mirror of
https://github.com/4ian/GDevelop.git
synced 2025-10-15 10:19:04 +00:00
311 lines
8.3 KiB
C++
311 lines
8.3 KiB
C++
/*
|
|
* GDevelop Core
|
|
* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
|
|
* reserved. This project is released under the MIT License.
|
|
*/
|
|
#ifndef GDCORE_LAYER_H
|
|
#define GDCORE_LAYER_H
|
|
#include <memory>
|
|
#include <vector>
|
|
|
|
#include "EffectsContainer.h"
|
|
#include "GDCore/String.h"
|
|
|
|
namespace gd {
|
|
class Effect;
|
|
class Camera;
|
|
class SerializerElement;
|
|
class EffectsContainer;
|
|
}
|
|
|
|
namespace gd {
|
|
|
|
/**
|
|
* \brief A camera is used to render a specific area of a layout.
|
|
*
|
|
* \see gd::Layout
|
|
* \ingroup PlatformDefinition
|
|
*/
|
|
class GD_CORE_API Camera {
|
|
public:
|
|
Camera();
|
|
~Camera(){};
|
|
|
|
/**
|
|
* \brief Change the viewport, i.e the area of the window where the camera
|
|
* will be displayed. \note The coordinates must be between 0 and 1.
|
|
*/
|
|
void SetViewport(float x1_, float y1_, float x2_, float y2_) {
|
|
x1 = x1_;
|
|
x2 = x2_;
|
|
y1 = y1_;
|
|
y2 = y2_;
|
|
};
|
|
void SetViewportX1(float x1_) { x1 = x1_; };
|
|
void SetViewportY1(float y1_) { y1 = y1_; };
|
|
void SetViewportX2(float x2_) { x2 = x2_; };
|
|
void SetViewportY2(float y2_) { y2 = y2_; };
|
|
float GetViewportX1() const { return x1; };
|
|
float GetViewportY1() const { return y1; };
|
|
float GetViewportX2() const { return x2; };
|
|
float GetViewportY2() const { return y2; };
|
|
|
|
/**
|
|
* \brief Change the size of the rendered area of the scene, in pixels.
|
|
*/
|
|
void SetSize(float width_, float height_) {
|
|
width = width_;
|
|
height = height_;
|
|
};
|
|
float GetWidth() const { return width; };
|
|
float GetHeight() const { return height; };
|
|
|
|
void SetUseDefaultSize(bool useDefaultSize = true) {
|
|
defaultSize = useDefaultSize;
|
|
};
|
|
bool UseDefaultSize() const { return defaultSize; }
|
|
|
|
void SetUseDefaultViewport(bool useDefaultViewport = true) {
|
|
defaultViewport = useDefaultViewport;
|
|
};
|
|
bool UseDefaultViewport() const { return defaultViewport; }
|
|
|
|
private:
|
|
bool defaultSize; ///< True if the camera use the default window size
|
|
bool defaultViewport; ///< True if the camera use the default viewport size
|
|
|
|
float x1;
|
|
float y1;
|
|
float x2;
|
|
float y2;
|
|
float width; ///< The width of the rendered area
|
|
float height; ///< The height of the rendered area
|
|
};
|
|
|
|
/**
|
|
* \brief Represents a layer of a layout.
|
|
*
|
|
* \see gd::Layout
|
|
* \ingroup PlatformDefinition
|
|
*/
|
|
class GD_CORE_API Layer {
|
|
public:
|
|
Layer();
|
|
virtual ~Layer(){};
|
|
|
|
/**
|
|
* \brief Change layer name
|
|
*/
|
|
void SetName(const gd::String& name_) { name = name_; }
|
|
|
|
/**
|
|
* \brief Get layer name
|
|
*/
|
|
const gd::String& GetName() const { return name; }
|
|
|
|
const gd::String& GetRenderingType() const { return renderingType; }
|
|
|
|
void SetRenderingType(const gd::String& renderingType_) {
|
|
renderingType = renderingType_;
|
|
}
|
|
|
|
const gd::String& GetCameraType() const { return cameraType; }
|
|
|
|
void SetCameraType(const gd::String& cameraType_) {
|
|
cameraType = cameraType_;
|
|
}
|
|
|
|
/**
|
|
* \brief Change if layer is displayed or not
|
|
*/
|
|
void SetVisibility(bool isVisible_) { isVisible = isVisible_; }
|
|
|
|
/**
|
|
* \brief Return true if layer will be displayed at the layout startup.
|
|
*/
|
|
bool GetVisibility() const { return isVisible; }
|
|
|
|
/**
|
|
* \brief Change if layer can be modified or not.
|
|
*/
|
|
void SetLocked(bool isLocked_) { isLocked = isLocked_; }
|
|
|
|
/**
|
|
* \brief Return true if layer can't be modified.
|
|
*/
|
|
bool IsLocked() const { return isLocked; }
|
|
|
|
/**
|
|
* \brief Set if the layer is a lighting layer or not.
|
|
*/
|
|
void SetLightingLayer(bool isLightingLayer_) {
|
|
isLightingLayer = isLightingLayer_;
|
|
}
|
|
|
|
/**
|
|
* \brief Return true if the layer is a lighting layer.
|
|
*/
|
|
bool IsLightingLayer() const { return isLightingLayer; }
|
|
|
|
/**
|
|
* \brief Set if the layer automatically follows the base layer or not.
|
|
*/
|
|
void SetFollowBaseLayerCamera(bool followBaseLayerCamera_) {
|
|
followBaseLayerCamera = followBaseLayerCamera_;
|
|
}
|
|
|
|
/**
|
|
* \brief Return true if the layer follows the base layer.
|
|
*/
|
|
bool IsFollowingBaseLayerCamera() const { return followBaseLayerCamera; }
|
|
|
|
/** \name 3D
|
|
*/
|
|
///@{
|
|
double GetCamera3DNearPlaneDistance() const {
|
|
return camera3DNearPlaneDistance;
|
|
}
|
|
void SetCamera3DNearPlaneDistance(double distance) {
|
|
camera3DNearPlaneDistance = distance;
|
|
}
|
|
double GetCamera3DFarPlaneDistance() const {
|
|
return camera3DFarPlaneDistance;
|
|
}
|
|
void SetCamera3DFarPlaneDistance(double distance) {
|
|
camera3DFarPlaneDistance = distance;
|
|
}
|
|
double GetCamera3DFieldOfView() const { return camera3DFieldOfView; }
|
|
void SetCamera3DFieldOfView(double angle) { camera3DFieldOfView = angle; }
|
|
///@}
|
|
|
|
/** \name Cameras
|
|
*/
|
|
///@{
|
|
|
|
/**
|
|
* \brief Change the number of cameras inside the layer.
|
|
*/
|
|
void SetCameraCount(std::size_t n);
|
|
|
|
/**
|
|
* \brief Get cameras count.
|
|
*/
|
|
inline std::size_t GetCameraCount() const { return cameras.size(); };
|
|
|
|
/**
|
|
* \brief Return a reference to a camera
|
|
*/
|
|
inline const Camera& GetCamera(std::size_t n) const {
|
|
if (n >= GetCameraCount()) return badCamera;
|
|
return cameras[n];
|
|
}
|
|
|
|
/**
|
|
* \brief Return a reference to a camera
|
|
*/
|
|
inline Camera& GetCamera(std::size_t n) {
|
|
if (n >= GetCameraCount()) return badCamera;
|
|
return cameras[n];
|
|
}
|
|
|
|
/**
|
|
* \brief Delete a specific camera.
|
|
*/
|
|
inline void DeleteCamera(std::size_t n) {
|
|
if (n >= GetCameraCount()) return;
|
|
cameras.erase(cameras.begin() + n);
|
|
}
|
|
|
|
/**
|
|
* \brief Add an already existing camera.
|
|
*/
|
|
inline void AddCamera(const Camera& camera) { cameras.push_back(camera); };
|
|
|
|
///@}
|
|
|
|
/**
|
|
* Get the ambient light color red component.
|
|
*/
|
|
unsigned int GetAmbientLightColorRed() const { return ambientLightColorR; }
|
|
|
|
/**
|
|
* Get the ambient light color green component.
|
|
*/
|
|
unsigned int GetAmbientLightColorGreen() const { return ambientLightColorG; }
|
|
|
|
/**
|
|
* Get the ambient light color blue component.
|
|
*/
|
|
unsigned int GetAmbientLightColorBlue() const { return ambientLightColorB; }
|
|
|
|
/**
|
|
* Set the ambient light color.
|
|
*/
|
|
void SetAmbientLightColor(unsigned int r, unsigned int g, unsigned int b) {
|
|
ambientLightColorR = r;
|
|
ambientLightColorG = g;
|
|
ambientLightColorB = b;
|
|
}
|
|
|
|
/** \name Effects
|
|
*/
|
|
///@{
|
|
/**
|
|
* \brief Return the effects container.
|
|
*/
|
|
EffectsContainer& GetEffects();
|
|
|
|
/**
|
|
* \brief Return a const reference to the effects container.
|
|
*/
|
|
const EffectsContainer& GetEffects() const;
|
|
///@}
|
|
|
|
/**
|
|
* \brief Serialize layer.
|
|
*/
|
|
void SerializeTo(SerializerElement& element) const;
|
|
|
|
/**
|
|
* \brief Unserialize the layer.
|
|
*/
|
|
void UnserializeFrom(const SerializerElement& element);
|
|
|
|
private:
|
|
gd::String name; ///< The name of the layer
|
|
gd::String renderingType; ///< The rendering type: "" (empty), "2d", "3d" or
|
|
///< "2d+3d".
|
|
gd::String cameraType;
|
|
bool isVisible; ///< True if the layer is visible
|
|
bool isLocked; ///< True if the layer is locked
|
|
bool isLightingLayer; ///< True if the layer is used to display lights and
|
|
///< renders an ambient light.
|
|
bool followBaseLayerCamera; ///< True if the layer automatically follows the
|
|
///< base layer
|
|
double camera3DNearPlaneDistance; ///< 3D camera frustum near plan distance
|
|
double camera3DFarPlaneDistance; ///< 3D camera frustum far plan distance
|
|
double camera3DFieldOfView; ///< 3D camera field of view (fov) in degrees
|
|
unsigned int ambientLightColorR; ///< Ambient light color Red component
|
|
unsigned int ambientLightColorG; ///< Ambient light color Green component
|
|
unsigned int ambientLightColorB; ///< Ambient light color Blue component
|
|
std::vector<gd::Camera> cameras; ///< The camera displayed by the layer
|
|
gd::EffectsContainer effectsContainer; ///< The effects applied to the layer.
|
|
|
|
static gd::Camera badCamera;
|
|
};
|
|
|
|
/**
|
|
* \brief Functor testing layer name
|
|
*
|
|
* \see gd::Layer
|
|
*/
|
|
struct LayerHasName : public std::binary_function<gd::Layer, gd::String, bool> {
|
|
bool operator()(const Layer& layer, const gd::String& name) const {
|
|
return layer.GetName() == name;
|
|
}
|
|
};
|
|
|
|
} // namespace gd
|
|
|
|
#endif // GDCORE_LAYER_H
|