/* * Tool.cpp * * Created on: Jun 24, 2012 * Author: Simon */ #include #include "Tool.h" #include "simulation/Simulation.h" using namespace std; Tool::Tool(int id, string name, string description, int r, int g, int b, VideoBuffer * (*textureGen)(int, int, int)): toolID(id), toolName(name), toolDescription(description), colRed(r), colGreen(g), colBlue(b), textureGen(textureGen) { } VideoBuffer * Tool::GetTexture(int width, int height) { if(textureGen) { return textureGen(toolID, width, height); } return NULL; } string Tool::GetName() { return toolName; } string Tool::GetDescription() { return toolDescription; } Tool::~Tool() {} void Tool::Click(Simulation * sim, Brush * brush, ui::Point position) { } void Tool::Draw(Simulation * sim, Brush * brush, ui::Point position) { sim->ToolBrush(position.X, position.Y, toolID, brush); } void Tool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { sim->ToolLine(position1.X, position1.Y, position2.X, position2.Y, toolID, brush); } void Tool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->ToolBox(position1.X, position1.Y, position2.X, position2.Y, toolID, brush); } void Tool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {}; ElementTool::ElementTool(int id, string name, string description, int r, int g, int b, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, textureGen) { } ElementTool::~ElementTool() {} void ElementTool::Draw(Simulation * sim, Brush * brush, ui::Point position){ sim->CreateParts(position.X, position.Y, toolID, brush); } void ElementTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { sim->CreateLine(position1.X, position1.Y, position2.X, position2.Y, toolID, brush); } void ElementTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->CreateBox(position1.X, position1.Y, position2.X, position2.Y, toolID, 0); } void ElementTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) { sim->FloodParts(position.X, position.Y, toolID, -1, -1, 0); } WallTool::WallTool(int id, string name, string description, int r, int g, int b, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, textureGen) { } WallTool::~WallTool() {} void WallTool::Draw(Simulation * sim, Brush * brush, ui::Point position){ sim->CreateWalls(position.X, position.Y, 1, 1, toolID, 0, brush); } void WallTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { sim->CreateWallLine(position1.X, position1.Y, position2.X, position2.Y, 1, 1, toolID, 0, brush); } void WallTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->CreateWallBox(position1.X, position1.Y, position2.X, position2.Y, toolID, 0); } void WallTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) { sim->FloodWalls(position.X, position.Y, toolID, -1, -1, 0); } GolTool::GolTool(int id, string name, string description, int r, int g, int b, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, textureGen) { } GolTool::~GolTool() {} void GolTool::Draw(Simulation * sim, Brush * brush, ui::Point position){ sim->CreateParts(position.X, position.Y, PT_LIFE|(toolID<<8), brush); } void GolTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { sim->CreateLine(position1.X, position1.Y, position2.X, position2.Y, PT_LIFE|(toolID<<8), brush); } void GolTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) { sim->CreateBox(position1.X, position1.Y, position2.X, position2.Y, PT_LIFE|(toolID<<8), 0); } void GolTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) { sim->FloodParts(position.X, position.Y, PT_LIFE|(toolID<<8), -1, -1, 0); } WindTool::WindTool(int id, string name, string description, int r, int g, int b, VideoBuffer * (*textureGen)(int, int, int)): Tool(id, name, description, r, g, b, textureGen) { } WindTool::~WindTool() {} void WindTool::Draw(Simulation * sim, Brush * brush, ui::Point position) { } void WindTool::DrawLine(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2, bool dragging) { int radiusX, radiusY, sizeX, sizeY; float strength = dragging?0.01f:0.002f; radiusX = brush->GetRadius().X; radiusY = brush->GetRadius().Y; sizeX = brush->GetSize().X; sizeY = brush->GetSize().Y; unsigned char *bitmap = brush->GetBitmap(); for(int y = 0; y < sizeY; y++) { for(int x = 0; x < sizeX; x++) { if(bitmap[(y*sizeX)+x] && (position1.X+(x-radiusX) >= 0 && position1.Y+(y-radiusY) >= 0 && position1.X+(x-radiusX) < XRES && position1.Y+(y-radiusY) < YRES)) { sim->vx[(position1.Y+(y-radiusY))/CELL][(position1.X+(x-radiusX))/CELL] += (position2.X-position1.X)*strength; sim->vy[(position1.Y+(y-radiusY))/CELL][(position1.X+(x-radiusX))/CELL] += (position2.Y-position1.Y)*strength; } } } } void WindTool::DrawRect(Simulation * sim, Brush * brush, ui::Point position1, ui::Point position2) {} void WindTool::DrawFill(Simulation * sim, Brush * brush, ui::Point position) {} void Element_LIGH_Tool::Draw(Simulation * sim, Brush * brush, ui::Point position) { int p = sim->create_part(-2, position.X, position.Y, toolID); if (p != -1) { sim->parts[p].life = brush->GetRadius().X+brush->GetRadius().Y; if (sim->parts[p].life > 55) sim->parts[p].life = 55; sim->parts[p].temp = sim->parts[p].life*150; // temperature of the lighting shows the power of the lighting } }