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authorGravatar Jonas Gunz <himself@jonasgunz.de> 2019-03-06 15:04:57 +0100
committerGravatar Jonas Gunz <himself@jonasgunz.de> 2019-03-06 15:04:57 +0100
commitf439ae911923ee70937592b1ee535e8e8e133808 (patch)
tree7e23e023d0187caf2d81b26217b3a484bd37f799 /src/cObjectHandler.cpp
parent6856fcf08c8c4686ddf9e5cb60862184e15d6f0b (diff)
downloadtermgl-f439ae911923ee70937592b1ee535e8e8e133808.tar.gz
Directory updates
Moved source files to ./src and exmaple and test to ./example Updated Makefile and .doxygen to use those directorys
Diffstat (limited to 'src/cObjectHandler.cpp')
-rw-r--r--src/cObjectHandler.cpp368
1 files changed, 368 insertions, 0 deletions
diff --git a/src/cObjectHandler.cpp b/src/cObjectHandler.cpp
new file mode 100644
index 0000000..11c02e6
--- /dev/null
+++ b/src/cObjectHandler.cpp
@@ -0,0 +1,368 @@
+#include "cObjectHandler.h"
+
+cObjectHandler::cObjectHandler(cRender *_render, bool _enableInputMapping, bool _enableCollision) : cameraPosition ({0,0}), iActiveObject(0)
+{
+ render = _render;
+
+ enableInputMapping = _enableInputMapping;
+ enableCollision = enableInputMapping ? _enableCollision : false; // Collision requires input mapping
+
+ objects.push_back(NULL); //Create first Object as Catcher for Events
+
+ buildHitmap();
+}
+
+int cObjectHandler::createObject(cObject *_object)
+{
+ objects.push_back(_object);
+
+ buildHitmap();
+ return objects.size() - 1;
+}
+
+int cObjectHandler::moveObject(int _object, sPos _pos, int _mode)
+{
+ if (_object >= objects.size()) //prevent segmentation faults
+ return 1;
+
+ if (!objects[_object])
+ return 1;
+
+ sPos objPosition = objects[_object]->getPosition();
+ sPos newPosition;
+
+ if (_mode == _MOVE_RELATIVE)
+ newPosition = { objPosition.x + _pos.x, objPosition.y + _pos.y };
+ else if (_mode == _MOVE_ABSOLUTE)
+ newPosition = _pos;
+ else if (_mode == _MOVE_FORCE_ABSOLUTE)
+ {
+ objects[_object]->setPosition(_pos);
+ return 0;
+ }
+
+ sCollision coll;
+
+ coll = checkCollision(newPosition, objects[_object]->getSize());
+
+ bool abort = false;
+
+ if(coll.idc)
+ {
+ for(int i = 0; i < coll.idc; i++)
+ {
+ if(coll.idv[i] != _object)
+ abort += objects[_object]->onCollisionActive(0, objects[coll.idv[0]]->onCollisionPassive(0));
+ }
+ }
+
+ if(!abort)
+ objects[_object]->setPosition(newPosition);
+
+ if(coll.idv)
+ free (coll.idv);
+ if(coll.hitv)
+ free (coll.hitv);
+
+ buildHitmap();
+ return 0;
+}
+
+int cObjectHandler::destroyObject(int _object)
+{
+ if(!objects[_object])
+ return 1;
+
+ delete objects[_object];
+ objects[_object] = NULL;
+
+ buildHitmap();
+ return 0;
+}
+
+int cObjectHandler::write()
+{
+ render->clear();
+
+ for (unsigned long int i = 0; i < meshes.size(); i++)
+ {
+ if(meshes[i])
+ {
+ moveWiremesh(i,{-cameraPosition.x, -cameraPosition.y, 0} ,_MOVE_RELATIVE);
+ meshes[i]->write(render);
+ moveWiremesh(i,{cameraPosition.x, cameraPosition.y, 0},_MOVE_RELATIVE);
+ }
+ }
+
+ for (unsigned long int i = 0; i < objects.size(); i++)
+ {
+ if (objects[i]) // Check if objects[i] is existent
+ {
+ //Draw every Object
+ sObject obj = objects[i]->getObject(); //get Object #i
+
+ for (int o = 0; o < obj.sizeY; o++) { //y axis
+ for (int p = 0; p < obj.sizeX; p++) { //x axis
+ if (obj.cScreen[p][o]) { //Dont overwrite empty pixels
+ sPos pos{ obj.pos.x + p - cameraPosition.x,
+ obj.pos.y + o - cameraPosition.y };
+ render->drawPoint(obj.cScreen[p][o], pos, true, obj.wColor[p][o]);
+ }
+ }
+ }
+ }
+ }
+
+ return 0;
+}
+
+int cObjectHandler::clickEvent(sPos _pos, unsigned int _button)
+{
+ if(_pos.x >= iHitMap.size())
+ return 1;
+ if(_pos.y >= iHitMap[_pos.x].size())
+ return 1;
+
+
+ if(objects[ iHitMap[_pos.x][_pos.y] ])
+ {
+ sPos rel_pos;
+ sPos obj_pos = objects[ iHitMap[_pos.x][_pos.y] ]->getPosition();
+ rel_pos.x = _pos.x - obj_pos.x + cameraPosition.x;
+ rel_pos.y = _pos.y - obj_pos.y + cameraPosition.y;
+
+ iActiveObject = iHitMap[_pos.x][_pos.y]; //Set active object
+ objects[ iHitMap[_pos.x][_pos.y] ]->onClick(rel_pos, _button);
+ }
+ else
+ return 1;
+
+ return 0;
+}
+
+int cObjectHandler::charEvent(unsigned char _c)
+{
+ if(objects.size() > iActiveObject)
+ {
+ if(objects[iActiveObject])
+ {
+ objects[iActiveObject]->onChar(_c);
+ }
+ else
+ return 1;
+ }
+
+ return 0;
+}
+
+void cObjectHandler::buildHitmap()
+{
+ if(!enableInputMapping)
+ return;
+
+ //Rebuild 2D vector
+ sPos size = render->getSize();
+
+ vector<unsigned int> cp;
+
+ while(size.y > cp.size())
+ {
+ cp.push_back(0);
+ }
+
+ while (size.x > iHitMap.size())
+ {
+ iHitMap.push_back(cp);
+ }
+
+ while (size.x <= iHitMap.size())
+ {
+ iHitMap.pop_back();
+ }
+ for(unsigned int x = 0; x < iHitMap.size(); x++)
+ {
+ for(unsigned int y = 0; y < iHitMap[x].size(); y++)
+ {
+ iHitMap[x][y] = 0;
+ }
+ }
+ //Write object IDs to iHitMap
+ for(unsigned int i = 0; i < objects.size(); i++)
+ {
+ if(objects[i])
+ {
+ sPos oPos = objects[i]->getPosition();
+ sPos oSize = objects[i]->getSize();
+
+ oPos.x -= cameraPosition.x;
+ oPos.y -= cameraPosition.y;
+
+ for(int x = oPos.x; x < oPos.x + oSize.x; x++)
+ {
+ for(int y = oPos.y; y < oPos.y + oSize.y; y++)
+ {
+ if((x < size.x && y < size.y) && (x >= 0 && y >= 0)) //Objects can be outside the screen.
+ iHitMap[x][y] = i;
+ }//for
+ }//for
+ }//if
+ }//for
+}//buildHitmap
+
+void cObjectHandler::focusNext()
+{
+ iActiveObject++;
+
+ if(iActiveObject >= objects.size())
+ iActiveObject = 0;
+}
+
+void cObjectHandler::focus(unsigned int _id)
+{
+ if(_id >= objects.size())
+ iActiveObject = objects.size();
+ else
+ iActiveObject = _id;
+}
+
+int cObjectHandler::createWiremesh(cWiremesh *_mesh)
+{
+ meshes.push_back(_mesh);
+
+ return meshes.size() - 1;
+}
+
+int cObjectHandler::moveWiremesh(int _mesh, sCoord3d _pos, int _mode)
+{
+ if (_mesh >= meshes.size()) //prevent segmentation faults
+ return 1;
+
+ if (!meshes[_mesh])
+ return 1;
+
+ sCoord3d meshPosition = meshes[_mesh]->getPosition();
+
+ if (_mode == _MOVE_RELATIVE)
+ meshes[_mesh]->setPosition(meshPosition + _pos);
+ else if (_mode == _MOVE_ABSOLUTE)
+ meshes[_mesh]->setPosition(_pos);
+
+ return 0;
+}
+
+int cObjectHandler::destroyWiremesh(int _mesh)
+{
+ if(!meshes[_mesh])
+ return 1;
+
+ delete meshes[_mesh];
+ meshes[_mesh] = NULL;
+
+ return 0;
+}
+
+int cObjectHandler::rotateWiremesh(int _mesh, sCoord3d _angle)
+{
+ if (_mesh >= meshes.size()) //prevent segmentation faults
+ return 1;
+
+ if (!meshes[_mesh])
+ return 1;
+
+ meshes[_mesh]->rotate(_angle);
+
+ return 0;
+}
+
+void cObjectHandler::setCameraPosition(sPos _pos, int _mode)
+{
+ if(_mode == _MOVE_ABSOLUTE)
+ cameraPosition = _pos;
+ else if(_mode == _MOVE_RELATIVE)
+ {
+ cameraPosition.x += _pos.x;
+ cameraPosition.y += _pos.y;
+ }
+
+ buildHitmap();
+}
+
+sPos cObjectHandler::getCameraPosition()
+{
+ return cameraPosition;
+}
+
+sCollision cObjectHandler::checkCollision(sPos _pos, sPos _size)
+{
+ sCollision ret;
+ vector<unsigned int> collisions;
+ vector<int> hitTypes;
+ ret.idc = 0;
+ ret.idv = NULL;
+ ret.hitv = NULL;
+
+ if(!enableCollision)
+ return ret;
+
+ int sizeX, sizeY;
+
+ sizeX = render->getSize().x;
+ sizeY = render->getSize().y;
+
+ //The mother of if-statements
+ //No collision for offscreen objects
+ if( (_pos.x < cameraPosition.x && _pos.x + _size.x + cameraPosition.x < 0) ||
+ (_pos.x - cameraPosition.x >= iHitMap.size() && _pos.x + _size.x - cameraPosition.x >= iHitMap.size()) ||
+ (_pos.y < cameraPosition.y && _pos.y + _size.y + cameraPosition.y < 0) ||
+ (_pos.y - cameraPosition.y >= iHitMap[0].size() && _pos.y + _size.y - cameraPosition.y >= iHitMap[0].size()) )
+ return ret;
+
+ for(int x = _pos.x - cameraPosition.x; x < _pos.x + _size.x - cameraPosition.x; x++)
+ {
+ for(int y = _pos.y - cameraPosition.y; y < _pos.y + _size.y - cameraPosition.y; y++)
+ {
+ if(!(x >= sizeX || x < 0 || y >= sizeY || y < 0))
+ {
+ if(iHitMap[x][y])
+ collisions.push_back(iHitMap[x][y]);
+ }
+ }
+ }
+
+ //Since Object can hit on multiple Pixels, duplications can occur.
+ //Sort and set duplicates to zero
+ //-> zeros are at front of vector
+ for(unsigned int swaps = 1; swaps > 0;)
+ {
+ swaps = 0;
+
+ for(unsigned int i = 0; i < collisions.size() - 1; i++)
+ {
+ if(collisions[i] > collisions[i + 1])
+ {
+ swaps ++;
+ unsigned int tmp = 0;
+
+ tmp = collisions[i];
+ collisions[i] = collisions[i + 1];
+ collisions[i + 1] = tmp;
+ }
+ if(collisions[i] == collisions[i + 1])
+ collisions[i] = 0;
+ }
+ }
+
+ //Since every empty entry is in front, pop them
+ while(!collisions.front())
+ collisions.erase(collisions.begin());
+
+ ret.idc = collisions.size();
+ ret.idv = (unsigned int*) malloc( sizeof(*ret.idv) * ret.idc );
+
+ for(unsigned int i = 0; i < ret.idc; i++)
+ {
+ ret.idv[i] = collisions[i];
+ }
+
+ return ret;
+}