osb/source/game/items/StarMaterialItem.hpp

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#ifndef STAR_MATERIAL_ITEM_HPP
#define STAR_MATERIAL_ITEM_HPP
#include "StarItem.hpp"
#include "StarFireableItem.hpp"
#include "StarBeamItem.hpp"
#include "StarEntityRendering.hpp"
#include "StarPreviewTileTool.hpp"
#include "StarRenderableItem.hpp"
#include "StarCollisionBlock.hpp"
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namespace Star {
STAR_CLASS(MaterialItem);
class MaterialItem : public Item, public FireableItem, public PreviewTileTool, public RenderableItem, public BeamItem {
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public:
MaterialItem(Json const& config, String const& directory, Json const& settings);
virtual ~MaterialItem() {}
ItemPtr clone() const override;
void init(ToolUserEntity* owner, ToolHand hand) override;
void uninit() override;
void update(float dt, FireMode fireMode, bool shifting, HashSet<MoveControlType> const& moves) override;
void render(RenderCallback* renderCallback, EntityRenderLayer renderLayer) override;
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List<Drawable> nonRotatedDrawables() const override;
void fire(FireMode mode, bool shifting, bool edgeTriggered) override;
void endFire(FireMode mode, bool shifting) override;
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MaterialId materialId() const;
MaterialHue materialHueShift() const;
bool canPlace(bool shifting) const;
bool multiplaceEnabled() const;
float& blockRadius();
float& altBlockRadius();
TileCollisionOverride& collisionOverride();
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List<PreviewTile> preview(bool shifting) const override;
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private:
float calcRadius(bool shifting) const;
List<Vec2I>& tileArea(float radius) const;
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MaterialHue placementHueShift(Vec2I const& position) const;
MaterialId m_material;
MaterialHue m_materialHueShift;
float m_blockRadius;
float m_altBlockRadius;
bool m_shifting;
bool m_multiplace;
StringList m_placeSounds;
Maybe<Vec2F> m_lastAimPosition;
TileCollisionOverride m_collisionOverride;
mutable float m_lastTileAreaRadiusCache;
mutable List<Vec2I> m_tileAreasCache;
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};
}
#endif