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GDevelop/Core/GDCore/Project/Layer.h

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/*
* 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