From f439ae911923ee70937592b1ee535e8e8e133808 Mon Sep 17 00:00:00 2001 From: Jonas Gunz Date: Wed, 6 Mar 2019 15:04:57 +0100 Subject: Directory updates Moved source files to ./src and exmaple and test to ./example Updated Makefile and .doxygen to use those directorys --- cObjectHandler.h | 118 ------------------------------------------------------- 1 file changed, 118 deletions(-) delete mode 100644 cObjectHandler.h (limited to 'cObjectHandler.h') diff --git a/cObjectHandler.h b/cObjectHandler.h deleted file mode 100644 index 4a0306b..0000000 --- a/cObjectHandler.h +++ /dev/null @@ -1,118 +0,0 @@ -#pragma once - -#include - -#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 objects; - vector meshes; - vector< vector > iHitMap; - cRender *render; - unsigned long int iActiveObject; - sPos cameraPosition; - bool enableCollision; - bool enableInputMapping; -}; -- cgit v1.2.3