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engines/stark/gfx/renderentry.h
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134
engines/stark/gfx/renderentry.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef STARK_GFX_RENDER_ENTRY_H
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#define STARK_GFX_RENDER_ENTRY_H
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#include "common/array.h"
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#include "common/rect.h"
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#include "common/str.h"
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#include "math/ray.h"
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#include "math/vector3d.h"
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namespace Stark {
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class Visual;
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class VisualImageXMG;
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class VisualText;
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namespace Resources {
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class ItemVisual;
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}
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namespace Gfx {
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struct LightEntry {
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enum Type {
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kAmbient = 0,
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kPoint = 1,
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kDirectional = 2,
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kSpot = 4
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};
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Type type;
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Math::Vector3d color;
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Math::Vector3d position;
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Math::Vector3d direction;
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Math::Angle innerConeAngle;
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Math::Angle outerConeAngle;
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float falloffNear;
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float falloffFar;
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Math::Vector4d worldPosition;
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Math::Vector4d eyePosition;
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Math::Vector3d eyeDirection;
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};
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typedef Common::Array<LightEntry *> LightEntryArray;
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class RenderEntry {
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public:
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RenderEntry(Resources::ItemVisual *owner, const Common::String &name);
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virtual ~RenderEntry() {}
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void render(const LightEntryArray &lights = LightEntryArray());
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void setVisual(Visual *visual);
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void setPosition(const Common::Point &position);
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void setPosition3D(const Math::Vector3d &position, float direction);
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void setSortKey(float sortKey);
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void setClickable(bool clickable);
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/** Gets the position */
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Common::Point getPosition() const { return _position; }
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/** Gets the owner-object */
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Resources::ItemVisual *getOwner() const { return _owner; }
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/** Gets the entry's name */
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const Common::String &getName() const { return _name; }
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/** Obtain the underlying image visual, if any */
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VisualImageXMG *getImage() const;
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/** Obtain the underlying text visual, if any */
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VisualText *getText() const;
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/**
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* Mouse picking test for 2D items
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*
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* @param position game window coordinates to test
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* @param relativePosition successful hit item relative coordinates
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* @param cursorRect cursor rectangle to be used to test small world items
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* @return successful hit
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*/
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bool containsPoint(const Common::Point &position, Common::Point &relativePosition, const Common::Rect &cursorRect) const;
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/** Mouse picking test for 3D items */
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bool intersectRay(const Math::Ray &ray) const;
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/** Compare two render entries by their sort keys */
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static bool compare(const RenderEntry *x, const RenderEntry *y);
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/**
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* Compute the 2D screen space bounding rect for the item,
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* in original game view coordinates.
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*/
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Common::Rect getBoundingRect() const;
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protected:
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Common::String _name;
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Resources::ItemVisual *_owner;
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Visual *_visual;
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Common::Point _position;
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Math::Vector3d _position3D;
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float _direction3D;
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float _sortKey;
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bool _clickable;
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};
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typedef Common::Array<RenderEntry *> RenderEntryArray;
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} // End of namespace Gfx
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} // End of namespace Stark
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#endif // STARK_GFX_RENDER_ENTRY_H
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