ddnet/src/game/client/components/maplayers.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef GAME_CLIENT_COMPONENTS_MAPLAYERS_H
#define GAME_CLIENT_COMPONENTS_MAPLAYERS_H
#include <game/client/component.h>
#include <vector>
#define INDEX_BUFFER_GROUP_WIDTH 12
#define INDEX_BUFFER_GROUP_HEIGHT 9
#define INDEX_BORDER_BUFFER_GROUP_SIZE 20
typedef char* offset_ptr_size;
typedef uintptr_t offset_ptr;
typedef unsigned int offset_ptr32;
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class CMapLayers : public CComponent
{
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friend class CBackground;
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CLayers *m_pLayers;
class CMapImages *m_pImages;
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int m_Type;
int m_CurrentLocalTick;
int m_LastLocalTick;
bool m_EnvelopeUpdate;
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void MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup, float Zoom = 1.0f);
struct STileLayerVisuals
{
STileLayerVisuals() : m_TilesOfLayer(NULL), m_BorderTop(NULL), m_BorderLeft(NULL), m_BorderRight(NULL), m_BorderBottom(NULL)
{
m_Width = 0;
m_Height = 0;
m_BufferContainerIndex = -1;
m_IsTextured = false;
}
bool Init(unsigned int Width, unsigned int Height);
~STileLayerVisuals();
struct STileVisual
{
STileVisual() : m_IndexBufferByteOffset(0) { }
private:
offset_ptr32 m_IndexBufferByteOffset;
public:
bool DoDraw()
{
return (m_IndexBufferByteOffset&0x00000001) != 0;
}
void Draw(bool SetDraw)
{
m_IndexBufferByteOffset = (SetDraw ? 0x00000001 : (offset_ptr32)0) | (m_IndexBufferByteOffset & 0xFFFFFFFE);
}
offset_ptr IndexBufferByteOffset()
{
return ((offset_ptr)(m_IndexBufferByteOffset & 0xFFFFFFFE));
}
void SetIndexBufferByteOffset(offset_ptr32 IndexBufferByteOff)
{
m_IndexBufferByteOffset = IndexBufferByteOff | (m_IndexBufferByteOffset & 0x00000001);
}
void AddIndexBufferByteOffset(offset_ptr32 IndexBufferByteOff)
{
m_IndexBufferByteOffset = ((m_IndexBufferByteOffset & 0xFFFFFFFE) + IndexBufferByteOff) | (m_IndexBufferByteOffset & 0x00000001);
}
};
STileVisual* m_TilesOfLayer;
STileVisual m_BorderTopLeft;
STileVisual m_BorderTopRight;
STileVisual m_BorderBottomRight;
STileVisual m_BorderBottomLeft;
STileVisual m_BorderKillTile; //end of map kill tile -- game layer only
STileVisual* m_BorderTop;
STileVisual* m_BorderLeft;
STileVisual* m_BorderRight;
STileVisual* m_BorderBottom;
unsigned int m_Width;
unsigned int m_Height;
int m_BufferContainerIndex;
bool m_IsTextured;
};
std::vector<STileLayerVisuals*> m_TileLayerVisuals;
struct SQuadLayerVisuals
{
SQuadLayerVisuals() : m_QuadNum(0), m_QuadsOfLayer(NULL), m_BufferContainerIndex(-1), m_IsTextured(false) {}
struct SQuadVisual
{
SQuadVisual() : m_IndexBufferByteOffset(0) {}
offset_ptr m_IndexBufferByteOffset;
};
int m_QuadNum;
SQuadVisual* m_QuadsOfLayer;
int m_BufferContainerIndex;
bool m_IsTextured;
};
std::vector<SQuadLayerVisuals*> m_QuadLayerVisuals;
void LayersOfGroupCount(CMapItemGroup* pGroup, int& TileLayerCount, int& QuadLayerCount, bool& PassedGameLayer);
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void RenderTileBorderCornerTiles(int WidthOffsetToOrigin, int HeightOffsetToOrigin, int TileCountWidth, int TileCountHeight, int BufferContainerIndex, float *pColor, offset_ptr_size IndexBufferOffset, float *pOffset, float *pDir);
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public:
enum
{
TYPE_BACKGROUND=0,
TYPE_BACKGROUND_FORCE,
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TYPE_FOREGROUND,
};
CMapLayers(int Type);
virtual void OnInit();
virtual void OnRender();
virtual void OnMapLoad();
void RenderTileLayer(int LayerIndex, vec4* pColor, CMapItemLayerTilemap* pTileLayer, CMapItemGroup* pGroup);
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void RenderTileBorder(int LayerIndex, vec4* pColor, CMapItemLayerTilemap* pTileLayer, CMapItemGroup* pGroup, int BorderX0, int BorderY0, int BorderX1, int BorderY1, int ScreenWidthTileCount, int ScreenHeightTileCount);
void RenderKillTileBorder(int LayerIndex, vec4* pColor, CMapItemLayerTilemap* pTileLayer, CMapItemGroup* pGroup);
void RenderQuadLayer(int LayerIndex, CMapItemLayerQuads* pQuadLayer, CMapItemGroup* pGroup, bool ForceRender = false);
void EnvelopeUpdate();
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static void EnvelopeEval(float TimeOffset, int Env, float *pChannels, void *pUser);
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};
#endif