0ad/source/tools/atlas/GameInterface/View.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

156 lines
4.6 KiB
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/* Copyright (C) 2021 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_VIEW
#define INCLUDED_VIEW
#include <map>
#include "graphics/Camera.h"
#include "maths/Rect.h"
#include "Messages.h"
#include "simulation2/system/Entity.h"
class CCanvas2D;
class CUnit;
class CSimulation2;
class AtlasViewGame;
class AtlasViewActor;
/**
* Superclass for all Atlas game views.
*/
class AtlasView
{
public:
virtual ~AtlasView();
virtual void Update(float UNUSED(realFrameLength)) { };
virtual void Render() { };
virtual void DrawCinemaPathTool() { };
virtual void DrawOverlays(CCanvas2D& UNUSED(canvas)) { };
virtual CCamera& GetCamera() = 0;
virtual CSimulation2* GetSimulation2() { return NULL; }
virtual entity_id_t GetEntityId(AtlasMessage::ObjectID obj) { return (entity_id_t)obj; }
virtual bool WantsHighFramerate() { return false; }
virtual void SetEnabled(bool UNUSED(enabled)) {}
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, int value);
virtual void SetParam(const std::wstring& UNUSED(name), float UNUSED(value)) {}
virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
virtual void SetParam(const std::wstring& name, const std::wstring& value);
// These always return a valid (not NULL) object
static AtlasView* GetView(int /*eRenderView*/ view);
static AtlasView* GetView_None();
static AtlasViewGame* GetView_Game();
static AtlasViewActor* GetView_Actor();
// Invalidates any AtlasView objects previously returned by this class
static void DestroyViews();
};
//////////////////////////////////////////////////////////////////////////
class AtlasViewNone : public AtlasView
{
public:
virtual CCamera& GetCamera() { return dummyCamera; }
private:
CCamera dummyCamera;
};
//////////////////////////////////////////////////////////////////////////
class SimState;
/**
* Main editor/game view of Atlas. Editing the world/scenario and simulation testing happens here.
*/
class AtlasViewGame : public AtlasView
{
public:
AtlasViewGame();
virtual ~AtlasViewGame();
virtual void Update(float realFrameLength);
virtual void Render();
virtual void DrawCinemaPathTool();
virtual void DrawOverlays(CCanvas2D& canvas);
virtual CCamera& GetCamera();
virtual CSimulation2* GetSimulation2();
virtual bool WantsHighFramerate();
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, float value);
virtual void SetParam(const std::wstring& name, const std::wstring& value);
void SetSpeedMultiplier(float speedMultiplier);
void SetTesting(bool testing);
void SaveState(const std::wstring& label);
void RestoreState(const std::wstring& label);
std::wstring DumpState(bool binary);
void SetBandbox(bool visible, float x0, float y0, float x1, float y1);
private:
float m_SpeedMultiplier;
bool m_IsTesting;
std::map<std::wstring, SimState*> m_SavedStates;
std::string m_DisplayPassability;
CRect m_Bandbox;
bool m_DrawMoveTool;
CVector3D m_MoveTool;
};
//////////////////////////////////////////////////////////////////////////
class ActorViewer;
/**
* Actor Viewer window in Atlas. Dedicated view for examining a single actor/entity and its variations,
* animations, etc. in more detail.
*/
class AtlasViewActor : public AtlasView
{
public:
AtlasViewActor();
~AtlasViewActor();
virtual void Update(float realFrameLength);
virtual void Render();
virtual CCamera& GetCamera();
virtual CSimulation2* GetSimulation2();
virtual entity_id_t GetEntityId(AtlasMessage::ObjectID obj);
virtual bool WantsHighFramerate();
virtual void SetEnabled(bool enabled);
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, int value);
virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
void SetSpeedMultiplier(float speedMultiplier);
ActorViewer& GetActorViewer();
private:
float m_SpeedMultiplier;
CCamera m_Camera;
ActorViewer* m_ActorViewer;
};
#endif // INCLUDED_VIEW