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Make include-what-you-use happy with some files in source/simulatation2 and fix what needs to be fixed. source/simulation2/system/ComponentTest.h uses cxxtest, so add cxxtest to the deps for simulation2 target. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
72 lines
2.4 KiB
C++
72 lines
2.4 KiB
C++
/* Copyright (C) 2025 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_ICMPOVERLAYRENDERER
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#define INCLUDED_ICMPOVERLAYRENDERER
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#include "simulation2/system/Interface.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "maths/FixedVector2D.h"
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#include "maths/FixedVector3D.h"
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#include "simulation2/system/Component.h"
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#include <js/Value.h>
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#include <string>
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/**
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* Interface for rendering 'overlay' objects (typically sprites), automatically
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* positioned relative to the entity.
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* Usually driven by the StatusBars component.
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*
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* (TODO: maybe we should add a "category" argument to Reset/AddSprite/etc,
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* so different components can each maintain independent sets of overlays here?)
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*/
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class ICmpOverlayRenderer : public IComponent
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{
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public:
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/**
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* Delete all sprites that have been previously added.
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*/
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virtual void Reset() = 0;
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/**
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* Add a new textured billboard sprite to be rendered.
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* @param textureName filename of texture to render.
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* @param corner0,corner1 coordinates of sprite's corners, in world-space units oriented with the camera plane,
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* relative to the sprite position.
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* @param offset world-space offset of sprite position from the entity's base position.
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* @param color multiply color of texture
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*/
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virtual void AddSprite(const VfsPath& textureName, const CFixedVector2D& corner0, const CFixedVector2D& corner1, const CFixedVector3D& offset, const std::string& color = "255 255 255 255") = 0;
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/**
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* Enables or disables rendering of all sprites.
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* @param visible Whether the selectable should be visible.
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*/
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static void SetOverrideVisibility(bool visible)
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{
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ICmpOverlayRenderer::m_OverrideVisible = visible;
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}
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DECLARE_INTERFACE_TYPE(OverlayRenderer)
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protected:
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static bool m_OverrideVisible;
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};
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#endif // INCLUDED_ICMPOVERLAYRENDERER
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