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objects.hpp
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objects.hpp
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#ifndef objects_hpp_INCLUDED
#define objects_hpp_INCLUDED
#include <SDL_opengl.h>
#include <cassert>
#include <map>
#include <utility>
#include <vector>
#include "geometry.hpp"
namespace im {
struct Object {
virtual ~Object();
};
struct TickKey {
inline TickKey(bool down, int sym)
: down(down)
, sym(sym)
{}
bool down;
int sym;
};
class Background : public Object {
public:
Background();
Background(Rect const& bounds, GLuint texture);
struct Render {
template<typename GL>
static void apply(Background const& bg) {
Rect const& r = bg.bounds();
GL::glBindTexture(GL_TEXTURE_2D, bg.texture_);
GL::glBegin(GL_QUADS);
GL::glTexCoord2f(float(r.left())/512.0, 0); GL::glVertex3f(r.left(), r.top(), 0);
GL::glTexCoord2f(float(r.right())/512.0, 0); GL::glVertex3f(r.right(), r.top(), 0);
GL::glTexCoord2f(float(r.right())/512.0, float(r.bottom())/512.0); GL::glVertex3f(r.right(), r.bottom(), 0);
GL::glTexCoord2f(float(r.left())/512.0, float(r.bottom())/512.0); GL::glVertex3f(r.left(), r.bottom(), 0);
GL::glEnd();
}
};
inline Rect const& bounds() const {
return bounds_;
}
private:
GLuint texture_;
Rect bounds_;
};
class ElevatorShaft : public Object {
public:
ElevatorShaft();
ElevatorShaft(Rect const& bounds, GLuint texture);
struct Render {
template<typename GL>
static void apply(ElevatorShaft const& es) {
Rect const& r = es.bounds();
GL::glBindTexture(GL_TEXTURE_2D, es.texture_);
GL::glBegin(GL_QUADS);
GL::glTexCoord2f(0, 0); GL::glVertex3f(r.left(), r.top(), 0);
GL::glTexCoord2f(1, 0); GL::glVertex3f(r.right(), r.top(), 0);
GL::glTexCoord2f(1, float(r.bottom())/20.0); GL::glVertex3f(r.right(), r.bottom(), 0);
GL::glTexCoord2f(0, float(r.bottom())/20.0); GL::glVertex3f(r.left(), r.bottom(), 0);
GL::glEnd();
}
};
inline Rect const& bounds() const {
return bounds_;
}
private:
GLuint texture_;
Rect bounds_;
};
class Elevator : public Object {
public:
Elevator();
Elevator(Rect const& bounds, GLuint texture);
struct Render {
template<typename GL>
static void apply(Elevator const& e) {
Rect const& r = e.bounds();
GL::glBindTexture(GL_TEXTURE_2D, e.texture_);
GL::glBegin(GL_QUADS);
GL::glTexCoord2f(0, 0); GL::glVertex3f(r.left(), r.top(), 0);
GL::glTexCoord2f(1, 0); GL::glVertex3f(r.right(), r.top(), 0);
GL::glTexCoord2f(1, 1); GL::glVertex3f(r.right(), r.bottom(), 0);
GL::glTexCoord2f(0, 1); GL::glVertex3f(r.left(), r.bottom(), 0);
GL::glEnd();
}
};
inline Rect const& bounds() const {
return bounds_;
}
private:
GLuint texture_;
Rect bounds_;
};
class Guy : public Object {
public:
enum Facing {
LEFT,
RIGHT
};
enum AvatarStateKind {
STANDING,
FLIPPING,
RUNNING,
SEARCHING
};
struct AvatarState {
AvatarState(Facing facing, AvatarStateKind kind, int index);
bool operator == (const AvatarState& rhs) const;
bool operator < (const AvatarState& rhs) const;
AvatarState next(std::vector<TickKey> const& keys) const;
private:
Facing facing;
AvatarStateKind kind;
int index;
};
Guy();
Guy(Point const& position, std::map<AvatarState, GLuint> textures);
inline Point const& position() const {
return position_;
}
inline AvatarState const& avatar_state() const {
return avatar_state_;
}
struct Tick {
static void apply(Guy& guy, std::vector<TickKey> const& keys);
};
struct Render {
template<typename GL>
static void apply(Guy const& g) {
Rect r(g.position_, Size(48,84));
std::map<AvatarState, GLuint>::const_iterator it = g.textures_.find(g.avatar_state());
assert(it != g.textures_.end());
GL::glEnable(GL_ALPHA_TEST);
GL::glAlphaFunc(GL_GREATER, 0.5);
GL::glBindTexture(GL_TEXTURE_2D, it->second);
GL::glBegin(GL_QUADS);
GL::glTexCoord2f(0, 0); GL::glVertex3f(r.left(), r.top(), 0);
GL::glTexCoord2f(1, 0); GL::glVertex3f(r.right(), r.top(), 0);
GL::glTexCoord2f(1, 1); GL::glVertex3f(r.right(), r.bottom(), 0);
GL::glTexCoord2f(0, 1); GL::glVertex3f(r.left(), r.bottom(), 0);
GL::glEnd();
GL::glDisable(GL_ALPHA_TEST);
}
};
static int frame_count(AvatarStateKind kind);
protected:
AvatarState avatar_state_;
private:
Point position_;
std::map<AvatarState, GLuint> textures_;
};
}
#endif // ndef objects_hpp_INCLUDED