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/* 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/renderobjectmanager.h"
#include "sword25/kernel/kernel.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "sword25/gfx/graphicengine.h"
#include "sword25/gfx/animationtemplateregistry.h"
#include "common/rect.h"
#include "sword25/gfx/renderobject.h"
#include "sword25/gfx/timedrenderobject.h"
#include "sword25/gfx/rootrenderobject.h"
namespace Sword25 {
RenderObjectManager::RenderObjectManager(int width, int height, int framebufferCount) :
_frameStarted(false) {
// Wurzel des BS_RenderObject-Baumes erzeugen.
_rootPtr = (new RootRenderObject(this, width, height))->getHandle();
}
RenderObjectManager::~RenderObjectManager() {
// Die Wurzel des Baumes l�schen, damit werden alle BS_RenderObjects mitgel�scht.
_rootPtr.erase();
}
void RenderObjectManager::startFrame() {
_frameStarted = true;
// Verstrichene Zeit bestimmen
int timeElapsed = Kernel::getInstance()->getGfx()->getLastFrameDurationMicro();
// Alle BS_TimedRenderObject Objekte �ber den Framestart und die verstrichene Zeit in Kenntnis setzen
RenderObjectList::iterator iter = _timedRenderObjects.begin();
for (; iter != _timedRenderObjects.end(); ++iter)
(*iter)->frameNotification(timeElapsed);
}
bool RenderObjectManager::render() {
// Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert.
// Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet
// werden muss.
if (!_rootPtr.isValid() || !_rootPtr->updateObjectState())
return false;
_frameStarted = false;
// Die Render-Methode der Wurzel aufrufen. Dadurch wird das rekursive Rendern der Baumelemente angesto�en.
return _rootPtr->render();
}
void RenderObjectManager::attatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
_timedRenderObjects.push_back(renderObjectPtr);
}
void RenderObjectManager::detatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
for (uint i = 0; i < _timedRenderObjects.size(); i++)
if (_timedRenderObjects[i] == renderObjectPtr) {
_timedRenderObjects.remove_at(i);
break;
}
}
bool RenderObjectManager::persist(OutputPersistenceBlock &writer) {
bool result = true;
// Alle Kinder des Wurzelknotens speichern. Dadurch werden alle BS_RenderObjects gespeichert rekursiv gespeichert.
result &= _rootPtr->persistChildren(writer);
writer.write(_frameStarted);
// Referenzen auf die TimedRenderObjects persistieren.
writer.write(_timedRenderObjects.size());
RenderObjectList::const_iterator iter = _timedRenderObjects.begin();
while (iter != _timedRenderObjects.end()) {
writer.write((*iter)->getHandle());
++iter;
}
// Alle BS_AnimationTemplates persistieren.
result &= AnimationTemplateRegistry::instance().persist(writer);
return result;
}
bool RenderObjectManager::unpersist(InputPersistenceBlock &reader) {
bool result = true;
// Alle Kinder des Wurzelknotens l�schen. Damit werden alle BS_RenderObjects gel�scht.
_rootPtr->deleteAllChildren();
// Alle BS_RenderObjects wieder hestellen.
if (!_rootPtr->unpersistChildren(reader))
return false;
reader.read(_frameStarted);
// Momentan gespeicherte Referenzen auf TimedRenderObjects l�schen.
_timedRenderObjects.resize(0);
// Referenzen auf die TimedRenderObjects wieder herstellen.
uint timedObjectCount;
reader.read(timedObjectCount);
for (uint i = 0; i < timedObjectCount; ++i) {
uint handle;
reader.read(handle);
_timedRenderObjects.push_back(handle);
}
// Alle BS_AnimationTemplates wieder herstellen.
result &= AnimationTemplateRegistry::instance().unpersist(reader);
return result;
}
} // End of namespace Sword25
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