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#ifndef _xmover_h
#define _xmover_h
// tiny caching class so that multiply classes that need the
// same help-pixmaps can share them
#define PCACHE_MAX 10
#define ENHANCED_LBPIX_ID 1
class PixmapCache {
public:
PixmapCache();
~PixmapCache();
void Unlock(Display *dpy, Pixmap pix);
Pixmap Lock( int id_in, int size_in );
void InsertAndLock( Display *dpy, Pixmap pix, int id_in, int size_in );
static PixmapCache pcache;
private:
int count;
Pixmap pmap[PCACHE_MAX];
int size[PCACHE_MAX];
int id[PCACHE_MAX];
int lockcount[PCACHE_MAX];
};
#define MOVER_MODE 2
class BallMover {
public:
BallMover( const Real &r );
virtual ~BallMover();
Real GetActRadius() { return d/w2n/2; }
virtual void Init();
virtual void DrawBallAt( int x, int y, int col_x );
virtual void MoveBallOnScreen( int oldx, int oldy, int newx, int newy, int col_x );
virtual Pixmap GetShadowMap( int x, int y );
#ifdef STATISTICS
static unsigned long moves;
#endif
protected:
int r; // Radius (in Pixeln)
int d; // Durchmesser (gleich 2mal Radius)
double max_rad; // maximaler Radius, damit Pixel zur Kugel gehrt
double max_rad2;// Quadrat des maximalen Radius
Pixmap bpix; // Bitmap der Balldarstellung
int d_help; // Gre der Hintergrund-Pixmap (mind. (2*d-1))
Pixmap help; // Hintergrund-Pixmap
friend class BallState;
};
class DiscMover : public BallMover {
public:
DiscMover( const Real &r );
virtual ~DiscMover();
virtual void Init();
virtual Pixmap GetShadowMap( int x, int y );
protected:
Pixmap lpix; // Bitmap des Highlights
};
class ShadedBallMover : public BallMover {
public:
ShadedBallMover( const Real &r );
virtual ~ShadedBallMover();
virtual void Init();
void CreateLightWindow();
virtual Pixmap GetShadowMap( int x, int y );
void WC2Index( int x, int y, int *xp, int *yp ) {
*xp = x/distx;
if (*xp<0) *xp=0;
if (*xp>=lpixs_x) *xp=lpixs_x-1;
*yp = y/disty;
if (*yp<0) *yp=0;
if (*yp>=lpixs_y) *yp=lpixs_y-1;
}
protected:
Pixmap *lpix; // Bitmap-Feld der Highlights
int distx, disty; // Rastergre fr Bereich der Highlights
int lpixs_x, lpixs_y, lpixs_all; // Zahl der Highlights
};
#if (0)
//
// ------------------------------------------------------------------------
// mult=6
Szenario: rpixs_l=18 => vecs_l=108
Polarkoordinaten 0 10 20 30 ^
| | | | ltoRad | | Radtol
btoRad | | Radtob
Vektor-Ids 0 6 12 18 v
|.....|.....|.....|.....|.....| <----St2AngVec
/-St2AngPix
Pixmaps-Ids | 0 | 1 | 2 | 3 | <-/
Polarkoordinaten 170 180 190 170 180 190
| | | +mult2 | | |
Vektor-Ids 102 108 114 102 108 114
|.....|.....|.....|.....| => |.....|.....|.....|
Pixmaps-Ids | 17 | 0 | 1 | | 17 | 0 | 1 |
//
// ------------------------------------------------------------------------
//
#endif
typedef unsigned int RingState;
class HalfBallMover : public ShadedBallMover {
public:
HalfBallMover( const Real &r, int mode_in=1 );
virtual ~HalfBallMover();
static HalfBallMover *Create( const Real &r, int mode_in=1 );
virtual void Init();
void CreateRingWindow();
void ShowDebugRing( RingState st, int col_x );
void CreateTurnWindow();
Real lToRad( int l ) {return (l-mult2)*M_PI*2.0/sym/(double)vecs_l;}
Real bToRad( int b ) {return (b-mult2)*M_PI/(double)vecs_b;}
Real lToDeg( int l ) {return (l-mult2)*360.0/sym/(double)vecs_l;}
Real bToDeg( int b ) {return (b-mult2)*180.0/(double)vecs_b;}
int RadTol( const Real &l ) {return (rtoi(l*(double)vecs_l/M_PI/2.0*sym)+mult2)%(vecs_l*(int)sym);}
int RadTob( const Real &b ) {return (rtoi(b*(double)vecs_b/M_PI)+mult2)%vecs_b;}
int DegTol( const Real &l ) {return (rtoi(l*(double)vecs_l/360.0*sym)+mult2)%(vecs_l*(int)sym);}
int DegTob( const Real &b ) {return (rtoi(b*(double)vecs_b/180.0)+mult2)%vecs_b;}
#if (0)
Real lVecToDeg( const Real &l ) { return l*360.0/sym/rpixs_l/mult; }
Real bVecToDeg( const Real &b ) { return b*180.0/rpixs_b/mult; }
RingState GetStateForDeg( Real l, Real b ) {
void StateToAngleDeg( RingState st, Real *l, Real *b ) {
*l = (st/rpixs_b)*360.0/rpixs_l;
*b = (st%rpixs_b)*180.0/rpixs_b;
}
#endif
RingState AngVec2St( int l, int b ) { return (l*vecs_b+b)%vecs_all; }
RingState AngVec2StBnd( int l, int b ) {
if ( sym>1.0 && l>=vecs_l ) { l-=vecs_l; b=(vecs_b-b+mult)%vecs_b; }
return AngVec2St( l, b );
}
RingState AngPix2St( int l, int b ) { return AngVec2St(l*mult+mult2,b*mult+mult2); }
RingState AngRad2St( const Real &l, const Real &b ) {
return AngVec2StBnd(RadTol(l),RadTob(b));
}
void St2AngVec( RingState st, int *l, int *b ) {
*l = ((int)st)/vecs_b;
*b = ((int)st)%vecs_b;
}
void St2AngPix( RingState st, int *l, int *b ) {
St2AngVec(st,l,b);
/* *l += mult2; */ *l /= mult;
/* *b += mult2; */ *b /= mult;
}
int PixIndex( int l, int b ) { /* l,b in PixSystem */
return (l*rpixs_b+b)%rpixs_all;
}
int PixIndex( RingState st ) {
int l,b;
St2AngPix( st, &l, &b );
return l*rpixs_b+b;
}
RingState Turn( RingState ost, int dx, int dy );
virtual void RollBallAt( int x, int y, RingState st, int col_x );
virtual void RollBallOnScreen( int oldx, int oldy, RingState ost,
int newx, int newy, RingState *nst, int col_x );
protected:
Pixmap *rpix; // Bitmap-Feld der Ringe
RingState *right; // Felder zur Verkettung der RingState's
RingState *left;
RingState *up;
RingState *down;
Real sym; // bei Symetrie nicht alle muessen nicht fuer alle
// Winkel die Kugeln berechnet werden.
int mult; // Zahl der gespeicherten Zwischenschritte
int mult2; // Zwischenschritte / 2
int vecs_l, vecs_b, vecs_all; // Zahl der Hilfs-Vektoren
int rpixs_l, rpixs_b, rpixs_all; // Zahl der Ring-Pixmaps
int mode; // Halbkugel / Vollkugel mit Punkt
static const int o; // Offset im Trace-Fenster
Window tw; // Trace-Fenster
Pixmap nbpix;
friend class HalfBallState;
#ifdef DEBUG
friend class TestField;
#endif
};
class LoEnhancedHalfBallMover : public HalfBallMover {
public:
LoEnhancedHalfBallMover( const Real &r, int mode_in=1 );
virtual ~LoEnhancedHalfBallMover();
virtual void Init();
virtual void RollBallAt( int x, int y, RingState st, int col_x );
virtual void RollBallOnScreen( int oldx, int oldy, RingState ost,
int newx, int newy, RingState *nst, int col_x );
protected:
Pixmap lbpix;
int lb_dist; // sizeof of helpmaps (mind. 3*d-2 = (d-1)+d+(d-1)
int boffset; // offset of real contents (d-1)
};
class HiEnhancedHalfBallMover : public LoEnhancedHalfBallMover {
public:
HiEnhancedHalfBallMover( const Real &r, int mode_in=1 );
virtual ~HiEnhancedHalfBallMover();
virtual void RollBallOnScreen( int oldx, int oldy, RingState ost,
int newx, int newy, RingState *nst, int col_x );
};
#endif
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