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/***************************************************************************
* Copyright (C) 2005-2013 by the FIFE team *
* http://www.fifengine.net *
* 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_LAYER_H
#define FIFE_LAYER_H
// Standard C++ library includes
#include <algorithm>
#include <string>
#include <vector>
#include <set>
// 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 "util/base/fifeclass.h"
#include "util/structures/rect.h"
#include "model/metamodel/modelcoords.h"
#include "model/metamodel/object.h"
#include "instance.h"
namespace FIFE {
class Map;
class CellGrid;
class Object;
class InstanceTree;
class CellCache;
/** Defines how pathing can be performed on this layer
*
* CELL_EDGES_ONLY allows pather to use only cell edges when moving instances from cell to cell on map
* CELL_EDGES_AND_DIAGONALS allows pather to use both cell edges and diagonals when moving instances from cell to cell on map
*/
enum PathingStrategy {
CELL_EDGES_ONLY,
CELL_EDGES_AND_DIAGONALS
};
enum SortingStrategy {
SORTING_CAMERA,
SORTING_LOCATION,
SORTING_CAMERA_AND_LOCATION
};
/** Listener interface for changes happening on a layer
*/
class LayerChangeListener {
public:
virtual ~LayerChangeListener() {};
/** Called when some instance is changed on layer. @see InstanceChangeType
* @param layer where change occurred
* @param changedInstances list of instances containing some changes
* @note Does not report creations and deletions
*/
virtual void onLayerChanged(Layer* layer, std::vector<Instance*>& changedInstances) = 0;
/** Called when some instance gets created on layer
* @param layer where change occurred
* @param instance which got created
*/
virtual void onInstanceCreate(Layer* layer, Instance* instance) = 0;
/** Called when some instance gets deleted on layer
* @param layer where change occurred
* @param instance which will be deleted
* @note right after this call, instance actually gets deleted!
*/
virtual void onInstanceDelete(Layer* layer, Instance* instance) = 0;
};
/** A basic layer on a map
*/
class Layer : public FifeClass {
public:
/** Constructor
* Layers are created by calling addLayer from map, thus
* this method should really be called only by map or test code.
*/
Layer(const std::string& identifier, Map* map, CellGrid* grid);
/** Destructs a Layer instance
*/
~Layer();
/** Get the id of this layer.
*/
const std::string& getId() const;
/** Sets the identifier for this layer.
*/
void setId(const std::string& id);
/** Get the map this layer is contained in
*/
Map* getMap() const;
/** Get the Cellgrid
* @return pointer to a valid cellgrid
*/
CellGrid* getCellGrid() const;
/** Set the Cellgrid
*/
void setCellGrid(CellGrid* grid);
/** Get the instance tree.
* @return this layers instance tree.
*/
InstanceTree* getInstanceTree(void) const;
/** Check existance of objects on this layer
* @return True, if objects exist.
*/
bool hasInstances() const;
/** Add an instance of an object at a specific position
*/
Instance* createInstance(Object* object, const ModelCoordinate& p, const std::string& id="");
/** Add an instance of an object at a specific position
*/
Instance* createInstance(Object* object, const ExactModelCoordinate& p, const std::string& id="");
/** Add a valid instance at a specific position. This is temporary. It will be moved to a higher level
later so that we can ensure that each Instance only lives in one layer.
*/
bool addInstance(Instance* instance, const ExactModelCoordinate& p);
/** Remove an instance from the layer
*/
void removeInstance(Instance* instance);
/** Remove an instance from the layer and delete it
*/
void deleteInstance(Instance* instance);
/** Get the list of instances on this layer
*/
const std::vector<Instance*>& getInstances() const;
/** Get the list of instances on this layer with the given identifier.
*/
std::vector<Instance*> getInstances(const std::string& id);
/** Returns instances that match given location.
* @param loc location where to fetch instances from
* @param use_exactcoordinates if true, comparison is done using exact coordinates. if not, cell coordinates are used
*/
std::vector<Instance*> getInstancesAt(Location& loc, bool use_exactcoordinates=false);
/** Returns instances that match given rect.
* @param rec rect where to fetch instances from
*/
std::list<Instance*> getInstancesIn(Rect& rec);
/** Get the first instance on this layer with the given identifier.
*/
Instance* getInstance(const std::string& identifier);
/** Set object visibility
*/
void setInstancesVisible(bool vis);
/** Sets the transparency of all instances on the layer. 0=opaque, 255=transparent
* @param transparency Transparency value from 0-255.
*/
void setLayerTransparency(uint8_t transparency);
/** Returns the layer's transparency value
*/
uint8_t getLayerTransparency();
/** Retrieves the minimum/maximum coordinates of instances on the layer.
* @param min A reference to a ModelCoordinate that will hold the minimum coordinate.
* @param max A reference to a ModelCoordinate that will hold the maximum coordinate.
* @param layer A pointer to another layer that can be used to cast coordinates bettween layers.
*/
void getMinMaxCoordinates(ModelCoordinate& min, ModelCoordinate& max, const Layer* layer = 0) const;
/** Determines if a given cell on the layer contains a blocking instance
*
* @param cellCoordinate A const reference to a model coordinate of the cell in question.
* @return A boolean, true if it is blocked false otherwise.
*/
bool cellContainsBlockingInstance(const ModelCoordinate& cellCoordinate);
/** Returns instances that blocks on given cell
*
* @param cellCoordinate A const reference to a model coordinate of the cell in question.
* @return A vector that contains instances.
*/
std::vector<Instance*> getBlockingInstances(const ModelCoordinate& cellCoordinate);
/** Toggle object visibility
* @see setObjectsVisible
*/
void toggleInstancesVisible();
/** Check object visibility
* @see setObjectsVisible
*/
bool areInstancesVisible() const;
/** Called periodically to update events on layer
* @returns true if layer was changed since the last update, false otherwise
*/
bool update();
/** Sets pathing strategy for the layer
* @see PathingStrategy
*/
void setPathingStrategy(PathingStrategy strategy);
/** Gets pathing strategy for the layer
* @see PathingStrategy
*/
PathingStrategy getPathingStrategy() const;
/** Sets sorting strategy for the layer
* @see SortingStrategy
*/
void setSortingStrategy(SortingStrategy strategy);
/** Gets sorting strategy for the layer
* @see SortingStrategy
*/
SortingStrategy getSortingStrategy() const;
/** Sets walkable for the layer. Only a walkable layer, can create a CellCache and
* only on a walkable, instances can move. Also interact layer can only be added to walkables.
* @param walkable A boolean that mark a layer as walkable.
*/
void setWalkable(bool walkable);
/** Returns if a layer is walkable.
* @return A boolean, true if the layer is walkable otherwise false.
*/
bool isWalkable();
/** Sets interact for the layer. The data(size, instances) from all interact layers
* and the walkable layer will merged into one CellCache.
* @param interact A boolean that mark a layer as interact.
* @param id A const reference to a string that should refer to the id of the walkable layer.
*/
void setInteract(bool interact, const std::string& id);
/** Returns if a layer is interact.
* @return A boolean, true if the layer is interact otherwise false.
*/
bool isInteract();
/** Returns the id of the walkable layer if this is a interact layer otherwise the string is empty.
* @return A const reference to a string that refer to the id of the walkable layer.
*/
const std::string& getWalkableId();
/** Adds a interact layer to the walkable layer.
* @param layer A pointer to the interact layer that should be added.
*/
void addInteractLayer(Layer* layer);
/** Returns all assigned interact layer.
* @return A const reference to a vector with pointers to interact layers.
*/
const std::vector<Layer*>& getInteractLayers();
/** Removes a interact layer from the walkable layer.
* @param layer A pointer to the interact layer that should be removed.
*/
void removeInteractLayer(Layer* layer);
/** Called from Map to create a CellCache. Only walkable layers can create one CellCache.
*/
void createCellCache();
/** Returns the CellCache of this layer. In case there is no it returns NULL.
* @return A pointer to the CellCache.
*/
CellCache* getCellCache();
/** Destroys the CellCache of this layer.
*/
void destroyCellCache();
/** Adds new change listener
* @param listener to add
*/
void addChangeListener(LayerChangeListener* listener);
/** Removes associated change listener
* @param listener to remove
*/
void removeChangeListener(LayerChangeListener* listener);
/** Returns true, if layer information was changed during previous update round
*/
bool isChanged();
/** Returns instances that were changed during previous update round.
* @note does not contain created or deleted instances
*/
std::vector<Instance*>& getChangedInstances();
/** Sets the activity status for given instance on this layer.
* @param instance A pointer to the Instance whose activity is to be changed.
* @param active A boolean, true if the instance should be set active otherwise false.
*/
void setInstanceActivityStatus(Instance* instance, bool active);
/** Marks this layer as visual static. The result is that everything is rendered as one texture.
* If you have instances with actions/animations on this layer then they are not displayed correctly.
* Note: Works currently only for OpenGL backend. SDL backend is restricted to the lowest layer.
* @param stati A boolean, true if the layer should be static.
*/
void setStatic(bool stati);
/** Returns true, if layer is static.
* @return A boolean, true if the layer is static, otherwise false.
*/
bool isStatic();
protected:
//! string identifier
std::string m_id;
//! pointer to map
Map* m_map;
//! if true the instances are visibility otherwise they are skipped during rendering
bool m_instancesVisibility;
//! transparency, value 0 means total visible, 128 semi-transparent and 255 invisibility
uint8_t m_transparency;
//! all the instances on this layer
std::vector<Instance*> m_instances;
//! all the active instances on this layer
std::set<Instance*> m_activeInstances;
//! The instance tree
InstanceTree* m_instanceTree;
//! layer's cellgrid
CellGrid* m_grid;
//! pathing strategy for the layer
PathingStrategy m_pathingStrategy;
//! sorting strategy for rendering
SortingStrategy m_sortingStrategy;
//! is walkable true/false
bool m_walkable;
//! is interact true/false
bool m_interact;
//! walkable id
std::string m_walkableId;
//! all assigned interact layers
std::vector<Layer*> m_interacts;
//! pointer to cellcache
CellCache* m_cellCache;
//! listeners for layer changes
std::vector<LayerChangeListener*> m_changeListeners;
//! holds changed instances after each update
std::vector<Instance*> m_changedInstances;
//! true if layer (or it's instance) information was changed during previous update round
bool m_changed;
//! true if layer is static
bool m_static;
};
} // FIFE
#endif
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