1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/gfx/renderobject.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/gfx/renderobjectregistry.h"
#include "sword25/gfx/renderobjectmanager.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/gfx/bitmap.h"
#include "sword25/gfx/staticbitmap.h"
#include "sword25/gfx/dynamicbitmap.h"
#include "sword25/gfx/animation.h"
#include "sword25/gfx/panel.h"
#include "sword25/gfx/text.h"
#include "sword25/gfx/animationtemplate.h"
namespace Sword25 {
RenderObject::RenderObject(RenderObjectPtr<RenderObject> parentPtr, TYPES type, uint handle) :
_managerPtr(0),
_parentPtr(parentPtr),
_x(0),
_y(0),
_z(0),
_oldX(-1),
_oldY(-1),
_oldZ(-1),
_width(0),
_height(0),
_visible(true),
_oldVisible(false),
_childChanged(true),
_type(type),
_initSuccess(false),
_refreshForced(true),
_handle(0) {
// Renderobject registrieren, abh�ngig vom Handle-Parameter entweder mit beliebigem oder vorgegebenen Handle.
if (handle == 0)
_handle = RenderObjectRegistry::instance().registerObject(this);
else
_handle = RenderObjectRegistry::instance().registerObject(this, handle);
if (_handle == 0)
return;
updateAbsolutePos();
// Dieses Objekt zu den Kindern der Elternobjektes hinzuf�gen, falls nicht Wurzel (ParentPtr ung�ltig) und dem
// selben RenderObjektManager zuweisen.
if (_parentPtr.isValid()) {
_managerPtr = _parentPtr->getManager();
_parentPtr->addObject(this->getHandle());
} else {
if (getType() != TYPE_ROOT) {
error("Tried to create a non-root render object and has no parent. All non-root render objects have to have a parent.");
return;
}
}
updateObjectState();
_initSuccess = true;
}
RenderObject::~RenderObject() {
// Objekt aus dem Elternobjekt entfernen.
if (_parentPtr.isValid())
_parentPtr->detatchChildren(this->getHandle());
deleteAllChildren();
// Objekt deregistrieren.
RenderObjectRegistry::instance().deregisterObject(this);
}
bool RenderObject::render() {
// Objekt�nderungen validieren
validateObject();
// Falls das Objekt nicht sichtbar ist, muss gar nichts gezeichnet werden
if (!_visible)
return true;
// Falls notwendig, wird die Renderreihenfolge der Kinderobjekte aktualisiert.
if (_childChanged) {
sortRenderObjects();
_childChanged = false;
}
// Objekt zeichnen.
doRender();
// Dann m�ssen die Kinder gezeichnet werden
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
if (!(*it)->render())
return false;
return true;
}
void RenderObject::validateObject() {
// Die Ver�nderungen in den Objektvariablen aufheben
_oldBbox = _bbox;
_oldVisible = _visible;
_oldX = _x;
_oldY = _y;
_oldZ = _z;
_refreshForced = false;
}
bool RenderObject::updateObjectState() {
// Falls sich das Objekt ver�ndert hat, muss der interne Zustand neu berechnet werden und evtl. Update-Regions f�r den n�chsten Frame
// registriert werden.
if ((calcBoundingBox() != _oldBbox) ||
(_visible != _oldVisible) ||
(_x != _oldX) ||
(_y != _oldY) ||
(_z != _oldZ) ||
_refreshForced) {
// Renderrang des Objektes neu bestimmen, da sich dieser ver�ndert haben k�nnte
if (_parentPtr.isValid())
_parentPtr->signalChildChange();
// Die Bounding-Box neu berechnen und Update-Regions registrieren.
updateBoxes();
// �nderungen Validieren
validateObject();
}
// Dann muss der Objektstatus der Kinder aktualisiert werden.
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
if (!(*it)->updateObjectState())
return false;
return true;
}
void RenderObject::updateBoxes() {
// Bounding-Box aktualisieren
_bbox = calcBoundingBox();
}
Common::Rect RenderObject::calcBoundingBox() const {
// Die Bounding-Box mit der Objektgr��e initialisieren.
Common::Rect bbox(0, 0, _width, _height);
// Die absolute Position der Bounding-Box berechnen.
bbox.translate(_absoluteX, _absoluteY);
// Die Bounding-Box am Elternobjekt clippen.
if (_parentPtr.isValid()) {
bbox.clip(_parentPtr->getBbox());
}
return bbox;
}
void RenderObject::calcAbsolutePos(int &x, int &y) const {
x = calcAbsoluteX();
y = calcAbsoluteY();
}
int RenderObject::calcAbsoluteX() const {
if (_parentPtr.isValid())
return _parentPtr->getAbsoluteX() + _x;
else
return _x;
}
int RenderObject::calcAbsoluteY() const {
if (_parentPtr.isValid())
return _parentPtr->getAbsoluteY() + _y;
else
return _y;
}
void RenderObject::deleteAllChildren() {
// Es ist nicht notwendig die Liste zu iterieren, da jedes Kind f�r sich DetatchChildren an diesem Objekt aufruft und sich somit
// selber entfernt. Daher muss immer nur ein beliebiges Element (hier das letzte) gel�scht werden, bis die Liste leer ist.
while (!_children.empty()) {
RenderObjectPtr<RenderObject> curPtr = _children.back();
curPtr.erase();
}
}
bool RenderObject::addObject(RenderObjectPtr<RenderObject> pObject) {
if (!pObject.isValid()) {
error("Tried to add a null object to a renderobject.");
return false;
}
// Objekt in die Kinderliste einf�gen.
_children.push_back(pObject);
// Sicherstellen, dass vor dem n�chsten Rendern die Renderreihenfolge aktualisiert wird.
if (_parentPtr.isValid())
_parentPtr->signalChildChange();
return true;
}
bool RenderObject::detatchChildren(RenderObjectPtr<RenderObject> pObject) {
// Kinderliste durchgehen und Objekt entfernen falls vorhanden
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
if (*it == pObject) {
_children.erase(it);
return true;
}
error("Tried to detach children from a render object that isn't its parent.");
return false;
}
void RenderObject::sortRenderObjects() {
Common::sort(_children.begin(), _children.end(), greater);
}
void RenderObject::updateAbsolutePos() {
calcAbsolutePos(_absoluteX, _absoluteY);
RENDEROBJECT_ITER it = _children.begin();
for (; it != _children.end(); ++it)
(*it)->updateAbsolutePos();
}
bool RenderObject::getObjectIntersection(RenderObjectPtr<RenderObject> pObject, Common::Rect &result) {
result = pObject->getBbox();
result.clip(_bbox);
return result.isValidRect();
}
void RenderObject::setPos(int x, int y) {
_x = x;
_y = y;
updateAbsolutePos();
}
void RenderObject::setX(int x) {
_x = x;
updateAbsolutePos();
}
void RenderObject::setY(int y) {
_y = y;
updateAbsolutePos();
}
void RenderObject::setZ(int z) {
if (z < 0)
error("Tried to set a negative Z value (%d).", z);
else
_z = z;
}
void RenderObject::setVisible(bool visible) {
_visible = visible;
}
RenderObjectPtr<Animation> RenderObject::addAnimation(const Common::String &filename) {
RenderObjectPtr<Animation> aniPtr((new Animation(this->getHandle(), filename))->getHandle());
if (aniPtr.isValid() && aniPtr->getInitSuccess())
return aniPtr;
else {
if (aniPtr.isValid())
aniPtr.erase();
return RenderObjectPtr<Animation>();
}
}
RenderObjectPtr<Animation> RenderObject::addAnimation(const AnimationTemplate &animationTemplate) {
Animation *aniPtr = new Animation(this->getHandle(), animationTemplate);
if (aniPtr && aniPtr->getInitSuccess())
return aniPtr->getHandle();
else {
delete aniPtr;
return RenderObjectPtr<Animation>();
}
}
RenderObjectPtr<Bitmap> RenderObject::addBitmap(const Common::String &filename) {
RenderObjectPtr<Bitmap> bitmapPtr((new StaticBitmap(this->getHandle(), filename))->getHandle());
if (bitmapPtr.isValid() && bitmapPtr->getInitSuccess())
return RenderObjectPtr<Bitmap>(bitmapPtr);
else {
if (bitmapPtr.isValid())
bitmapPtr.erase();
return RenderObjectPtr<Bitmap>();
}
}
RenderObjectPtr<Bitmap> RenderObject::addDynamicBitmap(uint width, uint height) {
RenderObjectPtr<Bitmap> bitmapPtr((new DynamicBitmap(this->getHandle(), width, height))->getHandle());
if (bitmapPtr.isValid() && bitmapPtr->getInitSuccess())
return bitmapPtr;
else {
if (bitmapPtr.isValid())
bitmapPtr.erase();
return RenderObjectPtr<Bitmap>();
}
}
RenderObjectPtr<Panel> RenderObject::addPanel(int width, int height, uint color) {
RenderObjectPtr<Panel> panelPtr((new Panel(this->getHandle(), width, height, color))->getHandle());
if (panelPtr.isValid() && panelPtr->getInitSuccess())
return panelPtr;
else {
if (panelPtr.isValid())
panelPtr.erase();
return RenderObjectPtr<Panel>();
}
}
RenderObjectPtr<Text> RenderObject::addText(const Common::String &font, const Common::String &text) {
RenderObjectPtr<Text> textPtr((new Text(this->getHandle()))->getHandle());
if (textPtr.isValid() && textPtr->getInitSuccess() && textPtr->setFont(font)) {
textPtr->setText(text);
return textPtr;
} else {
if (textPtr.isValid())
textPtr.erase();
return RenderObjectPtr<Text>();
}
}
bool RenderObject::persist(OutputPersistenceBlock &writer) {
// Typ und Handle werden als erstes gespeichert, damit beim Laden ein Objekt vom richtigen Typ mit dem richtigen Handle erzeugt werden kann.
writer.write(static_cast<uint>(_type));
writer.write(_handle);
// Restliche Objekteigenschaften speichern.
writer.write(_x);
writer.write(_y);
writer.write(_absoluteX);
writer.write(_absoluteY);
writer.write(_z);
writer.write(_width);
writer.write(_height);
writer.write(_visible);
writer.write(_childChanged);
writer.write(_initSuccess);
writer.write(_bbox.left);
writer.write(_bbox.top);
writer.write(_bbox.right);
writer.write(_bbox.bottom);
writer.write(_oldBbox.left);
writer.write(_oldBbox.top);
writer.write(_oldBbox.right);
writer.write(_oldBbox.bottom);
writer.write(_oldX);
writer.write(_oldY);
writer.write(_oldZ);
writer.write(_oldVisible);
writer.write(_parentPtr.isValid() ? _parentPtr->getHandle() : 0);
writer.write(_refreshForced);
return true;
}
bool RenderObject::unpersist(InputPersistenceBlock &reader) {
// Typ und Handle wurden schon von RecreatePersistedRenderObject() ausgelesen. Jetzt werden die restlichen Objekteigenschaften ausgelesen.
reader.read(_x);
reader.read(_y);
reader.read(_absoluteX);
reader.read(_absoluteY);
reader.read(_z);
reader.read(_width);
reader.read(_height);
reader.read(_visible);
reader.read(_childChanged);
reader.read(_initSuccess);
reader.read(_bbox.left);
reader.read(_bbox.top);
reader.read(_bbox.right);
reader.read(_bbox.bottom);
reader.read(_oldBbox.left);
reader.read(_oldBbox.top);
reader.read(_oldBbox.right);
reader.read(_oldBbox.bottom);
reader.read(_oldX);
reader.read(_oldY);
reader.read(_oldZ);
reader.read(_oldVisible);
uint parentHandle;
reader.read(parentHandle);
_parentPtr = RenderObjectPtr<RenderObject>(parentHandle);
reader.read(_refreshForced);
updateAbsolutePos();
updateObjectState();
return reader.isGood();
}
bool RenderObject::persistChildren(OutputPersistenceBlock &writer) {
bool result = true;
// Kinderanzahl speichern.
writer.write(_children.size());
// Rekursiv alle Kinder speichern.
RENDEROBJECT_LIST::iterator it = _children.begin();
while (it != _children.end()) {
result &= (*it)->persist(writer);
++it;
}
return result;
}
bool RenderObject::unpersistChildren(InputPersistenceBlock &reader) {
bool result = true;
// Kinderanzahl einlesen.
uint childrenCount;
reader.read(childrenCount);
if (!reader.isGood())
return false;
// Alle Kinder rekursiv wieder herstellen.
for (uint i = 0; i < childrenCount; ++i) {
if (!recreatePersistedRenderObject(reader).isValid())
return false;
}
return result && reader.isGood();
}
RenderObjectPtr<RenderObject> RenderObject::recreatePersistedRenderObject(InputPersistenceBlock &reader) {
RenderObjectPtr<RenderObject> result;
// Typ und Handle auslesen.
uint type;
uint handle;
reader.read(type);
reader.read(handle);
if (!reader.isGood())
return result;
switch (type) {
case TYPE_PANEL:
result = (new Panel(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_STATICBITMAP:
result = (new StaticBitmap(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_DYNAMICBITMAP:
result = (new DynamicBitmap(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_TEXT:
result = (new Text(reader, this->getHandle(), handle))->getHandle();
break;
case TYPE_ANIMATION:
result = (new Animation(reader, this->getHandle(), handle))->getHandle();
break;
default:
error("Cannot recreate render object of unknown type %d.", type);
}
return result;
}
bool RenderObject::greater(const RenderObjectPtr<RenderObject> lhs, const RenderObjectPtr<RenderObject> rhs) {
// Das Objekt mit dem kleinem Z-Wert m�ssen zuerst gerendert werden.
if (lhs->_z != rhs->_z)
return lhs->_z < rhs->_z;
// Falls der Z-Wert gleich ist, wird das weiter oben gelegenen Objekte zuerst gezeichnet.
return lhs->_y < rhs->_y;
}
} // End of namespace Sword25
|