0ad/source/tools/atlas/GameInterface/ActorViewer.h
Stan 0ad79096bd Add a C++ interface for CCmpAttack.
This allows Atlas not to rely on eval() to get access to the attack
component.
Add a quick test for the added method.
This fixes the animation speed matching that of the actor instead of the
template.
Remove some dead code after af2abb8cbf
Fixes: #5129
Reviewed by: @Angen
Comments by: @elexis
Differential Revision: https://code.wildfiregames.com/D2464
This was SVN commit r23592.
2020-04-21 21:44:05 +00:00

58 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 "ps/CStr.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 CStr& 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