mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 13:23:56 -07:00
158 lines
4.8 KiB
C++
158 lines
4.8 KiB
C++
/* Copyright (C) 2026 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_VIEW
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#define INCLUDED_VIEW
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#include "graphics/Camera.h"
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#include "maths/Rect.h"
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#include "maths/Vector3D.h"
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#include "simulation2/system/Entity.h"
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#include "tools/atlas/GameInterface/SharedTypes.h"
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#include <cstddef>
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#include <map>
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#include <string>
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class AtlasViewActor;
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class AtlasViewGame;
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class CCanvas2D;
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class CSimulation2;
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namespace Renderer::Backend { class IDeviceCommandContext; }
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/**
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* Superclass for all Atlas game views.
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*/
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class AtlasView
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{
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public:
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virtual ~AtlasView();
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virtual void Update(float /*realFrameLength*/) { };
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virtual void Render() { };
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virtual void DrawCinemaPathTool(Renderer::Backend::IDeviceCommandContext&) { };
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virtual void DrawOverlays(CCanvas2D& /*canvas*/) { };
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virtual CCamera& GetCamera() = 0;
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virtual CSimulation2* GetSimulation2() { return NULL; }
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virtual entity_id_t GetEntityId(AtlasMessage::ObjectID obj) { return (entity_id_t)obj; }
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virtual bool WantsHighFramerate() { return false; }
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virtual void SetEnabled(bool /*enabled*/) {}
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virtual void SetParam(const std::wstring& name, bool value);
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virtual void SetParam(const std::wstring& name, int value);
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virtual void SetParam(const std::wstring& /*name*/, float /*value*/) {}
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virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
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virtual void SetParam(const std::wstring& name, const std::wstring& value);
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// These always return a valid (not NULL) object
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static AtlasView* GetView(int /*eRenderView*/ view);
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static AtlasView* GetView_None();
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static AtlasViewGame* GetView_Game();
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static AtlasViewActor* GetView_Actor();
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// Invalidates any AtlasView objects previously returned by this class
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static void DestroyViews();
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};
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//////////////////////////////////////////////////////////////////////////
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class AtlasViewNone : public AtlasView
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{
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public:
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virtual CCamera& GetCamera() { return dummyCamera; }
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private:
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CCamera dummyCamera;
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};
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//////////////////////////////////////////////////////////////////////////
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class SimState;
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/**
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* Main editor/game view of Atlas. Editing the world/scenario and simulation testing happens here.
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*/
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class AtlasViewGame : public AtlasView
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{
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public:
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AtlasViewGame();
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virtual ~AtlasViewGame();
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virtual void Update(float realFrameLength);
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virtual void Render();
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virtual void DrawCinemaPathTool(Renderer::Backend::IDeviceCommandContext& deviceCommandContext);
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virtual void DrawOverlays(CCanvas2D& canvas);
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virtual CCamera& GetCamera();
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virtual CSimulation2* GetSimulation2();
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virtual bool WantsHighFramerate();
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virtual void SetParam(const std::wstring& name, bool value);
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virtual void SetParam(const std::wstring& name, float value);
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virtual void SetParam(const std::wstring& name, const std::wstring& value);
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void SetSpeedMultiplier(float speedMultiplier);
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void SetTesting(bool testing);
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void SaveState(const std::wstring& label);
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void RestoreState(const std::wstring& label);
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std::wstring DumpState(bool binary);
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void SetBandbox(bool visible, float x0, float y0, float x1, float y1);
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private:
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float m_SpeedMultiplier;
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bool m_IsTesting;
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std::map<std::wstring, SimState*> m_SavedStates;
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std::string m_DisplayPassability;
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CRect m_Bandbox;
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bool m_DrawMoveTool;
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CVector3D m_MoveTool;
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};
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//////////////////////////////////////////////////////////////////////////
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class ActorViewer;
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/**
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* Actor Viewer window in Atlas. Dedicated view for examining a single actor/entity and its variations,
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* animations, etc. in more detail.
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*/
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class AtlasViewActor : public AtlasView
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{
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public:
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AtlasViewActor();
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~AtlasViewActor();
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virtual void Update(float realFrameLength);
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virtual void Render();
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virtual CCamera& GetCamera();
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virtual CSimulation2* GetSimulation2();
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virtual entity_id_t GetEntityId(AtlasMessage::ObjectID obj);
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virtual bool WantsHighFramerate();
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virtual void SetEnabled(bool enabled);
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virtual void SetParam(const std::wstring& name, bool value);
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virtual void SetParam(const std::wstring& name, int value);
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virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
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void SetSpeedMultiplier(float speedMultiplier);
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ActorViewer& GetActorViewer();
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private:
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float m_SpeedMultiplier;
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CCamera m_Camera;
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ActorViewer* m_ActorViewer;
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};
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#endif // INCLUDED_VIEW
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