| 1 | /*! | 
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| 2 |  * @file element_2d.h | 
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| 3 |  * Definition of the 2D elements rendered on top of all other stuff. | 
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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 | #include "vector2D.h" | 
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| 13 | #include <list> | 
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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 |  | 
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| 19 | //!< An enumerator defining the Depth of a 2D-element. | 
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| 20 | typedef enum | 
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| 21 | { | 
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| 22 |   E2D_LAYER_BELOW_ALL           =     0,        //!< Will be rendered below the 3D-scene. @todo make this work. | 
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| 23 |   E2D_LAYER_BOTTOM              =     1,        //!< Will be rendered on the bottom Layer | 
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| 24 |   E2D_LAYER_MEDIUM              =     2,        //!< Will be rendered on the medium Layer. | 
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| 25 |   E2D_LAYER_TOP                 =     3,        //!< Will be rendered on top of everything else | 
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| 26 |   E2D_LAYER_ABOVE_ALL           =     4,        //!< Will be rendered above everything else. | 
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| 27 |  | 
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| 28 |   E2D_LAYER_COUNT               =     5,         //!< The count of Layers. | 
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| 29 | } E2D_LAYER; | 
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| 30 | #define E2D_DEFAULT_LAYER       E2D_LAYER_MEDIUM | 
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| 31 | #define E2D_LAYER_ALL           5 | 
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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_NONE                    = 0x0000, | 
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| 45 |   E2D_PARENT_LOCAL_ROTATE            = 0x0001,    //!< Rotates all the children around their centers. | 
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| 46 |   E2D_PARENT_ROTATE_MOVEMENT         = 0x0002,    //!< Moves all the children around the center of their parent, without the rotation around their own centers. | 
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| 47 |  | 
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| 48 |   E2D_PARENT_MOVEMENT                = 0x0004,    //!< Moves all children along with the parent. | 
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| 49 | // special linkage modes | 
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| 50 |   E2D_PARENT_ALL                     = 0x0003,    //!< Moves all children around the center of their parent, and also rotates their centers | 
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| 51 |   E2D_PARENT_ROTATE_AND_MOVE         = 0x0005,    //!< 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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| 52 |  | 
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| 53 |  | 
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| 54 |   // REPARENTING | 
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| 55 |   E2D_REPARENT_TO_NULL               = 0x0010,    //!< Reparents to the Null, if the Parent is Removed. Meaning the Node wont have a parent anymore. | 
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| 56 |   E2D_REPARENT_TO_PARENTS_PARENT     = 0x0020,    //!< Reparents the Node to the parents (old) parent it the parent gets removed. | 
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| 57 |   /////////////////////////////////////////////   //  ELSE: Reparents to the NullParent. | 
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| 58 |   E2D_REPARENT_DELETE_CHILDREN       = 0x0040,    //!< Deletes the Children of the node when This Node is Removed. (Use with care). | 
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| 59 |   /// FIXME | 
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| 60 |    E2D_REPARENT_KEEP_POSITION         = 0x0080,   //!< Tries to keep the Position if the Node is reparented. | 
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| 61 |  | 
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| 62 |  | 
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| 63 |   // DELETION | 
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| 64 |   E2D_PROHIBIT_CHILD_DELETE          = 0x0100,    //!< Prohibits the Children from being deleted if this Node gets deleted. | 
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| 65 |   E2D_PROHIBIT_DELETE_WITH_PARENT    = 0x0200,    //!< Prohibits the Node to be deleted if the Parent is. Child will be reparented according to the Repaenting-Rules | 
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| 66 |   E2D_REPARENT_CHILDREN_ON_REMOVE    = 0x0400,    //!< Reparents the Children of the Node if the Node gets Removed. | 
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| 67 |   E2D_REPARENT_ON_PARENTS_REMOVE     = 0x0800,    //!< The Node gets Reparented if its Parent gets removed. Child will be reparented according to the Reparenting-Rules. | 
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| 68 |  | 
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| 69 |   // VISIBILITY/ACTIVITY | 
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| 70 |   E2D_HIDE_CHILDREN_IF_HIDDEN        = 0x1000,    //!< Prohibits the Children from being drawn if this node isn't visible. (used for Draw)) | 
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| 71 |   E2D_HIDE_IF_PARENT_HIDDEN          = 0x2000,    //!< Prohibits the node from being drawn if the Parent is invisible. | 
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| 72 |   E2D_UPDATE_CHILDREN_IF_INACTIVE    = 0x4000,    //!< Updates the Children of this Node even if the Parent is Inactive (note if this's parent is inactive children won't be updated.) | 
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| 73 |   E2D_STATIC_NODE                    = 0x8000,    //!< Used for nodes that do not have any moving children, and that do not move. | 
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| 74 |  | 
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| 75 | } E2D_PARENT_MODE; | 
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| 76 | #define     E2D_PARENT_MODE_DEFAULT     E2D_PARENT_ALL | \ | 
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| 77 |                                         E2D_REPARENT_KEEP_POSITION | 
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| 78 |  | 
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| 79 | //! A class for 2D-elements | 
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| 80 | /** | 
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| 81 |  * this class mainly tries to imitate PNode in its functionality, but on a 2D-level | 
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| 82 |  * it extends PNode in the Sense of the tick-ability/draw-alility layering (and size) | 
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| 83 |  * | 
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| 84 |  * Layering: Layers are sorted into the Tree. e.g: | 
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| 85 |  * the roor is in the lowest Layer, the leaves in the highest (of each branche) | 
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| 86 |  * the first child of each node is in the lowest layer of all children, the last in the highest | 
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| 87 |  * -> the tree is sorted on insertion of a new Child: @see Element2D::addChild2D() | 
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| 88 |  */ | 
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| 89 | class Element2D : virtual public BaseObject { | 
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| 90 |  | 
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| 91 |   public: | 
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| 92 |     Element2D(Element2D* parent = Element2D::getNullElement(), E2D_LAYER layer = E2D_DEFAULT_LAYER, short nodeFlags = E2D_PARENT_MODE_DEFAULT); | 
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| 93 |     virtual ~Element2D(); | 
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| 94 |  | 
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| 95 |     virtual void loadParams(const TiXmlElement* root); | 
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| 96 |  | 
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| 97 |     // ACTIVATION // | 
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| 98 |     inline void activate2D() { this->bActive = this->bRelCoorChanged = this->bRelDirChanged = true; }; | 
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| 99 |     inline void deactivate2D() { this->bActive = false; }; | 
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| 100 |     inline bool get2DActiveState() { return this->bActive; }; | 
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| 101 |  | 
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| 102 |     // ALIGNMENT // | 
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| 103 |     /** @param alignment the new Alignment of the 2D-Element */ | 
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| 104 |     inline void setAlignment(E2D_ALIGNMENT alignment) { this->alignment = alignment; }; | 
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| 105 |     void setAlignment(const std::string& alignment); | 
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| 106 |     inline E2D_ALIGNMENT getAlignment() const { return this->alignment; }; | 
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| 107 |  | 
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| 108 |     // LAYERING // | 
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| 109 |     void setLayer(E2D_LAYER layer); | 
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| 110 |     void setLayer(const std::string& layer); | 
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| 111 |     /** @returns the Layer this Element is drawn to */ | 
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| 112 |     inline E2D_LAYER getLayer() const { return this->layer; }; | 
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| 113 |  | 
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| 114 |     // VISIBILITY // | 
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| 115 |     /** @param visible true if the Element should be visible false otherwise (will not be rendered) */ | 
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| 116 |     inline void setVisibility(bool visible) { this->bVisible = visible; }; | 
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| 117 |     /** @returns the visibility state */ | 
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| 118 |     inline bool isVisible() const { return (this->bVisible && this->bCurrentlyVisible);  }; | 
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| 119 |  | 
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| 120 |  | 
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| 121 |     // POSITIONAL (E2D-specials) // | 
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| 122 |     /** @param bindNode the Node this 2D-element should follow. if NULL the Element will not follow anything */ | 
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| 123 |     void setBindNode(const PNode* bindNode); | 
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| 124 |     void setBindNode(const std::string& bindNode); | 
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| 125 |     inline const PNode* getBindNode() const { return this->bindNode; }; | 
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| 126 |  | 
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| 127 |     inline void setSize2D(float x, float y) { this->size = Vector2D(x, y); }; | 
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| 128 |     inline void setSize2D(const Vector2D& size) { this->size = size; }; | 
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| 129 |     inline const Vector2D& getSize2D() const { return this->size; }; | 
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| 130 |     void setSizeSoft2D(float x, float y, float bias = 1.0); | 
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| 131 |     inline void setSizeX2D(float x) { this->size.x = x; }; | 
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| 132 |     inline void setSizeY2D(float y) { this->size.y = y; }; | 
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| 133 |     inline float getSizeX2D() const { return this->size.x; }; | 
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| 134 |     inline float getSizeY2D() const { return this->size.y; }; | 
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| 135 |  | 
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| 136 |   public: | 
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| 137 |     virtual void tick(float dt) {}; | 
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| 138 |     virtual void draw() const  {}; | 
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| 139 |     void tick2D(float dt); | 
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| 140 |     void draw2D(E2D_LAYER from, E2D_LAYER to) const; | 
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| 141 |  | 
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| 142 |     // LIKE PNODE | 
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| 143 |   public: | 
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| 144 |     void setRelCoor2D (const Vector2D& relCoord); | 
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| 145 |     void setRelCoorX2D(float x); | 
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| 146 |     void setRelCoorY2D(float y); | 
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| 147 |     void setRelCoor2D (float x, float y); | 
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| 148 |     void setRelCoor2Dpx (int x, int y); | 
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| 149 |     void setRelCoorSoft2D (const Vector2D& relCoordSoft, float bias = 1.0); | 
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| 150 |     void setRelCoorSoft2D (float x, float y, float bias = 1.0); | 
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| 151 |     void setRelCoorSoft2Dpx (int x, int y, float bias = 1.0); | 
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| 152 |     /** @returns the relative position */ | 
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| 153 |     inline const Vector2D& getRelCoor2D () const { return this->prevRelCoordinate; }; | 
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| 154 |     /** @returns the Relative Coordinate Destination */ | 
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| 155 |     inline const Vector2D& getRelCoorSoft2D() const { return (this->toCoordinate)?*this->toCoordinate:this->relCoordinate; }; | 
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| 156 |     const Vector2D& getRelCoor2Dpx() const; | 
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| 157 |     void setAbsCoor2D (const Vector2D& absCoord); | 
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| 158 |     void setAbsCoor2D (float x, float y); | 
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| 159 |     void setAbsCoorX2D(float x); | 
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| 160 |     void setAbsCoorY2D(float y); | 
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| 161 |     void setAbsCoor2Dpx (int x, int y); | 
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| 162 |     void setAbsCoorSoft2D (const Vector2D& absCoordSoft, float bias = 1.0); | 
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| 163 |     void setAbsCoorSoft2D (float x, float y, float bias = 1.0); | 
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| 164 |     /** @returns the absolute position */ | 
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| 165 |     inline const Vector2D& getAbsCoor2D () const { return this->absCoordinate; }; | 
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| 166 |     const Vector2D& getAbsCoor2Dpx () const; | 
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| 167 |  | 
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| 168 |     void shiftCoor2D (const Vector2D& shift); | 
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| 169 |     void shiftCoor2Dpx (int x, int y); | 
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| 170 |  | 
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| 171 |     void setRelDir2D (float relDir); | 
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| 172 |     void setRelDirSoft2D(float relDirSoft, float bias = 1.0); | 
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| 173 |     /** @returns the relative Direction */ | 
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| 174 |     inline float getRelDir2D () const { return this->prevRelDirection; }; | 
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| 175 |     /** @returns the Relative Directional Destination */ | 
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| 176 |     inline float getRelDirSoft2D() const { return (this->toDirection)?*this->toDirection:this->relDirection; }; | 
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| 177 |     void setAbsDir2D (float absDir); | 
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| 178 |     void setAbsDirSoft2D (float absDirSoft, float bias = 1.0); | 
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| 179 |     /** @returns the absolute Direction */ | 
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| 180 |     inline float getAbsDir2D () const { return this->absDirection; }; | 
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| 181 |     void shiftDir2D (float shiftDir); | 
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| 182 |  | 
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| 183 |     /** @returns the Speed of the Node */ | 
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| 184 |     inline float getSpeed() const { return 0; }; | 
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| 185 |     /** @returns the Velocity of the Node */ | 
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| 186 |     inline const Vector2D& getVelocity() const { return this->velocity; }; | 
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| 187 |  | 
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| 188 |  | 
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| 189 |     void addChild2D (Element2D* child); | 
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| 190 |     void addChild2D (const std::string& childName); | 
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| 191 |     void removeChild2D (Element2D* child); | 
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| 192 |     void remove2D(); | 
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| 193 |  | 
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| 194 |     /** @param parent the new parent of this Element2D */ | 
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| 195 |     void setParent2D (Element2D* parent) { parent->addChild2D(this); }; | 
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| 196 |     void setParent2D (const std::string& parentName); | 
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| 197 |     /** @returns the parent of this Element2D */ | 
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| 198 |     inline Element2D* getParent2D () const { return this->parent; }; | 
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| 199 |     /** @returns the List of Children of this Element2D */ | 
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| 200 |     inline const std::list<Element2D*>& getChildren2D() const { return this->children; }; | 
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| 201 |  | 
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| 202 |     void setParentSoft2D(Element2D* parentNode, float bias = 1.0); | 
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| 203 |     void setParentSoft2D(const std::string& parentName, float bias = 1.0); | 
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| 204 |  | 
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| 205 |     void setParentMode2D (E2D_PARENT_MODE parentMode); | 
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| 206 |     void setParentMode2D (const std::string& parentingMode); | 
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| 207 |     /** @returns the Parenting mode of this node */ | 
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| 208 |     int getParentMode2D() const { return this->parentMode; }; | 
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| 209 |  | 
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| 210 |     // NULL_PARENT // | 
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| 211 |     /** @returns the NullParent, the (main) ROOT of the PNode Tree. If it does not yet exist, it will be created. */ | 
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| 212 |     static Element2D* getNullElement()  { return (Element2D::nullElement != NULL)? Element2D::nullElement : Element2D::createNullElement(); }; | 
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| 213 |  | 
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| 214 |  | 
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| 215 |     void update2D (float dt); | 
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| 216 |  | 
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| 217 |     void debug2D (unsigned int depth = 1, unsigned int level = 0) const; | 
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| 218 |     void debug2DSC (unsigned int depth = 1, unsigned int level = 0) { this->debug2D(depth, level); }; // Wrapping Function for ShellCommand. | 
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| 219 |     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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| 220 |  | 
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| 221 |     // helper functions // | 
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| 222 |     static const char* parentingModeToString2D(int parentingMode); | 
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| 223 |     static E2D_PARENT_MODE stringToParentingMode2D(const std::string& parentingMode); | 
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| 224 |  | 
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| 225 |     static const char* layer2DToChar(E2D_LAYER layer); | 
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| 226 |     static E2D_LAYER charToLayer2D(const std::string& layer); | 
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| 227 |  | 
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| 228 |     static bool layerSortPredicate(const Element2D* elem1, const Element2D* elem2); | 
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| 229 |  | 
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| 230 |   private: | 
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| 231 |     void eraseChild2D(Element2D* child); | 
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| 232 |     /** tells the child that the parent's Coordinate has changed */ | 
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| 233 |     inline void parentCoorChanged2D () { this->bRelCoorChanged = true; } | 
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| 234 |     /** tells the child that the parent's Direction has changed */ | 
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| 235 |     inline void parentDirChanged2D () { this->bRelDirChanged = true; } | 
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| 236 |     /** @returns the last calculated coordinate */ | 
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| 237 |     inline Vector2D getLastAbsCoor2D() { return this->lastAbsCoordinate; } | 
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| 238 |  | 
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| 239 |     void reparent2D(); | 
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| 240 |     static Element2D* createNullElement(); | 
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| 241 |     bool checkIntegrity(const Element2D* checkParent) const; | 
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| 242 |  | 
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| 243 |  | 
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| 244 |   private: | 
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| 245 |     const PNode*            bindNode;           //!< a node over which to display this 2D-element | 
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| 246 |     Vector2D                size;               //!< The size of the rendered item | 
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| 247 |     Vector2D*               toSize;             //!< The Size to iterate to. | 
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| 248 |  | 
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| 249 |     E2D_ALIGNMENT           alignment;          //!< How the Element is aligned around its Position | 
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| 250 |  | 
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| 251 |     bool                    bVisible;           //!< If the given Element2D is visible. | 
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| 252 |     bool                    bCurrentlyVisible;  //!< Evaluated in the TICK process, to see if the Element is Currently visible. | 
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| 253 |     bool                    bActive;            //!< If the given Element2D is active. | 
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| 254 |     E2D_LAYER               layer;              //!< What layer this Element2D is on. | 
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| 255 |  | 
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| 256 |     bool                    bRelCoorChanged;    //!< If Relative Coordinate has changed since last time we checked | 
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| 257 |     bool                    bRelDirChanged;     //!< If Relative Direction has changed since last time we checked | 
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| 258 |  | 
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| 259 |     Vector2D                relCoordinate;      //!< coordinates relative to the parent | 
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| 260 |     Vector2D                absCoordinate;      //!< absolute coordinates in the world ( from (0,0,0) ) | 
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| 261 |     float                   relDirection;       //!< direction relative to the parent | 
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| 262 |     float                   absDirection;       //!< absolute diretion in the world ( from (0,0,1) ) | 
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| 263 |  | 
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| 264 |     Vector2D                prevRelCoordinate;  //!< The last Relative Coordinate from the last update-Cycle. | 
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| 265 |     Vector2D                lastAbsCoordinate;  //!< this is used for speedcalculation, it stores the last coordinate | 
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| 266 |     float                   prevRelDirection;   //!< The last Relative Direciton from the last update-Cycle. | 
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| 267 |  | 
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| 268 |     Vector2D                velocity;           //!< Saves the velocity. | 
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| 269 |  | 
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| 270 |     Vector2D*               toCoordinate;       //!< a position to which to iterate. (This is used in conjunction with setParentSoft.and set*CoorSoft) | 
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| 271 |     float*                  toDirection;        //!< a direction to which to iterate. (This is used in conjunction with setParentSoft and set*DirSoft) | 
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| 272 |     float                   bias;               //!< how fast to iterate to the given position (default is 1) | 
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| 273 |  | 
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| 274 |     Element2D*              parent;             //!< a pointer to the parent node | 
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| 275 |     std::list<Element2D*>   children;           //!< list of the children of this Element2D | 
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| 276 |  | 
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| 277 |     unsigned int            parentMode;         //!< the mode of the binding | 
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| 278 |  | 
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| 279 |     static Element2D*       nullElement;        //!< The top-most Element | 
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| 280 | }; | 
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| 281 |  | 
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| 282 | #endif /* _ELEMENT_2D_H */ | 
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