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