/************************************************************************ * Copyright (c) 2005-2006 tok@openlinux.org.uk * * * * This software is provided as-is, without any express or implied * * warranty. In no event will the authors be held liable for any * * damages arising from the use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute * * it freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must * * not claim that you wrote the original software. If you use this * * software in a product, an acknowledgment in the product documentation * * would be appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must * * not be misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source * * distribution. * ************************************************************************/ #ifndef OGTA_SpriteManager_H #define OGTA_SpriteManager_H #include #include #include "pedestrian.h" #include "Singleton.h" namespace OpenGTA { class SpriteManager { public: SpriteManager(); ~SpriteManager(); void drawInRect(SDL_Rect & r); void clear(); void addPed(Pedestrian & ped); Pedestrian & getPedById(const Uint32 & id); void removePedById(const Uint32 & id); void addCar(Car & car); Car & getCarById(const Uint32 & id); void removeCarById(const Uint32 & id); void addObject(GameObject & go); GameObject & getObjectById(const Uint32 & id); void removeObjectById(const Uint32 & id); void update(Uint32 ticks); SpriteObject::Animation & getAnimationById(const Uint32 & id); void registerAnimation(const Uint32 & id, const SpriteObject::Animation & anim); inline bool getDrawTexture() { return (drawMode & 1); } inline bool getDrawTexBorder() { return (drawMode & 2); } inline bool getDrawBBox() { return (drawMode & 4); } void setDrawTexture(bool v); void setDrawTexBorder(bool v); void setDrawBBox(bool v); void drawPed(Pedestrian & ped); void drawCar(Car & car); void drawObject(GameObject & obj); void createProjectile(uint8_t typeId, float, Vector3D p, Vector3D d, Uint32 & ticks); void drawProjectile(Projectile & p); void collideProjectile(Projectile & p); protected: typedef std::list PedListType; PedListType activePeds; typedef std::list CarListType; CarListType activeCars; typedef std::list ObjectListType; ObjectListType activeObjects; typedef std::list ProjectileListType; ProjectileListType activeProjectiles; typedef std::map AnimLookupType; AnimLookupType animations; private: Uint32 drawMode; }; typedef Loki::SingletonHolder SpriteManagerHolder; } #endif