0ad/source/tools/atlas/GameInterface/View.h
historic_bruno b1c4e29ac8 Fixes inconsistencies in spelling of colour/color by preferring "color" (only wxWidgets remains with some API that requires "colour"), fixes #1029.
NOTE: requires update-workspaces and may require correction of some
modded actors/scenarios

This was SVN commit r16438.
2015-03-15 23:59:48 +00:00

153 lines
4.4 KiB
C++

/* Copyright (C) 2013 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 "Messages.h"
#include "simulation2/system/Entity.h"
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 DrawOverlays() { };
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 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);
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 DrawOverlays();
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, 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;
typedef struct SBandboxVertex
{
SBandboxVertex(float x, float y, u8 r, u8 g, u8 b, u8 a) : x(x), y(y), r(r), g(g), b(b), a(a) {}
u8 r, g, b, a;
float x, y;
} SBandboxVertex;
std::vector<SBandboxVertex> m_BandboxArray;
};
//////////////////////////////////////////////////////////////////////////
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 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