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