/** Game Develop - Light Extension Copyright (c) 2010-2012 Florian Rival (Florian.Rival@gmail.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #include "LightObstacleAutomatism.h" #include "LightObstacleAutomatismEditor.h" #include "LightObject.h" #include "GDL/Scene.h" #include "GDL/tinyxml/tinyxml.h" #include "GDL/XmlMacros.h" #include #include LightObstacleAutomatism::LightObstacleAutomatism(std::string automatismTypeName) : Automatism(automatismTypeName), disabled(false) { } LightObstacleAutomatism::~LightObstacleAutomatism() { if ( manager ) { for (unsigned int i = 0;iwalls.erase(std::remove(manager->walls.begin(), manager->walls.end(), (wallsOfObject[i])), manager->walls.end()); delete wallsOfObject[i]; } wallsOfObject.clear(); } } #if defined(GD_IDE_ONLY) void LightObstacleAutomatism::EditAutomatism( wxWindow* parent, Game & game_, Scene * scene, MainEditorCommand & mainEditorCommand_ ) { /*LightObstacleAutomatismEditor editor(parent, game_, scene, *this, mainEditorCommand_); editor.ShowModal();*/ } #endif sf::Vector2f LightObstacleAutomatism::RotatePoint( const sf::Vector2f& Point, float Angle ) { Angle = Angle * 3.14159265358979323846f/180.0f; sf::Vector2f RotatedPoint; RotatedPoint.x = Point.x * cos( Angle ) + Point.y * sin( Angle ); RotatedPoint.y = -Point.x * sin( Angle ) + Point.y * cos( Angle ); return RotatedPoint; } /** * Called at each frame before events : * Position the object on the path */ void LightObstacleAutomatism::DoStepPostEvents(RuntimeScene & scene) { //Get a manager for the scene if ( LightObject::lightManagersList[&scene].expired() ) { manager = boost::shared_ptr(new Light_Manager); LightObject::lightManagersList[&scene] = manager; } else manager = LightObject::lightManagersList[&scene].lock(); if ( disabled || (objectOldX == object->GetX() && objectOldY == object->GetY() && objectOldAngle == object->GetAngle() && objectOldHeight == object->GetHeight() && objectOldWidth == object->GetWidth()) ) return; if ( wallsOfObject.empty() ) { Wall * wall1 = new Wall(sf::Vector2f(0,0), sf::Vector2f(0,0)); Wall * wall2 = new Wall(sf::Vector2f(0,0), sf::Vector2f(0,0)); Wall * wall3 = new Wall(sf::Vector2f(0,0), sf::Vector2f(0,0)); Wall * wall4 = new Wall(sf::Vector2f(0,0), sf::Vector2f(0,0)); manager->walls.push_back(wall1); manager->walls.push_back(wall2); manager->walls.push_back(wall3); manager->walls.push_back(wall4); wallsOfObject.push_back(wall1); wallsOfObject.push_back(wall2); wallsOfObject.push_back(wall3); wallsOfObject.push_back(wall4); } sf::Vector2f A = RotatePoint( sf::Vector2f( -object->GetWidth()/2.0f, -object->GetHeight()/2.0f ), -object->GetAngle() ); sf::Vector2f B = RotatePoint( sf::Vector2f( object->GetWidth()/2.0f, -object->GetHeight()/2.0f ), -object->GetAngle() ); sf::Vector2f C = RotatePoint( sf::Vector2f( object->GetWidth()/2.0f, object->GetHeight()/2.0f ), -object->GetAngle() ); sf::Vector2f D = RotatePoint( sf::Vector2f( -object->GetWidth()/2.0f, object->GetHeight()/2.0f ), -object->GetAngle() ); A += sf::Vector2f(object->GetDrawableX()+object->GetCenterX(), object->GetDrawableY()+object->GetCenterY()); B += sf::Vector2f(object->GetDrawableX()+object->GetCenterX(), object->GetDrawableY()+object->GetCenterY()); C += sf::Vector2f(object->GetDrawableX()+object->GetCenterX(), object->GetDrawableY()+object->GetCenterY()); D += sf::Vector2f(object->GetDrawableX()+object->GetCenterX(), object->GetDrawableY()+object->GetCenterY()); wallsOfObject[0]->pt1 = sf::Vector2f(A.x-1,A.y); wallsOfObject[0]->pt2 = sf::Vector2f(B.x,B.y); wallsOfObject[1]->pt1 = sf::Vector2f(B.x,B.y-1); wallsOfObject[1]->pt2 = sf::Vector2f(C.x,C.y); wallsOfObject[2]->pt1 = sf::Vector2f(C.x+1,C.y); wallsOfObject[2]->pt2 = sf::Vector2f(D.x,D.y); wallsOfObject[3]->pt1 = sf::Vector2f(D.x,D.y+1); wallsOfObject[3]->pt2 = sf::Vector2f(A.x,A.y); objectOldX = object->GetX(); objectOldY = object->GetY(); objectOldAngle = object->GetAngle(); objectOldWidth = object->GetWidth(); objectOldHeight = object->GetHeight(); } void LightObstacleAutomatism::OnDeActivate() { if ( manager ) { for (unsigned int i = 0;iwalls.erase(std::remove(manager->walls.begin(), manager->walls.end(), (wallsOfObject[i])), manager->walls.end()); delete wallsOfObject[i]; } wallsOfObject.clear(); } } void LightObstacleAutomatism::OnActivate() { if ( object ) objectOldX = object->GetX()-42; //Force refreshing walls. } #if defined(GD_IDE_ONLY) void LightObstacleAutomatism::SaveToXml(TiXmlElement * elem) const { } #endif void LightObstacleAutomatism::LoadFromXml(const TiXmlElement * elem) { }