#ifndef SCREENPANEL_H #define SCREENPANEL_H #include #include "../logic/Maze.h" #include "../logic/GameObject.h" #include "../logic/PlayerCar.h" #include "../logic/EnemyCar.h" #include "../logic/Checkpoint.h" #include "../logic/Rock.h" #include "../logic/Smokescreen.h" #include "../logic/DestroyedObjectPopup.h" #include "../logic/AllegroWrappers.h" /** * @brief Parent class for panels that are drawn on the screen. * * Panels are given a sub-bitmap of the Screen bitmap, which they draw their panel specific outputs on. * The ScreenPanel class is subclassed to give specific drawing functions, like drawing the Maze and * GameObjects on the screen. * * When the object is created, the back bitmap and front bitmap should correspond to the back and front buffers * of the display respectively. This should be kept in sync by calling flip every time the display is flipped. * * @author Justin Wernick * @author David Schneider */ class ScreenPanel { public: /** * @brief Creates a ScreenPanel from the given back and front buffers. * * The sub-bitmaps that ScreenPanel uses are created from a rectangular region on back and front * that has its top left corner at the coordinate x,y, is width long in the x direction, and * height long in the y direction. * * @param [in] back The current back buffer of the display being sub-bitmapped. * @param [in] front The current front buffer (image currently being displayed) of the display being sub-bitmapped. * @param [in] x The x coordinate of the left side of the sub-bitmap in pixels. * @param [in] y The x coordinate of the top of the sub-bitmap in pixels. * @param [in] width The length in the x direction of the new sub-bitmap in pixels. * @param [in] height The length in the y direction of the new sub-bitmap in pixels. */ ScreenPanel(ALLEGRO_BITMAP* back, ALLEGRO_BITMAP* front, int x, int y, int width, int height); /** * @brief Destructor to ensure that sub-bitmap memory is deallocated. */ virtual ~ScreenPanel(); /** * @brief Pure virtual method for drawing a collection of objects onto the panel. * * Implementations do not need to draw all of the objects if it is not neccesary for the * type of panel, but the interface accepts all of them to be general. * * @param [in] maze The Maze that all of the objects are in. * @param [in] players The list of PlayerCars to be drawn. * @param [in] enemies The list of EnemyCars to be drawn. * @param [in] checkpoints The list of Checkpoints to be drawn. * @param [in] rocks The list of Rocks to be drawn. * @param [in] smokescreens The list of Smokescreens to be drawn. * @param [in] popups The list of DestroyedObjectPopups to be drawn. */ virtual void draw(const Maze& maze, const list& players, const list& enemies, const list& checkpoints, const list& rocks, const list& smokescreens, const list& popups) = 0; /** * @brief Swaps the front and back buffers. * * This function should be called every time the display is flipped. */ virtual void flip(); protected: static const ALLEGRO_COLOR BLANK; ///< Colour used to clear the screen at the beginning of drawing operations. ALLEGRO_BITMAP* _back; ///< The back buffer. Only the back buffer can be drawn to. int _width; ///< The width of the sub-bitmaps being drawn to in pixels. int _height; ///< The height of the sub-bitmaps being drawn to in pixels. private: /** * @brief Copy constructor not implemented, ScreenPanels should not be copied. */ ScreenPanel(const ScreenPanel& ref); /** * @brief Assignment operator not implemented, ScreenPanels should not be copied. */ ScreenPanel& operator=(const ScreenPanel& rhs); AllegroInit _allegro; ///< Handles dependencies on Allegro being initialised. ALLEGRO_BITMAP* _front; ///< The front buffer, that is currently being shown on the screen. }; #endif // SCREENPANEL_H