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							- /*
 
-  * IMapRendererObserver.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #pragma once
 
- VCMI_LIB_NAMESPACE_BEGIN
 
- class int3;
 
- class CGObjectInstance;
 
- class CGHeroInstance;
 
- class PlayerColor;
 
- VCMI_LIB_NAMESPACE_END
 
- class IMapObjectObserver
 
- {
 
- public:
 
- 	IMapObjectObserver();
 
- 	virtual ~IMapObjectObserver();
 
- 	virtual bool hasOngoingAnimations() = 0;
 
- 	virtual void waitForOngoingAnimations(){};
 
- 	virtual void endNetwork(){};
 
- 	/// Plays fade-in animation and adds object to map
 
- 	virtual void onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
 
- 	/// Plays fade-out animation and removed object from map
 
- 	virtual void onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
 
- 	/// Adds object to map instantly, with no animation
 
- 	virtual void onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
 
- 	/// Removes object from map instantly, with no animation
 
- 	virtual void onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator) = 0;
 
- 	/// Perform hero movement animation, moving hero across terrain
 
- 	virtual void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- 	/// Perform initialization of hero teleportation animation with terrain fade animation
 
- 	virtual void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- 	virtual void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- 	virtual void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- 	virtual void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- 	virtual void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- 	virtual void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
 
- };
 
 
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