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			155 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			155 lines
		
	
	
	
		
			4.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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** scene.h
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 - 2021 Amaryllis Kulla <ancurio@mapleshrine.eu>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp.  If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef SCENE_H
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#define SCENE_H
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#include "util.h"
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#include "intrulist.h"
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#include "etc.h"
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#include "etc-internal.h"
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class SceneElement;
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class Viewport;
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class WindowVX;
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class Window;
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struct ScanRow;
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struct TilemapPrivate;
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class Scene
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{
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public:
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	struct Geometry
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	{
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		/* Position and size relative to parent */
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		IntRect rect;
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		/* Origin of contents */
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		Vec2i orig;
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		Vec2i offset() const
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		{
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			return rect.pos() - orig;
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		}
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	};
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	Scene();
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	virtual ~Scene();
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	virtual void composite();
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	virtual void requestViewportRender(const Vec4& /* color */,
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	                                   const Vec4& /* flash */,
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	                                   const Vec4& /* tone */) {}
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	const Geometry &getGeometry() const { return geometry; }
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protected:
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	void insert(SceneElement &element);
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	void insertAfter(SceneElement &element, SceneElement &after);
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	void reinsert(SceneElement &element);
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	/* Notify all elements that geometry has changed */
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	void notifyGeometryChange();
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	IntruList<SceneElement> elements;
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	Geometry geometry;
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	friend class SceneElement;
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	friend class Window;
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	friend class WindowVX;
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	friend struct ZLayer;
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};
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class SceneElement
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{
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public:
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	SceneElement(Scene &scene, int z = 0, int spriteY = 0);
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	virtual ~SceneElement();
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	void setScene(Scene &scene);
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	DECL_ATTR_VIRT( Z,       int  )
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	DECL_ATTR_VIRT( Visible, bool )
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	virtual void aboutToAccess() const = 0;
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protected:
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	/* A bit about OpenGL state:
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	 *
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	 *   If we're not inside the draw cycle (ie. the 'draw()'
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	 * handle), you're free to change any GL state through
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	 * gl-util, except for those in GLState which you should
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	 * push/pop as needed.
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	 *
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	 *   If we're _drawing_, you should probably not touch most
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	 * things in GLState. For scissored rendering, use push with
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	 * setIntersect(), and then pop afterwards.
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	 * Blendmode you can push/pop as you like. Do NOT touch viewport.
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	 * Texture/Shader bindings you're free to modify without
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	 * cleanup (and therefore you should expect dirty state).
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	 * Do NOT touch the FBO::Draw binding. If you have to do work
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	 * immediately before drawing that touches this (such as flushing
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	 * Bitmaps), use the 'prepareDraw' signal in SharedState that
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	 * will fire immediately before each frame draw.
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	 */
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	virtual void draw() = 0;
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	// FIXME: This should be a signal
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	virtual void onGeometryChange(const Scene::Geometry &) {}
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	/* Compares two elements in terms of their display priority;
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	 * elements with lower priority are drawn earlier */
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	bool operator<(const SceneElement &o) const;
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	void setSpriteY(int value);
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	void unlink();
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	IntruListLink<SceneElement> link;
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	const unsigned int creationStamp;
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	int z;
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	bool visible;
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	Scene *scene;
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	friend class Scene;
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	friend class Viewport;
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	friend struct TilemapPrivate;
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private:
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	/* RGSS2 introduced an enhanced type of Z ordering: sprites with
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	 * the same Z are first ordered by their Y value (higher Y = closer
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	 * to player) and then by creation time. However, the Enterbrain devs
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	 * botched their implementation, and now every other scene element
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	 * subclass is sorted as if it was a sprite with a fixed Y of 0.
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	 * In RGSS3, they tried to fix this for the Window class, badly. It
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	 * now behaves as if it was a sprite with fixed Y of infinity. This
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	 * means that sprites created _after_ a window with the same Z will
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	 * still always be displayed below said window. */
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	int spriteY;
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};
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#define ABOUT_TO_ACCESS_NOOP \
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	void aboutToAccess() const {}
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#define ABOUT_TO_ACCESS_DISP \
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	void aboutToAccess() const { guardDisposed(); }
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#endif // SCENE_H
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