0ad/source/tools/atlas/GameInterface/ActorViewer.h
wraitii f6348b9617 Clean up header includes, add new forward declarations.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.

No major compilation time change here, though this does reduce depencies
in some headers.

Also fix up old MacOS STL-include fixes that are no longer relevant.

Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
2020-11-21 11:20:29 +00:00

59 lines
1.7 KiB
C++

/* Copyright (C) 2020 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 "simulation2/helpers/Player.h"
#include "simulation2/system/Entity.h"
struct ActorViewerImpl;
struct SColor4ub;
class CSimulation2;
class CStr8;
class CStrW;
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 SetBackgroundColor(const SColor4ub& color);
void SetWalkEnabled(bool enabled);
void SetGroundEnabled(bool enabled);
void SetWaterEnabled(bool enabled);
void SetShadowsEnabled(bool enabled);
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