Mercurial > fife-parpg
view engine/core/view/renderers/cellselectionrenderer.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 | b2feacaed53c |
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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 "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 "cellselectionrenderer.h" namespace FIFE { static Logger _log(LM_VIEWVIEW); CellSelectionRenderer::CellSelectionRenderer(RenderBackend* renderbackend, int position): RendererBase(renderbackend, position) { setEnabled(true); } CellSelectionRenderer::CellSelectionRenderer(const CellSelectionRenderer& old): RendererBase(old) { setEnabled(true); } RendererBase* CellSelectionRenderer::clone() { return new CellSelectionRenderer(*this); } CellSelectionRenderer::~CellSelectionRenderer() { } CellSelectionRenderer* CellSelectionRenderer::getInstance(IRendererContainer* cnt) { return dynamic_cast<CellSelectionRenderer*>(cnt->getRenderer("CellSelectionRenderer")); } void CellSelectionRenderer::reset() { m_locations.clear(); } void CellSelectionRenderer::selectLocation(const Location* loc) { if (loc) { std::vector<Location>::const_iterator it = m_locations.begin(); for (; it != m_locations.end(); it++) { if (*it == *loc) return; } m_locations.push_back(Location(*loc)); } } void CellSelectionRenderer::deselectLocation(const Location* loc) { if (loc) { std::vector<Location>::iterator it = m_locations.begin(); for (; it != m_locations.end(); it++) { if (*it == *loc) { m_locations.erase(it); break; } } } } void CellSelectionRenderer::render(Camera* cam, Layer* layer, RenderList& instances) { std::vector<Location>::const_iterator locit = m_locations.begin(); for (; locit != m_locations.end(); locit++) { const Location loc = *locit; if (layer != loc.getLayer()) { continue; } CellGrid* cg = layer->getCellGrid(); if (!cg) { FL_WARN(_log, "No cellgrid assigned to layer, cannot draw selection"); continue; } std::vector<ExactModelCoordinate> vertices; cg->getVertices(vertices, loc.getLayerCoordinates()); std::vector<ExactModelCoordinate>::const_iterator it = vertices.begin(); ScreenPoint firstpt = cam->toScreenCoordinates(cg->toMapCoordinates(*it)); Point pt1(firstpt.x, firstpt.y); Point pt2; ++it; for (; it != vertices.end(); it++) { ScreenPoint pts = cam->toScreenCoordinates(cg->toMapCoordinates(*it)); pt2.x = pts.x; pt2.y = pts.y; Point cpt1 = pt1; Point cpt2 = pt2; m_renderbackend->drawLine(cpt1, cpt2, 255, 0, 0); pt1 = pt2; } m_renderbackend->drawLine(pt2, Point(firstpt.x, firstpt.y), 255, 0, 0); } } }