#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 = {0,0}; 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 = 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(_pos, objects[coll.idv[i]]->onCollisionPassive(_pos)); } } if(!abort) objects[_object]->setPosition(newPosition); if(coll.idv) free (coll.idv); if(coll.hitv) free (coll.hitv); buildHitmap(); return abort; } 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 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 collisions; vector hitTypes; ret.idc = 0; ret.idv = NULL; ret.hitv = NULL; if(!render) return ret; if(!enableCollision || !enableInputMapping) 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(long int i = 0; i < (long int)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.size() && !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; }