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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;
+};