Mercurial > fife-parpg
view engine/core/view/renderers/camerazonerenderer.cpp @ 546:8fee2d2286e9
Rewrote the object serializing routines to use a "template" idea for loading an object from disk. This allows for multiple objects to load the same base object template but be unique on the scene AND have different values. Useful for say more than one gold stack on the ground with different gold values. TODO: fix the "spawn" console command.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Thu, 03 Jun 2010 21:35:06 +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; } } }