Example #1
0
void RegionLoad::SetDefaultRegionView()
{
	//Set default region (first region in view)
	//Must be used when view has a parent

	InvalidateDefaultRegion();
	Actor *view = GameControl::Get()->GetEditView();
	if(!view) return;

	KrRect rectView = view->getImage()->Bounds();
	

	MapRegionsIterator it(regions);
	RegionLoad *pRegion;
	for( it.Begin(); !it.Done(); it.Next() )
	{
		pRegion = *it.Key();
		if(rectView.Intersect(pRegion->getImage()->Bounds()))
		{
			SetDefaultRegion(pRegion);
			break;
		}
	}
}
Example #2
0
void RegionLoad::UpdateView()
{
	/*
	Tests the intersection of all regions with the view (if moved) 
	Call CreateActors of the areas that began to intercept and    
	DestroyActors of the areas that are not more intercepting.
	*/
	
	//The coordinates changes solve the bug in activation-problem_view_parent.ged
	//(don't load left region)

	//Make sure view don't will shake
	KrImage *pImageView = GameControl::Get()->GetViewActor()->getImage();
	Axis *pAxis = GameControl::Get()->GetAxis();

	if(pImageView->IsInvalid(true)) 
	{
		//Solve the alpha14.ged bug
		pImageView->CalcCompositeTransform();
		engine->Tree()->Walk(pImageView, true, true);
	}
	else
	{
		pImageView->CalcTransform();
	}

	//Get view bounds
	KrRect rectView = pImageView->Bounds(), viewPos;

	//Get view in screen and axis coordinates
	KrVector2T< GlFixed > screen, axis;
	pImageView->ObjectToScreen(0, 0, &screen);
	pAxis->getImage()->ScreenToObject( screen.x.ToInt(), screen.y.ToInt(), &axis );

	//Make sure rect is (0, 0, ...)
	rectView.Translate(-rectView.xmin, -rectView.ymin);

	//Translate to correct position
	rectView.Translate(axis.x.ToInt(), axis.y.ToInt());


	//Solve the bug: "PocketPC don't load checkers.ged"
	viewPos.Set(rectView.xmin, rectView.ymin, 
				//zeroViewPos.x.ToInt(), zeroViewPos.y.ToInt(),
				0, 0);

	

	if(viewPos != viewPosAnt)
	{		
		MapRegions createdRegions, destroyedRegions;

/*#ifdef DEBUG
		GLOUTPUT( " View pos: (%ld, %ld)\n",  rectView.xmin, rectView.ymin);
#endif*/

		MapRegionsIterator it(regions);
		RegionLoad *pRegion;
		for( it.Begin(); !it.Done(); it.Next() )
		{
			pRegion = *it.Key();

			pRegion->getImage()->CalcTransform();
			KrRect rectRegion = pRegion->getImage()->Bounds();
			rectRegion.Translate(-rectRegion.xmin, -rectRegion.ymin);

			//To axis coordinate
			pRegion->getImage()->ObjectToScreen(0, 0, &screen);
			pAxis->getImage()->ScreenToObject( screen.x.ToInt(), screen.y.ToInt(), &axis );
			rectRegion.Translate(axis.x.ToInt(), axis.y.ToInt());

			//View and region in axis coordinates
			if(rectView.Intersect(rectRegion))
			{
				if(!pRegion->bRegionInView)
				{
					createdRegions.Add(pRegion, 1);
				}				
			}
			else
			{
				if(pRegion->bRegionInView)
				{
					destroyedRegions.Add(pRegion, 1);				
				}
			}
		}

		//Destroy actors from regions outside the view
		//Solve the Move to Region.ged when add the 'sad' actor to two default regions 
		//(some times)

		MapRegionsIterator it1(destroyedRegions);
		
		for(it1.Begin(); !it1.Done(); it1.Next())
		{
			pRegion = *it1.Key();
			
			pRegion->DestroyActors();
			if(defaultRegion == pRegion)
				InvalidateDefaultRegion();
		}

		//Call OnCreate after destroy old actors
		//Solve the Move to Region 2.ged actor move to a wrong position
		MapRegionsIterator it2(createdRegions);
		
		for(it2.Begin(); !it2.Done(); it2.Next())
		{
			pRegion = *it2.Key();			
			RegionLoad *pOldDefaultRegion = defaultRegion;
			SetDefaultRegion(pRegion);
			
			pRegion->CreateActors();
					
			RemoveCommonActorsFromOldDefaultRegion(pOldDefaultRegion);
		}
		
		viewPosAnt = viewPos;
	}






}
Example #3
0
void RegionLoad::DefineActors()
{
	//Creates a list with actors that intercept the region
	regionActors.Clear();

	KrVector2T< GlFixed > screen, axis;
	Axis *pAxis = GameControl::Get()->GetAxis();
	
	//Get region bounds (Solve the bug "Game behavior differ based on editor grid position when uses regions", ALPHA_1_1_4.ged)
	getImage()->CalcTransform();
	KrRect rectRegion = getImage()->Bounds();
	rectRegion.Translate(-rectRegion.xmin, -rectRegion.ymin);
	
	//To axis coordinate (Solve the bug "Game behavior differ based on editor grid position when uses regions", ALPHA_1_1_4.ged)
	getImage()->ObjectToScreen(0, 0, &screen);
	pAxis->getImage()->ScreenToObject( screen.x.ToInt(), screen.y.ToInt(), &axis );
	rectRegion.Translate(axis.x.ToInt(), axis.y.ToInt());


	MapActorIterator it(mapActors);
	for(it.Begin(); !it.Done(); it.Next())
	{
		ListActor *listActor = it.Value();
		for(int il = 0; il < listActor->Count(); il++)
		{
			Actor *actor = (*listActor)[il];			

			if( actor->EditMode() && 
				!actor->isRegion() &&
				!actor->isView() &&
				actor != pAxis
				)
			{
				//Get actor bounds (Solve the bug "Game behavior differ based on editor grid position when uses regions", ALPHA_1_1_4.ged, abuse2.ged)
				actor->getImage()->CalcCompositeTransform();
				KrRect rectActor = actor->Bounds();

				if(actor->getTextActor() && !rectActor.IsValid())
				{
					//Solve the bug "Text actors aren't load after use the LoadGame function without Activation Regions"
					engine->Tree()->Walk(actor->getImage(), true, true);
					rectActor = actor->Bounds();
				}

				if(actor->getTile() && !rectActor.IsValid())
				{
					//Solve the bug "Text actors aren't load after use the LoadGame function without Activation Regions"
					engine->Tree()->Walk(actor->getImage(), true, true);
					rectActor = actor->Bounds();
				}


				rectActor.Translate(-rectActor.xmin, -rectActor.ymin);

				
				//To axis coordinate (Solve the bug "Game behavior differ based on editor grid position when uses regions", ALPHA_1_1_4.ged, abuse2.ged)
				actor->getImage()->ObjectToScreen(0, 0, &screen);
				pAxis->getImage()->ScreenToObject( screen.x.ToInt(), screen.y.ToInt(), &axis );
				rectActor.Translate(axis.x.ToInt(), axis.y.ToInt());

				if(rectActor.IsValid() && rectRegion.Intersect(rectActor))
				{
					regionActors.Add(actor->getCloneName(), 1); 
				}
			}
		}
	}

	viewPosAnt.Set(-123, 456, 0, 0);
	bRegionInView = false;
}