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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name particlemanager.cpp - The particle manager. */
//
// (c) Copyright 2007-2008 by Jimmy Salmon and Francois Beerten
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program 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 General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
#include "stratagus.h"
#include "particle.h"
#include "video.h"
#include "ui.h"
CParticleManager ParticleManager;
CParticleManager::CParticleManager() :
vp(NULL), lastTicks(0)
{
}
CParticleManager::~CParticleManager()
{
}
void CParticleManager::init()
{
}
void CParticleManager::exit()
{
ParticleManager.clear();
}
void CParticleManager::clear()
{
std::vector<CParticle *>::iterator i;
for (i = particles.begin(); i != particles.end(); ++i) {
delete *i;
}
particles.clear();
for (i = new_particles.begin(); i != new_particles.end(); ++i) {
delete *i;
}
new_particles.clear();
}
void CParticleManager::draw(const CViewport *vp)
{
this->vp = vp;
std::vector<CParticle *>::iterator i;
for (i = particles.begin(); i != particles.end(); ++i) {
(*i)->draw();
}
this->vp = NULL;
}
void CParticleManager::update()
{
unsigned long ticks = GetTicks() - lastTicks;
std::vector<CParticle *>::iterator i;
particles.insert(particles.end(), new_particles.begin(), new_particles.end());
new_particles.clear();
i = particles.begin();
while (i != particles.end()) {
(*i)->update(ticks);
if ((*i)->isDestroyed()) {
delete *i;
i = particles.erase(i);
} else {
++i;
}
}
lastTicks += ticks;
}
void CParticleManager::add(CParticle *particle)
{
new_particles.push_back(particle);
}
CPosition CParticleManager::getScreenPos(const CPosition &pos)
{
int x = (int)pos.x;
int y = (int)pos.y;
vp->MapPixel2Viewport(x, y);
return CPosition((float)x, (float)y);
}
//@}
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