Mercurial > fife-parpg
view engine/core/view/visual.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 | e3140f01749d |
children |
line wrap: on
line source
/*************************************************************************** * 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_VIEW_VISUAL_H #define FIFE_VIEW_VISUAL_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 "model/metamodel/abstractvisual.h" #include "util/math/angles.h" #include "util/structures/rect.h" namespace FIFE { class Object; class Instance; class Action; class Image; class Camera; /** Base class for all 2 dimensional visual classes * Visual classes are extensions to visualize the stuff in model (e.g. instances) * The reason why its separated is to keep model view-agnostic, so that we could * have e.g. 3d, 2d and character based visualizations to the same data */ class Visual2DGfx: public AbstractVisual { public: /** Destructor */ virtual ~Visual2DGfx(); /** Sets transparency value for object to be visualized * @param stackposition new stack position */ void setTransparency(uint8_t transparency) { m_transparency = transparency; } /** Gets current transparency value (0-255) * @return current transparency value */ unsigned int getTransparency() { return m_transparency; } /** Sets visibility value for object to be visualized * @param visible is object visible or not */ void setVisible(bool visible) { m_visible = visible; } /** Is instance visible or not * @return is instance visible or not */ unsigned int isVisible() { return m_visible; } protected: /** Constructor */ Visual2DGfx(); uint8_t m_transparency; uint8_t m_visible; }; /** Object visual contains data that is needed for visualizing objects */ class ObjectVisual: public Visual2DGfx { public: /** Constructs and assigns it to the passed item */ static ObjectVisual* create(Object* object); /** Destructor */ virtual ~ObjectVisual(); /** Adds new static image with given angle (degrees) * Static images are used in case there are no actions active in the instance * There can be several static images for different angles, that are used in * case view / layer is rotated * In case there are no exact matches for current view angles, closest one is used * @param angle angle for image. 0 degrees starts from right and turns counter-clockwise * (normal math notation) @param image_index index of image to use for given degress */ void addStaticImage(unsigned int angle, int image_index); /** Returns closest matching static image for given angle * @return id for static image */ int getStaticImageIndexByAngle(int angle); /** Returns closest matching image angle for given angle * @return closest matching angle */ int getClosestMatchingAngle(int angle); /** Returns list of available static image angles for this object */ void getStaticImageAngles(std::vector<int>& angles); private: /** Constructor */ ObjectVisual(); type_angle2id m_angle2img; }; /** Instance visual contains data that is needed to visualize the instance on screen */ class InstanceVisual: public Visual2DGfx { public: /** Constructs and assigns it to the passed item */ static InstanceVisual* create(Instance* instance); /** Destructor */ virtual ~InstanceVisual(); /** Sets stack position of the instance * Stack position is used to define the order in which instances residing * in the same location are drawn * @param stackposition new stack position */ void setStackPosition(int stackposition) { m_stackposition = stackposition; } /** Gets current stack position of instance * @return current stack position */ int getStackPosition() { return m_stackposition; } private: /** Constructor */ InstanceVisual(); int m_stackposition; }; /** Action visual contains data that is needed to visualize different actions on screen */ class ActionVisual: public Visual2DGfx { public: /** Constructs and assigns it to the passed item */ static ActionVisual* create(Action* action); /** Destructor */ virtual ~ActionVisual(); /** Adds new animation with given angle (degrees) */ void addAnimation(unsigned int angle, int animation_index); /** Gets index to animation closest to given angle * @return animation index, -1 if no animations available */ int getAnimationIndexByAngle(int angle); /** Returns list of available angles for this Action */ void getActionImageAngles(std::vector<int>& angles); private: /** Constructor */ ActionVisual(); // animations associated with this action (handles to pool) // mapping = direction -> animation type_angle2id m_animations; }; } #endif