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/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_MINIMAP
#define INCLUDED_MINIMAP
#include "gui/GUI.h"
#include "renderer/VertexArray.h"
class CCamera;
class CTerrain;
class CMiniMap : public IGUIObject
{
GUI_OBJECT(CMiniMap)
public:
CMiniMap();
virtual ~CMiniMap();
protected:
virtual void Draw();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage &Message);
/**
* @see IGUIObject#MouseOver()
*/
virtual bool MouseOver();
// create the minimap textures
void CreateTextures();
// rebuild the terrain texture map
void RebuildTerrainTexture();
// destroy and free any memory and textures
void Destroy();
void SetCameraPos();
void FireWorldClickEvent(int button, int clicks);
// the terrain we are mini-mapping
const CTerrain* m_Terrain;
const CCamera* m_Camera;
//Whether or not the mouse is currently down
bool m_Clicking;
// minimap texture handles
GLuint m_TerrainTexture;
// texture data
u32* m_TerrainData;
// whether we need to regenerate the terrain texture
bool m_TerrainDirty;
ssize_t m_Width, m_Height;
// map size
ssize_t m_MapSize;
// texture size
GLsizei m_TextureSize;
// 1.f if map is circular or 1.414f if square (to shrink it inside the circle)
float m_MapScale;
// maximal water height to allow the passage of a unit (for underwater shallows).
float m_ShallowPassageHeight;
void DrawTexture(CShaderProgramPtr shader, float coordMax, float angle, float x, float y, float x2, float y2, float z);
void DrawViewRect(CMatrix3D transform);
void GetMouseWorldCoordinates(float& x, float& z);
float GetAngle();
VertexIndexArray m_IndexArray;
VertexArray m_VertexArray;
VertexArray::Attribute m_AttributePos;
VertexArray::Attribute m_AttributeColor;
size_t m_EntitiesDrawn;
double m_PingDuration;
double m_HalfBlinkDuration;
double m_NextBlinkTime;
bool m_BlinkState;
};
#endif
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