SDLPP: add option to specify background objects in scene and move Z index of objects just above those background objects
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f35aa095f3
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0608202483
@ -69,6 +69,9 @@ void Scene::moveZTop( const std::shared_ptr< RenderObject > &obj ) {
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void Scene::moveZBottom( const std::shared_ptr< RenderObject > &obj ) {
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setZIndex( obj, 0 );
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}
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void Scene::moveZJustAboveBackground( const std::shared_ptr< RenderObject > &obj ) {
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setZIndex( obj, first_non_background_index );
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}
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std::shared_ptr< RenderObject > Scene::getObject( int index ) {
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return render_objects[index];
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}
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@ -231,6 +234,19 @@ void Scene::resetScene() {
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}
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}
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void Scene::setBackgroundObjectIDs(const std::unordered_set<uint64_t> &ids) {
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background_ids = ids;
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}
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void Scene::updateBackgroundObjectZIndex() {
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first_non_background_index = 1;
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for(uint64_t i = 1; i < render_objects.size(); i++) {
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if(background_ids.find(render_objects[i]->getId()) != background_ids.end()) {
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setZIndex(render_objects[i], 1);
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first_non_background_index++;
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}
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}
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}
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void Scene::checkKilled() {
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std::lock_guard< std::mutex > lock( render_mutex );
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std::vector< int > killed;
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@ -22,6 +22,7 @@ public:
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void moveZ( const std::shared_ptr< RenderObject > &obj, int addition );
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void moveZTop( const std::shared_ptr< RenderObject > &obj );
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void moveZBottom( const std::shared_ptr< RenderObject > &obj );
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void moveZJustAboveBackground( const std::shared_ptr< RenderObject > &obj );
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std::shared_ptr< RenderObject > getObject( int index );
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std::vector< std::shared_ptr< RenderObject > > getObjects();
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std::vector< std::shared_ptr< RenderObject > >
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@ -49,6 +50,8 @@ public:
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void setPrevTicks( int ticks );
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void saveScene();
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void resetScene();
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void setBackgroundObjectIDs(const std::unordered_set<uint64_t> &ids);
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void updateBackgroundObjectZIndex();
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private:
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void checkKilled();
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@ -64,6 +67,8 @@ private:
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std::shared_ptr< RenderObject > rightmost_obj;
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uint64_t max_object_id = 0;
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std::mutex render_mutex;
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std::unordered_set<uint64_t> background_ids;
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uint64_t first_non_background_index = 1;
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};
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} // end of namespace SDLPP
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#endif
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