osb/source/game/items/StarMaterialItem.hpp
2024-02-25 15:46:47 +01:00

73 lines
2.2 KiB
C++

#pragma once
#include "StarItem.hpp"
#include "StarFireableItem.hpp"
#include "StarBeamItem.hpp"
#include "StarEntityRendering.hpp"
#include "StarPreviewTileTool.hpp"
#include "StarRenderableItem.hpp"
#include "StarPreviewableItem.hpp"
#include "StarCollisionBlock.hpp"
namespace Star {
STAR_CLASS(MaterialItem);
STAR_CLASS(Player);
class MaterialItem : public Item, public FireableItem, public PreviewTileTool, public RenderableItem, public PreviewableItem, public BeamItem {
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;
virtual List<Drawable> preview(PlayerPtr const& viewer = {}) const override;
virtual List<Drawable> dropDrawables() const override;
List<Drawable> nonRotatedDrawables() const override;
void fire(FireMode mode, bool shifting, bool edgeTriggered) override;
void endFire(FireMode mode, bool shifting) override;
MaterialId materialId() const;
MaterialHue materialHueShift() const;
bool canPlace(bool shifting) const;
bool multiplaceEnabled() const;
float& blockRadius();
float& altBlockRadius();
TileCollisionOverride& collisionOverride();
List<PreviewTile> previewTiles(bool shifting) const override;
List<Drawable> const& generatedPreview(Vec2I position = {}) const;
private:
void updatePropertiesFromPlayer(Player* player);
float calcRadius(bool shifting) const;
List<Vec2I>& tileArea(float radius, Vec2F const& position) const;
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 Vec2F m_lastTileAreaOriginCache;
mutable float m_lastTileAreaRadiusCache;
mutable List<Vec2I> m_tileAreasCache;
mutable Maybe<List<Drawable>> m_generatedPreviewCache;
};
}