Mercurial > fife-parpg
annotate engine/core/view/visual.h @ 356:ab41334e8a57
Added or1andov's code with a few adjustments to fix instance transparencies fixed[t:378]
Added layer transparency support
Added layer transparency to map editor
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 24 Sep 2009 18:24:47 +0000 |
parents | 90005975cdbb |
children | 8fa2f3aa0cbd |
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 * * |
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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_VISUAL_H |
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23 #define FIFE_VIEW_VISUAL_H |
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24 |
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25 // Standard C++ library includes |
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26 |
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27 // 3rd party library includes |
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28 |
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29 // FIFE includes |
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30 // These includes are split up in two parts, separated by one empty line |
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31 // First block: files included from the FIFE root src directory |
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32 // Second block: files included from the same folder |
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33 #include "model/metamodel/abstractvisual.h" |
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34 #include "view/camera.h" |
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35 |
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36 namespace FIFE { |
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37 class Object; |
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38 class Instance; |
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39 class Action; |
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40 class Image; |
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41 |
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42 /** Base class for all 2 dimensional visual classes |
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43 * Visual classes are extensions to visualize the stuff in model (e.g. instances) |
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44 * The reason why its separated is to keep model view-agnostic, so that we could |
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45 * have e.g. 3d, 2d and character based visualizations to the same data |
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46 */ |
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47 class Visual2DGfx: public AbstractVisual { |
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48 public: |
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49 /** Destructor |
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50 */ |
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51 virtual ~Visual2DGfx(); |
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52 |
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53 /** Sets transparency value for object to be visualized |
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54 * @param stackposition new stack position |
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55 */ |
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56 void setTransparency(uint8_t transparency) { m_transparency = transparency; } |
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57 |
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58 /** Gets current transparency value (0-255) |
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59 * @return current transparency value |
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60 */ |
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61 unsigned int getTransparency() { return m_transparency; } |
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62 |
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63 /** Sets visibility value for object to be visualized |
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64 * @param visible is object visible or not |
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65 */ |
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66 void setVisible(bool visible) { m_visible = visible; } |
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67 |
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68 /** Is instance visible or not |
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69 * @return is instance visible or not |
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70 */ |
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71 unsigned int isVisible() { return m_visible; } |
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72 |
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73 protected: |
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74 /** Constructor |
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75 */ |
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76 Visual2DGfx(); |
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77 |
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78 uint8_t m_transparency; |
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79 uint8_t m_visible; |
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80 |
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81 }; |
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82 |
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83 /** Object visual contains data that is needed for visualizing objects |
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84 */ |
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85 class ObjectVisual: public Visual2DGfx { |
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86 public: |
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87 /** Constructs and assigns it to the passed item |
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88 */ |
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89 static ObjectVisual* create(Object* object); |
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90 |
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91 /** Destructor |
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92 */ |
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93 virtual ~ObjectVisual(); |
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94 |
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95 /** Adds new static image with given angle (degrees) |
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96 * Static images are used in case there are no actions active in the instance |
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97 * There can be several static images for different angles, that are used in |
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98 * case view / layer is rotated |
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99 * In case there are no exact matches for current view angles, closest one is used |
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100 * @param angle angle for image. 0 degrees starts from right and turns counter-clockwise |
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101 * (normal math notation) |
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102 @param image_index index of image to use for given degress |
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103 */ |
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104 void addStaticImage(unsigned int angle, int image_index); |
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105 |
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106 /** Returns closest matching static image for given angle |
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107 * @return id for static image |
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108 */ |
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109 int getStaticImageIndexByAngle(int angle); |
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110 |
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111 /** Returns closest matching image angle for given angle |
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112 * @return closest matching angle |
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113 */ |
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114 int getClosestMatchingAngle(int angle); |
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115 |
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116 /** Returns list of available static image angles for this object |
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117 */ |
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118 void getStaticImageAngles(std::vector<int>& angles); |
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119 |
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120 private: |
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121 /** Constructor |
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122 */ |
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123 ObjectVisual(); |
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124 |
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125 type_angle2id m_angle2img; |
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126 }; |
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127 |
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128 /** InstanceVisualCacheItem caches values calculated by view |
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129 * values are camera specific |
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130 * Class should be used by engine itself only |
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131 */ |
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132 class InstanceVisualCacheItem { |
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133 public: |
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134 InstanceVisualCacheItem(); |
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135 |
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136 /** Returns closest matching static image for given angle |
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137 * @return id for static image |
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138 * @see ObjectVisual::getStaticImageIndexByAngle |
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139 */ |
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140 int getStaticImageIndexByAngle(unsigned int angle, Instance* instance); |
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141 |
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142 // point where instance was drawn during the previous render |
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143 ScreenPoint screenpoint; |
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144 |
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145 // dimensions of this visual during the previous render |
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146 Rect dimensions; |
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147 |
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148 // image used during previous render |
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149 Image* image; |
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150 |
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151 // current facing angle |
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152 int facing_angle; |
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153 private: |
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154 int m_cached_static_img_id; |
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155 int m_cached_static_img_angle; |
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156 }; |
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157 |
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158 /** Instance visual contains data that is needed to visualize the instance on screen |
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159 */ |
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160 class InstanceVisual: public Visual2DGfx { |
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161 public: |
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162 /** Constructs and assigns it to the passed item |
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163 */ |
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164 static InstanceVisual* create(Instance* instance); |
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165 |
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166 /** Destructor |
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167 */ |
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168 virtual ~InstanceVisual(); |
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169 |
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170 /** Sets stack position of the instance |
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171 * Stack position is used to define the order in which instances residing |
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172 * in the same location are drawn |
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173 * @param stackposition new stack position |
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174 */ |
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175 void setStackPosition(int stackposition) { m_stackposition = stackposition; } |
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176 |
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177 /** Gets current stack position of instance |
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178 * @return current stack position |
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179 */ |
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180 int getStackPosition() { return m_stackposition; } |
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181 |
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182 /** Get camera specific cache item for the visual |
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183 * @return cache item |
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184 */ |
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185 inline InstanceVisualCacheItem& getCacheItem(Camera* cam) { return m_cache[cam]; } |
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186 |
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187 private: |
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188 /** Constructor |
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189 */ |
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190 InstanceVisual(); |
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191 int m_stackposition; |
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192 // there is separate cache item for each camera |
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193 std::map<Camera*, InstanceVisualCacheItem> m_cache; |
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194 }; |
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195 |
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196 /** Action visual contains data that is needed to visualize different actions on screen |
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197 */ |
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198 class ActionVisual: public Visual2DGfx { |
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199 public: |
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200 /** Constructs and assigns it to the passed item |
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201 */ |
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202 static ActionVisual* create(Action* action); |
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203 |
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204 /** Destructor |
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205 */ |
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206 virtual ~ActionVisual(); |
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207 |
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208 /** Adds new animation with given angle (degrees) |
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209 */ |
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210 void addAnimation(unsigned int angle, int animation_index); |
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211 |
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212 /** Gets index to animation closest to given angle |
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213 * @return animation index, -1 if no animations available |
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214 */ |
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215 int getAnimationIndexByAngle(int angle); |
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216 |
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217 private: |
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218 /** Constructor |
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219 */ |
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220 ActionVisual(); |
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221 |
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222 // animations associated with this action (handles to pool) |
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223 // mapping = direction -> animation |
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224 type_angle2id m_animations; |
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225 }; |
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226 |
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227 } |
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228 #endif |