annotate engine/core/view/visual.h @ 589:d1df6cf5ff23

* Fixed a bug in RenderBackendSDL, the clip area was not properly set. * Renamed the backquad and border commands of the FloatingTextRenderer. * Added the TransparentArea commands to the InstanceRenderer. Note: with addTransparentArea(instance, string, width, height, transparent, front) you can enable an area, that make all instances in this zone and with the same namespace transparent. The string is for the namespace, so you can set one or more namespaces to be transparent. Width and height specifies the size of the area. Transparent defines the intensity of transparency, 255 = invisible. The bool front, enable or disable the z check, so that only instances in front of the source instance could be transparent.
author helios2000@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 13 Aug 2010 16:33:36 +0000
parents 16c2b3ee59ce
children e3140f01749d
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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25 // Standard C++ library includes
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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 "util/math/angles.h"
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35 #include "util/structures/rect.h"
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36
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37 namespace FIFE {
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38 class Object;
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39 class Instance;
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40 class Action;
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41 class Image;
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42 class Camera;
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44 /** Base class for all 2 dimensional visual classes
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45 * Visual classes are extensions to visualize the stuff in model (e.g. instances)
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46 * The reason why its separated is to keep model view-agnostic, so that we could
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47 * have e.g. 3d, 2d and character based visualizations to the same data
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48 */
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49 class Visual2DGfx: public AbstractVisual {
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50 public:
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51 /** Destructor
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52 */
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53 virtual ~Visual2DGfx();
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55 /** Sets transparency value for object to be visualized
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56 * @param stackposition new stack position
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57 */
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58 void setTransparency(uint8_t transparency) { m_transparency = transparency; }
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60 /** Gets current transparency value (0-255)
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61 * @return current transparency value
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62 */
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63 unsigned int getTransparency() { return m_transparency; }
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65 /** Sets visibility value for object to be visualized
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66 * @param visible is object visible or not
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67 */
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68 void setVisible(bool visible) { m_visible = visible; }
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70 /** Is instance visible or not
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71 * @return is instance visible or not
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72 */
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73 unsigned int isVisible() { return m_visible; }
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75 protected:
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76 /** Constructor
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77 */
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78 Visual2DGfx();
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80 uint8_t m_transparency;
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81 uint8_t m_visible;
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83 };
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84
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85 /** Object visual contains data that is needed for visualizing objects
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86 */
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87 class ObjectVisual: public Visual2DGfx {
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88 public:
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89 /** Constructs and assigns it to the passed item
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90 */
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91 static ObjectVisual* create(Object* object);
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92
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93 /** Destructor
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94 */
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95 virtual ~ObjectVisual();
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96
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97 /** Adds new static image with given angle (degrees)
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98 * Static images are used in case there are no actions active in the instance
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99 * There can be several static images for different angles, that are used in
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100 * case view / layer is rotated
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101 * In case there are no exact matches for current view angles, closest one is used
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102 * @param angle angle for image. 0 degrees starts from right and turns counter-clockwise
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103 * (normal math notation)
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104 @param image_index index of image to use for given degress
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105 */
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106 void addStaticImage(unsigned int angle, int image_index);
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107
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108 /** Returns closest matching static image for given angle
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109 * @return id for static image
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110 */
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111 int getStaticImageIndexByAngle(int angle);
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112
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113 /** Returns closest matching image angle for given angle
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114 * @return closest matching angle
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115 */
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116 int getClosestMatchingAngle(int angle);
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117
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118 /** Returns list of available static image angles for this object
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119 */
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120 void getStaticImageAngles(std::vector<int>& angles);
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121
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122 private:
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123 /** Constructor
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124 */
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125 ObjectVisual();
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126
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127 type_angle2id m_angle2img;
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128 };
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129
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130 /** Instance visual contains data that is needed to visualize the instance on screen
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131 */
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132 class InstanceVisual: public Visual2DGfx {
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133 public:
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134 /** Constructs and assigns it to the passed item
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135 */
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136 static InstanceVisual* create(Instance* instance);
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137
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138 /** Destructor
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139 */
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140 virtual ~InstanceVisual();
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141
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142 /** Sets stack position of the instance
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143 * Stack position is used to define the order in which instances residing
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144 * in the same location are drawn
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145 * @param stackposition new stack position
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146 */
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147 void setStackPosition(int stackposition) { m_stackposition = stackposition; }
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148
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149 /** Gets current stack position of instance
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150 * @return current stack position
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151 */
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152 int getStackPosition() { return m_stackposition; }
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153
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154 private:
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155 /** Constructor
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156 */
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157 InstanceVisual();
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158 int m_stackposition;
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159 };
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160
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161 /** Action visual contains data that is needed to visualize different actions on screen
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162 */
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163 class ActionVisual: public Visual2DGfx {
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164 public:
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165 /** Constructs and assigns it to the passed item
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166 */
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167 static ActionVisual* create(Action* action);
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168
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169 /** Destructor
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170 */
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171 virtual ~ActionVisual();
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172
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173 /** Adds new animation with given angle (degrees)
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174 */
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175 void addAnimation(unsigned int angle, int animation_index);
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176
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177 /** Gets index to animation closest to given angle
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178 * @return animation index, -1 if no animations available
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179 */
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180 int getAnimationIndexByAngle(int angle);
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181
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182 /** Returns list of available angles for this Action
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183 */
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184 void getActionImageAngles(std::vector<int>& angles);
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185
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186 private:
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187 /** Constructor
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188 */
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189 ActionVisual();
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190
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191 // animations associated with this action (handles to pool)
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192 // mapping = direction -> animation
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193 type_angle2id m_animations;
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194 };
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195
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196 }
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197 #endif