view engine/core/view/renderers/camerazonerenderer.cpp @ 524:6037f79b0dcf

Multiple quests now work. Added the item layer. Made movement more like diablo by allowing you to hold and drag the left mouse button. All objects are now loaded from a separate "allobjects" file. Specific item attributes are loaded from the map objects file (like position). This allows for the possibility of multiple instances using the same FIFE model.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Thu, 27 May 2010 21:11:37 +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          *
 ***************************************************************************/

// Standard C++ library includes

// 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 "video/renderbackend.h"
#include "video/image.h"
#include "util/math/fife_math.h"
#include "util/log/logger.h"
#include "model/metamodel/grids/cellgrid.h"
#include "model/structures/instance.h"
#include "model/structures/layer.h"
#include "model/structures/location.h"

#include "view/camera.h"
#include "camerazonerenderer.h"



namespace FIFE {
	static Logger _log(LM_VIEWVIEW);

	CameraZoneRenderer::CameraZoneRenderer(RenderBackend* renderbackend, int position, ImagePool* imagepool):
		RendererBase(renderbackend, position),
		m_imagepool(imagepool),
		m_zone_image(NULL) {
		setEnabled(false);
	}

	CameraZoneRenderer::CameraZoneRenderer(const CameraZoneRenderer& old):
		RendererBase(old),
		m_imagepool(old.m_imagepool),
		m_zone_image(NULL) {
		setEnabled(false);
	}

	RendererBase* CameraZoneRenderer::clone() {
		return new CameraZoneRenderer(*this);
	}

	CameraZoneRenderer::~CameraZoneRenderer() {
		delete m_zone_image;
	}



	void CameraZoneRenderer::render(Camera* cam, Layer* layer, RenderList& instances) {
		CellGrid* cg = layer->getCellGrid();
		if (!cg) {
			FL_WARN(_log, "No cellgrid assigned to layer, cannot draw camera zones");
			return;
		}
		// draw this layer's grid as the camera sees it
		Rect rect = cam->getViewPort();
		if (!m_zone_image) {
			// build zone image
			int dataSize = rect.w * rect.h;

			// initally all pixels are transparent
			uint32_t* data = new uint32_t[dataSize];
			uint32_t* end = data + dataSize;

			#if SDL_BYTEORDER == SDL_BIG_ENDIAN
				uint32_t empty_pixel = 0;//0xff << 24;
				uint32_t edge_pixel = 0xff << 16 | 0xff << 24;
			#else
				uint32_t empty_pixel = 0;//0xff;
				uint32_t edge_pixel = 0xff << 8 | 0xff;
			#endif

			std::fill(data, end, empty_pixel);

			// go from screen coords to grid coords (layer coords)
			// Search through pixel space, drawing pixels at boundaries
			ModelCoordinate prevLayerCoord;
			for (int y = 0; y < rect.h; y++) {
				for (int x = 0; x < rect.w; x++) {
					ExactModelCoordinate mapCoord = cam->toMapCoordinates(ScreenPoint(x, y));
					ModelCoordinate layerCoord = cg->toLayerCoordinates(mapCoord);

					if (prevLayerCoord != layerCoord) {
						data[x + rect.w * y] = edge_pixel;
					}
					prevLayerCoord = layerCoord;
				}
			}


			for (int x = 0; x < rect.w; x++) {
				for (int y = 0; y < rect.h; y++) {
					ExactModelCoordinate mapCoord = cam->toMapCoordinates(ScreenPoint(x, y));
					ModelCoordinate layerCoord = cg->toLayerCoordinates(mapCoord);

					if (prevLayerCoord != layerCoord) {
						data[x + rect.w * y] = edge_pixel;
					}
					prevLayerCoord = layerCoord;
				}
			}

			m_zone_image =  m_renderbackend->createImage((uint8_t*) data, rect.w, rect.h);
			delete data;
		}
		m_zone_image->render(rect);
	}

	void CameraZoneRenderer::setEnabled(bool enabled) {
		if (!enabled) {
			delete m_zone_image;
			m_zone_image = NULL;
		}
	}
}