blob: ed1d722e82cf15cf6786007b2cb1b071b9aa3ba0 [file] [log] [blame]
/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.replica.replicaisland;
/**
* Implements rendering of a drawable object for a game object. If a drawable is set on this
* component it will be passed to the renderer and drawn on the screen every frame. Drawable
* objects may be set to be "camera-relative" (meaning their screen position is relative to the
* location of the camera focus in the scene) or not (meaning their screen position is relative to
* the origin at the lower-left corner of the display).
*/
public class RenderComponent extends GameComponent {
private DrawableObject mDrawable;
private int mPriority;
private boolean mCameraRelative;
private Vector2 mPositionWorkspace;
private Vector2 mScreenLocation;
private Vector2 mDrawOffset;
public RenderComponent() {
super();
setPhase(ComponentPhases.DRAW.ordinal());
mPositionWorkspace = new Vector2();
mScreenLocation = new Vector2();
mDrawOffset = new Vector2();
reset();
}
@Override
public void reset() {
mPriority = 0;
mCameraRelative = true;
mDrawable = null;
mDrawOffset.zero();
}
public void update(float timeDelta, BaseObject parent) {
if (mDrawable != null) {
RenderSystem system = sSystemRegistry.renderSystem;
if (system != null) {
mPositionWorkspace.set(((GameObject)parent).getPosition());
mPositionWorkspace.add(mDrawOffset);
if (mCameraRelative) {
CameraSystem camera = sSystemRegistry.cameraSystem;
ContextParameters params = sSystemRegistry.contextParameters;
mScreenLocation.x = (mPositionWorkspace.x - camera.getFocusPositionX()
+ (params.gameWidth / 2));
mScreenLocation.y = (mPositionWorkspace.y - camera.getFocusPositionY()
+ (params.gameHeight / 2));
}
// It might be better not to do culling here, as doing it in the render thread
// would allow us to have multiple views into the same scene and things like that.
// But at the moment significant CPU is being spent on sorting the list of objects
// to draw per frame, so I'm going to go ahead and cull early.
if (mDrawable.visibleAtPosition(mScreenLocation)) {
system.scheduleForDraw(mDrawable, mPositionWorkspace, mPriority, mCameraRelative);
} else if (mDrawable.getParentPool() != null) {
// Normally the render system releases drawable objects back to the factory
// pool, but in this case we're short-circuiting the render system, so we
// need to release the object manually.
sSystemRegistry.drawableFactory.release(mDrawable);
mDrawable = null;
}
}
}
}
public DrawableObject getDrawable() {
return mDrawable;
}
public void setDrawable(DrawableObject drawable) {
mDrawable = drawable;
}
public void setPriority(int priority) {
mPriority = priority;
}
public int getPriority() {
return mPriority;
}
public void setCameraRelative(boolean relative) {
mCameraRelative = relative;
}
public void setDrawOffset(float x, float y) {
mDrawOffset.set(x, y);
}
}