view engine/core/view/rendererbase.cpp @ 487:7f1c42b66aa4

Moved the shooter demo Timer() class to helpers.py. Changed the formula that calculates the length of the audio clip to be correct. The shooter demo now demonstrates the use of the audio clip callbacks correctly. Fixed the fife_timer extension to actually work.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Mon, 03 May 2010 19:58:16 +0000
parents 90005975cdbb
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 "model/structures/layer.h"
#include "model/structures/map.h"
#include "util/log/logger.h"
#include "rendererbase.h"

namespace FIFE {
	static Logger _log(LM_VIEW);
	
	// use some big value, so that non-positioned renderers show on top
	const int DEFAULT_RENDERER_POSITION = 1000;	
	
	RendererBase::RendererBase(RenderBackend* renderbackend, int position): 
		m_renderbackend(renderbackend),
		m_enabled(false),
		m_pipeline_position(DEFAULT_RENDERER_POSITION),
		m_listener(NULL) {
		setPipelinePosition(position);
	}
	
	RendererBase::RendererBase(const RendererBase& old):
		m_renderbackend(old.m_renderbackend),
		m_enabled(old.m_enabled),
		m_pipeline_position(old.m_pipeline_position),
		m_listener(NULL) {
		setPipelinePosition(old.m_pipeline_position);
	}
	
	RendererBase::RendererBase():
		m_renderbackend(NULL),
		m_enabled(false),
		m_pipeline_position(DEFAULT_RENDERER_POSITION),
		m_listener(NULL) {
	}
	
	void RendererBase::setPipelinePosition(int position) { 
		if (position !=m_pipeline_position) { 
			m_pipeline_position = position; 
			if (m_listener) {
				m_listener->onRendererPipelinePositionChanged(this);
			}
		}
	}
	
	void RendererBase::setEnabled(bool enabled) { 
		if (m_enabled != enabled) {
			m_enabled = enabled;
			if (m_listener) {
				m_listener->onRendererEnabledChanged(this);
			}
		}
	}
	
	void RendererBase::addActiveLayer(Layer* layer) {
		if (std::find(m_active_layers.begin(), m_active_layers.end(), layer) == m_active_layers.end()) {
			m_active_layers.push_back(layer);
		}
	}
	
	void RendererBase::removeActiveLayer(Layer* layer) {
		m_active_layers.remove(layer);
	}
	
	void RendererBase::clearActiveLayers() {
		m_active_layers.clear();
	}
	
	bool RendererBase::isActivedLayer(Layer* layer) {
		return std::find(m_active_layers.begin(), m_active_layers.end(), layer) != m_active_layers.end();
	}
	
	void RendererBase::activateAllLayers(Map* map) {
		clearActiveLayers();
		
		const std::list<Layer*>& tmp = map->getLayers();
		std::list<Layer*>::const_iterator it = tmp.begin();
		for (; it != tmp.end(); ++it) {
			addActiveLayer(*it);
		}
	}
	
}