view engine/core/view/visual.i @ 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 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>;
}