/* Copyright (C) 2026 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 . */ #ifndef INCLUDED_ICMPCINEMAMANAGER #define INCLUDED_ICMPCINEMAMANAGER #include "simulation2/system/Component.h" #include "simulation2/system/Interface.h" #include #include #include class CCamera; class CCinemaPath; class CStrW; /** * Manages a dynamic list of cinema paths (predefined camera movements/cutscenes) as well as a queue of paths that * is played one by one on command to all players. Simulation messages are sent each time a path ends and also when * the queue finishes as a whole. */ class ICmpCinemaManager : public IComponent { public: /** * Register a new path. * @param path path data */ virtual void AddPath(const CCinemaPath& path) = 0; /** * Remove a path and its data entirely. * @param name path name */ virtual void DeletePath(const CStrW& name) = 0; /** * Check whether a path exists (is registered under the given name).. * @param name path name */ virtual bool HasPath(const CStrW& name) const = 0; /** * Get all registered paths, keyed by their names. */ virtual const std::map& GetPaths() const = 0; /** * Override the entire list of existing paths. * @param newPaths new list of paths */ virtual void SetPaths(const std::map& newPaths) = 0; /** * Push a path to the back of the queue. * @param name path name */ virtual void PushPathToQueue(const CStrW& name) = 0; /** * Clear all paths from the queue. */ virtual void ClearQueue() = 0; /** * Start playing the paths in the queue one by one. */ virtual void StartPlayingQueue() = 0; /** * Stop playing the active path and the queue altogether. */ virtual void StopPlayingQueue() = 0; /** * Whether the first path of the queue is being played at the moment. */ virtual bool IsPlayingQueue() const = 0; /** * Send an update to the path currently playing for it to determine the new camera position. * Called every frame. */ virtual void UpdateActivePath(const float deltaRealTime, CCamera* camera) = 0; /** * Get the name of the path currently playing, if any. */ virtual CStrW GetActivePath() const = 0; /** * Get the time elapsed since the currently active path started playing. */ virtual fixed GetActivePathElapsedTime() const = 0; DECLARE_INTERFACE_TYPE(CinemaManager) }; #endif // INCLUDED_ICMPCINEMAMANAGER