Mercurial > fife-parpg
view engine/core/view/rendererbase.h @ 687:55c1baa3cb48
Patch by barra:
* Exclude the RPG demo as it's not mature enough to be bundled with a release yet
author | mvbarracuda@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 06 Dec 2010 21:47:14 +0000 |
parents | 16c2b3ee59ce |
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 * ***************************************************************************/ #ifndef FIFE_RENDERERBASE_H #define FIFE_RENDERERBASE_H // Standard C++ library includes #include <list> #include <vector> // 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 "renderitem.h" namespace FIFE { class Camera; class Layer; class Map; class Instance; class RenderBackend; class RendererBase; /** RendererListener allows reaction to changes in renderer * Having this implemented via callback mechanism should speed up the rendering a bit * (e.g. no need to sort pipeline order per each frame) */ class IRendererListener { public: virtual ~IRendererListener() {} /** Renderer's pipeline position has been changed */ virtual void onRendererPipelinePositionChanged(RendererBase* renderer) = 0; /** Renderer is enabled / disabled */ virtual void onRendererEnabledChanged(RendererBase* renderer) = 0; }; /** Interface to class owning the renderers * Used to get correct subclass of renderer in scripting side (via renderer's static method) */ class IRendererContainer { public: virtual ~IRendererContainer() {} /** Returns renderer with given name */ virtual RendererBase* getRenderer(const std::string& renderername) = 0; }; /** Base class for all view renderers * View renderer renders one aspect of the view shown on screen */ class RendererBase { public: /** Constructor * @param renderbackend to use * @param position position for this renderer in rendering pipeline */ RendererBase(RenderBackend* renderbackend, int position); /** Copy Constructor */ RendererBase(const RendererBase& old); /** Makes copy of this renderer */ virtual RendererBase* clone() = 0; /** Destructor */ virtual ~RendererBase() {}; /** This method is called by the view to ask renderer to draw its rendering aspect based on * given parameters. Renderers receive non-clipped instance stack since there is no * way to know which information is relevant for the renderer. E.g. effect renderer * might need to know offscreen instance locations to be able to draw radiation coming from * some instance not visible on the screen. * * @param cam camera view to draw * @param layer current layer to be rendered * @param instances instances on the current layer * @ see setPipelinePosition */ virtual void render(Camera* cam, Layer* layer, RenderList& instances) = 0; /** Name of the renderer */ virtual std::string getName() = 0; /** Gets renderer position in the rendering pipeline */ int getPipelinePosition() const { return m_pipeline_position; } /** Sets renderer position in the rendering pipeline * Pipeline position defines in which order view calls the renderers when update occurs * Note that renderers are called once per rendered layer, thus to update the * whole screen, renderer might receive multiple calls */ void setPipelinePosition(int position); /** Enables renderer */ virtual void setEnabled(bool enabled); /** Resets information in the renderer */ virtual void reset() {} /** Is renderer enabled */ bool isEnabled() const { return m_enabled; } /** Sets listener for renderer */ void setRendererListener(IRendererListener* listener) { m_listener = listener; } /** Adds active layer to renderer. Only active layers are rendered */ void addActiveLayer(Layer* layer); /** Removes active layer from renderer. */ void removeActiveLayer(Layer* layer); /** Clears all active layers from renderer */ void clearActiveLayers(); /** Activates all layers from given elevation */ void activateAllLayers(Map* elevation); /** Returns if given layer is currently activated */ bool isActivedLayer(Layer* layer); /** Returns list of activated layer */ std::list<Layer*> getActiveLayers() const {return m_active_layers;} protected: RendererBase(); std::list<Layer*> m_active_layers; RenderBackend* m_renderbackend; private: bool m_enabled; int m_pipeline_position; IRendererListener* m_listener; }; } #endif