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-rw-r--r--cObjectHandler.h118
1 files changed, 0 insertions, 118 deletions
diff --git a/cObjectHandler.h b/cObjectHandler.h
deleted file mode 100644
index 4a0306b..0000000
--- a/cObjectHandler.h
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-#pragma once
-
-#include <vector>
-
-#include "cObject.h"
-#include "cWiremesh.h"
-
-//movemodes
-#define _MOVE_RELATIVE 0
-#define _MOVE_ABSOLUTE 1
-#define _MOVE_FORCE_ABSOLUTE 2
-
-using namespace std;
-
-struct sCollision
-{
- unsigned int *idv;
- int *hitv;
- unsigned int idc;
-};
-
-/**
-* Manages cObject and cWiremesh and writes them to a cRender framebuffer (Also works on cObject, since it inherits from cRender!).
-* forwards input events to corresponding cObject.
-* Runs collision checking for every move operation. This is very expensive, so deactivate if not needed (eg. for background animations etc)!
-*/
-class cObjectHandler
-{
-public:
- /**
- * *_render: pointer to instance of cRender all objects will be written to
- * _enableCollision: activate collision checking globally. CAUTION: Collision requires InputMapping. If InputMapping is disabled, Collision will NOT WORK!
- * _enableInputMapping: activate Input mapping for mouse and keyboard events
- */
- explicit cObjectHandler(cRender *_render, bool _enableInputMapping = true, bool _enableCollision = true);
-
- /**
- * Adds _object to managed objects vector
- * returns Identifier for newly created vector
- */
- int createObject(cObject *_object);
-
- /**
- * Alters position of _object by _pos either relative to old position or Absolute
- * Depending on selected _mode (_MOVE_RELATIVE / _MOVE_ABSOLUTE / _MOVE_ABSOLUTE).
- * _MOVE_ABSOLUTE not recommended: Collision is only checked at destination. To ensure initialisation, use _MOVE_FORCE_ABSOLUTE!
- */
- int moveObject(int _object, sPos _pos, int _mode);
-
- /**
- * removes _object from vector after deleting it
- */
- int destroyObject(int _object);
-
- /**
- * Analog to createObject()
- */
- int createWiremesh(cWiremesh *_mesh);
-
- int moveWiremesh(int _mesh, sCoord3d _pos, int _mode);
-
- int rotateWiremesh(int _mesh, sCoord3d _angle);
-
- int destroyWiremesh(int _mesh);
-
-
- void setCameraPosition(sPos _pos, int _mode);
-
- sPos getCameraPosition();
-
-
- /**
- * writes all objects in objects[] to render buffer
- */
- int write();
-
-
- /**
- * Calls onClick of cObject at _pos, focuses Object
- * returns 0 if successfull, 1 if no Object is at _pos
- */
- int clickEvent(sPos _pos, unsigned int _button);
-
- /**
- * Calls onChar of active cObject, default 0
- * returns 0 if successfull, 1 if no Object or destroyed Object is empty
- */
- int charEvent(unsigned char _c);
-
- /**
- * Focuses next Object
- */
- void focusNext();
-
- /**
- * Focuses Object by id.
- * 0 is empty by default and can be used to unfocus
- */
- void focus(unsigned int _id);
-
-
-private:
- /**
- * This function is very expensive! Only use when needed!
- */
- sCollision checkCollision(sPos _pos, sPos _size);
-
- void buildHitmap();
-
- vector<cObject*> objects;
- vector<cWiremesh*> meshes;
- vector< vector<unsigned int> > iHitMap;
- cRender *render;
- unsigned long int iActiveObject;
- sPos cameraPosition;
- bool enableCollision;
- bool enableInputMapping;
-};