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115 lines
3 KiB
C++
115 lines
3 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPCINEMAMANAGER
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#define INCLUDED_ICMPCINEMAMANAGER
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Interface.h"
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#include <js/Value.h>
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#include <list>
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#include <map>
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class CCamera;
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class CCinemaPath;
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class CStrW;
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/**
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* Manages a dynamic list of cinema paths (predefined camera movements/cutscenes) as well as a queue of paths that
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* is played one by one on command to all players. Simulation messages are sent each time a path ends and also when
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* the queue finishes as a whole.
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*/
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class ICmpCinemaManager : public IComponent
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{
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public:
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/**
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* Register a new path.
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* @param path path data
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*/
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virtual void AddPath(const CCinemaPath& path) = 0;
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/**
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* Remove a path and its data entirely.
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* @param name path name
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*/
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virtual void DeletePath(const CStrW& name) = 0;
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/**
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* Check whether a path exists (is registered under the given name)..
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* @param name path name
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*/
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virtual bool HasPath(const CStrW& name) const = 0;
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/**
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* Get all registered paths, keyed by their names.
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*/
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virtual const std::map<CStrW, CCinemaPath>& GetPaths() const = 0;
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/**
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* Override the entire list of existing paths.
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* @param newPaths new list of paths
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*/
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virtual void SetPaths(const std::map<CStrW, CCinemaPath>& newPaths) = 0;
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/**
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* Push a path to the back of the queue.
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* @param name path name
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*/
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virtual void PushPathToQueue(const CStrW& name) = 0;
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/**
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* Clear all paths from the queue.
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*/
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virtual void ClearQueue() = 0;
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/**
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* Start playing the paths in the queue one by one.
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*/
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virtual void StartPlayingQueue() = 0;
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/**
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* Stop playing the active path and the queue altogether.
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*/
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virtual void StopPlayingQueue() = 0;
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/**
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* Whether the first path of the queue is being played at the moment.
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*/
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virtual bool IsPlayingQueue() const = 0;
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/**
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* Send an update to the path currently playing for it to determine the new camera position.
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* Called every frame.
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*/
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virtual void UpdateActivePath(const float deltaRealTime, CCamera* camera) = 0;
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/**
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* Get the name of the path currently playing, if any.
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*/
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virtual CStrW GetActivePath() const = 0;
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/**
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* Get the time elapsed since the currently active path started playing.
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*/
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virtual fixed GetActivePathElapsedTime() const = 0;
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DECLARE_INTERFACE_TYPE(CinemaManager)
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};
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#endif // INCLUDED_ICMPCINEMAMANAGER
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