0ad/source/tools/atlas/GameInterface/ActorViewer.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

58 lines
1.7 KiB
C++
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/* Copyright (C) 2022 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_ACTORVIEWER
#define INCLUDED_ACTORVIEWER
#include "ps/CStrForward.h"
#include "simulation2/helpers/Player.h"
#include "simulation2/system/Entity.h"
struct ActorViewerImpl;
struct SColor4ub;
class CSimulation2;
class ActorViewer
{
NONCOPYABLE(ActorViewer);
public:
ActorViewer();
~ActorViewer();
CSimulation2* GetSimulation2();
entity_id_t GetEntity();
void SetActor(const CStrW& id, const CStr8& animation, player_id_t playerID);
void SetEnabled(bool enabled);
void UnloadObjects();
void SetWalkEnabled(bool enabled);
void SetGroundEnabled(bool enabled);
void SetWaterEnabled(bool enabled);
void SetShadowsEnabled(bool enabled);
void ToggleShadows();
void SetStatsEnabled(bool enabled);
void SetBoundingBoxesEnabled(bool enabled);
void SetAxesMarkerEnabled(bool enabled);
void SetPropPointsMode(int mode);
void Render();
void Update(float simFrameLength, float realFrameLength);
private:
ActorViewerImpl& m;
float GetRepeatTimeByAttackType(const std::string& type) const;
};
#endif // INCLUDED_ACTORVIEWER