection;        //!< a direction to which to iterate. (This is used in conjunction with softReparent and set*DirSoft) | 
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| 206 | float                   bias;               //!< how fast to iterate to the given position (default is 1) | 
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| 207 |  | 
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| 208 | Element2D*              parent;             //!< a pointer to the parent node | 
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| 209 | tList<Element2D>*       children;           //!< list of the children of this Element2D | 
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| 210 |  | 
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| 211 | unsigned int            parentMode;         //!< the mode of the binding | 
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| 212 | }; | 
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| 213 |  | 
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| 214 | //! The top joint of all Element2D's every Element2D is somehow connected to this one. | 
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| 215 | class NullElement2D : public Element2D { | 
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| 216 |  | 
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| 217 | public: | 
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| 218 | /** @returns a Pointer to the only object of this Class */ | 
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| 219 | inline static NullElement2D* getInstance() { if (!singletonRef) singletonRef = new NullElement2D();  return singletonRef; }; | 
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| 220 | virtual ~NullElement2D (); | 
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| 221 |  | 
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| 222 | private: | 
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| 223 | NullElement2D (); | 
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| 224 | virtual void draw() const {}; | 
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| 225 |  | 
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| 226 | private: | 
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| 227 | static NullElement2D* singletonRef;        //!< A reference to the NullElement2D | 
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| 228 |  | 
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| 229 | }; | 
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| 230 |  | 
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| 231 | #endif /* _ELEMENT_2D_H */ | 
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