Mercurial > fife-parpg
view engine/core/view/camera.h @ 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.
author | vtchill@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 13 Mar 2009 02:27:14 +0000 |
parents | 90005975cdbb |
children | 44919eb74c40 |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_VIEW_CAMERA_H #define FIFE_VIEW_CAMERA_H // Standard C++ library includes #include <string> // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "model/structures/location.h" #include "util/math/matrix.h" #include "util/structures/rect.h" #include "rendererbase.h" namespace FIFE { typedef Point3D ScreenPoint; class Layer; class Instance; class ImagePool; class AnimationPool; class RenderBackend; typedef std::map<Layer*, std::vector<Instance*> > t_layer_to_instances; /** Camera describes properties of a view port shown in the main screen * Main screen can have multiple cameras active simultanously * Different cameras can have different properties, like location * to shoot, zoom or tilt */ class Camera: public IRendererListener, public IRendererContainer { public: /** Constructor * Camera needs to be added to the view. If not done so, it is not rendered. * @param id identifier for the camera * @param layer layer where camera is bind. Camera is bind to a layer for two reasons: * * camera's scaling is done based on cell image dimensions. Cell image is layer based (@see setCellImageDimensions) * * camera could be bind to a pather, which operates on layer * @param viewport used viewport for the camera. Viewport is measured in pixels in relation to game main screen * @param emc coordinate, where camera is focused on given layer * @param renderbackend to use with rendering * @param ipool to use with rendering * @param apool to use with rendering */ Camera(const std::string& id, Layer* layer, Rect viewport, ExactModelCoordinate emc, RenderBackend* renderbackend, ImagePool* ipool, AnimationPool* apool); /** Destructor */ virtual ~Camera(); /** Gets the identifier for this camera. */ const std::string& getId() { return m_id; } /** Sets tilt for the camera. * e.g. overhead camera has tilt 0, while traditional isometric camera has tilt 45 * @param tilt tilt for the camera */ void setTilt(double tilt); /** Gets camera tilt * @return tilt of camera */ double getTilt() const; /** Sets rotation for the camera. * Rotation can be visualized by thinking camera that rotates around an object * that it is rendering * @param rotation rotation for the camera */ void setRotation(double rotation); /** Gets camera rotation * @return rotation of the camera */ double getRotation() const; /** Sets zoom for the camera. * @param zoom zoom for the camera */ void setZoom(double zoom); /** Gets camera zoom * @return zoom of the camera */ double getZoom() const; /** Sets screen cell image dimensions. * Cell image dimension is basically width and height of a bitmap, that covers * one cell in the layer where camera is bind * @return Point Point containing x=width and y=height */ void setCellImageDimensions(unsigned int width, unsigned int height); /** Gets screen cell image dimensions. * @see setCellImageDimensions * @return Point containing x=width and y=height */ Point getCellImageDimensions(); /** Gets screen cell image dimensions for given layer. * @return Point Point containing x=width and y=height */ Point getCellImageDimensions(Layer* layer); /** Sets the location for camera * @param location location (center point) to render */ void setLocation(const Location& location); /** Gets the location camera is rendering * @return camera location */ Location getLocation() const; /** Gets a reference to the camera location * @note if you change returned location without calling Camera::setLocation(...), * remember to call Camera::refresh() (otherwise camera transforms are not updated) * @return reference to the camera location */ Location& getLocationRef(); /** Attaches the camera to an instance. * @param instance Instance to which the camera shall be attached * @note The camera can only be attached to an instance at the same layer! */ void attach(Instance *instance); /** Detaches the camera from an instance. */ void detach(); /** Returns instance where camera is attached. NULL if not attached */ Instance* getAttached() const { return m_attachedto; } /** Sets the viewport for camera * viewport is rectangle inside the view where camera renders * @param viewport area for camera render */ void setViewPort(const Rect& viewport); /** Gets the viewport for camera * @return camera viewport */ const Rect& getViewPort() const; /** Transforms given point from screen coordinates to map coordinates * @param screen_coords screen coordinates to transform * @param z_calculated if true, z-value (depth cut point) is pre-calculated. If false, camera calculates it * @return point in map coordinates */ ExactModelCoordinate toMapCoordinates(ScreenPoint screen_coords, bool z_calculated=true); /** Transforms given point from map coordinates to screen coordinates * @return point in screen coordinates */ ScreenPoint toScreenCoordinates(ExactModelCoordinate map_coords); /** Sets camera enabled / disabled */ void setEnabled(bool enabled); /** Gets if camera is enabled / disabled */ bool isEnabled(); /** Gets angle of vector defined by given locations and camera properties (e.g. rotation) * @return angle in polar coordinates */ inline int getAngleBetween(const Location& loc1, const Location& loc2) { static const double VECTOR_MULTIP = 100000.0; ExactModelCoordinate c1 = loc1.getMapCoordinates(); ExactModelCoordinate c2 = loc2.getMapCoordinates(); ExactModelCoordinate cd((c2.x - c1.x) * VECTOR_MULTIP, (c2.y - c1.y) * VECTOR_MULTIP, 0); c2.x = c1.x + cd.x; c2.y = c1.y + cd.y; ScreenPoint pt1 = this->toScreenCoordinates(c1); ScreenPoint pt2 = this->toScreenCoordinates(c2); double dy = (pt2.y - pt1.y); double dx = (pt2.x - pt1.x); int angle = static_cast<int>(atan2(-dy,dx)*(180.0/M_PI)); return angle; } /** Returns instances that match given screen coordinate * @param screen_coords screen coordinates to be used for hit search * @param layer layer to use for search * @param instances list of instances that is filled based on hit test results */ void getMatchingInstances(ScreenPoint screen_coords, Layer& layer, std::list<Instance*>& instances); /** Returns instances that match given screen coordinate * @param screen_point1 top left screen coordinates to be used for hit search * @param screen_point2 right bottom screen coordinates to be used for hit search * @param layer layer to use for search * @param instances list of instances that is filled based on hit test results */ void getMatchingInstances(Rect screen_rect, Layer& layer, std::list<Instance*>& instances); /** Returns instances that match given location. Instances are sorted based on camera view, so that "topmost" * instance is first in returned list * @param loc location where to fetch instances from * @param instances list of instances that is filled based on hit test results * @param use_exactcoordinates if true, comparison is done using exact coordinates. if not, cell coordinates are used */ void getMatchingInstances(Location& loc, std::list<Instance*>& instances, bool use_exactcoordinates=false); /** General update routine. * In this function, the camera's position gets updated when its attached * to another instance. * @note call this only once in engine update cycle, so that tracking between * current position and previous position keeps in sync. This information * is used e.g. by view to fix the pixel wobbling problem */ void update(); /** Refreshes camera view in case e.g. location is updated directly (not via setLocation) * @note calling this function marks camera as "warped", therefore it causes all instance * positions to be recalculated. If you constantly call this, you end up with pixel wobbling * effect when camera is moved. */ void refresh(); /** Returns latest camera movement in screen coordinates (dx, dy) */ inline ScreenPoint getLatestMovement() { return m_prev_origo - m_cur_origo; } /** Resets temporary values from last update round, like warped flag */ void resetUpdates(); /** Adds new renderer on the view. Ownership is transferred to the camera. */ void addRenderer(RendererBase* renderer); /** Gets renderer with given name */ RendererBase* getRenderer(const std::string& name); /** resets active layer information on all renderers. */ void resetRenderers(); /** calculates z-value for given screenpoint */ void calculateZValue(ScreenPoint& screen_coords); void onRendererPipelinePositionChanged(RendererBase* renderer); void onRendererEnabledChanged(RendererBase* renderer); /** Renders camera */ void render(); private: std::string m_id; /** Updates the camera transformation matrix T with requested values. * The requests are done using these functions : * - setLocation * - setRotation * - setTilt */ void updateMatrices(); /** Updates camera reference scale * Reference scale is in a sense an internal zooming factor, * which adjusts cell dimensions in logical space to ones shown on * screen. Calculation is based on current camera properties (e.g. rotation) * + given cell image dimensions for camera's layer */ void updateReferenceScale(); /** Gets logical cell image dimensions for given layer */ DoublePoint getLogicalCellDimensions(Layer* layer); DoubleMatrix m_matrix; DoubleMatrix m_inverse_matrix; double m_tilt; double m_rotation; double m_zoom; Location m_location; ScreenPoint m_prev_origo; ScreenPoint m_cur_origo; Rect m_viewport; bool m_view_updated; unsigned int m_screen_cell_width; unsigned int m_screen_cell_height; double m_reference_scale; bool m_enabled; Instance* m_attachedto; // caches calculated image dimensions for already queried & calculated layers std::map<Layer*, Point> m_image_dimensions; bool m_iswarped; // list of renderers managed by the view std::map<std::string, RendererBase*> m_renderers; std::list<RendererBase*> m_pipeline; bool m_updated; // false, if view has never been updated before RenderBackend* m_renderbackend; ImagePool* m_ipool; AnimationPool* m_apool; // caches layer -> instances structure between renders e.g. to fast query of mouse picking order t_layer_to_instances m_layer_to_instances; }; } #endif