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- /*
- * MapRenderer.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
- #include "../../lib/ConstTransitivePtr.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class int3;
- class Point;
- class CGObjectInstance;
- class CGHeroInstance;
- class ObjectInstanceID;
- struct TerrainTile;
- struct CGPath;
- VCMI_LIB_NAMESPACE_END
- class IMapRendererContext
- {
- public:
- using MapObject = ObjectInstanceID;
- using MapObjectsList = std::vector<MapObject>;
- virtual ~IMapRendererContext() = default;
- /// returns dimensions of current map
- virtual int3 getMapSize() const = 0;
- /// returns true if chosen coordinates exist on map
- virtual bool isInMap(const int3 & coordinates) const = 0;
- /// returns tile by selected coordinates. Coordinates MUST be valid
- virtual const TerrainTile & getMapTile(const int3 & coordinates) const = 0;
- /// returns all objects visible on specified tile
- virtual const MapObjectsList & getObjects(const int3 & coordinates) const = 0;
- /// returns specific object by ID, or nullptr if not found
- virtual const CGObjectInstance * getObject(ObjectInstanceID objectID) const = 0;
- /// returns path of currently active hero, or nullptr if none
- virtual const CGPath * currentPath() const = 0;
- /// returns true if specified tile is visible in current context
- virtual bool isVisible(const int3 & coordinates) const = 0;
- virtual size_t objectGroupIndex(ObjectInstanceID objectID) const = 0;
- virtual Point objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const = 0;
- /// returns object animation transparency. IF set to 0, object will not be visible
- virtual double objectTransparency(ObjectInstanceID objectID) const = 0;
- /// returns animation frame for selected object
- virtual size_t objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const = 0;
- /// returns size of ouput tile, in pixels. 32x32 for "standard" map, may be smaller for world view mode
- virtual Point getTileSize() const = 0;
- /// if true, map grid should be visible on map
- virtual bool showGrid() const = 0;
- };
- class IMapObjectObserver
- {
- public:
- IMapObjectObserver();
- virtual ~IMapObjectObserver();
- virtual bool hasOngoingAnimations() = 0;
- /// Plays fade-in animation and adds object to map
- virtual void onObjectFadeIn(const CGObjectInstance * obj) {}
- /// Plays fade-out animation and removed object from map
- virtual void onObjectFadeOut(const CGObjectInstance * obj) {}
- /// Adds object to map instantly, with no animation
- virtual void onObjectInstantAdd(const CGObjectInstance * obj) {}
- /// Removes object from map instantly, with no animation
- virtual void onObjectInstantRemove(const CGObjectInstance * obj) {}
- /// Perform hero teleportation animation with terrain fade animation
- virtual void onHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) {}
- /// Perform hero movement animation, moving hero across terrain
- virtual void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) {}
- /// Instantly rotates hero to face destination tile
- virtual void onHeroRotated(const CGHeroInstance * obj, const int3 & from, const int3 & dest) {}
- };
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