Mercurial > fife-parpg
annotate engine/core/view/camera.h @ 422:9d94f4676d17
Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
author | vtchill@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 12 Feb 2010 06:34:50 +0000 |
parents | f27880d4c08c |
children | 16c2b3ee59ce |
rev | line source |
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0
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1 /*************************************************************************** |
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2 * Copyright (C) 2005-2008 by the FIFE team * |
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3 * http://www.fifengine.de * |
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4 * This file is part of FIFE. * |
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5 * * |
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6 * FIFE is free software; you can redistribute it and/or * |
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7 * modify it under the terms of the GNU Lesser General Public * |
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8 * License as published by the Free Software Foundation; either * |
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9 * version 2.1 of the License, or (at your option) any later version. * |
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10 * * |
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11 * This library is distributed in the hope that it will be useful, * |
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * |
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14 * Lesser General Public License for more details. * |
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15 * * |
46
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16 * You should have received a copy of the GNU Lesser General Public * |
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17 * License along with this library; if not, write to the * |
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18 * Free Software Foundation, Inc., * |
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * |
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20 ***************************************************************************/ |
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21 |
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22 #ifndef FIFE_VIEW_CAMERA_H |
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23 #define FIFE_VIEW_CAMERA_H |
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24 |
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25 // Standard C++ library includes |
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26 #include <string> |
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27 #include <map> |
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28 |
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29 // 3rd party library includes |
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30 |
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31 // FIFE includes |
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32 // These includes are split up in two parts, separated by one empty line |
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33 // First block: files included from the FIFE root src directory |
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34 // Second block: files included from the same folder |
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35 #include "model/structures/location.h" |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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36 #include "util/structures/rect.h" |
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37 #include "util/math/matrix.h" |
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38 |
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39 #include "rendererbase.h" |
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40 |
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41 namespace FIFE { |
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42 |
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43 typedef Point3D ScreenPoint; |
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44 class Layer; |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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45 class Rect; |
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46 class Instance; |
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47 class ImagePool; |
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48 class AnimationPool; |
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49 class RenderBackend; |
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50 typedef std::map<Layer*, std::vector<Instance*> > t_layer_to_instances; |
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51 |
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52 /** Camera describes properties of a view port shown in the main screen |
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53 * Main screen can have multiple cameras active simultanously |
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54 * Different cameras can have different properties, like location |
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55 * to shoot, zoom or tilt |
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56 */ |
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57 class Camera: public IRendererListener, public IRendererContainer { |
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58 public: |
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59 /** Constructor |
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60 * Camera needs to be added to the view. If not done so, it is not rendered. |
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61 * @param id identifier for the camera |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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62 * @param layer layer where camera is bound. Camera is bound to a layer for two reasons: |
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63 * * camera's scaling is done based on cell image dimensions. Cell image is layer based (@see setCellImageDimensions) |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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64 * * camera could be bound to a pather, which operates on layer |
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65 * @param viewport used viewport for the camera. Viewport is measured in pixels in relation to game main screen |
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66 * @param emc coordinate, where camera is focused on given layer |
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67 * @param renderbackend to use with rendering |
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68 * @param ipool to use with rendering |
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69 * @param apool to use with rendering |
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70 */ |
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71 Camera(const std::string& id, |
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72 Layer* layer, |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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73 const Rect& viewport, |
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Moved the management of cameras into the Map class. The View class no longer exists since it now serves no purpose. The engine class itself holds the renderers and these get passed to each map that is loaded and then passed to each camera on each map. This change makes it possible for multiple maps to be loaded at the same time with the same camera id without a name clash. fixes[t:342]
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74 const ExactModelCoordinate& emc, |
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75 RenderBackend* renderbackend, |
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76 ImagePool* ipool, |
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77 AnimationPool* apool); |
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78 |
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79 /** Destructor |
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80 */ |
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81 virtual ~Camera(); |
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82 |
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83 /** Gets the identifier for this camera. |
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84 */ |
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85 const std::string& getId() const { return m_id; } |
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86 |
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87 /** Sets the identifier for this camera. |
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88 */ |
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89 void setId(const std::string& id) { m_id = id; } |
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90 |
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91 /** Sets tilt for the camera. |
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92 * e.g. overhead camera has tilt 0, while traditional isometric camera has tilt 45 |
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93 * @param tilt tilt for the camera |
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94 */ |
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95 void setTilt(double tilt); |
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96 |
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97 /** Gets camera tilt |
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98 * @return tilt of camera |
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99 */ |
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100 double getTilt() const; |
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101 |
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102 /** Sets rotation for the camera. |
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103 * Rotation can be visualized by thinking camera that rotates around an object |
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104 * that it is rendering |
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105 * @param rotation rotation for the camera |
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106 */ |
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107 void setRotation(double rotation); |
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108 |
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109 /** Gets camera rotation |
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110 * @return rotation of the camera |
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111 */ |
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112 double getRotation() const; |
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113 |
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114 /** Sets zoom for the camera. |
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115 * @param zoom zoom for the camera |
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116 */ |
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117 void setZoom(double zoom); |
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118 |
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119 /** Gets camera zoom |
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120 * @return zoom of the camera |
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121 */ |
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122 double getZoom() const; |
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123 |
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124 /** Sets screen cell image dimensions. |
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125 * Cell image dimension is basically width and height of a bitmap, that covers |
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126 * one cell in the layer where camera is bind |
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127 * @return Point Point containing x=width and y=height |
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128 */ |
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129 void setCellImageDimensions(unsigned int width, unsigned int height); |
407
f27880d4c08c
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130 |
0
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131 /** Gets screen cell image dimensions. |
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132 * @see setCellImageDimensions |
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133 * @return Point containing x=width and y=height |
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134 */ |
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135 Point getCellImageDimensions(); |
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136 |
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137 /** Gets screen cell image dimensions for given layer. |
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138 * @return Point Point containing x=width and y=height |
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139 */ |
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140 Point getCellImageDimensions(Layer* layer); |
407
f27880d4c08c
Moved getAngleBetween() form Camera to angles.h and updated it to not use the camera angle in it's calculation.
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141 |
0
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142 /** Sets the location for camera |
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143 * @param location location (center point) to render |
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144 */ |
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145 void setLocation(const Location& location); |
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146 |
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147 /** Gets the location camera is rendering |
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148 * @return camera location |
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149 */ |
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150 Location getLocation() const; |
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151 |
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152 /** Gets a reference to the camera location |
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153 * @note if you change returned location without calling Camera::setLocation(...), |
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154 * remember to call Camera::refresh() (otherwise camera transforms are not updated) |
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155 * @return reference to the camera location |
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156 */ |
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157 Location& getLocationRef(); |
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158 |
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159 /** Attaches the camera to an instance. |
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160 * @param instance Instance to which the camera shall be attached |
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161 * @note The camera can only be attached to an instance at the same layer! |
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162 */ |
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163 void attach(Instance *instance); |
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164 |
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165 /** Detaches the camera from an instance. |
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166 */ |
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167 void detach(); |
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168 |
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169 /** Returns instance where camera is attached. NULL if not attached |
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170 */ |
200
084004e91d62
the function getAttached() in FIFE::Camera was returning a FIFE::Instance* but the function return value was a bool. Changed the function so now its prototype is correct.
vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
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46
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|
171 Instance* getAttached() const { return m_attachedto; } |
407
f27880d4c08c
Moved getAngleBetween() form Camera to angles.h and updated it to not use the camera angle in it's calculation.
prock@33b003aa-7bff-0310-803a-e67f0ece8222
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172 |
0
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173 /** Sets the viewport for camera |
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174 * viewport is rectangle inside the view where camera renders |
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175 * @param viewport area for camera render |
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176 */ |
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177 void setViewPort(const Rect& viewport); |
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178 |
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179 /** Gets the viewport for camera |
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180 * @return camera viewport |
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181 */ |
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|
182 const Rect& getViewPort() const; |
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183 |
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184 /** Transforms given point from screen coordinates to map coordinates |
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185 * @param screen_coords screen coordinates to transform |
4a0efb7baf70
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186 * @param z_calculated if true, z-value (depth cut point) is pre-calculated. If false, camera calculates it |
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187 * @return point in map coordinates |
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188 */ |
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|
189 ExactModelCoordinate toMapCoordinates(ScreenPoint screen_coords, bool z_calculated=true); |
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190 |
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191 /** Transforms given point from map coordinates to screen coordinates |
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mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222
parents:
diff
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192 * @return point in screen coordinates |
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193 */ |
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194 ScreenPoint toScreenCoordinates(ExactModelCoordinate map_coords); |
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195 |
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196 /** Sets camera enabled / disabled |
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197 */ |
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198 void setEnabled(bool enabled); |
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199 |
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200 /** Gets if camera is enabled / disabled |
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201 */ |
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202 bool isEnabled(); |
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203 |
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204 /** Returns instances that match given screen coordinate |
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205 * @param screen_coords screen coordinates to be used for hit search |
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206 * @param layer layer to use for search |
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207 * @param instances list of instances that is filled based on hit test results |
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208 */ |
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209 void getMatchingInstances(ScreenPoint screen_coords, Layer& layer, std::list<Instance*>& instances); |
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210 |
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211 /** Returns instances that match given screen coordinate |
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212 * @param screen_point1 top left screen coordinates to be used for hit search |
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213 * @param screen_point2 right bottom screen coordinates to be used for hit search |
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214 * @param layer layer to use for search |
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215 * @param instances list of instances that is filled based on hit test results |
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216 */ |
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217 void getMatchingInstances(Rect screen_rect, Layer& layer, std::list<Instance*>& instances); |
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218 |
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219 /** Returns instances that match given location. Instances are sorted based on camera view, so that "topmost" |
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220 * instance is first in returned list |
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221 * @param loc location where to fetch instances from |
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222 * @param instances list of instances that is filled based on hit test results |
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223 * @param use_exactcoordinates if true, comparison is done using exact coordinates. if not, cell coordinates are used |
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224 */ |
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225 void getMatchingInstances(Location& loc, std::list<Instance*>& instances, bool use_exactcoordinates=false); |
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226 |
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227 /** General update routine. |
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228 * In this function, the camera's position gets updated when its attached |
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229 * to another instance. |
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230 * @note call this only once in engine update cycle, so that tracking between |
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231 * current position and previous position keeps in sync. This information |
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232 * is used e.g. by view to fix the pixel wobbling problem |
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233 */ |
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234 void update(); |
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235 |
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236 /** Refreshes camera view in case e.g. location is updated directly (not via setLocation) |
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237 * @note calling this function marks camera as "warped", therefore it causes all instance |
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238 * positions to be recalculated. If you constantly call this, you end up with pixel wobbling |
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239 * effect when camera is moved. |
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240 */ |
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241 void refresh(); |
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242 |
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243 /** Resets temporary values from last update round, like warped flag |
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244 */ |
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245 void resetUpdates(); |
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246 |
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247 /** Adds new renderer on the view. Ownership is transferred to the camera. |
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248 */ |
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249 void addRenderer(RendererBase* renderer); |
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250 |
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251 /** Gets renderer with given name |
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252 */ |
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253 RendererBase* getRenderer(const std::string& name); |
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254 |
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255 /** resets active layer information on all renderers. |
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256 */ |
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257 void resetRenderers(); |
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258 |
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259 /** calculates z-value for given screenpoint |
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260 */ |
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261 void calculateZValue(ScreenPoint& screen_coords); |
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262 |
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263 void onRendererPipelinePositionChanged(RendererBase* renderer); |
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264 void onRendererEnabledChanged(RendererBase* renderer); |
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265 |
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266 /** Renders camera |
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267 */ |
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268 void render(); |
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269 |
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270 private: |
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271 std::string m_id; |
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272 |
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273 /** Updates the camera transformation matrix T with requested values. |
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274 * The requests are done using these functions : |
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275 * - setLocation |
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276 * - setRotation |
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277 * - setTilt |
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278 */ |
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279 void updateMatrices(); |
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280 |
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281 /** Updates camera reference scale |
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282 * Reference scale is in a sense an internal zooming factor, |
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283 * which adjusts cell dimensions in logical space to ones shown on |
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284 * screen. Calculation is based on current camera properties (e.g. rotation) |
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285 * + given cell image dimensions for camera's layer |
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286 */ |
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287 void updateReferenceScale(); |
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288 |
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289 /** Gets logical cell image dimensions for given layer |
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290 */ |
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291 DoublePoint getLogicalCellDimensions(Layer* layer); |
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292 |
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293 DoubleMatrix m_matrix; |
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294 DoubleMatrix m_inverse_matrix; |
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295 double m_tilt; |
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296 double m_rotation; |
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297 double m_zoom; |
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298 Location m_location; |
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299 ScreenPoint m_prev_origo; |
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300 ScreenPoint m_cur_origo; |
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301 Rect m_viewport; |
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302 bool m_view_updated; |
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303 unsigned int m_screen_cell_width; |
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304 unsigned int m_screen_cell_height; |
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305 double m_reference_scale; |
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306 bool m_enabled; |
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307 Instance* m_attachedto; |
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308 // caches calculated image dimensions for already queried & calculated layers |
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309 std::map<Layer*, Point> m_image_dimensions; |
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310 bool m_iswarped; |
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311 |
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312 // list of renderers managed by the view |
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313 std::map<std::string, RendererBase*> m_renderers; |
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314 std::list<RendererBase*> m_pipeline; |
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315 bool m_updated; // false, if view has never been updated before |
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316 |
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317 RenderBackend* m_renderbackend; |
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318 ImagePool* m_ipool; |
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319 AnimationPool* m_apool; |
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320 |
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321 // caches layer -> instances structure between renders e.g. to fast query of mouse picking order |
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322 t_layer_to_instances m_layer_to_instances; |
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323 }; |
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324 } |
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325 #endif |