0ad/source/simulation2/components/ICmpOverlayRenderer.h
Ralph Sennhauser cc7a165365
Fix includes in source/simulation2
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>
2025-08-08 07:10:11 +02:00

72 lines
2.4 KiB
C++

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