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/* Copyright (C) 2021 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 "graphics/Color.h"
#include "graphics/Texture.h"
#include "gui/ObjectBases/IGUIObject.h"
#include "maths/Vector2D.h"
#include "renderer/VertexArray.h"
#include <deque>
#include <vector>
class CMatrix3D;
class CMiniMap : public IGUIObject
{
GUI_OBJECT(CMiniMap)
public:
CMiniMap(CGUI& pGUI);
virtual ~CMiniMap();
bool Flare(const CVector2D& pos, const CStr& colorStr);
protected:
struct MapFlare
{
CVector2D pos;
CColor color;
double time;
};
virtual void Draw(CCanvas2D& canvas);
virtual void CreateJSObject();
/**
* @see IGUIObject#HandleMessage()
*/
virtual void HandleMessage(SGUIMessage& Message);
/**
* @see IGUIObject#IsMouseOver()
*/
virtual bool IsMouseOver() const;
private:
void SetCameraPositionFromMousePosition();
bool FireWorldClickEvent(int button, int clicks);
static const CStr EventNameWorldClick;
// Whether or not the mouse is currently down
bool m_Clicking;
std::deque<MapFlare> m_MapFlares;
std::vector<CTexturePtr> m_FlareTextures;
CGUISimpleSetting<u32> m_FlareTextureCount;
CGUISimpleSetting<u32> m_FlareRenderSize;
CGUISimpleSetting<bool> m_FlareInterleave;
CGUISimpleSetting<float> m_FlareAnimationSpeed;
CGUISimpleSetting<float> m_FlareLifetimeSeconds;
CGUISimpleSetting<float> m_FlareStartFadeSeconds;
CGUISimpleSetting<float> m_FlareStopFadeSeconds;
// Whether to draw a black square around and under the minimap.
CGUISimpleSetting<bool> m_Mask;
// map size
ssize_t m_MapSize;
// 1.f if map is circular or 1.414f if square (to shrink it inside the circle)
float m_MapScale;
void RecreateFlareTextures();
void DrawViewRect(CCanvas2D& canvas) const;
void DrawFlare(CCanvas2D& canvas, const MapFlare& flare, double currentTime) const;
void DrawFlareFrame(CCanvas2D& canvas, const u32 frameIndex, const CRect& destination, const CColor& color, float alpha) const;
void GetMouseWorldCoordinates(float& x, float& z) const;
float GetAngle() const;
CVector2D WorldSpaceToMiniMapSpace(const CVector3D& worldPosition) const;
};
#endif // INCLUDED_MINIMAP
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