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ebox.h
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/* ebox version 3:
* by Jon Rafkind
*/
#ifndef _ebox_3_h
#define _ebox_3_h
#include "graphics/bitmap.h"
#include <vector>
class EQuad{
public:
EQuad( EQuad * const head );
EQuad( int w, int h, EQuad * _parent );
EQuad( const Graphics::Bitmap * who, int min_size, Graphics::Color mask_pixel, int min_x, int min_y, EQuad * _parent );
void draw( const Graphics::Bitmap & work, int x, int y, Graphics::Color color, bool flipped = false );
void draw( const Graphics::Bitmap & work, int x, int y, Graphics::Color color, EQuad * who );
inline int getWidth() const{
return width;
}
inline int getHeight() const{
return height;
}
inline void setFull( bool x ){
full = x;
}
EQuad * getQuad( int x ) const;
bool addQuad( EQuad * who );
inline int getPosX() const {
if ( parent )
return min_x + parent->getPosX();
return min_x;
}
inline int getPosY() const {
if ( parent )
return min_y + parent->getPosY();
return min_y;
}
void gather( int mx, int my, int x1, int y1, int x2, int y2, std::vector< EQuad * > & collides, bool xflipped, bool yflipped );
// bool collide( int mx, int my, int x1, int y1, int x2, int y2, EQuad ** last );
bool collide( int mx, int my, int x1, int y1, int x2, int y2, EQuad ** last, bool xflipped = false, bool yflipped = false );
// int collide( int mx, int my, int x1, int y1, int x2, int y2, EQuad ** last, int depth );
int calcSize();
void setMinX( int x );
void setMinY( int y );
int getFullX1( bool xflipped = false );
int getFullY1( bool yflipped = false );
inline int getMinX() const{
return min_x;
}
inline int getMinY() const{
return min_y;
}
int totalQuads();
~EQuad();
protected:
int getX1( bool xflipped = false );
int getY1( bool yflipped = false );
EQuad * getQuad() const;
void detach( EQuad * const who );
void checkQuad( EQuad *& q );
inline int numQuads() const{
int total = 0;
if ( quads[0] != NULL ) total++;
if ( quads[1] != NULL ) total++;
if ( quads[2] != NULL ) total++;
if ( quads[3] != NULL ) total++;
// for ( int total = 0; total < 4 && quads[total] != NULL; total++ );
return total;
}
bool empty();
// bool boxCollide( int zx1, int zy1, int zx2, int zy2, int zx3, int zy3, int zx4, int zy4 );
protected:
int width, height;
// EQuad * quad1, * quad2, * quad3, * quad4;
bool full;
int min_x, min_y;
EQuad * quads[ 4 ];
EQuad * parent;
int num_quads;
};
class ECollide{
public:
ECollide( EQuad * const head );
// ECollide( Graphics::BITMAP * who, int mask_pixel = Bitmap::MaskColor );
ECollide( const Graphics::Bitmap * who, Graphics::Color mask_pixel = Graphics::MaskColor());
ECollide( const Graphics::Bitmap & who, Graphics::Color mask_pixel = Graphics::MaskColor());
ECollide( const ECollide & e );
ECollide( const ECollide * e );
ECollide( int width, int height );
void draw( const Graphics::Bitmap & work, int x, int y, Graphics::Color color, bool flipped = false );
void draw( const Graphics::Bitmap & work, int x, int y, Graphics::Color color, EQuad * who );
bool Collision( ECollide * col, int mx, int my, int ax, int ay, bool my_xflipped = false, bool my_yflipped = false, bool him_xflipped = false, bool him_flipped = false );
bool Collision( int mx, int my, int ax, int ay, bool xflipped = false, bool yflipped = false );
bool Collision( int mx, int my, int x1, int y1, int x2, int y2, bool xflipped = false, bool yflipped = false );
int getMinHeight();
int getMaxHeight();
int getMinWidth();
int getMaxWidth();
ECollide * copy();
EQuad * getLast();
EQuad * getHead() const{
return head_quad;
}
void gather( int mx, int my, int x1, int y1, int x2, int y2, std::vector< EQuad * > & e, bool xflipped, bool yflipped );
int calcSize();
inline int getWidth() const{
return head_quad->getWidth();
}
inline int getHeight() const{
return head_quad->getHeight();
}
int numQuads() const;
~ECollide();
private:
void initECollide( const Graphics::Bitmap * who, Graphics::Color mask_pixel );
void initQuad( EQuad * const head );
static long long totalTime;
protected:
bool collide( int mx, int my, int x1, int y1, int x2, int y2, bool xflipped = false, bool yflipped = false );
bool collide( int mx, int my, int x1, int y1, int x2, int y2, EQuad ** last, bool xflipped, bool yflipped );
// bool collide( int mx, int my, int x1, int y1 );
EQuad * head_quad;
EQuad * last_collide;
};
#endif

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