Mercurial > fife-parpg
view engine/core/view/visual.i @ 695:47d58c7a95d7
Fixed a bug in VFSDirectory that prevented absolute paths from being resolved.
* Modified the VFSDirectory constructor so that it now adds the drive root as the VFS root by default, instead of the current working directory.
* Added the current working directory to the VFS in Engine::preInit in addition to the default drive root.
* Reverted a change to EventManager::processMouseEvent which prevents GUIChan from grabbing mouse input. The fact that GUIChan grabs all mouse input will need to be addressed once the GUI code is modularized.
author | M. George Hansen <technopolitica@gmail.com> |
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date | Fri, 10 Jun 2011 23:36:14 -1000 |
parents | 8fa2f3aa0cbd |
children |
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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 * ***************************************************************************/ %module fife %{ #include "view/visual.h" %} namespace FIFE { class Visual2DGfx { public: virtual ~Visual2DGfx(); void setTransparency(uint8_t transparency); uint8_t getTransparency(); void setVisible(bool visible); unsigned int isVisible(); private: Visual2DGfx(); }; %apply std::vector<int> &OUTPUT { std::vector<int>& angles }; class ObjectVisual: public Visual2DGfx { public: static ObjectVisual* create(Object* object); virtual ~ObjectVisual(); void addStaticImage(unsigned int angle, int image_index); int getStaticImageIndexByAngle(int angle); int getClosestMatchingAngle(int angle); void getStaticImageAngles(std::vector<int>& angles); private: ObjectVisual(); }; %template(get2dGfxVisual) Object::getVisual<ObjectVisual>; %clear std::vector<int> angles; class InstanceVisual: public Visual2DGfx { public: static InstanceVisual* create(Instance* instance); virtual ~InstanceVisual(); void setStackPosition(int stackposition); int getStackPosition(); private: InstanceVisual(); }; %template(get2dGfxVisual) Instance::getVisual<InstanceVisual>; %apply std::vector<int> &OUTPUT { std::vector<int>& angles }; class ActionVisual: public Visual2DGfx { public: static ActionVisual* create(Action* action); virtual ~ActionVisual(); void addAnimation(unsigned int angle, int animation_index); int getAnimationIndexByAngle(int angle); void getActionImageAngles(std::vector<int>& angles); private: ActionVisual(); }; %template(get2dGfxVisual) Action::getVisual<ActionVisual>; }