view engine/core/view/renderers/lightrenderer.h @ 697:ecaa4d98f05f tip

Abstracted the GUI code and refactored the GUIChan-specific code into its own module. * Most of the GUIChan code has been refactored into its own gui/guichan module. However, references to the GuiFont class still persist in the Engine and GuiManager code and these will need further refactoring. * GuiManager is now an abstract base class which specific implementations (e.g. GUIChan) should subclass. * The GUIChan GUI code is now a concrete implementation of GuiManager, most of which is in the new GuiChanGuiManager class. * The GUI code in the Console class has been refactored out of the Console and into the GUIChan module as its own GuiChanConsoleWidget class. The rest of the Console class related to executing commands was left largely unchanged. * Existing client code may need to downcast the GuiManager pointer received from FIFE::Engine::getGuiManager() to GuiChanGuiManager, since not all functionality is represented in the GuiManager abstract base class. Python client code can use the new GuiChanGuiManager.castTo static method for this purpose.
author M. George Hansen <technopolitica@gmail.com>
date Sat, 18 Jun 2011 00:28:40 -1000
parents 61a5f86a0db3
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          *
 ***************************************************************************/

#ifndef FIFE_LIGHTRENDERER_H
#define FIFE_LIGHTRENDERER_H

// Standard C++ library includes
#include <vector>

// 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 LightRendererNode {
	public:
		LightRendererNode(Instance* attached_instance, const Location &relative_location, Layer* relative_layer, const Point &relative_point = Point(0,0));
		LightRendererNode(Instance* attached_instance, const Location &relative_location, const Point &relative_point = Point(0,0));
		LightRendererNode(Instance* attached_instance, Layer* relative_layer, const Point &relative_point = Point(0,0));
		LightRendererNode(Instance* attached_instance, const Point &relative_point = Point(0,0));
		LightRendererNode(const Location &attached_location, Layer* relative_layer, const Point &relative_point = Point(0,0));
		LightRendererNode(const Location &attached_location, const Point &relative_point = Point(0,0));
		LightRendererNode(Layer* attached_layer, const Point &relative_point = Point(0,0));
		LightRendererNode(const Point &attached_point);
		~LightRendererNode();
		
		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 LightRendererElementInfo {
	public:
		virtual void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool) {};
		virtual std::string getName() { return 0; };
		virtual LightRendererNode* getNode() { return NULL; };
		virtual int getId() { return -1; };
		virtual int getSrcBlend() { return -1; };
		virtual int getDstBlend() { return -1; };
		virtual void setStencil(uint8_t stencil_ref, float alpha_ref) {};
		virtual int getStencil() { return 0; };
		virtual float getAlpha() { return 0; };
		virtual void removeStencil() {};
		virtual std::vector<uint8_t> getColor() { return std::vector<uint8_t>(); };
		virtual float getRadius() { return 0; };
		virtual int getSubdivisions() { return 0; };
		virtual float getXStretch() { return 0; };
		virtual float getYStretch() { return 0; };
		virtual ~LightRendererElementInfo() {};
	};

	class LightRendererImageInfo : public LightRendererElementInfo {
	public:
		void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool);
		std::string getName() { return "image"; };
		LightRendererNode* getNode() { return &m_anchor; };
		int getId() { return m_image; };
		int getSrcBlend() { return m_src; };
		int getDstBlend() { return m_dst; };
		void setStencil(uint8_t stencil_ref, float alpha_ref);
		int getStencil();
		float getAlpha();
		void removeStencil();
		LightRendererImageInfo(LightRendererNode n, int image, int src, int dst);
		virtual ~LightRendererImageInfo() {};
	private:
		LightRendererNode m_anchor;
		int m_image;
		int m_src;
		int m_dst;
		bool m_stencil;
		uint8_t m_stencil_ref;
		float m_alpha_ref;
	};
	class LightRendererAnimationInfo : public LightRendererElementInfo {
	public:
		void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool);
		std::string getName() { return "animation"; };
		LightRendererNode* getNode() { return &m_anchor; };
		int getId() { return m_animation; };
		int getSrcBlend() { return m_src; };
		int getDstBlend() { return m_dst; };
		void setStencil(uint8_t stencil_ref, float alpha_ref);
		int getStencil();
		float getAlpha();
		void removeStencil();
		LightRendererAnimationInfo(LightRendererNode n, int animation, int src, int dst);
		virtual ~LightRendererAnimationInfo() {};
	private:
		LightRendererNode m_anchor;
		int m_animation;
		int m_src;
		int m_dst;
		unsigned int m_start_time;
		float m_time_scale;
		bool m_stencil;
		uint8_t m_stencil_ref;
		float m_alpha_ref;
	};
	class LightRendererSimpleLightInfo : public LightRendererElementInfo {
	public:
		void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool);
		std::string getName() { return "simple"; };
		LightRendererNode* getNode() { return &m_anchor; };
		int getSrcBlend() { return m_src; };
		int getDstBlend() { return m_dst; };
		void setStencil(uint8_t stencil_ref, float alpha_ref);
		int getStencil();
		float getAlpha();
		void removeStencil();
		std::vector<uint8_t> getColor();
		float getRadius() { return m_radius; };
		int getSubdivisions() { return m_subdivisions; };
		float getXStretch() { return m_xstretch; };
		float getYStretch() { return m_ystretch; };
		LightRendererSimpleLightInfo(LightRendererNode n, uint8_t intensity, float radius, int subdivisions, float xstretch, float ystretch, uint8_t r, uint8_t g, uint8_t b, int src, int dst);
		virtual ~LightRendererSimpleLightInfo() {};
	private:
		LightRendererNode m_anchor;
		uint8_t m_intensity;
		float m_radius;
		int m_subdivisions;
		float m_xstretch;
		float m_ystretch;
		uint8_t m_red;
		uint8_t m_green;
		uint8_t m_blue;
		int m_src;
		int m_dst;
		bool m_stencil;
		uint8_t m_stencil_ref;
		float m_alpha_ref;
	};
	class LightRendererResizeInfo : public LightRendererElementInfo {
	public:
		void render(Camera* cam, Layer* layer, RenderList& instances, RenderBackend* renderbackend, ImagePool* imagepool, AnimationPool* animpool);
		std::string getName() { return "resize"; };
		LightRendererNode* getNode() { return &m_anchor; };
		int getId() { return m_image; };
		int getSrcBlend() { return m_src; };
		int getDstBlend() { return m_dst; };
		void setStencil(uint8_t stencil_ref, float alpha_ref);
		int getStencil();
		float getAlpha();
		void removeStencil();
		LightRendererResizeInfo(LightRendererNode n, int image, int width, int height, int src, int dst);
		virtual ~LightRendererResizeInfo() {};
	private:
		LightRendererNode m_anchor;
		int m_image;
		int m_width;
		int m_height;
		int m_src;
		int m_dst;
		bool m_stencil;
		uint8_t m_stencil_ref;
		float m_alpha_ref;
	};
	class LightRenderer: public RendererBase {
	public:
		/** constructor.
		 * @param renderbackend to use
		 * @param position position for this renderer in rendering pipeline
		 */
		LightRenderer(RenderBackend* renderbackend, int position, ImagePool* imagepool, AnimationPool* animpool);
		
		LightRenderer(const LightRenderer& old);
		
		RendererBase* clone();

		/** Destructor.
		 */
		virtual ~LightRenderer();
		void render(Camera* cam, Layer* layer, RenderList& instances);
		std::string getName() { return "LightRenderer"; }

		/** Gets instance for interface access
		 */
		static LightRenderer* getInstance(IRendererContainer* cnt);

		void addImage(const std::string &group, LightRendererNode n, int image, int src=-1, int dst=-1);
		void addAnimation(const std::string &group, LightRendererNode n, int animation, int src=-1, int dst=-1);
		void addSimpleLight(const std::string &group, LightRendererNode n, uint8_t intensity, float radius, int subdivisions, float xstretch, float ystretch, uint8_t r, uint8_t g, uint8_t b, int src=-1, int dst=-1);
		void resizeImage(const std::string &group, LightRendererNode n, int image, int width, int height, int src=-1, int dst=-1);
		void addStencilTest(const std::string &group, uint8_t stencil_ref=0, float alpha_ref=0.0);
		void removeStencilTest(const std::string &group);
		std::list<std::string> getGroups();
		std::vector<LightRendererElementInfo*> getLightInfo(const std::string &group);
		void removeAll(const std::string &group);

	private:
		ImagePool* m_imagepool;
		AnimationPool* m_animationpool;
		std::map<std::string, std::vector<LightRendererElementInfo*> > m_groups;
	};

}

#endif