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Based on existing code that was still around from an old(not working) implementation. Supports basic control from trigger scirpts (queue, start and stop camera paths) and works in multiplayer. This was SVN commit r17594.
42 lines
No EOL
1.2 KiB
C++
42 lines
No EOL
1.2 KiB
C++
/* Copyright (C) 2016 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/Interface.h"
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#include "ps/CStr.h"
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/**
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* Component for CCinemaManager class
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* TODO: write description
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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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// TODO: add path name and description
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virtual void AddCinemaPathToQueue(CStrW name) = 0;
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virtual void Play() = 0;
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virtual void Stop() = 0;
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DECLARE_INTERFACE_TYPE(CinemaManager)
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};
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#endif // INCLUDED_ICMPCINEMAMANAGER
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