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/* Copyright (C) 2017 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_ACTORVIEWER
#define INCLUDED_ACTORVIEWER
#include "simulation2/system/Entity.h"
#include "simulation2/helpers/Player.h"
struct ActorViewerImpl;
struct SColor4ub;
class CSimulation2;
class CStrW;
class ActorViewer
{
NONCOPYABLE(ActorViewer);
public:
ActorViewer();
~ActorViewer();
CSimulation2* GetSimulation2();
entity_id_t GetEntity();
void SetActor(const CStrW& id, const CStrW& animation, player_id_t playerID);
void SetEnabled(bool enabled);
void UnloadObjects();
void SetBackgroundColor(const SColor4ub& color);
void SetWalkEnabled(bool enabled);
void SetGroundEnabled(bool enabled);
void SetWaterEnabled(bool enabled);
void SetShadowsEnabled(bool enabled);
void SetStatsEnabled(bool enabled);
void SetBoundingBoxesEnabled(bool enabled);
void SetAxesMarkerEnabled(bool enabled);
void SetPropPointsMode(int mode);
void Render();
void Update(float simFrameLength, float realFrameLength);
private:
ActorViewerImpl& m;
};
#endif // INCLUDED_ACTORVIEWER
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