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