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/* Copyright (C) 2012 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_ICMPSELECTABLE
#define INCLUDED_ICMPSELECTABLE
#include "ps/CStrIntern.h"
#include "simulation2/system/Interface.h"
struct CColor;
class ICmpSelectable : public IComponent
{
public:
enum EOverlayType {
/// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc).
DYNAMIC_QUAD,
/// A more complex textured line overlay, composed of several textured line segments. Intended for entities that do not
/// move often, such as buildings (structures).
STATIC_OUTLINE,
};
struct SOverlayDescriptor
{
EOverlayType m_Type;
CStrIntern m_QuadTexture;
CStrIntern m_QuadTextureMask;
CStrIntern m_LineTexture;
CStrIntern m_LineTextureMask;
float m_LineThickness;
SOverlayDescriptor() : m_LineThickness(0) { }
};
/**
* Returns true if the entity is only selectable in Atlas editor, e.g. a decorative visual actor.
*/
virtual bool IsEditorOnly() = 0;
/**
* Set the selection highlight state.
* The highlight is typically a circle/square overlay around the unit.
* @param color color and alpha of the selection highlight. Set color.a = 0 to hide the highlight.
* @param selected whether the entity is selected; affects desaturation for always visible highlights.
*/
virtual void SetSelectionHighlight(const CColor& color, bool selected) = 0;
/**
* Enables or disables rendering of an entity's selectable.
* @param visible Whether the selectable should be visible.
*/
virtual void SetVisibility(bool visible) = 0;
/**
* Enables or disables rendering of all entities selectable.
* @param visible Whether the selectable should be visible.
*/
static void SetOverrideVisibility(bool visible)
{
ICmpSelectable::m_OverrideVisible = visible;
}
/**
* Set the alpha of the selection highlight. Set to 0 to hide the highlight.
*/
virtual void SetSelectionHighlightAlpha(float alpha) = 0;
DECLARE_INTERFACE_TYPE(Selectable)
// TODO: this is slightly ugly design; it would be nice to change the component system to support per-component-type data
// and methods, where we can keep settings like these. Note that any such data store would need to be per-component-manager
// and not entirely global, to support multiple simulation instances.
static bool ms_EnableDebugOverlays; // ms for member static
protected:
static bool m_OverrideVisible;
};
#endif // INCLUDED_ICMPSELECTABLE
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