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commandergenius/project/jni/application/enigma/src/d_engine.hh
2010-10-13 17:30:44 +03:00

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/*
* Copyright (C) 2003 Daniel Heck
*
* 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; either version 2
* of the License, or (at your option) any later version.
*
* 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.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef D_ENGINE_HH
#define D_ENGINE_HH
#include "ecl_geom.hh"
#include "ecl_array2.hh"
#include "ecl_alist.hh"
#include "ecl_fwd.hh"
namespace display
{
/* -------------------- DisplayEngine -------------------- */
class DisplayEngine {
public:
DisplayEngine (int tilew=32, int tileh=32);
~DisplayEngine();
/* ---------- Class configuration ---------- */
void add_layer (DisplayLayer *l);
void set_screen_area (const ecl::Rect & r);
void set_tilesize (int w, int h);
int get_tilew () const { return m_tilew; }
int get_tileh () const { return m_tileh; }
int get_width() const { return m_width; }
int get_height() const { return m_height; }
const ecl::Rect &get_area() const { return m_area; }
/* ---------- Scrolling / page flipping ---------- */
void set_offset (const ecl::V2 &off);
void move_offset (const ecl::V2 &off);
ecl::V2 get_offset () const { return m_offset; }
/* ---------- Game-related stuff ---------- */
void new_world (int w, int h);
void tick (double dtime);
/* ---------- Coordinate conversion ---------- */
void world_to_screen (const ecl::V2 & pos, int *x, int *y);
WorldArea screen_to_world (const ScreenArea &a);
ScreenArea world_to_screen (const WorldArea &a);
/* "Video" coordinates are like screen coordinates, except the
origin coincides with the world origin, not the current
scrolling position. */
void world_to_video (const ecl::V2 &pos, int *x, int *y);
void video_to_screen (int x, int y, int *xx, int *yy);
void video_to_world (const ecl::Rect &r, ecl::Rect &s);
V2 to_world (const V2 &pos);
/* ---------- Screen upates ---------- */
void mark_redraw_screen();
void mark_redraw_area (const WorldArea &wa, int delay=0);
void redraw_screen_area (const ScreenArea &a);
void redraw_world_area (const WorldArea &a);
void update_screen();
void draw_all (ecl::GC &gc);
void update_offset();
private:
void update_layer (DisplayLayer *l, WorldArea wa);
/* ---------- Variables ---------- */
std::vector<DisplayLayer *> m_layers;
int m_tilew, m_tileh;
// Offset of screen
ecl::V2 m_offset; // Offset in world units
ecl::V2 m_new_offset; // New offset in world units
int m_screenoffset[2]; // Offset in screen units
// Screen area occupied by level display
ecl::Rect m_area;
// Width and height of the world in tiles
int m_width, m_height;
ecl::Array2<char> m_redrawp;
};
/* -------------------- DisplayLayer -------------------- */
class DisplayLayer {
public:
DisplayLayer() {}
virtual ~DisplayLayer() {}
/* ---------- Class configuration ---------- */
void set_engine (DisplayEngine *e) { m_engine = e; }
DisplayEngine *get_engine() const { return m_engine; }
/* ---------- DisplayLayer interface ---------- */
virtual void prepare_draw (const WorldArea &) {}
virtual void draw (ecl::GC &gc, const WorldArea &a, int x, int y) = 0;
virtual void draw_onepass (ecl::GC &/*gc*/) {}
virtual void tick (double /*dtime*/) {}
virtual void new_world (int /*w*/, int /*h*/) {}
// Functions.
void mark_redraw_area (const ecl::Rect &r)
{
get_engine()->mark_redraw_area(r);
}
private:
DisplayEngine *m_engine;
};
/* -------------------- ModelLayer -------------------- */
/*! The base class for all layers that contains Models. */
class ModelLayer : public DisplayLayer {
public:
ModelLayer() {}
// DisplayLayer interface
void tick (double dtime);
void new_world (int, int);
// Member functions
void activate (Model *m);
void deactivate (Model *m);
void maybe_redraw_model(Model *m, bool immediately=false);
virtual int redraw_size () const { return 2; }
private:
// Variables
ModelList m_active_models;
ModelList m_active_models_new;
};
/* -------------------- DL_Grid -------------------- */
/*! Layer for grid-aligned models (stones, floor tiles, items). */
class DL_Grid : public ModelLayer {
public:
DL_Grid(int redrawsize = 1);
~DL_Grid();
void set_model (int x, int y, Model *m);
Model *get_model (int x, int y);
Model *yield_model (int x, int y);
private:
// DL_Grid interface.
void mark_redraw (int x, int y);
// DisplayLayer interface.
void new_world (int w, int h);
void draw (ecl::GC &gc, const WorldArea &a, int x, int y);
// ModelLayer interface
virtual int redraw_size () const { return m_redrawsize; }
// Variables.
typedef ecl::Array2<Model*> ModelArray;
ModelArray m_models;
int m_redrawsize;
};
/* -------------------- Sprites -------------------- */
class Sprite : public ecl::Nocopy {
public:
Model *model;
V2 pos;
int screenpos[2];
SpriteLayer layer;
bool visible;
bool mayNeedRedraw;
Sprite (const V2 & p, SpriteLayer l, Model *m)
: model(m), pos(p), layer(l), visible(true), mayNeedRedraw(false)
{
screenpos[0] = screenpos[1] = 0;
}
~Sprite() { delete model; }
};
typedef std::vector<Sprite*> SpriteList;
class DL_Sprites : public ModelLayer {
public:
DL_Sprites();
~DL_Sprites();
/* ---------- DisplayLayer interface ---------- */
void draw (ecl::GC &gc, const WorldArea &a, int x, int y);
void draw_onepass (ecl::GC &gc);
void new_world (int, int);
/* ---------- Member functions ---------- */
SpriteId add_sprite (Sprite *sprite);
void kill_sprite (SpriteId id);
void move_sprite (SpriteId, const ecl::V2& newpos);
void replace_sprite (SpriteId id, Model *m);
void redraw_sprite_region (SpriteId id);
void draw_sprites (bool shades, ecl::GC &gc);
Model *get_model (SpriteId id) { return sprites[id]->model; }
void set_maxsprites (unsigned m) { maxsprites = m; }
Sprite *get_sprite(SpriteId id);
static const SpriteId MAGIC_SPRITEID = 1000000;
SpriteList sprites;
private:
// ModelLayer interface
virtual void tick (double /*dtime*/);
// Variables.
unsigned numsprites; // Current number of sprites
unsigned maxsprites; // Maximum number of sprites
};
/* -------------------- Shadows -------------------- */
struct StoneShadowCache;
class DL_Shadows : public DisplayLayer {
public:
DL_Shadows(DL_Grid *grid, DL_Sprites *sprites);
~DL_Shadows();
void new_world(int w, int h);
void draw (ecl::GC &gc, int xpos, int ypos, int x, int y);
void draw (ecl::GC &gc, const WorldArea &a, int x, int y);
private:
/* ---------- Private functions ---------- */
void shadow_blit (ecl::Surface *scr, int x, int y,
ecl::Surface *shadows, ecl::Rect r);
bool has_actor (int x, int y);
virtual void prepare_draw (const WorldArea &);
Model * get_shadow_model(int x, int y);
/* ---------- Variables ---------- */
DL_Grid *m_grid; // Stone models
DL_Sprites *m_sprites; // Sprite models
StoneShadowCache *m_cache;
Uint32 shadow_ckey; // Color key
ecl::Surface *buffer;
ecl::Array2<bool> m_hasactor;
};
/* -------------------- Lines -------------------- */
struct Line {
V2 start,end;
V2 oldstart, oldend;
Line(const V2 &s, const V2 &e) :start(s), end(e) {}
Line() {}
};
typedef ecl::AssocList<unsigned, Line> LineMap;
class DL_Lines : public DisplayLayer {
public:
DL_Lines() : m_id(1)
{
}
void draw (ecl::GC &/*gc*/, const WorldArea &/*a*/, int /*x*/, int /*y*/)
{}
void draw_onepass (ecl::GC &gc);
RubberHandle add_line (const V2 &p1, const V2 &p2);
void set_startpoint (unsigned id, const V2 &p1);
void set_endpoint (unsigned id, const V2 &p2);
void kill_line (unsigned id);
private:
// Private methods.
void mark_redraw_line (const Line &r);
// Variables.
unsigned m_id;
LineMap m_rubbers;
};
/* -------------------- CommonDisplay -------------------- */
/*! Parts of the display engine that are common to the game and
the editor. */
class CommonDisplay {
public:
CommonDisplay (const ScreenArea &a = ScreenArea (0, 0, 10, 10));
~CommonDisplay();
Model *set_model (const GridLoc &l, Model *m);
Model *get_model (const GridLoc &l);
Model *yield_model (const GridLoc &l);
void set_floor (int x, int y, Model *m);
void set_item (int x, int y, Model *m);
void set_stone (int x, int y, Model *m);
DisplayEngine *get_engine() const { return m_engine; }
SpriteHandle add_effect (const V2& pos, Model *m);
SpriteHandle add_sprite (const V2 &pos, Model *m);
RubberHandle add_line (V2 p1, V2 p2);
void new_world (int w, int h);
void redraw();
protected:
DL_Grid *floor_layer;
DL_Grid *item_layer;
DL_Grid *stone_layer;
DL_Sprites *effects_layer;
DL_Lines *line_layer;
DL_Sprites *sprite_layer;
DL_Shadows *shadow_layer;
private:
DisplayEngine *m_engine;
};
/* -------------------- Scrolling -------------------- */
class Follower {
public:
Follower (DisplayEngine *e);
virtual ~Follower() {}
virtual void tick(double dtime, const ecl::V2 &point) = 0;
virtual void center(const ecl::V2 &point);
void set_boundary (double b) { m_boundary = b; }
protected:
DisplayEngine *get_engine() const { return m_engine; }
bool set_offset (V2 offs);
double get_hoff() const;
double get_voff() const;
ecl::V2 get_scrollpos(const ecl::V2 &point);
double m_boundary;
private:
DisplayEngine *m_engine;
};
/*! Follows a sprite by flipping to the next screen as soon as the
sprite reaches the border of the current screen. */
class Follower_Screen : public Follower {
public:
Follower_Screen(DisplayEngine *e);
void tick(double dtime, const ecl::V2 &point);
};
/*! Follows a sprite by softly scrolling the visible area of the
screen as soon as the sprite reaches the border of the current
screen. */
class Follower_Scrolling : public Follower {
public:
Follower_Scrolling (DisplayEngine *e, bool screenwise_);
void tick(double dtime, const ecl::V2 &point);
void center(const ecl::V2 &point);
private:
bool currently_scrolling;
V2 curpos, destpos;
V2 dir;
double scrollspeed;
double resttime;
bool screenwise;
};
class Follower_Smooth : public Follower {
public:
Follower_Smooth (DisplayEngine *e);
void tick (double time, const ecl::V2 &point);
void center (const ecl::V2 &point);
virtual void set_boundary (double b) {}
ecl::V2 calc_offset (const ecl::V2 &point);
};
/* -------------------- GameDisplay -------------------- */
class GameDisplay : public CommonDisplay {
public:
GameDisplay (const ScreenArea &gamearea,
const ScreenArea &inventoryarea);
~GameDisplay();
StatusBar * get_status_bar() const;
void tick(double dtime);
void new_world (int w, int h);
void resize_game_area (int w, int h);
/* ---------- Scrolling ---------- */
void set_follow_mode (FollowMode m);
void follow_center();
void set_follow_sprite(SpriteId id);
void set_reference_point (const ecl::V2 &point);
void set_scroll_boundary (double d);
// current screen coordinates of reference point
void get_reference_point_coordinates(int *x, int *y);
/* ---------- Screen updates ---------- */
void redraw (ecl::Screen *scr);
void redraw_all (ecl::Screen *scr);
void draw_all (ecl::GC &gc);
private:
void set_follower (Follower *f);
void draw_borders (ecl::GC &gc);
/* ---------- Variables ---------- */
Uint32 last_frame_time;
bool redraw_everything;
StatusBarImpl *status_bar;
V2 m_reference_point;
Follower *m_follower;
ScreenArea inventoryarea;
};
class ModelHandle {
public:
ModelHandle ();
};
}
#endif