File: View.h

package info (click to toggle)
0ad 0.0.23.1-2
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 78,292 kB
  • sloc: cpp: 245,166; ansic: 200,249; python: 13,754; sh: 6,104; perl: 4,620; makefile: 977; xml: 810; java: 533; ruby: 229; erlang: 46; pascal: 30; sql: 21; tcl: 4
file content (161 lines) | stat: -rw-r--r-- 4,839 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
/* 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_VIEW
#define INCLUDED_VIEW

#include <map>

#include "graphics/Camera.h"

#include "Messages.h"
#include "simulation2/system/Entity.h"

class CUnit;
class CSimulation2;

class AtlasViewGame;
class AtlasViewActor;

/**
 * Superclass for all Atlas game views.
 */
class AtlasView
{
public:
	virtual ~AtlasView();
	virtual void Update(float UNUSED(realFrameLength)) { };
	virtual void Render() { };
	virtual void DrawCinemaPathTool() { };
	virtual void DrawOverlays() { };
	virtual CCamera& GetCamera() = 0;
	virtual CSimulation2* GetSimulation2() { return NULL; }
	virtual entity_id_t GetEntityId(AtlasMessage::ObjectID obj) { return (entity_id_t)obj; }
	virtual bool WantsHighFramerate() { return false; }
	virtual void SetEnabled(bool UNUSED(enabled)) {}

	virtual void SetParam(const std::wstring& name, bool value);
	virtual void SetParam(const std::wstring& name, int value);
	virtual void SetParam(const std::wstring& UNUSED(name), float UNUSED(value)) {}
	virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
	virtual void SetParam(const std::wstring& name, const std::wstring& value);

	// These always return a valid (not NULL) object
	static AtlasView* GetView(int /*eRenderView*/ view);
	static AtlasView* GetView_None();
	static AtlasViewGame* GetView_Game();
	static AtlasViewActor* GetView_Actor();

	// Invalidates any AtlasView objects previously returned by this class
	static void DestroyViews();
};

//////////////////////////////////////////////////////////////////////////

class AtlasViewNone : public AtlasView
{
public:
	virtual CCamera& GetCamera() { return dummyCamera; }
private:
	CCamera dummyCamera;
};

//////////////////////////////////////////////////////////////////////////

class SimState;

/**
 * Main editor/game view of Atlas. Editing the world/scenario and simulation testing happens here.
 */
class AtlasViewGame : public AtlasView
{
public:
	AtlasViewGame();
	virtual ~AtlasViewGame();
	virtual void Update(float realFrameLength);
	virtual void Render();
	virtual void DrawCinemaPathTool();
	virtual void DrawOverlays();
	virtual CCamera& GetCamera();
	virtual CSimulation2* GetSimulation2();
	virtual bool WantsHighFramerate();

	virtual void SetParam(const std::wstring& name, bool value);
	virtual void SetParam(const std::wstring& name, float value);
	virtual void SetParam(const std::wstring& name, const std::wstring& value);

	void SetSpeedMultiplier(float speedMultiplier);
	void SetTesting(bool testing);
	void SaveState(const std::wstring& label);
	void RestoreState(const std::wstring& label);
	std::wstring DumpState(bool binary);
	void SetBandbox(bool visible, float x0, float y0, float x1, float y1);

private:
	float m_SpeedMultiplier;
	bool m_IsTesting;
	std::map<std::wstring, SimState*> m_SavedStates;
	std::string m_DisplayPassability;

	typedef struct SBandboxVertex
	{
		SBandboxVertex(float x, float y, u8 r, u8 g, u8 b, u8 a) : x(x), y(y), r(r), g(g), b(b), a(a) {}
		u8 r, g, b, a;
		float x, y;
	} SBandboxVertex;

	std::vector<SBandboxVertex> m_BandboxArray;
	bool m_DrawMoveTool;
	CVector3D m_MoveTool;
};

//////////////////////////////////////////////////////////////////////////

class ActorViewer;

/**
 * Actor Viewer window in Atlas. Dedicated view for examining a single actor/entity and its variations,
 * animations, etc. in more detail.
 */
class AtlasViewActor : public AtlasView
{
public:
	AtlasViewActor();
	~AtlasViewActor();

	virtual void Update(float realFrameLength);
	virtual void Render();
	virtual CCamera& GetCamera();
	virtual CSimulation2* GetSimulation2();
	virtual entity_id_t GetEntityId(AtlasMessage::ObjectID obj);
	virtual bool WantsHighFramerate();
	virtual void SetEnabled(bool enabled);

	virtual void SetParam(const std::wstring& name, bool value);
	virtual void SetParam(const std::wstring& name, int value);
	virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);

	void SetSpeedMultiplier(float speedMultiplier);
	ActorViewer& GetActorViewer();

private:
	float m_SpeedMultiplier;
	CCamera m_Camera;
	ActorViewer* m_ActorViewer;
};

#endif // INCLUDED_VIEW