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source: orxonox.OLD/trunk/src/lib/graphics/render2D/render_2d.cc @ 5397

Last change on this file since 5397 was 5397, checked in by bensch, 19 years ago

orxonox/trunk: Elemet2D-drawing better
prevent segfault in setParent with NULL as new Parent in Element2D and PNode

File size: 3.7 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: ...
13   co-programmer: ...
14*/
15
16//#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WORLD_ENTITY
17
18#include "render_2d.h"
19
20#include "graphics_engine.h"
21#include "class_list.h"
22#include "list.h"
23#include "element_2d.h"
24
25#include <math.h>
26
27using namespace std;
28
29/**
30 * standard constructor
31 */
32Render2D::Render2D ()
33{
34   this->setClassID(CL_RENDER_2D, "Render2D");
35   this->setName("Render2D");
36
37   for (int i = 0; i < E2D_LAYER_COUNT; i++)
38     this->element2DList[i] = new tList<Element2D>;
39}
40
41/**
42 *  the singleton reference to this class
43 */
44Render2D* Render2D::singletonRef = NULL;
45
46/**
47 * standard deconstructor
48 */
49Render2D::~Render2D ()
50{
51  delete NullElement2D::getInstance();
52
53  for (int i = 0; i < E2D_LAYER_COUNT; i++)
54    delete this->element2DList[i];
55
56  Render2D::singletonRef = NULL;
57}
58
59
60/**
61 * registers a 2D-element to the 2D-Renderer
62 * @param element2D the element to registers
63 *
64 * do not use this function by yourself, because this is used by Element2D's constructor
65 */
66void Render2D::registerElement2D(Element2D* element2D)
67{
68  if (likely(element2D != NULL))
69    this->element2DList[E2D_DEFAULT_LAYER]->add(element2D);
70}
71
72
73/**
74 * unregisters a 2D-element from the 2D-Renderer
75 * @param element2D The element to unregister
76 *
77 * do not use this function by yourself, because this is used by Element2D's destructor
78 */
79void Render2D::unregisterElement2D(Element2D* element2D)
80{
81  this->element2DList[element2D->getLayer()]->remove(element2D);
82}
83
84
85/**
86 * moves an 2D-Element to another Layer
87 * @param element2D the Element to move
88 * @param to which layer to move it to.
89 */
90void Render2D::moveToLayer(Element2D* element2D, E2D_LAYER to)
91{
92  if (element2D == NULL)
93    return;
94
95  if (E2D_LAYER_COUNT  > to)
96    to = E2D_DEFAULT_LAYER;
97  if (element2D->getLayer() != to)
98  {
99    this->element2DList[element2D->getLayer()]->remove(element2D);
100    this->element2DList[to]->add(element2D);
101  }
102}
103
104
105/**
106 * ticks all the 2d-elements
107 * @param dt the timestep since last dt
108 */
109void Render2D::tick(float dt)
110{
111  for (int i = 0; i < E2D_LAYER_COUNT; i++)
112  {
113    tIterator<Element2D>* iterator = this->element2DList[i]->getIterator();
114    Element2D* elem = iterator->firstElement();
115    while (elem != NULL)
116    {
117      if (elem->isActive())
118        elem->tick(dt);
119      elem = iterator->nextElement();
120    }
121    delete iterator;
122  }
123}
124
125/**
126 * renders all the Elements of the Render2D-engine's layer
127 * @param layer the Layer to draw (if E2D_LAYER_ALL then all layers will be drawn)
128 */
129void Render2D::draw(unsigned int layer) const
130{
131  GraphicsEngine::enter2DMode();
132
133  if (layer != E2D_LAYER_ALL)
134  {
135    if ( this->element2DList[layer]->getSize() > 0)
136    {
137      tIterator<Element2D>* iterator = this->element2DList[layer]->getIterator();
138      Element2D* elem = iterator->firstElement();
139      while (elem != NULL)
140      {
141        if (elem->isVisible())
142          elem->draw();
143        elem = iterator->nextElement();
144      }
145      delete iterator;
146    }
147  }
148  else  // if (layer != E2D_LAYER_ALL)
149  {
150    for (int i = 0; i < E2D_LAYER_COUNT; i++)
151    {
152      if (this->element2DList[i]->getSize() > 0)
153      {
154        tIterator<Element2D>* iterator = this->element2DList[i]->getIterator();
155        Element2D* elem = iterator->firstElement();
156        while (elem != NULL)
157        {
158          if (elem->isVisible())
159            elem->draw();
160          elem = iterator->nextElement();
161        }
162        delete iterator;
163      }
164    }
165  }
166  GraphicsEngine::leave2DMode();
167}
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