Mercurial > fife-parpg
view engine/core/view/visual.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 | 16c2b3ee59ce |
children |
line wrap: on
line source
/*************************************************************************** * 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 "util/log/logger.h" #include "util/base/exception.h" #include "model/structures/instance.h" #include "model/metamodel/object.h" #include "model/metamodel/action.h" #include "visual.h" namespace FIFE { static Logger _log(LM_VIEW); Visual2DGfx::Visual2DGfx(): m_transparency(0), m_visible(true) { } Visual2DGfx::~Visual2DGfx() { } ObjectVisual::ObjectVisual() { } ObjectVisual* ObjectVisual::create(Object* object) { if (object->getVisual<ObjectVisual>()) { throw Duplicate("Object already contains visualization"); } ObjectVisual* v = new ObjectVisual(); object->adoptVisual(v); return v; } ObjectVisual::~ObjectVisual() { } void ObjectVisual::addStaticImage(unsigned int angle, int image_index) { m_angle2img[angle % 360] = image_index; } int ObjectVisual::getStaticImageIndexByAngle(int angle) { int closestMatch = 0; return getIndexByAngle(angle, m_angle2img, closestMatch); } int ObjectVisual::getClosestMatchingAngle(int angle) { int closestMatch = 0; getIndexByAngle(angle, m_angle2img, closestMatch); return closestMatch; } void ObjectVisual::getStaticImageAngles(std::vector<int>& angles) { angles.clear(); type_angle2id::const_iterator i(m_angle2img.begin()); while (i != m_angle2img.end()) { angles.push_back(i->first); ++i; } } InstanceVisual::InstanceVisual(): m_stackposition(0) { } InstanceVisual* InstanceVisual::create(Instance* instance) { if (instance->getVisual<InstanceVisual>()) { throw Duplicate("Instance already contains visualization"); } InstanceVisual* v = new InstanceVisual(); instance->setVisual(v); return v; } InstanceVisual::~InstanceVisual() { } ActionVisual::ActionVisual(): m_animations() { } ActionVisual* ActionVisual::create(Action* action) { if (action->getVisual<ActionVisual>()) { throw Duplicate("Action already contains visualization"); } ActionVisual* v = new ActionVisual(); action->adoptVisual(v); return v; } ActionVisual::~ActionVisual() { } void ActionVisual::addAnimation(unsigned int angle, int animation_index) { m_animations[angle % 360] = animation_index; } int ActionVisual::getAnimationIndexByAngle(int angle) { int closestMatch = 0; return getIndexByAngle(angle, m_animations, closestMatch); } void ActionVisual::getActionImageAngles(std::vector<int>& angles) { angles.clear(); type_angle2id::const_iterator i(m_animations.begin()); while (i != m_animations.end()) { angles.push_back(i->first); ++i; } } }