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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 *
***************************************************************************/
// 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 "util/log/logger.h"
#include "util/base/exception.h"
#include "model/structures/instance.h"
#include "model/metamodel/object.h"
#include "model/metamodel/action.h"
#include "visual.h"
namespace FIFE {
/** Logger to use for this source file.
* @relates Logger
*/
static Logger _log(LM_VIEW);
Visual2DGfx::Visual2DGfx() {
}
Visual2DGfx::~Visual2DGfx() {
}
ObjectVisual::ObjectVisual() {
}
ObjectVisual* ObjectVisual::create(Object* object) {
if (object->getVisual<ObjectVisual>()) {
throw Duplicate("Object already contains visualization");
}
ObjectVisual* v = new ObjectVisual();
object->adoptVisual(v);
return v;
}
ObjectVisual::~ObjectVisual() {
}
void ObjectVisual::addStaticImage(uint32_t angle, int32_t image_index) {
m_angle2img[angle % 360] = image_index;
}
int32_t ObjectVisual::getStaticImageIndexByAngle(int32_t angle) {
int32_t closestMatch = 0;
return getIndexByAngle(angle, m_angle2img, closestMatch);
}
int32_t ObjectVisual::getClosestMatchingAngle(int32_t angle) {
int32_t closestMatch = 0;
getIndexByAngle(angle, m_angle2img, closestMatch);
return closestMatch;
}
void ObjectVisual::getStaticImageAngles(std::vector<int32_t>& angles) {
angles.clear();
type_angle2id::const_iterator i(m_angle2img.begin());
while (i != m_angle2img.end()) {
angles.push_back(i->first);
++i;
}
}
InstanceVisual::InstanceVisual():
m_transparency(0),
m_visible(true),
m_stackposition(0),
m_instance(NULL) {
}
InstanceVisual* InstanceVisual::create(Instance* instance) {
if (instance->getVisual<InstanceVisual>()) {
throw Duplicate("Instance already contains visualization");
}
InstanceVisual* v = new InstanceVisual();
instance->setVisual(v);
v->m_instance = instance;
return v;
}
InstanceVisual::~InstanceVisual() {
}
void InstanceVisual::setTransparency(uint8_t transparency) {
if (m_transparency != transparency) {
m_transparency = transparency;
m_instance->callOnTransparencyChange();
}
}
uint8_t InstanceVisual::getTransparency() {
return m_transparency;
}
void InstanceVisual::setVisible(bool visible) {
if (m_visible != visible) {
m_visible = visible;
m_instance->callOnVisibleChange();
}
}
bool InstanceVisual::isVisible() {
return m_visible;
}
void InstanceVisual::setStackPosition(int32_t stackposition) {
if (m_stackposition != stackposition) {
m_stackposition = stackposition;
m_instance->callOnStackPositionChange();
}
}
int32_t InstanceVisual::getStackPosition() {
return m_stackposition;
}
ActionVisual::ActionVisual(): m_animation_map(), m_map() {
}
ActionVisual* ActionVisual::create(Action* action) {
if (action->getVisual<ActionVisual>()) {
throw Duplicate("Action already contains visualization");
}
ActionVisual* v = new ActionVisual();
action->adoptVisual(v);
return v;
}
ActionVisual::~ActionVisual() {
}
void ActionVisual::addAnimation(uint32_t angle, AnimationPtr animationptr) {
m_animation_map[angle % 360] = animationptr;
m_map[angle % 360] = angle % 360;
}
AnimationPtr ActionVisual::getAnimationByAngle(int32_t angle) {
int32_t closestMatch = 0;
return m_animation_map[getIndexByAngle(angle, m_map, closestMatch)];
}
void ActionVisual::getActionImageAngles(std::vector<int32_t>& angles) {
angles.clear();
AngleAnimationMap::const_iterator i(m_animation_map.begin());
while (i != m_animation_map.end()) {
angles.push_back(i->first);
++i;
}
}
}
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