mkxp/src/scene.h

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