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- /*
- * MapViewCache.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/Point.h"
- VCMI_LIB_NAMESPACE_BEGIN
- class ObjectInstanceID;
- VCMI_LIB_NAMESPACE_END
- class IImage;
- class CAnimation;
- class Canvas;
- class MapRenderer;
- class IMapRendererContext;
- class MapViewModel;
- /// Class responsible for rendering of entire map view
- /// uses rendering parameters provided by owner class
- class MapViewCache
- {
- struct TileChecksum
- {
- int tileX = std::numeric_limits<int>::min();
- int tileY = std::numeric_limits<int>::min();
- std::array<uint8_t, 8> checksum{};
- bool operator==(const TileChecksum & other) const
- {
- return tileX == other.tileX && tileY == other.tileY && checksum == other.checksum;
- }
- };
- boost::multi_array<TileChecksum, 2> terrainChecksum;
- boost::multi_array<bool, 2> tilesUpToDate;
- Point cachedSize;
- Point cachedPosition;
- int cachedLevel;
- bool overlayWasVisible;
- std::shared_ptr<MapViewModel> model;
- std::unique_ptr<Canvas> terrain;
- std::unique_ptr<Canvas> terrainTransition;
- std::unique_ptr<Canvas> intermediate;
- std::unique_ptr<MapRenderer> mapRenderer;
- std::shared_ptr<CAnimation> iconsStorage;
- Canvas getTile(const int3 & coordinates);
- void updateTile(const std::shared_ptr<IMapRendererContext> & context, const int3 & coordinates);
- std::shared_ptr<IImage> getOverlayImageForTile(const std::shared_ptr<IMapRendererContext> & context, const int3 & coordinates);
- public:
- explicit MapViewCache(const std::shared_ptr<MapViewModel> & model);
- ~MapViewCache();
- /// invalidates cache of specified object
- void invalidate(const std::shared_ptr<IMapRendererContext> & context, const ObjectInstanceID & object);
- /// updates internal terrain cache according to provided time delta
- void update(const std::shared_ptr<IMapRendererContext> & context);
- /// renders updated terrain cache onto provided canvas
- void render(const std::shared_ptr<IMapRendererContext> & context, Canvas & target, bool fullRedraw);
- /// creates snapshot of current view and stores it into internal canvas
- /// used for view transition, e.g. Dimension Door spell or teleporters (Subterra gates / Monolith)
- void createTransitionSnapshot(const std::shared_ptr<IMapRendererContext> & context);
- };
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