/*
* The Mana Client
* Copyright (C) 2010-2012 The Mana Developers
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#ifndef ACTOR_H
#define ACTOR_H
#include "vector.h"
#include
class Actor;
class Graphics;
class Image;
class Map;
typedef std::list Actors;
class Actor
{
public:
Actor();
virtual ~Actor();
/**
* Draws the Actor to the given graphics context.
*
* Note: this function could be simplified if the graphics context
* would support setting a translation offset. It already does this
* partly with the clipping rectangle support.
*/
virtual bool draw(Graphics *graphics, int offsetX, int offsetY) const = 0;
/**
* Returns the horizontal size of the actors graphical representation
* in pixels or 0 when it is undefined.
*/
virtual int getWidth() const
{ return 0; }
/**
* Returns the vertical size of the actors graphical representation
* in pixels or 0 when it is undefined.
*/
virtual int getHeight() const
{ return 0; }
/**
* Returns the pixel position of this actor.
*/
const Vector &getPosition() const
{ return mPos; }
/**
* Sets the pixel position of this actor.
*/
virtual void setPosition(const Vector &pos)
{ mPos = pos; }
/**
* Returns the pixels X coordinate of the actor.
*/
int getPixelX() const
{ return (int) mPos.x; }
/**
* Returns the pixel Y coordinate of the actor.
*/
int getPixelY() const
{ return (int) mPos.y; }
/**
* Returns the pixel Y coordinate that the actor should be drawn at.
*/
virtual int getDrawOrder() const
{ return getPixelY(); }
/**
* Determines wether the actor should be drawn translucent when behind
* another object
*/
virtual bool drawnWhenBehind() const
{ return false; }
/**
* Returns the x coordinate in tiles of the actor.
*/
virtual int getTileX() const;
/**
* Returns the y coordinate in tiles of the actor.
*/
virtual int getTileY() const;
/**
* Returns the number of Image layers used to draw the actor.
*/
virtual int getNumberOfLayers() const
{ return 0; }
/**
* Returns the current alpha value used to draw the actor.
*/
virtual float getAlpha() const = 0;
/**
* Sets the alpha value used to draw the actor.
*/
virtual void setAlpha(float alpha) = 0;
virtual void setMap(Map *map);
Map* getMap() const
{ return mMap; }
protected:
Map *mMap;
Vector mPos; /**< Position in pixels relative to map. */
private:
Actors::iterator mMapActor;
};
#endif // ACTOR_H