Mercurial > fife-parpg
view engine/core/view/renderers/cellselectionrenderer.cpp @ 518:e4cd18a179af
Added the PlayerActionListener.
Added the ability to load NPCs from the settings file (this may be temporary). The idea of putting the NPCs in the settings file is to allow for custom attributes to be added without modification to the editor.
author | prock@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Wed, 26 May 2010 21:29:46 +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); } } }