Mercurial > fife-parpg
view engine/core/view/renderers/genericrenderer.h @ 589:d1df6cf5ff23
* Fixed a bug in RenderBackendSDL, the clip area was not properly set.
* Renamed the backquad and border commands of the FloatingTextRenderer.
* Added the TransparentArea commands to the InstanceRenderer.
Note: with addTransparentArea(instance, string, width, height, transparent, front) you can enable an area, that make all instances in this zone and with the same namespace transparent. The string is for the namespace, so you can set one or more namespaces to be transparent. Width and height specifies the size of the area. Transparent defines the intensity of transparency, 255 = invisible. The bool front, enable or disable the z check, so that only instances in front of the source instance could be transparent.
author | helios2000@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Fri, 13 Aug 2010 16:33:36 +0000 |
parents | a2dde16ddc62 |
children | e3140f01749d |
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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 * ***************************************************************************/ #ifndef FIFE_GENERICRENDERER_H #define FIFE_GENERICRENDERER_H // 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 "view/rendererbase.h" namespace FIFE { class RenderBackend; class AbstractFont; class ImagePool; class AnimationPool; class GenericRendererNode { public: GenericRendererNode(Instance* attached_instance, const Location &relative_location, Layer* relative_layer, const Point &relative_point = Point(0,0)); GenericRendererNode(Instance* attached_instance, const Location &relative_location, const Point &relative_point = Point(0,0)); GenericRendererNode(Instance* attached_instance, Layer* relative_layer, const Point &relative_point = Point(0,0)); GenericRendererNode(Instance* attached_instance, const Point &relative_point = Point(0,0)); GenericRendererNode(const Location &attached_location, Layer* relative_layer, const Point &relative_point = Point(0,0)); GenericRendererNode(const Location &attached_location, const Point &relative_point = Point(0,0)); GenericRendererNode(Layer* attached_layer, const Point &relative_point = Point(0,0)); GenericRendererNode(const Point &attached_point); ~GenericRendererNode(); void setAttached(Instance* attached_instance, const Location &relative_location, const Point &relative_point); void setAttached(Instance* attached_instance, const Location &relative_location); void setAttached(Instance* attached_instance, const Point &relative_point); void setAttached(Instance* attached_instance); void setAttached(const Location &attached_location, const Point &relative_point); void setAttached(const Location &attached_location); void setAttached(Layer* attached_layer); void setAttached(const Point &attached_point); void setRelative(const Location &relative_location); void setRelative(const Location &relative_location, Point relative_point); void setRelative(const Point &relative_point); Instance* getAttachedInstance(); Location getAttachedLocation(); Layer* getAttachedLayer(); Point getAttachedPoint(); Location getOffsetLocation(); Point getOffsetPoint(); Instance* getInstance(); Location getLocation(); Layer* getLayer(); Point getPoint(); Point getCalculatedPoint(Camera* cam, Layer* layer); private: Instance* m_instance; Location m_location; Layer* m_layer; Point m_point; }; class GenericRendererElementInfo { public: virtual void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool) {}; virtual ~GenericRendererElementInfo() {}; }; class GenericRendererLineInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererLineInfo(GenericRendererNode n1, GenericRendererNode n2, uint8_t r, uint8_t g, uint8_t b, uint8_t a); virtual ~GenericRendererLineInfo() {}; private: GenericRendererNode m_edge1; GenericRendererNode m_edge2; uint8_t m_red; uint8_t m_green; uint8_t m_blue; uint8_t m_alpha; }; class GenericRendererPointInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererPointInfo(GenericRendererNode n, uint8_t r, uint8_t g, uint8_t b, uint8_t a); virtual ~GenericRendererPointInfo() {}; private: GenericRendererNode m_anchor; uint8_t m_red; uint8_t m_green; uint8_t m_blue; uint8_t m_alpha; }; class GenericRendererTriangleInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererTriangleInfo(GenericRendererNode n1, GenericRendererNode n2, GenericRendererNode n3, uint8_t r, uint8_t g, uint8_t b, uint8_t a); virtual ~GenericRendererTriangleInfo() {}; private: GenericRendererNode m_edge1; GenericRendererNode m_edge2; GenericRendererNode m_edge3; uint8_t m_red; uint8_t m_green; uint8_t m_blue; uint8_t m_alpha; }; class GenericRendererQuadInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererQuadInfo(GenericRendererNode n1, GenericRendererNode n2, GenericRendererNode n3, GenericRendererNode n4, uint8_t r, uint8_t g, uint8_t b, uint8_t a); virtual ~GenericRendererQuadInfo() {}; private: GenericRendererNode m_edge1; GenericRendererNode m_edge2; GenericRendererNode m_edge3; GenericRendererNode m_edge4; uint8_t m_red; uint8_t m_green; uint8_t m_blue; uint8_t m_alpha; }; class GenericRendererVertexInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererVertexInfo(GenericRendererNode center, int size, uint8_t r, uint8_t g, uint8_t b, uint8_t a); virtual ~GenericRendererVertexInfo() {}; private: GenericRendererNode m_center; int m_size; uint8_t m_red; uint8_t m_green; uint8_t m_blue; uint8_t m_alpha; }; class GenericRendererImageInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererImageInfo(GenericRendererNode n, int image); virtual ~GenericRendererImageInfo() {}; private: GenericRendererNode m_anchor; int m_image; }; class GenericRendererAnimationInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererAnimationInfo(GenericRendererNode n, int animation); virtual ~GenericRendererAnimationInfo() {}; private: GenericRendererNode m_anchor; int m_animation; unsigned int m_start_time; float m_time_scale; }; class GenericRendererTextInfo : public GenericRendererElementInfo { public: void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool); GenericRendererTextInfo(GenericRendererNode n, AbstractFont* font, std::string text); virtual ~GenericRendererTextInfo() {}; private: GenericRendererNode m_anchor; AbstractFont* m_font; std::string m_text; }; class GenericRenderer: public RendererBase { public: /** constructor. * @param renderbackend to use * @param position position for this renderer in rendering pipeline */ GenericRenderer(RenderBackend* renderbackend, int position, ImagePool* imagepool, AnimationPool* animpool); GenericRenderer(const GenericRenderer& old); RendererBase* clone(); /** Destructor. */ virtual ~GenericRenderer(); void render(Camera* cam, Layer* layer, RenderList& instances); std::string getName() { return "GenericRenderer"; } /** Gets instance for interface access */ static GenericRenderer* getInstance(IRendererContainer* cnt); void addLine(const std::string &group, GenericRendererNode n1, GenericRendererNode n2, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void addPoint(const std::string &group, GenericRendererNode n, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void addTriangle(const std::string &group, GenericRendererNode n1, GenericRendererNode n2, GenericRendererNode n3, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void addQuad(const std::string &group, GenericRendererNode n1, GenericRendererNode n2, GenericRendererNode n3, GenericRendererNode n4, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void addVertex(const std::string &group, GenericRendererNode n, int size, uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255); void addText(const std::string &group, GenericRendererNode n, AbstractFont* font, const std::string &text); void addImage(const std::string &group, GenericRendererNode n, int image); void addAnimation(const std::string &group, GenericRendererNode n, int animation); void removeAll(const std::string &group); private: ImagePool* m_imagepool; AnimationPool* m_animationpool; std::map<std::string, std::vector<GenericRendererElementInfo*> > m_groups; }; } #endif