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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
*/
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<cObject*> objects;
vector<cWiremesh*> meshes;
vector< vector<unsigned int> > iHitMap;
cRender *render;
unsigned long int iActiveObject;
sPos cameraPosition;
bool enableCollision;
bool enableInputMapping;
};
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