| 1 | // SuperTux |
| 2 | // Copyright (C) 2018 Ingo Ruhnke <grumbel@gmail.com> |
| 3 | // |
| 4 | // This program is free software: you can redistribute it and/or modify |
| 5 | // it under the terms of the GNU General Public License as published by |
| 6 | // the Free Software Foundation, either version 3 of the License, or |
| 7 | // (at your option) any later version. |
| 8 | // |
| 9 | // This program is distributed in the hope that it will be useful, |
| 10 | // but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | // GNU General Public License for more details. |
| 13 | // |
| 14 | // You should have received a copy of the GNU General Public License |
| 15 | // along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | |
| 17 | #include "object/path_gameobject.hpp" |
| 18 | |
| 19 | #include <boost/optional.hpp> |
| 20 | |
| 21 | #include "object/path.hpp" |
| 22 | #include "sprite/sprite.hpp" |
| 23 | #include "sprite/sprite_manager.hpp" |
| 24 | #include "supertux/debug.hpp" |
| 25 | #include "util/log.hpp" |
| 26 | #include "util/reader_mapping.hpp" |
| 27 | #include "util/unique_name.hpp" |
| 28 | #include "video/color.hpp" |
| 29 | #include "video/drawing_context.hpp" |
| 30 | |
| 31 | namespace { |
| 32 | |
| 33 | PathStyle PathStyle_from_string(const std::string& text) |
| 34 | { |
| 35 | if (text == "none" ) { |
| 36 | return PathStyle::NONE; |
| 37 | } else if (text == "solid" ) { |
| 38 | return PathStyle::SOLID; |
| 39 | } else { |
| 40 | log_warning << "unknown PathStyle: " << text << std::endl; |
| 41 | return PathStyle::NONE; |
| 42 | } |
| 43 | } |
| 44 | |
| 45 | } // namespace |
| 46 | |
| 47 | PathGameObject::PathGameObject() : |
| 48 | m_path(new Path), |
| 49 | m_style(PathStyle::NONE), |
| 50 | m_edge_sprite(), |
| 51 | m_node_sprite() |
| 52 | { |
| 53 | m_name = make_unique_name("path" , this); |
| 54 | } |
| 55 | |
| 56 | PathGameObject::PathGameObject(const Vector& pos) : |
| 57 | m_path(new Path(pos)), |
| 58 | m_style(PathStyle::NONE), |
| 59 | m_edge_sprite(), |
| 60 | m_node_sprite() |
| 61 | { |
| 62 | m_name = make_unique_name("path" , this); |
| 63 | } |
| 64 | |
| 65 | PathGameObject::PathGameObject(const ReaderMapping& mapping, bool backward_compatibility_hack) : |
| 66 | GameObject(mapping), |
| 67 | m_path(new Path), |
| 68 | m_style(PathStyle::NONE), |
| 69 | m_edge_sprite(), |
| 70 | m_node_sprite() |
| 71 | { |
| 72 | if (backward_compatibility_hack) |
| 73 | { |
| 74 | m_path->read(mapping); |
| 75 | } |
| 76 | else |
| 77 | { |
| 78 | boost::optional<ReaderMapping> path_mapping; |
| 79 | if (mapping.get("path" , path_mapping)) |
| 80 | { |
| 81 | m_path->read(*path_mapping); |
| 82 | } |
| 83 | } |
| 84 | |
| 85 | mapping.get_custom("style" , m_style, PathStyle_from_string); |
| 86 | |
| 87 | if (m_style == PathStyle::SOLID) |
| 88 | { |
| 89 | m_edge_sprite = SpriteManager::current()->create("images/objects/path/edge.sprite" ); |
| 90 | m_node_sprite = SpriteManager::current()->create("images/objects/path/node.sprite" ); |
| 91 | } |
| 92 | |
| 93 | if (m_name.empty()) { |
| 94 | set_name(make_unique_name("path" , this)); |
| 95 | } |
| 96 | } |
| 97 | |
| 98 | PathGameObject::~PathGameObject() |
| 99 | { |
| 100 | } |
| 101 | |
| 102 | void |
| 103 | PathGameObject::update(float dt_sec) |
| 104 | { |
| 105 | // nothing to do |
| 106 | } |
| 107 | |
| 108 | void |
| 109 | PathGameObject::draw(DrawingContext& context) |
| 110 | { |
| 111 | if (m_style == PathStyle::SOLID) |
| 112 | { |
| 113 | boost::optional<Vector> previous_node; |
| 114 | for (const auto& node : m_path->get_nodes()) |
| 115 | { |
| 116 | if (previous_node) |
| 117 | { |
| 118 | const Vector p1 = *previous_node; |
| 119 | const Vector p2 = node.position; |
| 120 | const Vector diff = (p2 - p1); |
| 121 | const float length = diff.norm(); |
| 122 | const Vector unit = diff.unit(); |
| 123 | float dot_distance = 16.0f; |
| 124 | |
| 125 | // Recalculate the dot distance to evenly spread across the |
| 126 | // whole edge |
| 127 | dot_distance = length / floorf(length / dot_distance); |
| 128 | |
| 129 | for (float i = dot_distance; i < length; i += dot_distance) // NOLINT |
| 130 | { |
| 131 | Vector dot_pos = p1 + unit * i; |
| 132 | m_edge_sprite->draw(context.color(), Vector(dot_pos), LAYER_OBJECTS - 1); |
| 133 | } |
| 134 | } |
| 135 | |
| 136 | m_node_sprite->draw(context.color(), node.position, LAYER_OBJECTS - 1); |
| 137 | |
| 138 | previous_node = node.position; |
| 139 | } |
| 140 | } |
| 141 | |
| 142 | if (g_debug.show_collision_rects) |
| 143 | { |
| 144 | const Color node_color = Color::BLUE; |
| 145 | const Color edge_color = Color::MAGENTA; |
| 146 | |
| 147 | boost::optional<Vector> previous_node; |
| 148 | for (const auto& node : m_path->get_nodes()) |
| 149 | { |
| 150 | if (previous_node) |
| 151 | { |
| 152 | context.color().draw_line(*previous_node, node.position, edge_color, LAYER_OBJECTS - 2); |
| 153 | } |
| 154 | |
| 155 | context.color().draw_filled_rect(Rectf::from_center(node.position, Sizef(16.0f, 16.0f)), |
| 156 | node_color, LAYER_OBJECTS - 1); |
| 157 | |
| 158 | previous_node = node.position; |
| 159 | } |
| 160 | } |
| 161 | } |
| 162 | |
| 163 | ObjectSettings |
| 164 | PathGameObject::get_settings() |
| 165 | { |
| 166 | ObjectSettings result = GameObject::get_settings(); |
| 167 | |
| 168 | result.add_path(_("Path" ), m_path.get(), "path" ); |
| 169 | |
| 170 | return result; |
| 171 | } |
| 172 | |
| 173 | void |
| 174 | PathGameObject::editor_select() |
| 175 | { |
| 176 | log_fatal << "PathGameObject::selected" << std::endl; |
| 177 | } |
| 178 | |
| 179 | void |
| 180 | PathGameObject::editor_deselect() |
| 181 | { |
| 182 | log_fatal << "PathGameObject::deselected" << std::endl; |
| 183 | } |
| 184 | |
| 185 | /* EOF */ |
| 186 | |