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base.framework.layer.bmx
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108 lines (77 loc) · 2.75 KB
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Rem
====================================================================
Layer class + Layermanager class
====================================================================
Code contains following classes:
TLayerManager: basic layer manager (Set, Get)
TLayer: basic layer with possiblity to hold (static) renderables
====================================================================
LICENCE
Copyright (C) 2002-2015 Ronny Otto, digidea.de
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.
====================================================================
EndRem
SuperStrict
Import "base.framework.entity.bmx"
Import BRL.Map
Type TLayerManager
Field layers:TMap = CreateMap()
global _instance:TLayerManager
Method New()
if _instance Then Throw "Multiple TLayerManager not allowed"
End Method
Function GetInstance:TLayerManager()
If not _instance Then New TLayerManager
Return _instance
End Function
'adds a layer
'overwrites an existing layers with same name
Method Set:int(key:String, layer:TLayer)
layers.Insert(key.ToUpper(), layer)
End Method
Method Get:TLayer(name:String)
return TLayer(layers.ValueForKey(name.ToUpper()))
End Method
End Type
Type TLayer
Field name:String
Field zIndex:Int
Field entities:TMap = CreateMap()
Method AddEntity:int(entity:TEntity)
entities.insert(entity.name.ToUpper(), entity)
End Method
Method GetEntity:TEntity(name:string)
return TEntity(entities.ValueForKey(name.ToUpper()))
End Method
'sort layers according zIndex
Method Compare:Int(other:Object)
Local otherLayer:TLayer = TLayer(other)
If otherLayer
'below me
If otherLayer.zIndex < zIndex Then Return 1
'on top of me
If otherLayer.zIndex > zIndex Then Return -1
EndIf
Return Super.Compare(other)
End Method
Method Render:Int(xOffset:Float=0, yOffset:Float=0)
For Local entity:TEntity = Eachin entities
'skip invisble objects
If not entity.visible Then continue
entity.Render(xOffset, yOffset)
Next
End Method
End Type