1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17package com.replica.replicaisland;
18
19/**
20 * Implements rendering of a drawable object for a game object.  If a drawable is set on this
21 * component it will be passed to the renderer and drawn on the screen every frame.  Drawable
22 * objects may be set to be "camera-relative" (meaning their screen position is relative to the
23 * location of the camera focus in the scene) or not (meaning their screen position is relative to
24 * the origin at the lower-left corner of the display).
25 */
26public class RenderComponent extends GameComponent {
27    private DrawableObject mDrawable;
28    private int mPriority;
29    private boolean mCameraRelative;
30    private Vector2 mPositionWorkspace;
31    private Vector2 mScreenLocation;
32    private Vector2 mDrawOffset;
33
34    public RenderComponent() {
35        super();
36        setPhase(ComponentPhases.DRAW.ordinal());
37
38        mPositionWorkspace = new Vector2();
39        mScreenLocation = new Vector2();
40        mDrawOffset = new Vector2();
41        reset();
42    }
43
44    @Override
45    public void reset() {
46        mPriority = 0;
47        mCameraRelative = true;
48        mDrawable = null;
49        mDrawOffset.zero();
50    }
51
52    public void update(float timeDelta, BaseObject parent) {
53        if (mDrawable != null) {
54            RenderSystem system = sSystemRegistry.renderSystem;
55            if (system != null) {
56                mPositionWorkspace.set(((GameObject)parent).getPosition());
57                mPositionWorkspace.add(mDrawOffset);
58                if (mCameraRelative) {
59                    CameraSystem camera = sSystemRegistry.cameraSystem;
60                    ContextParameters params = sSystemRegistry.contextParameters;
61                    mScreenLocation.x = (mPositionWorkspace.x - camera.getFocusPositionX()
62                                    + (params.gameWidth / 2));
63                    mScreenLocation.y = (mPositionWorkspace.y - camera.getFocusPositionY()
64                                    + (params.gameHeight / 2));
65                }
66                // It might be better not to do culling here, as doing it in the render thread
67                // would allow us to have multiple views into the same scene and things like that.
68                // But at the moment significant CPU is being spent on sorting the list of objects
69                // to draw per frame, so I'm going to go ahead and cull early.
70                if (mDrawable.visibleAtPosition(mScreenLocation)) {
71                    system.scheduleForDraw(mDrawable, mPositionWorkspace, mPriority, mCameraRelative);
72                } else if (mDrawable.getParentPool() != null) {
73                    // Normally the render system releases drawable objects back to the factory
74                    // pool, but in this case we're short-circuiting the render system, so we
75                    // need to release the object manually.
76                    sSystemRegistry.drawableFactory.release(mDrawable);
77                    mDrawable = null;
78                }
79            }
80        }
81    }
82
83    public DrawableObject getDrawable() {
84        return mDrawable;
85    }
86
87    public void setDrawable(DrawableObject drawable) {
88        mDrawable = drawable;
89    }
90
91    public void setPriority(int priority) {
92        mPriority = priority;
93    }
94
95    public int getPriority() {
96        return mPriority;
97    }
98
99    public void setCameraRelative(boolean relative) {
100        mCameraRelative = relative;
101    }
102
103    public void setDrawOffset(float x, float y) {
104        mDrawOffset.set(x, y);
105    }
106
107}
108