/* Copyright (c) 2015 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #ifndef __SingleFrameScreen2D_H__ #define __SingleFrameScreen2D_H__ #ifdef __cplusplus extern "C" { #endif typedef struct SingleFrameScreen2D SingleFrameScreen2D; #define SingleFrameScreen2D_superclass Screen #include "collision/CollisionResolver.h" #include "collision/IntersectionManager.h" #include "gamemath/Vector2x.h" #include "renderer/Renderable.h" #include "renderer/Renderer.h" #include "renderer/RenderPipelineConfiguration.h" #include "screenmanager/Screen.h" #include "shadercollection/ShaderConfiguration2DTexture.h" #define OBJECT_COUNT_2D 4 #define SingleFrameScreen2D_ivars \ Screen_ivars \ \ Renderer * renderer; \ CollisionObject * objects[OBJECT_COUNT_2D]; \ RenderLayer * renderLayer; \ RenderPipelineConfiguration renderPipelineConfiguration; \ ShaderConfiguration2DTexture * shaderConfiguration; \ Renderable * renderable; \ IntersectionManager * intersectionManager; \ CollisionResolver * resolver; \ Vector2x dragOrigin; \ bool dragging; \ bool draggingLastPosition; \ bool draggingBoth; \ bool draggingSize; \ size_t selectedObjectIndex; \ Vector2x dragStartPosition; \ Vector2x dragStartLastPosition; \ Vector2x dragStartSize; \ Vector2x dragStartLastSize; \ fixed16_16 dragStartRadius; #define SingleFrameScreen2D_vtable(self_type) \ Screen_vtable(self_type) stemobject_declare(SingleFrameScreen2D) SingleFrameScreen2D * SingleFrameScreen2D_create(Renderer * renderer); bool SingleFrameScreen2D_init(SingleFrameScreen2D * self, Renderer * renderer); void SingleFrameScreen2D_dispose(SingleFrameScreen2D * self); void SingleFrameScreen2D_activate(SingleFrameScreen2D * self, Screen * lastScreen, const char * transitionName); void SingleFrameScreen2D_deactivate(SingleFrameScreen2D * self, Screen * nextScreen, const char * transitionName); #ifdef __cplusplus } #endif #endif