#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 */ unsigned 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(unsigned int _object, sPos _pos, int _mode); /** * removes _object from vector after deleting it */ int destroyObject(unsigned int _object); /** * Analog to createObject() */ unsigned int createWiremesh(cWiremesh *_mesh); int moveWiremesh(unsigned int _mesh, sCoord3d _pos, int _mode); int rotateWiremesh(unsigned int _mesh, sCoord3d _angle); int destroyWiremesh(unsigned 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; };