annotate engine/core/view/visual.h @ 405:cfe2f6db4964

Reverting my last change to camera.cpp. It caused unexpected results with rotated tiles.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 29 Jan 2010 15:55:47 +0000
parents 8fa2f3aa0cbd
children 16c2b3ee59ce
rev   line source
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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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78 uint8_t m_transparency;
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79 uint8_t m_visible;
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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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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 /** Returns list of available angles for this Action
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218 */
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219 void getActionImageAngles(std::vector<int>& angles);
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220
0
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221 private:
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222 /** Constructor
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223 */
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224 ActionVisual();
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225
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226 // animations associated with this action (handles to pool)
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227 // mapping = direction -> animation
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228 type_angle2id m_animations;
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229 };
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230
0
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231 }
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232 #endif