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 17 package 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 */ 26 public 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 RenderComponent()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 reset()45 public void reset() { 46 mPriority = 0; 47 mCameraRelative = true; 48 mDrawable = null; 49 mDrawOffset.zero(); 50 } 51 update(float timeDelta, BaseObject parent)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 getDrawable()83 public DrawableObject getDrawable() { 84 return mDrawable; 85 } 86 setDrawable(DrawableObject drawable)87 public void setDrawable(DrawableObject drawable) { 88 mDrawable = drawable; 89 } 90 setPriority(int priority)91 public void setPriority(int priority) { 92 mPriority = priority; 93 } 94 getPriority()95 public int getPriority() { 96 return mPriority; 97 } 98 setCameraRelative(boolean relative)99 public void setCameraRelative(boolean relative) { 100 mCameraRelative = relative; 101 } 102 setDrawOffset(float x, float y)103 public void setDrawOffset(float x, float y) { 104 mDrawOffset.set(x, y); 105 } 106 107 } 108